public void SpawnWave(ref ConcurrentQueue <SpawnObject> spawnQueue, EnemyStrength enemyStrength, WaveSize waveSize, int players, float innerRadius = 1600f / 64f, float outerRadius = 2000f / 64f, float sideLength = 4000 / 64f)
        {
            var tempSQ = spawnQueue;
            int waveCount;

            switch (waveSize)
            {
            case WaveSize.Small:
                waveCount = 5 * players;
                break;

            case WaveSize.Medium:
                waveCount = 10 * players;
                break;

            case WaveSize.Large:
                waveCount = 20 * players;
                break;

            case WaveSize.XtraLarge:
                waveCount = 40 * players;
                break;

            default:
                waveCount = 10 * players;
                break;
            }
            var       rand         = new Random();
            var       randomNumber = rand.NextDouble();
            WaveTypes waveType;

            if (randomNumber <= .5)
            {
                waveType = WaveTypes.Corners;
            }
            else if (randomNumber <= .80)
            {
                waveType = WaveTypes.InsideOut;
            }
            else
            {
                waveType = WaveTypes.Ring;
            }


            Parallel.For(0, waveCount, (i =>
            {
                SpawnOneTick(enemyStrength, ref tempSQ, waveType, innerRadius, outerRadius, sideLength);
            }));
            spawnQueue = tempSQ;
        }
        public void SpawnOneTick(EnemyStrength enemyStrength, ref ConcurrentQueue <SpawnObject> spawnQueue, WaveTypes waveType, float innerRadius = 1600f / 64f, float outerRadius = 2000f / 64f, float sideLength = 4000f / 64f)
        {
            EnemySpawnObject enemySpawn = new EnemySpawnObject();
            var rand    = new Random();
            var entropy = (float)rand.NextDouble();

            if (waveType == WaveTypes.Ring)
            {
                //Set enemy spawn using MATH POWAH
                //https://stackoverflow.com/questions/9048095/create-random-number-within-an-annulus

                //theta = random.uniform(0,2*pi)
                float theta = (float)rand.NextDouble() * (float)Math.PI * 2f;
                //A = 2/(r_max*r_max - r_min*r_min)
                float A = 2 / (outerRadius * outerRadius - innerRadius * innerRadius);
                //r = sqrt(2*random.uniform(0,1)/A + r_min*r_min)
                float r = (float)Math.Sqrt(
                    2 * rand.NextDouble() / (double)A + (double)innerRadius * (double)outerRadius);
                var spawnPosition = new Vector2(r * (float)Math.Cos(theta), r * (float)Math.Sin(theta));
                enemySpawn.InitialPosition = spawnPosition;
            }
            else if (waveType == WaveTypes.Corners)
            {
                var entropy2 = (float)rand.NextDouble();
                if (entropy2 >= .5)
                {
                    if (entropy >= .5)
                    {
                        enemySpawn.InitialPosition = new Vector2(sideLength / 2 + entropy, sideLength / 2 + entropy);
                    }
                    else
                    {
                        enemySpawn.InitialPosition = new Vector2(-sideLength / 2 + entropy, -sideLength / 2 + entropy);
                    }
                }
                else
                {
                    if (entropy >= .5)
                    {
                        enemySpawn.InitialPosition = new Vector2(-sideLength / 2 + entropy, sideLength / 2 + entropy);
                    }
                    else
                    {
                        enemySpawn.InitialPosition = new Vector2(sideLength / 2 + entropy, -sideLength / 2 + entropy);
                    }
                }
            }
            else if (waveType == WaveTypes.InsideOut)
            {
                enemySpawn.InitialPosition = new Vector2(entropy, -entropy);
            }

            var enemyType = "alien_tick";

            enemySpawn.Radius             = .4f;
            enemySpawn.InitialRestitution = 0f;
            switch (enemyStrength)
            {
            case EnemyStrength.Easy:
                enemySpawn.EnemyType     = enemyType;
                enemySpawn.Speed         = 9f;
                enemySpawn.Damage        = 2f;
                enemySpawn.InitialHealth = 10f;
                break;

            case EnemyStrength.EasyMedium:
                enemySpawn.EnemyType     = enemyType;
                enemySpawn.Speed         = 10f;
                enemySpawn.Damage        = 5f;
                enemySpawn.InitialHealth = 10f;
                break;

            case EnemyStrength.Medium:
                enemySpawn.EnemyType     = enemyType;
                enemySpawn.Speed         = 11f;
                enemySpawn.Damage        = 10f;
                enemySpawn.InitialHealth = 15f;
                break;

            case EnemyStrength.Hard:
                enemySpawn.EnemyType     = enemyType;
                enemySpawn.Speed         = 12f;
                enemySpawn.Damage        = 25f;
                enemySpawn.InitialHealth = 25f;
                break;

            case EnemyStrength.VeryHard:
                enemySpawn.EnemyType     = enemyType;
                enemySpawn.Speed         = 13f;
                enemySpawn.Damage        = 35f;
                enemySpawn.InitialHealth = 30f;
                break;
            }


            spawnQueue.Enqueue(enemySpawn);
        }
Exemplo n.º 3
0
        static public Enemy GenerateEnemy(EnemyStrength strength)
        {
            int rollType     = Game.rng.Next(5);
            int rollStrength = Game.rng.Next(10);
            int rollTough    = Game.rng.Next(10);
            int rollHp       = Game.rng.Next(10);

            int str   = (rollStrength / 5) + 1;
            int tgh   = (rollTough / 7);
            int hp    = (rollHp / 4) + 5;
            int speed = Game.rng.Next(5) + 1;

            switch (strength)
            {
            case EnemyStrength.WEAK:
                switch (rollType)
                {
                case 0:
                    return(new Enemy("Rat", hp, str, tgh, speed, 0, EnemyStrength.WEAK));

                case 1:
                    return(new Enemy("Bat", hp, str, tgh, speed, 0, EnemyStrength.WEAK));

                case 2:
                    return(new Enemy("Slime", hp, str, tgh, speed, 0, EnemyStrength.WEAK));

                case 3:
                    return(new Enemy("Wolf", hp, str, tgh, speed, 0, EnemyStrength.WEAK));

                case 4:
                    return(new Enemy("Spider", hp, str, tgh, speed, 0, EnemyStrength.WEAK));

                default:
                    return(new Enemy("Rat", hp, str, tgh, speed, 0, EnemyStrength.WEAK));
                }

            case EnemyStrength.MEDIUM:
                str += (rollStrength / 4) + 2;
                tgh += 1;
                hp  += (rollHp / 4) + 7;
                switch (rollType)
                {
                case 0:
                    return(new Enemy("Skeleton", hp, str, tgh, speed, 0, EnemyStrength.MEDIUM));

                case 1:
                    return(new Enemy("Zombie", hp, str, tgh, speed, 0, EnemyStrength.MEDIUM));

                case 2:
                    return(new Enemy("Ork", hp, str, tgh, speed, 0, EnemyStrength.MEDIUM));

                case 3:
                    return(new Enemy("Bear", hp, str, tgh, speed, 0, EnemyStrength.MEDIUM));

                case 4:
                    return(new Enemy("Mad Convict", hp, str, tgh, speed, 0, EnemyStrength.MEDIUM));

                default:
                    return(new Enemy("Skeleton", hp, str, tgh, speed, 0, EnemyStrength.MEDIUM));
                }

            case EnemyStrength.STRONG:
                str += (rollStrength / 2) + 6;
                tgh += (rollTough / 3) + 1;
                hp  += (rollHp / 2) + 15;
                switch (rollType)
                {
                case 0:
                    return(new Enemy("Stone Golem", hp, str, tgh, speed, 0, EnemyStrength.STRONG));

                case 1:
                    return(new Enemy("Small Dragon", hp, str, tgh, speed, 0, EnemyStrength.STRONG));

                case 2:
                    return(new Enemy("Fire Monster", hp, str, tgh, speed, 0, EnemyStrength.STRONG));

                case 3:
                    return(new Enemy("Giant", hp, str, tgh, speed, 0, EnemyStrength.STRONG));

                case 4:
                    return(new Enemy("Queen of Spiders", hp, str, tgh, speed, 0, EnemyStrength.STRONG));

                default:
                    return(new Enemy("Stone Golem", hp, str, tgh, speed, 0, EnemyStrength.STRONG));
                }

            default:
                throw new System.SystemException("enemy generator");
            }
        }
Exemplo n.º 4
0
 public Enemy(String n, int h, int s, int t, int sp, int m, EnemyStrength str) :  base(h, s, t, sp, m)
 {
     Name         = n;
     StrengthType = str;
 }