Exemplo n.º 1
0
        public void updateMap(int level, Point point, PathingTerrain newTerrain)
        {
            if (levelTCODMaps.Count() == 0)
            {
                LogFile.Log.LogEntryDebug("updateMap called before pathfinding initially done.", LogDebugLevel.Medium);
                return;
            }

            switch (newTerrain)
            {
            case PathingTerrain.ClosedLock:
                levelTCODMaps[level].SetCell(point.x, point.y, true, false);
                levelTCODMapsIgnoringClosedDoors[level].SetCell(point.x, point.y, true, false);
                levelTCODMapsIgnoringClosedDoorsAndLocks[level].SetCell(point.x, point.y, true, true);
                break;

            case PathingTerrain.ClosedDoor:
                levelTCODMaps[level].SetCell(point.x, point.y, true, false);
                levelTCODMapsIgnoringClosedDoors[level].SetCell(point.x, point.y, true, true);
                levelTCODMapsIgnoringClosedDoorsAndLocks[level].SetCell(point.x, point.y, true, true);
                break;

            case PathingTerrain.Unwalkable:
                levelTCODMaps[level].SetCell(point.x, point.y, true, false);
                levelTCODMapsIgnoringClosedDoors[level].SetCell(point.x, point.y, true, false);
                levelTCODMapsIgnoringClosedDoorsAndLocks[level].SetCell(point.x, point.y, true, false);
                break;

            case PathingTerrain.Walkable:
                levelTCODMaps[level].SetCell(point.x, point.y, true, true);
                levelTCODMapsIgnoringClosedDoors[level].SetCell(point.x, point.y, true, true);
                levelTCODMapsIgnoringClosedDoorsAndLocks[level].SetCell(point.x, point.y, true, true);
                break;
            }
        }
        public void updateMap(int level, Point point, PathingTerrain newTerrain)
        {
            if (levelTCODMaps.Count() == 0)
            {
                LogFile.Log.LogEntryDebug("updateMap called before pathfinding initially done.", LogDebugLevel.Medium);
                return;
            }

            switch (newTerrain)
            {
                case PathingTerrain.ClosedLock:
                    levelTCODMaps[level].SetCell(point.x, point.y, true, false);
                    levelTCODMapsIgnoringClosedDoors[level].SetCell(point.x, point.y, true, false);
                    levelTCODMapsIgnoringClosedDoorsAndLocks[level].SetCell(point.x, point.y, true, true);
                    break;
                case PathingTerrain.ClosedDoor:
                    levelTCODMaps[level].SetCell(point.x, point.y, true, false);
                    levelTCODMapsIgnoringClosedDoors[level].SetCell(point.x, point.y, true, true);
                    levelTCODMapsIgnoringClosedDoorsAndLocks[level].SetCell(point.x, point.y, true, true);
                    break;
                case PathingTerrain.Unwalkable:
                    levelTCODMaps[level].SetCell(point.x, point.y, true, false);
                    levelTCODMapsIgnoringClosedDoors[level].SetCell(point.x, point.y, true, false);
                    levelTCODMapsIgnoringClosedDoorsAndLocks[level].SetCell(point.x, point.y, true, false);
                    break;
                case PathingTerrain.Walkable:
                    levelTCODMaps[level].SetCell(point.x, point.y, true, true);
                    levelTCODMapsIgnoringClosedDoors[level].SetCell(point.x, point.y, true, true);
                    levelTCODMapsIgnoringClosedDoorsAndLocks[level].SetCell(point.x, point.y, true, true);
                    break;
            }
        }
Exemplo n.º 3
0
 private bool CountsAsWalkable(PathingTerrain terrain)
 {
     return(terrain == PathingTerrain.Walkable || terrain == PathingTerrain.ClosedDoor);
 }
Exemplo n.º 4
0
 private bool CountsAsWalkable(PathingTerrain terrain)
 {
     return terrain == PathingTerrain.Walkable || terrain == PathingTerrain.ClosedDoor;
 }