public override void RunEvent(EventManager callingEventManagerIn) { callingEventManager = callingEventManagerIn; //Check if the goal is one move away and if it is not occupied if (Math.Abs(elementToMove.getWorldPositionX() - destination.X) + Math.Abs(elementToMove.getWorldPositionY() - destination.Y) <= 1) { if (moveGoingOn || !associatedMap.getOccupied(destination)) { //In this case we either only have to move one step - or this is a component of a larger path this.MoveToDestination(); } else { elementToMove.SetStuck(true); //kill user event if this wasn't a child if (elementToMove.GetFinalDestination() == destination) { this.SetComplete(); elementToMove.KillLinkedMovement(); } else { this.SetComplete(); } } } else { if (reattemptCounter > reattemptLimit) { elementToMove.SetStatusMessage("Ran out of attempts"); this.ShutdownSmoothly(); elementToMove.KillLinkedMovement(); } if (!this.GetShutdownSmoothly()) { if (pathFound) { movementWasPossible = true; this.PerformNextMove(); } else { if (flowMapProduced) { this.GeneratePath(); } else { this.DevelopFlowMap(); } } } else { elementToMove.KillLinkedMovement(); this.SetComplete(); } } if (!this.GetShutdownSmoothly()) { //reached destination if ((Math.Abs(elementToMove.getWorldPositionX() - elementToMove.GetFinalDestination().X) + Math.Abs(elementToMove.getWorldPositionY() - elementToMove.GetFinalDestination().Y) == 0)) { elementToMove.KillLinkedMovement(); } } }
/// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { //Update key presses inputManager.Update(); //Check for key presses if (inputManager.EscapeButtonPressed()) { Exit(); } if (inputManager.SpawnTreeButtonReleased()) { eventManager.AddEvent(new EventAddTrees(this, currentMap, 1, 1, 0)); } if (inputManager.SpawnRockButtonReleased()) { eventManager.AddEvent(new EventAddRocks(this, currentMap, 1)); } //Check left mouse functions if (inputManager.LeftMouseButtonReleased()) { if (inputManager.DragFinished()) { elementFocus.Clear(); currentMap.GetAllElementsInArea(elementFocus, inputManager.GetMouseDragStartTile(), inputManager.GetMouseDragEndTile()); } else if (inputManager.MouseOverMap() && currentMap.getOccupied(inputManager.GetCurrentMouseTile(currentMap))) { currentMap.getOccupyingElement(inputManager.GetCurrentMouseTile(currentMap)).UpdateCurrentHealth(5); elementFocus.Clear(); elementFocus.Add(currentMap.getOccupyingElement(inputManager.GetCurrentMouseTile(currentMap))); } else if (uiManager.OverHarvestIcon(inputManager) && elementFocus.Count > 0) { for (int i = 0; i < elementFocus.Count; i++) { if (elementFocus[i].GetMovable()) { ((ActorElement)elementFocus[i]).SetJob(new GathererJob()); } } } else if (uiManager.OverMineIcon(inputManager) && elementFocus.Count > 0) { for (int i = 0; i < elementFocus.Count; i++) { if (elementFocus[i].GetMovable()) { eventManager.AddEvent(new EventHarvestRocks(this, currentMap, eventManager, elementFocus[i], gameTime, true)); } } } else { elementFocus.Clear(); } } //Check right mouse functions if (inputManager.RightMouseButtonReleased()) { //cycle through all focuses for (int i = 0; i < elementFocus.Count; i++) { if (elementFocus[i].GetMovable()) { //This is an actor ActorElement currentActor = (ActorElement)elementFocus[i]; //clear any previous stuck condition currentActor.SetStuck(false); EventMoveTo movingEvent = new EventMoveTo(this, currentMap, elementFocus[i], inputManager.GetCurrentMouseTile(currentMap), gameTime); if (currentActor.Moving()) { currentActor.ReplaceLinkedMovement(movingEvent); eventManager.AddEvent(movingEvent); } else { currentActor.LinkToMoveEvent(movingEvent); eventManager.AddEvent(movingEvent); } } } if (elementFocus.Count == 0) { //if no focus, spawn elements to test with if (!currentMap.getOccupied(inputManager.GetCurrentMouseTile(currentMap))) { currentMap.setOccupied(inputManager.GetCurrentMouseTile(currentMap), true); //currentMap.setOccupyingElement(inputManager.GetCurrentMouseTile(currentMap), new WorkerElement(this, (int)inputManager.GetCurrentMouseTile(currentMap).X, (int)inputManager.GetCurrentMouseTile(currentMap).Y)); currentMap.setOccupyingElement(inputManager.GetCurrentMouseTile(currentMap), new WaterElement(this, (int)inputManager.GetCurrentMouseTile(currentMap).X, (int)inputManager.GetCurrentMouseTile(currentMap).Y, currentMap)); } } } //Process jobs //TODO make run for everyone if (elementFocus.Count > 0) { if (elementFocus[0].HasJob() && elementFocus[0].Idle()) { ((ActorElement)elementFocus[0]).SetIdle(true); ((ActorElement)elementFocus[0]).GetJob().ProcessJobPriorities(this, currentMap, eventManager, elementFocus[0], gameTime); } } //Run events eventManager.RunEvents(); base.Update(gameTime); }