Пример #1
0
        public void BuildHero(Vector2Int pos)
        {
            Vector3 localPos = CMapUtil.GetTileCenterPosByColRow(pos);

            localPos.y = GameConst.DEFAULT_TERRAIN_HEIGHT + 0.1f;
            ProxyPool.HeroProxy.CreateHeroEntity(localPos);
        }
Пример #2
0
        //创建, 地图中可以空置的位置
        private Vector2Int FindFreeTileNotInDict(Dictionary <int, bool> dict)
        {
            Vector2Int pos = CMapUtil.FindRandomNodeLocation(m_numCols, m_numRows);
            int        key = GetKey(pos.x, pos.y);

            bool block       = dict.ContainsKey(key);
            int  maxTryTimes = 100;
            int  tryTimes    = 0;

            while (block && tryTimes < maxTryTimes)
            {
                pos   = CMapUtil.FindRandomNodeLocation(m_numCols, m_numRows);
                key   = GetKey(pos.x, pos.y);
                block = dict.ContainsKey(key);
                tryTimes++;
            }

            if (tryTimes == maxTryTimes)
            {
                Debug.LogError("check forest num, we can not find free tile in walkable grid!");
                return(CDarkConst.INVALID_VEC2INT);
            }

            return(pos);
        }
Пример #3
0
        private IEnumerator CoroutineBuild()
        {
            for (int row = 0; row < m_assetGrid.NumRows; row++)
            {
                yield return(new WaitForEndOfFrame());

                for (int col = 0; col < m_assetGrid.NumCols; col++)
                {
                    var mid = m_assetGrid.GetNodeType(col, row);
                    if (mid <= 0)
                    {
                        continue;
                    }

                    var level = m_assetGrid.GetNodeSubType(col, row);
                    if (level <= 0)
                    {
                        continue;
                    }

                    var pos = CMapUtil.GetTileCenterPosByColRow(col, row);
                    pos.y = GameConst.DEFAULT_TERRAIN_HEIGHT + 0.1f;

                    CreateMonsterAtPos(mid, level, pos);
                }
            }
        }
Пример #4
0
        public void SetUseGroundNormal(bool bNormal)
        {
            UsingGroundNormal = bNormal;

            if (!UsingGroundNormal && (ObjType == OBJ_TYPE.HOSTPLAYER || ObjType == OBJ_TYPE.ELSEPLAYER))
            {
                transform.rotation = CMapUtil.GetUpNormalRotation(transform.forward);
            }
        }
Пример #5
0
    private static int PlayEarlyWarningGfx(IntPtr L)
    {
        int       count = LuaDLL.lua_gettop(L);
        const int nRet  = 2;

        if (count == 6 && LuaScriptMgr.CheckTypes(L, 1, typeof(string), typeof(LuaTable), typeof(LuaTable), typeof(LuaTable), typeof(float), typeof(bool)))
        {
            float lifeTime = (float)LuaScriptMgr.GetNumber(L, 5);
            if (lifeTime < 0.01f)
            {
                LuaDLL.lua_pushnil(L);
                LuaScriptMgr.Push(L, 0);
                return(CheckReturnNum(L, count, nRet));
            }

            string gfxName = LuaScriptMgr.GetString(L, 1);
            int    fxId    = 0;
            CFxOne fx      = CFxCacheMan.Instance.RequestFxOne(gfxName, -1, out fxId);
            if (fx == null)
            {
                LuaDLL.lua_pushnil(L);
                LuaScriptMgr.Push(L, 0);
                return(CheckReturnNum(L, count, nRet));
            }

            Vector3 pos               = LuaScriptMgr.GetVector3(L, 2);
            Vector3 dir               = LuaScriptMgr.GetVector3(L, 3);
            Vector3 scale             = LuaScriptMgr.GetVector3(L, 4);
            bool    doNotUseProjector = LuaScriptMgr.GetBoolean(L, 6);


            Transform trans = fx.transform;
            trans.position   = pos;
            trans.rotation   = CMapUtil.GetMapNormalRotationWithDistance(pos, dir, Math.Max(scale.x, scale.z)); //法线为地面法线
            trans.localScale = Vector3.one;

            fx.IsFixRot = false;
            if (fx.EarlyWarning == null)
            {
                fx.EarlyWarning = new EarlyWarningInfo();
            }
            fx.EarlyWarning.Set(Time.time, lifeTime, scale, doNotUseProjector);

            fx.Play(lifeTime + 0.2f);

            LuaScriptMgr.Push(L, fx.gameObject);
            LuaScriptMgr.Push(L, fx.ID);
        }
        else
        {
            LogParamError("PlaySkillIndicatorGfx", count);
            LuaDLL.lua_pushnil(L);
            LuaScriptMgr.Push(L, 0);
        }
        return(CheckReturnNum(L, count, nRet));
    }
Пример #6
0
    //相机遇遮挡时拉进的设置
    private bool CollisionFix(int layerMask)
    {
        CameraTraceResult bLastCollide = _CamTraceResult;

        if (bLastCollide == CameraTraceResult.NoHit || _IsDistChange)
        {
            dist_before_hit = _DistOffset;
            _IsDistChange   = false;
        }

        Vector3 vDelta = -dist_before_hit * _RealDir;
        bool    isFix  = false;

        Vector3 vTracePos;
        float   fDistance;

        _CamTraceResult = CMapUtil.CameraTrace(layerMask, _CurTargetPos, 0.02f, vDelta, out vTracePos, out fDistance);
        if (_CamTraceResult == CameraTraceResult.HitTerrain)
        {
            if (fDistance > 0.1f)       //避免出现摄像机位置和碰撞位置重合的情况,这时方向会乱
            {
                _RealPos = vTracePos;
            }
            else
            {
                vDelta.Normalize();
                _RealPos = _CurTargetPos + vDelta * 0.1f;
            }
            _DistOffsetDest = fDistance;
            isFix           = true;
        }
        else if (_CamTraceResult == CameraTraceResult.HitCameraCollision)
        {
            if (fDistance > _MinCamCollisionDist)       //避免出现摄像机位置和碰撞位置重合的情况,这时方向会乱
            {
                _RealPos = vTracePos;
            }
            else
            {
                vDelta.Normalize();
                _RealPos = _CurTargetPos + vDelta * _MinCamCollisionDist;
            }
        }
        else
        {
            if (bLastCollide != CameraTraceResult.NoHit)    //从有碰撞到无碰撞
            {
                _DistOffset = _DistOffsetDest = dist_before_hit;
            }
        }

        return(isFix);
    }
Пример #7
0
    //确保在地面一定高度
    private void MapHeightFix()
    {
        float fHeight = 0.0f;

        if (CMapUtil.GetMapHeight(_RealPos, _CameraRadius, out fHeight))
        {
            if (_RealPos.y < fHeight + _CameraTerrainHitHeight)
            {
                _RealPos.y = fHeight + _CameraTerrainHitHeight;
            }
        }
    }
Пример #8
0
    //获取经过地形和碰撞调整后的跟随相机的位置
    private Vector3 GetGameCamPosAfterCollionFix(float fHeightOffset)
    {
        var game_cam_pos = CCamCtrlMan.Instance.GetGameCamCtrl().GetCamCurPos();    //根据当前跟随相机的位置参数获取相机回正的原始位置

        //根据地形和相机碰撞体,调整目标相机位置
        Vector3 lookAtPos = GetRealLookAtPos(fHeightOffset);
        Vector3 vDelta    = game_cam_pos - lookAtPos;
        Vector3 vTracePos;
        float   fDistance;
        var     ret = CMapUtil.CameraTrace(CUnityUtil.LayerMaskTerrainCameraCollision, lookAtPos, 0.02f, vDelta, out vTracePos, out fDistance);

        if (ret == CameraTraceResult.HitTerrain)
        {
            if (fDistance > 0.1f)       //避免出现摄像机位置和碰撞位置重合的情况,这时方向会乱
            {
                game_cam_pos = vTracePos;
            }
            else
            {
                vDelta.Normalize();
                game_cam_pos = lookAtPos + vDelta * 0.1f;
            }
        }
        else if (ret == CameraTraceResult.HitCameraCollision)
        {
            if (fDistance > _MinCamCollisionDist)       //避免出现摄像机位置和碰撞位置重合的情况,这时方向会乱
            {
                game_cam_pos = vTracePos;
            }
            else
            {
                vDelta.Normalize();
                game_cam_pos = lookAtPos + vDelta * _MinCamCollisionDist;
            }
        }

        //确保在地面一定高度
        float fHeight = 0.0f;

        if (CMapUtil.GetMapHeight(game_cam_pos, _CameraRadius, out fHeight))
        {
            if (game_cam_pos.y < fHeight + _CameraTerrainHitHeight)
            {
                game_cam_pos.y = fHeight + _CameraTerrainHitHeight;
            }
        }

        return(game_cam_pos);
    }
Пример #9
0
    //获取经过地形和碰撞调整后的相机位置
    private Vector3 GetCamPosAfterCollionFix(Vector3 dest_pos)
    {
        var cam_pos = dest_pos;

        //根据地形和相机碰撞体,调整目标相机位置
        Vector3 vDelta = cam_pos - _CurTargetPos;
        Vector3 vTracePos;
        float   fDistance;
        var     ret = CMapUtil.CameraTrace(CUnityUtil.LayerMaskTerrainCameraCollision, _CurTargetPos, 0.02f, vDelta, out vTracePos, out fDistance);

        if (ret == CameraTraceResult.HitTerrain)
        {
            if (fDistance > 0.1f)       //避免出现摄像机位置和碰撞位置重合的情况,这时方向会乱
            {
                cam_pos = vTracePos;
            }
            else
            {
                vDelta.Normalize();
                cam_pos = _CurTargetPos + vDelta * 0.1f;
            }
        }
        else if (ret == CameraTraceResult.HitCameraCollision)
        {
            if (fDistance > _MinCamCollisionDist)       //避免出现摄像机位置和碰撞位置重合的情况,这时方向会乱
            {
                cam_pos = vTracePos;
            }
            else
            {
                vDelta.Normalize();
                cam_pos = _CurTargetPos + vDelta * _MinCamCollisionDist;
            }
        }

        //确保在地面一定高度
        float fHeight = 0.0f;

        if (CMapUtil.GetMapHeight(cam_pos, _CameraRadius, out fHeight))
        {
            if (cam_pos.y < fHeight + _CameraTerrainHitHeight)
            {
                cam_pos.y = fHeight + _CameraTerrainHitHeight;
            }
        }

        return(cam_pos);
    }
Пример #10
0
        public AIMap(CEncodedObjectInputBufferI bin)
        {
            bin.nextTag(TAG);
            Dictionary <string, string> A = bin.getAttributes();

            int  width  = EncodeUtil.parseInt(A[GAME_MAP_WIDTH_ATTR]);
            int  height = EncodeUtil.parseInt(A[GAME_MAP_HEIGHT_ATTR]);
            bool vwrap  = EncodeUtil.fromBoolString(A[GAME_MAP_VWRAP_ATTR]);
            bool hwrap  = EncodeUtil.fromBoolString(A[GAME_MAP_HWRAP_ATTR]);

            mapUtil_ = new CMapUtil(width, hwrap, height, vwrap);

            stackCount_ = EncodeUtil.parseUInt(A[STACKCOUNT]);

            string mb = bin.getObjectText(TMAP_TAG);

            mapBytes_ = mb.ToCharArray();

            var tmp = new List <string>();

            EncodeUtil.decodeStringList(WASTELAND, tmp, bin);
            foreach (string s in tmp)
            {
                wasteland_.Add(s, true);
            }
            tmp.Clear();

            EncodeUtil.decodeStringList(MINES, tmp, bin);
            foreach (string s in tmp)
            {
                mines_.Add(s, true);
            }
            tmp.Clear();

            EncodeUtil.decodeStringList(ROAD, tmp, bin);
            foreach (string s in tmp)
            {
                roads_.Add(s, true);
            }
            tmp.Clear();

            EncodeUtil.decodeDSI(RESOURCES, resources_, bin);


            bin.endTag(TAG);
        }
Пример #11
0
        private void CoroutineBuild()
        {
            for (int row = 0; row < m_grid.NumRows; row++)
            {
                for (int col = 0; col < m_grid.NumCols; col++)
                {
                    bool walkable = m_grid.IsWalkable(col, row);
                    if (!walkable)
                    {
                        continue;
                    }

                    var pos = CMapUtil.GetTileCenterPosByColRow(col, row);
                    pos.y = GameConst.DEFAULT_TERRAIN_HEIGHT + 0.05f;
                    LoadAndCreateTile(pos);
                }
            }
        }
Пример #12
0
        private void OnClickMap(CEvent evt)
        {
            if (!gameState.InHeroRound)
            {
                Debug.Log("<OnClickMap> Not In Hero Round");
                return;
            }
            if (m_entity.IsFollowingPath)
            {
                Debug.Log("<OnClickMap> Hero IsFollowingPath");
                return;
            }

            CMouseEvent e    = evt as CMouseEvent;
            var         tile = CMapUtil.GetTileByPos(e.WorldPosition);

            if (!TMap.Instance.Walkable(tile.x, tile.y))
            {
                Debug.Log("<OnClickMap> Click UnWalkable Tile");
                return;
            }

            var pos  = m_entity.TilePosition;
            var dist = tile.ManhattanMagnitude(pos);

            if (dist > m_entity.AttributeSet.MoveRange)
            {
                Debug.Log("<OnClickMap> Click Tile Out Of Range");
                return;
            }

            var target    = CMapUtil.GetTileByPos(e.WorldPosition);
            var waypoints = CTileNavigationSystem.Instance.GetWayPointBetween(pos, target);

            if (dist > waypoints.Count)
            {
                Debug.Log("<OnClickMap> Click Tile Out Of Range");
                return;
            }

            m_entity.OnClickMap();
            m_entity.ShowMoveRange(false);
            MoveToLocation(waypoints, result => m_entity.ShowMoveRange(true));
        }
Пример #13
0
        protected void UpdateBehaviors()
        {
            if (ObjType == OBJ_TYPE.SUBOBJECT)
            {
                return;
            }

            float dt = Time.deltaTime;
            LinkedListNode <Behavior> curNode = _ActiveBehaviorList.First;

            while (curNode != null)
            {
                Behavior b = curNode.Value;
                if (b.Tick(dt))
                {
                    if (!b.ReActive)
                    {
                        LinkedListNode <Behavior> tempNode = curNode.Next;
                        RemoveBehavior(b.Type);
                        curNode = tempNode;
                    }
                    else
                    {
                        b.ReActive = false;
                        curNode    = curNode.Next;
                    }
                }
                else
                {
                    curNode = curNode.Next;
                }
            }

            if (UsingGroundNormal && (ObjType == OBJ_TYPE.HOSTPLAYER || ObjType == OBJ_TYPE.ELSEPLAYER))
            {
                var destRot = CMapUtil.GetMapNormalRotation(transform.position, transform.forward, 0.75f);

                // 非匀速Lerp无限接近目标值
                transform.rotation = Quaternion.Slerp(transform.rotation, destRot, Behavior.RotationLerpFactor);
            }
        }
Пример #14
0
        private IEnumerator CoroutineBuild()
        {
            for (int row = 0; row < m_assetGrid.NumRows; row++)
            {
                yield return(new WaitForEndOfFrame());

                for (int col = 0; col < m_assetGrid.NumCols; col++)
                {
                    var subType = m_assetGrid.GetNodeSubType(col, row);
                    var prefab  = GetPrefabBySubType(subType);
                    if (string.IsNullOrEmpty(prefab))
                    {
                        continue;
                    }

                    var pos = CMapUtil.GetTileCenterPosByColRow(col, row);
                    pos.y = GameConst.DEFAULT_TERRAIN_HEIGHT;
                    LoadAndCreateTile(prefab, pos);
                }
            }
        }
Пример #15
0
        void Awake()
        {
            m_tran = transform;

            int len = m_maxView * 2 + 1;

            for (int c = 0; c < len; c++)
            {
                for (int r = 0; r < len; r++)
                {
                    var go = new GameObject($"{c}_{r}");
                    var gt = go.transform;
                    gt.parent        = m_tran;
                    gt.localPosition = CMapUtil.GetTileLeftBottomPosByColRow(c - m_maxView, r - m_maxView);
                    AssetManager.LoadTilePrefab("map_common", "TileFlag", gt, Vector3.zero);

                    int id = r * 1000 + c;
                    m_dict[id] = go;
                }
            }
        }
Пример #16
0
        public AIMap(int w, bool hw, int h, bool vw, uint sc)
        {
            mapUtil_ = new CMapUtil(w, hw, h, vw);

            stackCount_ = sc;

            var sbw = new StringBuilder("");

            for (int i = 0; i < mapUtil_.width_; i++)
            {
                sbw.Append(EmpireCC.CT_BLANK);
            }

            var mstr = new StringBuilder("");

            for (int i = 0; i < mapUtil_.height_; i++)
            {
                mstr.Append(sbw.ToString());
            }


            mapBytes_ = mstr.ToString().ToCharArray();
        }
Пример #17
0
        public virtual void prepare(
            int mapWidth,
            bool horzWrap,
            int mapHeight,
            bool vertWrap,
            CDLLHints hints,
            CGameMapParameters mparams,
            WBQueryI unitData,
            StringPollerI distributor,
            MapCallbackI callback,
            string logpath,
            string logname,
            int loglevel)
        {
            if (reallogger_ == null)
            {
                reallogger_ = new CLog(logpath, logname, loglevel);
                logger_     = new CSubLog("MapMaker", reallogger_);
            }
            distributor_ = distributor;
            callback_    = callback;

            unitData_ = unitData;

            mapUtil_ = new CMapUtil(mapWidth, horzWrap, mapHeight, vertWrap);

            mparams_ = mparams;

            //build the map output
            for (int i = 0; i < mapWidth * mapHeight; i++)
            {
                mapLocs_.Add(new TempMapStruct());
            }

            //the default seed - object may get replaced
            random_ = new CMTRandom();
        }
Пример #18
0
    private bool CollisionFix(int layerMask)
    {
        bool bHideTarget = false;

        CameraTraceResult bLastCollide = _CamTraceResult;

        if (bLastCollide == CameraTraceResult.NoHit || _IsDistChangeByForce)
        {
            dist_before_hit      = _DistOffset;
            _IsDistChangeByForce = false;
        }

        Vector3 vDelta = -dist_before_hit * _RealDir;
        Vector3 vTracePos;
        float   fDistance;

        _CamTraceResult = CMapUtil.CameraTrace(layerMask, _CurLookAtPos, _CameraRadius, vDelta, out vTracePos, out fDistance);
        if (_CamTraceResult == CameraTraceResult.HitTerrain)
        {
            _IsQuickRecoverDist = false;
            _DistOffset         = _DistOffsetDest;

            float dist = fDistance;
            if (fDistance <= 0.1f)   //避免出现摄像机位置和碰撞位置重合的情况,这时方向会乱
            {
                dist = 0.1f;
            }
            //_CurHeightOffset = GetHeightOffsetByDistOffset(dist);
            //real_look_at_pos = GetRealLookPos(_CurHeightOffset);
            vDelta.Normalize();
            _RealPos = _CurLookAtPos + vDelta * dist;
        }
        else if (_CamTraceResult == CameraTraceResult.HitCameraCollision)
        {
            _IsQuickRecoverDist = false;
            _DistOffset         = _DistOffsetDest;

            float dist = fDistance;
            if (fDistance <= _MinCamCollisionDist)
            {
                dist = _MinCamCollisionDist;
            }
            vDelta.Normalize();
            _RealPos = _CurLookAtPos + vDelta * dist;
        }
        else
        {
            if (bLastCollide != CameraTraceResult.NoHit)
            {
                _DistOffset = Mathf.Clamp(dist_before_hit, CamConfig.CamMinOffsetDist, _CurMaxDistOffset);
                //_DistOffset = (_CurLookAtPos - _RealPos).magnitude;
                //_DistOffset = Mathf.Clamp(_DistOffset, CamConfig._CamMinOffsetDist, _CurMaxDistOffset);

                _IsQuickRecoverDist = true;
            }

            _RealPos = _CurLookAtPos - _DistOffset * _RealDir;
        }

        bool bTerrainFix = false;

        float fTargetHeight;

        if (!CMapUtil.GetMapHeight(_CurLookAtPos, _CameraRadius, out fTargetHeight))
        {
            fTargetHeight = CUnityUtil.InvalidHeight;
        }

        //确保在地面一定高度
        float fHeight = 0.0f;

        if (CMapUtil.GetMapHeight(_RealPos, _CameraRadius, out fHeight))
        {
            Vector3 vPos = _RealPos;
            if (vPos.y < fHeight + _CameraTerrainHitHeight)
            {
                vPos.y = fHeight + _CameraTerrainHitHeight;

                if ((vPos - _CurLookAtPos).sqrMagnitude < _DistOffset * _DistOffset)
                {
                    _RealPos    = vPos;
                    bTerrainFix = true;
                }
                //_DistOffset = (_CurLookAtPos - _RealPos).magnitude;
            }

            //不能低于目标所在的高度
            if (fTargetHeight != CUnityUtil.InvalidHeight && vPos.y < fTargetHeight + _CameraTerrainHitHeight)
            {
                vPos.y      = fTargetHeight + _CameraTerrainHitHeight;
                _RealPos    = vPos;
                bTerrainFix = true;
            }
        }

        if (!bTerrainFix)
        {
            bHideTarget = (_RealPos - _CurLookAtPos).sqrMagnitude < _MinCamHostDist * _MinCamHostDist;
        }

        return(bHideTarget);
    }
Пример #19
0
 public void Print()
 {
     CMapUtil.PrintGird(m_map);
 }
Пример #20
0
 public void PrintGrid()
 {
     CMapUtil.PrintGird(m_mapWalkableData);
 }
Пример #21
0
 public void DrawGrid()
 {
     CMapUtil.DrawGrid(m_mapWalkableData);
 }
Пример #22
0
        ////////////////////////////////////////////////////////////////////
        //Reloading
        protected AIPlayerData(
            int position,
            string path,
            string logname,
            Dictionary <string, string> caMap,
            CEncodedObjectInputBufferI bin,
            AIEventInterfaceI aiEvent,
            AICommandInterfaceI command,
            AIQueryI query,
            AICheatI cheat,
            int logLevel)
            : base(position, path, logname, caMap, bin, aiEvent, command, query, cheat, logLevel)
        {
            dlogger_ = new CSubLog("PlayerData:" + Convert.ToString(position), realLog_);


            curturn_          = EncodeUtil.parseInt(caMap[CUR_TURN]);
            numPlayers_       = EncodeUtil.parseInt(caMap[NUM_PLAYERS]);
            rdWeight_         = EncodeUtil.parseInt(caMap[RD_WEIGHT]);
            unitsBeforeDrain_ = EncodeUtil.parseInt(caMap[UNITS_BEFORE_DRAIN]);

            bin.nextTag(CPlayer.TAGS);
            if (bin.hasChildren())
            {
                bin.firstChild();
                while (!bin.reachedEndTag(CPlayer.TAGS))
                {
                    players_.Add(new CPlayer(bin));
                }
            }
            bin.endTag(CPlayer.TAGS);

            bin.nextTag(SPOTU);
            if (bin.hasChildren())
            {
                bin.firstChild();
                while (!bin.reachedEndTag(SPOTU))
                {
                    CUnit u = CUnit.decodeCUnit(bin, query_);
                    masterObjects_.Add(u.gid_, u);
                    spotMap_.Add(u.gid_, u);
                    spots_.Add(u);
                }
            }
            bin.endTag(SPOTU);


            bin.nextTag(SPOTC);
            if (bin.hasChildren())
            {
                bin.firstChild();
                while (!bin.reachedEndTag(SPOTC))
                {
                    CProducerUnit c = CProducerUnit.decodeCProducerUnit(bin, query_);
                    masterObjects_.Add(c.gid_, c);
                    knownCitiesVec_.Add(c);
                    spotMap_.Add(c.gid_, c);
                    spots_.Add(c);
                }
            }
            bin.endTag(SPOTC);

            bin.nextTag(SPOTP);
            if (bin.hasChildren())
            {
                bin.firstChild();
                while (!bin.reachedEndTag(SPOTP))
                {
                    CProducerUnit p = CProducerUnit.decodeCProducerUnit(bin, query);
                    masterObjects_.Add(p.gid_, p);
                    spotMap_.Add(p.gid_, p);
                    spots_.Add(p);
                }
            }
            bin.endTag(SPOTP);

            bin.nextTag(CITIES);
            if (bin.hasChildren())
            {
                bin.firstChild();
                while (!bin.reachedEndTag(CITIES))
                {
                    CProducerUnit c = CProducerUnit.decodeCProducerUnit(bin, query_);
                    masterObjects_.Add(c.gid_, c);
                    knownCitiesVec_.Add(c);
                    cities_.Add(c);
                    cityMap_.Add(c.gid_, c);
                }
            }
            bin.endTag(CITIES);


            bin.nextTag(UNITS);
            if (bin.hasChildren())
            {
                bin.firstChild();
                while (!bin.reachedEndTag(UNITS))
                {
                    CUnit u = CUnit.decodeCUnit(bin, query_);
                    masterObjects_.Add(u.gid_, u);
                    unitMap_.Add(u.gid_, u);
                    units_.Add(u);
                }
            }
            bin.endTag(UNITS);

            bin.nextTag(PRODUCERS);
            if (bin.hasChildren())
            {
                bin.firstChild();
                while (!bin.reachedEndTag(PRODUCERS))
                {
                    CProducerUnit p = CProducerUnit.decodeCProducerUnit(bin, query_);
                    masterObjects_.Add(p.gid_, p);
                    producers_.Add(p);
                    producerMap_.Add(p.gid_, p);
                    unitMap_.Add(p.gid_, p);
                    units_.Add(p);
                }
            }
            bin.endTag(PRODUCERS);

            bin.nextTag(CSupplyRoute.TAGS);
            if (bin.hasChildren())
            {
                bin.firstChild();
                while (!bin.reachedEndTag(CSupplyRoute.TAGS))
                {
                    var csr = new CSupplyRoute(bin);
                    supplySources_.Add(csr.rid_, csr);
                }
            }
            bin.endTag(CSupplyRoute.TAGS);

            map_     = new AIMap(bin);
            mapUtil_ = map_.mapUtil_;

            gameRules_ = new CGameRules(bin);

            vc_ = new CVictoryConditions(bin);

            bin.nextTag(CProposal.TAGS);
            if (bin.hasChildren())
            {
                bin.firstChild();
                while (!bin.reachedEndTag(CProposal.TAGS))
                {
                    var p = new CProposal(bin);
                    proposals_.Add(p);
                }
            }
            bin.endTag(CProposal.TAGS);

            bin.nextTag(CProductionReportData.TAGS);
            if (bin.hasChildren())
            {
                bin.firstChild();
                while (!bin.reachedEndTag(CProductionReportData.TAGS))
                {
                    var prd = new CProductionReportData(bin);
                    prodReport_.Add(prd);
                }
            }
            bin.endTag(CProductionReportData.TAGS);


            random_ = new CMTRandom(AI_RANDOM_TAG, bin);

            //retrieve flyover
            foUnit_ = null;
            if (caMap.ContainsKey(FOUNIT_ID))
            {
                uint fid = EncodeUtil.parseUInt(caMap[FOUNIT_ID]);
                foUnit_ = masterObjects_[fid];
            }
        }
Пример #23
0
 /*地图中随机一个位置*/
 public Vector2Int FindRandomNodeLocation()
 {
     return(CMapUtil.FindRandomNodeLocation(m_mapMeta.Rows, m_mapMeta.Cols));
 }
Пример #24
0
        ////////////////////////////////////////////////////////////
        //Game State -  This event is sent initially and on reloads
        //Gives the current state of your forces and what you can see
        private void processGameState(CStateEvent gse)
        {
            //Player Information
            numPlayers_ = gse.players_.Count;
            for (int i = 0; i < numPlayers_; i++)
            {
                players_.Add(gse.players_[i]);
                if (i == position_)
                {
                    pname_ = gse.players_[i].pname_;
                }
            }

            curturn_ = gse.curturn_;

            rdWeight_         = gse.rdWeight_;
            unitsBeforeDrain_ = gse.unitsBeforeDrain_;

            //Map Information
            mapUtil_ = new CMapUtil(gse.w_, gse.hw_, gse.h_, gse.vw_);

            map_ = new AIMap(gse.w_, gse.hw_, gse.h_, gse.vw_, gse.gameRules_.stackCount_);


            uint fogid = gse.flyoverGid_;

            addMapLocations(gse.exploredLocs_);

            addCities(gse.cities_);
            addProds(gse.prods_);
            addUnits(gse.units_);
            addSpots(gse.spots_);

            addSupplyRoutes(gse.routes_);

            gameRules_ = gse.gameRules_;
            vc_        = gse.vc_;

            if (gse.proposals_ != null)
            {
                foreach (CProposal p in gse.proposals_)
                {
                    proposals_.Add(p);
                }
            }

            //Grab Flyover if need be (Basic and Standard Games)
            if (fogid != CUnitConstants.NOUNIT)
            {
                foUnit_ = getUnit(fogid);
            }

            prodReport_.Clear();
            if (gse.prodData_ != null)
            {
                foreach (CProductionReportData prd in gse.prodData_)
                {
                    prodReport_.Add(prd);
                }
            }

            gameStateReceived();
        }
Пример #25
0
        //我们移动到下一帧的时候, 探测能否过去, 有时候甚至需要顺着边缘挤过去
        private bool TryMove(Vector3 currPos, Vector3 pos)
        {
            Vector3 left, right;
            float   halfLength = m_spacial.Length * 0.5f;
            float   halfWidth  = m_spacial.Width * 0.5f;

            //确认tile级的面向方向
            int   directionConst = 0;
            float dx             = Mathf.Abs(pos.x - currPos.x);
            float dz             = Mathf.Abs(pos.z - currPos.z);

            if (dx > dz)
            {
                if (pos.x > currPos.x)
                {
                    directionConst = CUnitSpacialComp.DIRECTION_RIGHT;
                }
                else
                {
                    directionConst = CUnitSpacialComp.DIRECTION_LEFT;
                }
            }
            else
            {
                if (pos.z > currPos.z)
                {
                    directionConst = CUnitSpacialComp.DIRECTION_UP;
                }
                else
                {
                    directionConst = CUnitSpacialComp.DIRECTION_DOWN;
                }
            }


            if (directionConst == CUnitSpacialComp.DIRECTION_UP)
            {
                left  = new Vector3(pos.x - halfLength, 0, pos.z + halfWidth);
                right = new Vector3(pos.x + halfLength, 0, pos.z + halfWidth);
            }
            else if (directionConst == CUnitSpacialComp.DIRECTION_DOWN)
            {
                left  = new Vector3(pos.x + halfLength, 0, pos.z - halfWidth);
                right = new Vector3(pos.x - halfLength, 0, pos.z - halfWidth);
            }
            else if (directionConst == CUnitSpacialComp.DIRECTION_LEFT)
            {
                left  = new Vector3(pos.x - halfWidth, 0, pos.z - halfLength);
                right = new Vector3(pos.x - halfWidth, 0, pos.z + halfLength);
            }
            else
            {
                left  = new Vector3(pos.x + halfWidth, 0, pos.z + halfLength);
                right = new Vector3(pos.x + halfWidth, 0, pos.z - halfLength);
            }

            Vector2Int leftTile = CMapUtil.GetTileByPos(left.x, left.z);
            bool       canLeft  = CTileNavigationSystem.Instance.IsWalkable(leftTile.x, leftTile.y);

            Vector2Int rightTile = CMapUtil.GetTileByPos(right.x, right.z);
            bool       canRight  = CTileNavigationSystem.Instance.IsWalkable(rightTile.x, rightTile.y);

            //Debug.Log("canleft -----" + canLeft.ToString() + "----- left tile " + leftTile.ToString());
            //Debug.Log("canRight -----" + canRight.ToString() + "----- right tile " + rightTile.ToString());

            if (canLeft && canRight)
            {
                return(true);
            }
            /* oh, no. sth is in front of me, 所以得停止前进 */
            if (!canLeft && !canRight)
            {
                return(false);
            }

            /* 有一侧可以通过,绕着边缘, 挤过去 */
            float   lowspeed = m_mover.MaxSpeed * 0.8f;
            Vector3 edge = Vector3.zero;
            float   edgeRight, edgeLeft;

            if (directionConst == CUnitSpacialComp.DIRECTION_UP)
            {
                edge = new Vector3(-lowspeed, 0, 0);

                edgeLeft = (leftTile.x + 1.0f);
                edgeLeft = edgeLeft - left.x;
            }
            else if (directionConst == CUnitSpacialComp.DIRECTION_DOWN)
            {
                edge = new Vector3(lowspeed, 0, 0);

                edgeLeft = leftTile.x;
                edgeLeft = left.x - edgeLeft;
            }
            else if (directionConst == CUnitSpacialComp.DIRECTION_LEFT)
            {
                edge = new Vector3(0, 0, -lowspeed);

                edgeLeft = (leftTile.y + 1.0f);
                edgeLeft = edgeLeft - left.z;
            }
            else
            {
                edge = new Vector3(0, 0, lowspeed);

                edgeLeft = leftTile.y;
                edgeLeft = left.z - edgeLeft;
            }

            /* 左前方不能通行, */
            if (!canLeft && edgeLeft < 0.5f)
            {
                m_mover.Move(-edge, false);
                return(true);
            }

            /* 右前方不能通行, 但 右边缘擦肩而过*/
            edgeRight = m_spacial.Length - edgeLeft;
            if (!canRight && edgeRight < 0.5f)
            {
                m_mover.Move(edge, false);
                return(true);
            }

            //有一边不能通过, 但又挤不过去
            return(false);
        }