Пример #1
0
        /// <summary>
        /// Move along MyPath - always turn to face the direction of travel (or else I can get stuck
        /// behind a block that I cannot see).
        /// Return false if this move is likely to fail because the next square is blocked
        /// </summary>
        public bool MoveAlongMyPath()
        {
            if (MyPath != null && MyPathIndex < MyPath.Count) // not yet at end of path
            {
                PathSquare nextsquare = MyPath[MyPathIndex];
                if (nextsquare.IsBlocked)
                {
                    return(false); // next square is blocked so find a new path
                }
                Command.Move dir = GetMoveDirection(nextsquare.Parent, nextsquare);
                Command.Move rot = GetMoveRotation(dir);
                if (rot != Command.Move.Stay)
                {
                    MyCommand = new Command(rot, false); // rotate to face direction of travel
                }
                else
                {
                    MyCommand = new Command(dir, false); // move along path
                    MyPathIndex++;                       // so go to next square of path
                }

                return(true);
            }
            else
            {
                return(false);
            }
        }
Пример #2
0
        /// <summary>
        /// Get the Command.Move rotation that rotates your tank to face in Command.Move direction dir,
        /// or Command.Move.Stay if none exists.
        /// </summary>
        Command.Move GetMoveRotation(Command.Move dir)
        {
            switch (dir)
            {
            case Command.Move.Up:
                switch (MyWorldState.MyFacing)
                {
                case PlayerWorldState.Facing.Up:
                    return(Command.Move.Stay);

                case PlayerWorldState.Facing.Down:
                    return(Command.Move.RotateLeft);

                case PlayerWorldState.Facing.Left:
                    return(Command.Move.RotateRight);

                case PlayerWorldState.Facing.Right:
                    return(Command.Move.RotateLeft);
                }
                break;

            case Command.Move.Down:
                switch (MyWorldState.MyFacing)
                {
                case PlayerWorldState.Facing.Up:
                    return(Command.Move.RotateLeft);

                case PlayerWorldState.Facing.Down:
                    return(Command.Move.Stay);

                case PlayerWorldState.Facing.Left:
                    return(Command.Move.RotateLeft);

                case PlayerWorldState.Facing.Right:
                    return(Command.Move.RotateRight);
                }
                break;

            case Command.Move.Left:
                switch (MyWorldState.MyFacing)
                {
                case PlayerWorldState.Facing.Up:
                    return(Command.Move.RotateLeft);

                case PlayerWorldState.Facing.Down:
                    return(Command.Move.RotateRight);

                case PlayerWorldState.Facing.Left:
                    return(Command.Move.Stay);

                case PlayerWorldState.Facing.Right:
                    return(Command.Move.RotateLeft);
                }
                break;

            case Command.Move.Right:
                switch (MyWorldState.MyFacing)
                {
                case PlayerWorldState.Facing.Up:
                    return(Command.Move.RotateRight);

                case PlayerWorldState.Facing.Down:
                    return(Command.Move.RotateLeft);

                case PlayerWorldState.Facing.Left:
                    return(Command.Move.RotateLeft);

                case PlayerWorldState.Facing.Right:
                    return(Command.Move.Stay);
                }
                break;
            }

            return(Command.Move.Stay); // should never get here
        }