public NPCNest(NPCNestDNA dna, double radius, World world, Map map, KeepItems2D keepItems2D, MaterialIDs materialIDs, Viewport3D viewport, EditorOptions editorOptions, ItemOptionsArco itemOptions, IGravityField gravity, DragHitShape dragPlane) { // Store stuff _world = world; _map = map; _keepItems2D = keepItems2D; _materialIDs = materialIDs; _viewport = viewport; _editorOptions = editorOptions; _itemOptions = itemOptions; _gravity = gravity; _dragPlane = dragPlane; // DNA NPCNestDNA fixedDNA = GetFinalDNA(dna); _shellColors = fixedDNA.ShellColors; _botDNA = fixedDNA.BotDNA; _weaponDNA = fixedDNA.WeaponDNA; //TODO: Hand this a winner list, and filter criteria _dreamer = new EvolutionDreamer(_itemOptions, _shellColors, 4); //TODO: Num bots should come from item options _dreamer.WeaponDNA = EvolutionDreamer.GetRandomDNA().Item2; #region WPF Model var models = GetModel(_shellColors, radius); this.Model = models.Item1; _eggModels = models.Item2; _rotateTransform = new QuaternionRotation3D(); _translateTransform = new TranslateTransform3D(); Transform3DGroup transform = new Transform3DGroup(); transform.Children.Add(new RotateTransform3D(_rotateTransform)); transform.Children.Add(_translateTransform); ModelVisual3D visual = new ModelVisual3D(); visual.Transform = transform; visual.Content = this.Model; this.Visuals3D = new Visual3D[] { visual }; #endregion // Energy tank _energy = new Container(); _energy.QuantityMax = _itemOptions.Nest_Energy_Max * radius; _energy.QuantityCurrent = _energy.QuantityMax * .5d; // Finish this.Token = TokenGenerator.NextToken(); this.Radius = radius; this.CreationTime = DateTime.UtcNow; }
/// <param name="construction">Call GetConstruction for an instance of this</param> public ArcBot2(BotConstruction_Result construction, MaterialIDs materialIDs, KeepItems2D keepItems2D, Viewport3D viewport) : base(construction) { _world = construction.ArgsCore.World; _map = construction.ArgsCore.Map; _keepItems2D = keepItems2D; _materialIDs = materialIDs; _viewport = viewport; Inventory = new Inventory(); //BrainNEAT brainPart = Parts.FirstOrDefault(o => o is BrainNEAT) as BrainNEAT; //if (brainPart == null) //{ // throw new ApplicationException("There needs to be a brain part"); //} //foreach (PartBase part in Parts) //{ // if (part is SensorHoming partHoming) // { // partHoming.HomePoint = new Point3D(0, 0, 0); // partHoming.HomeRadius = HOMINGRADIUS; // } //} //int inputCount = brainPart.Neruons_Writeonly.Count(); //int outputCount = brainPart.Neruons_Readonly.Count(); #region MapObjectTransferArgs _transferArgs = new MapObjectTransferArgs() { World = _world, Map = _map, Inventory = Inventory, MaterialID_Weapon = _materialIDs.Weapon, Bot = this, ShouldKeep2D = _keepItems2D != null, KeepItems2D = _keepItems2D, Gravity = _gravity, Viewport = _viewport, Visuals3D = Visuals3D, }; #endregion }
/// <summary> /// Once the world is created on the worker thread, maps and bots need to be created for each room /// NOTE: This is called from the worker thread /// </summary> private void Arena_WorldCreated(object sender, EventArgs e) { World world = Arena.WorldAccessor.World; #region materials MaterialManager = new MaterialManager(world); MaterialIDs = new MaterialIDs(); // Wall Game.Newt.v2.NewtonDynamics.Material material = new Game.Newt.v2.NewtonDynamics.Material(); material.Elasticity = ItemOptionsArco.ELASTICITY_WALL; MaterialIDs.Wall = MaterialManager.AddMaterial(material); // Bot material = new Game.Newt.v2.NewtonDynamics.Material(); MaterialIDs.Bot = MaterialManager.AddMaterial(material); // Bot Ram material = new Game.Newt.v2.NewtonDynamics.Material(); material.Elasticity = ItemOptionsArco.ELASTICITY_BOTRAM; MaterialIDs.BotRam = MaterialManager.AddMaterial(material); // Exploding Bot material = new Game.Newt.v2.NewtonDynamics.Material(); material.IsCollidable = false; MaterialIDs.ExplodingBot = MaterialManager.AddMaterial(material); // Weapon material = new Game.Newt.v2.NewtonDynamics.Material(); MaterialIDs.Weapon = MaterialManager.AddMaterial(material); // Treasure Box material = new Game.Newt.v2.NewtonDynamics.Material(); MaterialIDs.TreasureBox = MaterialManager.AddMaterial(material); //TODO: Uncomment these // Collisions //_materialManager.RegisterCollisionEvent(_materialIDs.Bot, _materialIDs.Bot, Collision_BotBot); //_materialManager.RegisterCollisionEvent(_materialIDs.Bot, _materialIDs.Weapon, Collision_BotWeapon); //_materialManager.RegisterCollisionEvent(_materialIDs.Weapon, _materialIDs.Weapon, Collision_WeaponWeapon); ////_materialManager.RegisterCollisionEvent(_materialIDs.Bot, _materialIDs.Wall, Collision_BotWall); //_materialManager.RegisterCollisionEvent(_materialIDs.Weapon, _materialIDs.Wall, Collision_WeaponWall); //_materialManager.RegisterCollisionEvent(_materialIDs.Weapon, _materialIDs.TreasureBox, Collision_WeaponTreasureBox); //_materialManager.RegisterCollisionEvent(_materialIDs.Bot, _materialIDs.TreasureBox, Collision_BotTreasureBox); #endregion List <KeepItems2D> keep2Ds = new List <KeepItems2D>(); foreach (var(room, _) in Arena.AllRooms) { #region keep 2D //TODO: drag plane should either be a plane or a large cylinder, based on the current (level|scene|stage|area|arena|map|place|region|zone) // This game is 3D emulating 2D, so always have the mouse go to the XY plane DragHitShape dragPlane = new DragHitShape(); dragPlane.SetShape_Plane(new Triangle(new Point3D(-1, -1, room.Center.Z), new Point3D(1, -1, room.Center.Z), new Point3D(0, 1, room.Center.Z))); // This will keep objects onto that plane using forces (not velocities) KeepItems2D keep2D = new KeepItems2D { SnapShape = dragPlane, }; //keep2D.Add(room.Bot, false); keep2Ds.Add(keep2D); #endregion #region bot ShipCoreArgs core = new ShipCoreArgs() { World = world, Material_Ship = MaterialIDs.Bot, Map = room.Map, }; //BotConstructor_Events events = new BotConstructor_Events(); //events. // Create the bot Bot bot = null; if (RequestCustomBot != null) { bot = RequestCustomBot(core, keep2D, dragPlane, MaterialIDs); } else { BotConstruction_Result construction = BotConstructor.ConstructBot(DNA, core, ShipExtraArgs); bot = new Bot(construction); } // Find some parts BrainNEAT brainPart = bot.Parts.FirstOrDefault(o => o is BrainNEAT) as BrainNEAT; if (brainPart == null) { throw new ApplicationException("Didn't find BrainNEAT part"); } SensorHoming[] homingParts = bot.Parts. Where(o => o is SensorHoming). Select(o => (SensorHoming)o). ToArray(); if (homingParts.Length == 0) { throw new ApplicationException("Didn't find SensorHoming part"); } #endregion room.Bot = bot; room.BrainPart = brainPart; room.HomingParts = homingParts; foreach (SensorHoming homing in homingParts) { homing.HomePoint = room.Center; homing.HomeRadius = (ROOMSIZE / 2d) * Evaluator3.MULT_HOMINGSIZE; } room.Map.AddItem(bot); keep2D.Add(room.Bot, false); } Keep2D = keep2Ds.ToArray(); world.Updated += World_Updated; }
public ArcBotNPC(BotDNA dna, int level, Point3D position, World world, Map map, KeepItems2D keepItems2D, MaterialIDs materialIDs, Viewport3D viewport, EditorOptions editorOptions, ItemOptionsArco itemOptions, IGravityField gravity, DragHitShape dragPlane, Point3D homingPoint, double homingRadius, bool runNeural, bool repairPartPositions) : base(dna, level, position, world, map, keepItems2D, materialIDs, viewport, editorOptions, itemOptions, gravity, dragPlane, homingPoint, homingRadius, runNeural, repairPartPositions) { }