Пример #1
0
 public void Refresh()
 {
     Mechanics.BreadthSearch search = new Mechanics.BreadthSearch(_ghost.Game);
     path       = search.getPath(_ghost.CurrentPlate, _ghost.Game.Maze1.maze[_zoneY, _zoneX]);
     isInCorner = false;
     LookAhead();
 }
Пример #2
0
 public void LookAhead()
 {
     if (needRefresh)
     {
         needRefresh = false;
         Refresh();
         return;
     }
     if (path == null)
     {
         Mechanics.BreadthSearch search = new Mechanics.BreadthSearch(_ghost.Game);
         path = search.getPath(_ghost.CurrentPlate, _ghost.Game.Maze1.maze[_zoneY, _zoneX]);
     }
     if (!isInCorner && path.Count <= 1)
     {
         isInCorner = true;
     }
     if (!isInCorner)
     {
         //if (path.Count == 1) isInCorner = true;
         _ghost.nextPlate = path.Dequeue();
         for (int i = 0; i < _ghost.CurrentPlate.diretions.Length; i++)
         {
             if (_ghost.CurrentPlate.diretions[i] == _ghost.nextPlate)
             {
                 _ghost.Direction = (Direction)i;
             }
         }
     }
     else
     {
         if (_ghost.CurrentPlate.diretions[_ghost.NextTurn].Passable)
         {
             _ghost.nextPlate = _ghost.CurrentPlate.diretions[_ghost.NextTurn];
             _ghost.Direction = (Direction)_ghost.NextTurn;
             _ghost.NextTurn  = (_ghost.NextTurn + 1) % 4;
         }
         else if (_ghost.CurrentPlate.diretions[(_ghost.NextTurn + 2) % 4].Passable)
         {
             _ghost.NextTurn  = (_ghost.NextTurn + 2) % 4;
             _ghost.nextPlate = _ghost.CurrentPlate.diretions[_ghost.NextTurn];
             _ghost.Direction = (Direction)_ghost.NextTurn;
             _ghost.NextTurn  = (_ghost.NextTurn + 1) % 4;
         }
         else
         {
             _ghost.nextPlate = _ghost.CurrentPlate.diretions[(int)_ghost.Direction];
         }
     }
 }
Пример #3
0
 public void FollowPath()
 {
     if (_ghost.Path.Count == 0)
     {
         if (_ghost.ActivPath)
         {
             if (_ghost.Game.getDistance(_ghost.Xpos, _ghost.RespawnPos.Xpos, _ghost.Ypos, _ghost.RespawnPos.Ypos) <= 5)
             {
                 _ghost.returnToGame();
                 return;
             }
             if (_ghost.CurrentPlate == _ghost.RespawnPos)
             {
                 _ghost.returnToGame();
                 return;
             }
             else
             {
                 Mechanics.BreadthSearch aStar = new Mechanics.BreadthSearch(_ghost.Game);
                 _ghost.Path = aStar.getPath(_ghost.CurrentPlate, _ghost.RespawnPos);
                 _ghost.FollowPath();
                 return;
             }
         }
         _ghost.findPlate((int)_ghost.Direction);
         return;
     }
     _ghost.nextPlate = _ghost.Path.Dequeue();
     for (int i = 0; i < _ghost.CurrentPlate.diretions.Length; i++)
     {
         if (_ghost.CurrentPlate.diretions[i] == _ghost.nextPlate)
         {
             _ghost.Direction = (Direction)i;
         }
     }
 }
Пример #4
0
 public void Refresh()
 {
     Mechanics.BreadthSearch aStar = new Mechanics.BreadthSearch(_ghost.Game);
     _ghost.Path = aStar.getPath(_ghost.CurrentPlate, target.Invoke(0));
 }
Пример #5
0
 public void getToPosition(Plate destination)
 {
     Mechanics.BreadthSearch aStar = new Mechanics.BreadthSearch(_ghost.Game);
     _ghost.Path = aStar.getPath(_ghost.CurrentPlate, destination);
 }