/// <summary>
        /// create new squadron
        /// </summary>
        /// <param name="Colonel">unit that will be formation leader</param>
        /// <param name="game">game</param>
        public Squadron(UnitPilot Colonel, IGame game)
        {
            isOrdered = false;
            state = States.Nothing;
            neededState = States.Nothing;
            stateChangingTimer = new Timer(0.5f);
            behaviour = Behaviours.Waiting;
            reSortingTimer = new Timer(2);

            List<UnitPilot> pilots = new List<UnitPilot>();
            formation = new SwarmFormation(pilots);
        }
        /// <summary>
        /// create new squadron
        /// </summary>
        /// <param name="Colonel">unit that will be formation leader</param>
        /// <param name="game">game</param>
        /// <param name="FormationType">formation type to set</param>
        public Squadron(UnitPilot Colonel,IGame game,FormationTypes FormationType)
        {
            isOrdered = true;
            state = States.Nothing;
            neededState = States.Nothing;
            stateChangingTimer = new Timer(0.5f);
            behaviour = Behaviours.Waiting;
            reSortingTimer = new Timer(2);

            List<UnitPilot>  pilots = new List<UnitPilot>();
            switch (FormationType)
            {
                case FormationTypes.Line: formation = new LineFormation(Colonel, pilots, 100, AngleClass.pi * 0.0f); break;
                case FormationTypes.Bar: formation = new BarFormation(Colonel, pilots, 5, 200, 150, 0); break;
                case FormationTypes.Stagger: formation = new StaggerFormation(Colonel, pilots, 90, 120); break;
            }
        }
Пример #3
0
 //CTOR
 internal UnitPilot(IUnit ControlledUnit, AI AI)
 {
     controlledUnit = ControlledUnit;
     radar = new Radar(controlledUnit.ShootingRadius + 50, controlledUnit, AI);
     computer = new OnBoardComputer(radar, controlledUnit);
     dangerRadius = dangerRadiusCoef *
         ((new Rectangle(GameVector.Zero, controlledUnit.Size, GameVector.UnitX)).GetBoundingCircle.Radius);
     StandBy();
     escapeThreting = true;
     //SetFlightTgt(controlledUnit.Position + new GameVector(-500, 800));
     targetUpdateTime = new Timer(1);
     relativeSpeedAim = 0;
     allowedSpeed = 0;
     AvoidingObstaclesEnabled = true;
     timer = new Timer(0.05f);
     SetMaxSpeed(controlledUnit.MaxSpeed);
 }
Пример #4
0
        public override void Init(int PlayerNumber, IGame Game)
        {
            if (PlayerNumber == 0) sign = 1;
            else sign = -1;
            AngleForward=1.57f*(1-sign);
            base.Init(PlayerNumber, Game);

            cruisers= CreateSquadron();
            corvettes= CreateSquadron();

            destroyers= CreateSquadron();

            for (int i = 0; i < friends.Count; i++)
            {
                if (friends[i].Type == ShipTypes.Cruiser) cruisers.AddUnit(friends[i]);
                else
                {
                    if (friends[i].Type == ShipTypes.Destroyer)
                    {

                        destroyers.AddUnit(friends[i]);
                    }
                    else
                    {

                        corvettes.AddUnit(friends[i]);
                    }
                }
            }
            center = cruisers.formation.GetMassCenter();
            cruisers.SetFormationTypeLine(600);
            destroyers.SetFormationTypeBar(10,200,150);
            corvettes.SetFormationTypeLine(600);

            corvettes.ArrayOrder(center-GameVector.UnitX*1000*sign, AngleForward);
            cruisers.ArrayOrder(center, AngleForward);
            destroyers.ArrayOrder(center-GameVector.UnitX * 2000*sign, AngleForward);

            timer = new Timer(3);

            Stage = 0;
        }
Пример #5
0
        /// <summary>
        /// AI initializing method
        /// </summary>
        /// <param name="PlayerNumber">Player number</param>
        /// <param name="Game">Played game</param>
        public virtual void Init(int PlayerNumber, IGame Game)
        {
            playerNumber = PlayerNumber;
            friends = new List<UnitPilot>();
            enemies = new List<IUnit>();
            squadrons = new List<Squadron>();
            game = Game;
            IUnit unit;

            for (int i = 0; i < game.UnitsCount; i++)
            {
                unit = game.GetUnit(i);
                if (unit.PlayerOwner == playerNumber)
                {
                    UnitPilot pilot = new UnitPilot(unit, this);
                    friends.Add(pilot);
                }
                else
                    enemies.Add(unit);
            }
            enemyAnalyzing = new EnemyAnalyzing(enemies);
            analyzingTimer = new Timer(3);
        }