Пример #1
0
 /// <summary>
 /// Checks if this object is adjacent to another object
 /// </summary>
 /// <param name="o">The object to check if this object is adjacent to</param>
 /// <returns>True if this object is adjacent to the other and false otherwise</returns>
 public bool isAdjacent(WorldObject o)
 {
     int[] loc = this.getRelativeLocation(o);
     int locX = loc[0];
     int locY = loc[1];
     bool b = false;
     if (Math.Abs(locX) <= 1 && Math.Abs(locY) <= 1)
     {
         b = true;
     }
     return b;
 }
Пример #2
0
        /// <summary>
        /// Gets the direction to a specifed WorldObject from this one
        /// </summary>
        /// <param name="o">The object to get the direction to</param>
        /// <returns>The direction from this object to get to the specified object</returns>
        public Direction getDirectionTo(WorldObject o)
        {
            int[] relativeLoc = getRelativeLocation(o);
            Vector2 v = new Vector2(relativeLoc[0], relativeLoc[1]);
            if (Math.Abs(v.X) > Math.Abs(v.Y))
            {
                Vector2 temp = new Vector2(v.X / Math.Abs(v.X), v.Y / Math.Abs(v.X));
                v = temp;
            }
            else
            {
                Vector2 temp = new Vector2(v.X / Math.Abs(v.Y), v.Y / Math.Abs(v.Y));
                v = temp;
            }

            Direction d = Direction.EAST;
            //now work out the direction
            if (v.X == 1) // -->
            {
                if (v.Y > 0.5) // V
                {
                    d = Direction.SOUTHEAST;
                }
                else if (v.Y < -0.5) // ^
                {
                    d = Direction.NORTHEAST;
                }
                else
                {
                    d = Direction.EAST;
                }
            }
            else if (v.X == -1) // <--
            {
                if (v.Y > 0.5) // V
                {
                    d = Direction.SOUTHWEST;
                }
                else if (v.Y < -0.5) // ^
                {
                    d = Direction.NORTHWEST;
                }
                else
                {
                    d = Direction.WEST;
                }
            }
            else if (v.Y == 1) // V
            {
                if (v.X > 0.5) // -->
                {
                    d = Direction.SOUTHEAST;
                }
                else if (v.X < -0.5) // <--
                {
                    d = Direction.SOUTHWEST;
                }
                else
                {
                    d = Direction.SOUTH;
                }
            }
            else if (v.Y == -1) // ^
            {
                if (v.X > 0.5) // -->
                {
                    d = Direction.NORTHEAST;
                }
                else if (v.X < -0.5) // <--
                {
                    d = Direction.NORTHWEST;
                }
                else
                {
                    d = Direction.NORTH;
                }
            }
            return d;
        }
Пример #3
0
 /// <summary>
 /// Gets the relative location of a specified WorldObject from this one, that is, gets the
 /// location of the specified WorldObject as if this WorldObject was as 0,0
 /// </summary>
 /// <param name="o">The WorldObject to get the relative location of</param>
 /// <returns>The relative location of the specified object as a 2 element array of ints</returns>
 public int[] getRelativeLocation(WorldObject o)
 {
     int locX = o.getLocationXY()[0] - this.getLocationXY()[0];
     int locY = o.getLocationXY()[1] - this.getLocationXY()[1];
     return new int[] { locX, locY };
 }
Пример #4
0
        //a^2 + b^2 = c^2
        /// <summary>
        /// Gets the euclidean distance of this object from a given object
        /// </summary>
        /// <param name="o">The object to get the distance from</param>
        /// <returns>The euclidean distance from this object to the specified object as a
        /// double</returns>
        public double getEuclideanDistanceFrom(WorldObject o)
        {
            int[] xy = getRelativeLocation(o);
            int a2 = xy[0] * xy[0];
            int b2 = xy[1] * xy[1];

            return Math.Sqrt(a2 + b2);
        }
Пример #5
0
        //a + b = c
        /// <summary>
        /// Gets the manhattan distance of this object from a given object
        /// </summary>
        /// <param name="o">The object to calculate the distance to</param>
        /// <returns>The distance as an int</returns>
        public int getDistanceFrom(WorldObject o)
        {
            int[] xy = getRelativeLocation(o);

            return Math.Abs(xy[0]) + Math.Abs(xy[1]);
        }
Пример #6
0
 /// <summary>
 /// Gets the danger of a given WorldObject based on a list of other WorldObjects
 /// </summary>
 /// <param name="o">The WorldObject to get the danger for</param>
 /// <param name="things">The list of WorldObjects to use to find the danger of the other</param>
 /// <returns>An int value representing the danger of the given object, a lower value being more dangerous</returns>
 private int getDanger(WorldObject o, List<WorldObject> things)
 {
     int danger = 0;
     foreach (WorldObject b in things)
     {
         danger += o.getDistanceFrom(b);
     }
     return danger;
 }
Пример #7
0
 /// <summary>
 /// Moves towards a given world object
 /// </summary>
 /// <param name="thing">The thing to move towards</param>
 public void moveTowards(WorldObject thing)
 {
     if (inCombat)
     {
         if (getSpeed() + rand(10) < inCombatWith.getSpeed() + rand(10))
         {
             damage(inCombatWith.getStrength() - getDefence());
         }
         outOfCombat();
     }
     int i = 0;
     int maxMoves = speed;
     while(i < maxMoves && !isAdjacent(thing))
     {
         Direction d = getDirectionTo(thing);
         move(d);
         i++;
     }
 }