Пример #1
0
        /// <summary>
        /// Updates the treasure. All of the pirates' objects + some of the map object need to be updated BEFORE calling this method
        /// </summary>
        /// <param name="map">Both map.GetFreeToTakeTreasures() and map.GetPirateAt() need to be updated BEFORE calling this method</param>
        public void Update(Map map)
        {
            // if the pirate doesn't know in advance what he's carrying
            if (map.GetTreasures(TreasureState.FreeToTake).Contains(this))
            {
                // the FreeToTake list is updated, thus this treasure is free to take
                this.state          = TreasureState.FreeToTake;
                this.carryingPirate = null;
                this.location       = this.InitialLocation;
            }
            else
            {
                // the treasure is NOT FreeToTake
                // lets divide the cases, based on the last state of the treasure
                switch (this.State)
                {
                case TreasureState.FreeToTake:
                    // if the treasure was free to take last turn and now is not, then it must be carried right now by the pirate
                    // who is at its initial location
                    this.state          = TreasureState.BeingCarried;
                    this.carryingPirate = map.GetPirateOn(this.InitialLocation);     // the map's pirate matrix is updated
                    this.location       = this.InitialLocation;
                    break;

                case TreasureState.BeingCarried:
                    // if the treasure was being carried last turn, the treasure will be taken if and only if the carrying pirate is now
                    //      at its initial location and is free. Otherwise, it will be carried by the same pirate (if it is still carrying something)
                    //      or by the pirate at the treasure's initial location (not sure if it is even possible)
                    if (this.CarryingPirate.Location.Equals(this.CarryingPirate.InitialLocation) && this.CarryingPirate.State == PirateState.Free)
                    {
                        this.state          = TreasureState.Taken;
                        this.carryingPirate = null;
                        this.location       = null;
                    }
                    else
                    {
                        if (this.CarryingPirate.State == PirateState.CarryingTreasure)
                        {
                            // only need to update the location of the treasure
                            this.location = this.CarryingPirate.Location;
                        }
                        else
                        {
                            // only need to update the location and the carrying pirate
                            this.carryingPirate = map.GetPirateOn(this.InitialLocation);
                            this.location       = this.InitialLocation;
                        }
                    }
                    break;

                case TreasureState.Taken:
                    // if the treasure was taken last turn, then it must also be taken now; there is nothing to update
                    break;
                }
            }

            // if the pirate DOES know in advance what he's carrying
            //// if the treasure is free
            //if (map.GetTreasures(TreasureState.FreeToTake).Contains(this))
            //{
            //    // the FreeToTake list is updated, thus this treasure is free to take
            //    this.state = TreasureState.FreeToTake;
            //    this.carryingPirate = null;
            //    this.location = this.InitialLocation;
            //}
            //else
            //{
            //    // else, assume the treasure is taken, and change it if the treasure is being carried
            //    this.state = TreasureState.Taken;
            //    this.carryingPirate = null;
            //    this.location = null;

            //    foreach (Pirate p in map.MyPirateManager.GetAllPirates().Union(map.EnemyPirateManager.GetAllPirates()))
            //    {
            //        if ("p carries this.Id") // <-- change the check here, to see if p actually carries this treasure
            //        {
            //            this.state = TreasureState.BeingCarried;
            //            this.carryingPirate = p;
            //            this.location = p.Location;
            //        }
            //    }
            //}
        }
Пример #2
0
 /// <summary>
 /// Returns the predicted location of the pirate, or null if no prediction was made
 /// </summary>
 public Location PredictMovement(Pirate p)
 {
     return(this.movementPrediction.Predict(p));
 }
Пример #3
0
 /// <summary>
 /// Returns a list of possible immediate destinations for the sail and the calculated distance to the destination
 /// </summary>
 /// <param name="pirate">The start location</param>
 /// <param name="to">The destination</param>
 /// <param name="minToDistance">The minimum distance from the destination, which is OK to get to</param>
 /// <param name="maxToDistance">The maximum distance from the destination, which is OK to get to</param>
 /// <param name="dontStayInRange">should you avoid staying in the attack range of an enemy pirate</param>
 /// <param name="disallowedTerrain">the list of disallowed terrain to NOT walk on</param>
 /// <returns>A list of possible immediate destinations for the sail and their calculated distance to the destination</returns>
 public List <KeyValuePair <Location, int> > GetCompleteSailOptions(Pirate pirate, ILocateable to, int minToDistance, int maxToDistance, bool dontStayInRange, params Terrain[] disallowedTerrain)
 {
     return(this.map.SailManager.GetCompleteSailOptions(pirate, to, minToDistance, maxToDistance, dontStayInRange, disallowedTerrain));
 }
Пример #4
0
 /// <summary>
 /// Returns a list of possible immediate destinations for the sail and the calculated distance to the destination
 /// </summary>
 /// <param name="pirate">The start location</param>
 /// <param name="to">The destination</param>
 /// <param name="disallowedTerrain">the list of disallowed terrain to NOT walk on</param>
 /// <returns>A list of possible immediate destinations for the sail and their calculated distance to the destination</returns>
 public List <KeyValuePair <Location, int> > GetCompleteSailOptions(Pirate pirate, ILocateable to, params Terrain[] disallowedTerrain)
 {
     return(this.map.SailManager.GetCompleteSailOptions(pirate, to, disallowedTerrain));
 }
Пример #5
0
 /// <summary>
 /// Returns the naive sail options that the native game object returns
 /// </summary>
 public List <Location> GetNaiveSailOptions(Pirate pirate, ILocateable destination, int moves)
 {
     return(this.map.SailManager.GetNaiveSailOptions(pirate, destination, moves));
 }