Пример #1
0
        public void Update(GameTime gameTime, List <Controller> AllControllers, SpawnRateController.DataPoint Statistics)
        {
            List <Unit_KDTree> EnemyTrees = new List <Unit_KDTree>();

            for (int i = 0; i < AllControllers.Count; i++)
            {
                if (AllControllers[i].Allegiance != Allegiance)
                {
                    EnemyTrees.Add(AllControllers[i].SpatialTree);
                }
            }
            for (int i = 0; i < units.Count; i++)
            {
                units[i].Update(gameTime, EnemyTrees, SpatialTree);
                if (units[i].HitPoints <= 0.0)
                {
                    units.RemoveAt(i);
                }
            }
            spawnTimer -= gameTime.ElapsedGameTime.TotalSeconds;
            if (spawnTimer <= 0.0)
            {
                spawnTimer = Manager.GeneralSpawnTimer;
                units.Add(new Unit(Manager.terrain.GetRandomPosition()
                                   , (Unit.StatDistribution)MyGame.random.Next((int)Unit.StatDistribution.End)
                                   , (Unit.BehaviorType)MyGame.random.Next((int)Unit.BehaviorType.End)));
                SpatialTree = new Unit_KDTree(-1, units.ToArray());
            }
        }
Пример #2
0
 /// <summary>
 /// Organizes Units by X Y Z coordinates
 /// More efficient to recreate a tree rather than update it
 /// </summary>
 /// <param name="ParentSplitDimensionIndex">Outside of this constructor, inputs should be -1</param>
 /// <param name="UnitList">Should be converted from a List</param>
 public Unit_KDTree(int ParentSplitDimensionIndex, Unit[] UnitList)
 {
     SplitDimensionIndex = (ParentSplitDimensionIndex + 1) % 3;
     if (UnitList.Length > 2)
     {
         int MedianIndex = UnitList.Length / 2;
         PartialSortListAt(MedianIndex, SplitDimensionIndex, ref UnitList);
         SplitPosition = UnitList[MedianIndex].IndexablePosition[SplitDimensionIndex];
         Unit[] LowerList = new Unit[MedianIndex + 1];
         Unit[] UpperList = new Unit[UnitList.Length - MedianIndex - 1];
         Array.Copy(UnitList, 0, LowerList, 0, LowerList.Length);
         Array.Copy(UnitList, MedianIndex + 1, UpperList, 0, UpperList.Length);
         LessEqualNode = new Unit_KDTree(SplitDimensionIndex, LowerList);
         GreaterNode = new Unit_KDTree(SplitDimensionIndex, UpperList);
     }
     else
     {
         Constituents = UnitList;
         isLeafNode = true;
     }
 }
Пример #3
0
 /// <summary>
 /// Organizes Units by X Y Z coordinates
 /// More efficient to recreate a tree rather than update it
 /// </summary>
 /// <param name="ParentSplitDimensionIndex">Outside of this constructor, inputs should be -1</param>
 /// <param name="UnitList">Should be converted from a List</param>
 public Unit_KDTree(int ParentSplitDimensionIndex, Unit[] UnitList)
 {
     SplitDimensionIndex = (ParentSplitDimensionIndex + 1) % 3;
     if (UnitList.Length > 2)
     {
         int MedianIndex = UnitList.Length / 2;
         PartialSortListAt(MedianIndex, SplitDimensionIndex, ref UnitList);
         SplitPosition = UnitList[MedianIndex].IndexablePosition[SplitDimensionIndex];
         Unit[] LowerList = new Unit[MedianIndex + 1];
         Unit[] UpperList = new Unit[UnitList.Length - MedianIndex - 1];
         Array.Copy(UnitList, 0, LowerList, 0, LowerList.Length);
         Array.Copy(UnitList, MedianIndex + 1, UpperList, 0, UpperList.Length);
         LessEqualNode = new Unit_KDTree(SplitDimensionIndex, LowerList);
         GreaterNode   = new Unit_KDTree(SplitDimensionIndex, UpperList);
     }
     else
     {
         Constituents = UnitList;
         isLeafNode   = true;
     }
 }
Пример #4
0
 public void Update(GameTime gameTime, List<Controller> AllControllers, SpawnRateController.DataPoint Statistics)
 {
     List<Unit_KDTree> EnemyTrees = new List<Unit_KDTree>();
     for (int i = 0; i < AllControllers.Count; i++)
     {
         if (AllControllers[i].Allegiance != Allegiance)
         {
             EnemyTrees.Add(AllControllers[i].SpatialTree);
         }
     }
     for (int i = 0; i < units.Count; i++)
     {
         units[i].Update(gameTime, EnemyTrees, SpatialTree);
         if (units[i].HitPoints <= 0.0)
         {
             units.RemoveAt(i);
         }
     }
     spawnTimer -= gameTime.ElapsedGameTime.TotalSeconds;
     if (spawnTimer <= 0.0)
     {
         spawnTimer = Manager.GeneralSpawnTimer;
         units.Add(new Unit(Manager.terrain.GetRandomPosition()
             , (Unit.StatDistribution)MyGame.random.Next((int)Unit.StatDistribution.End)
             , (Unit.BehaviorType)MyGame.random.Next((int)Unit.BehaviorType.End)));
         SpatialTree = new Unit_KDTree(-1, units.ToArray());
     }
 }
Пример #5
0
 /// <summary>
 /// With BuddyUp, the Unit moves (with a bias) towards the first ally Unit it encounters
 /// The unit still targets the closest enemy Unit
 /// </summary>
 private void Behavior_BuddyUp(GameTime gameTime, List <Unit_KDTree> EnemyTrees, Unit_KDTree AllyTree)
 {
     DirectionTimer -= gameTime.ElapsedGameTime.TotalSeconds;
     if (DirectionTimer <= 0.0)
     {
         DirectionTimer = 3.0;
         TargetPosition = Manager.terrain.GetRandomPosition();
     }
     if (OtherTarget == null || OtherTarget.HitPoints <= 0.0)
     {
         OtherTarget = null;
         Distance    = float.PositiveInfinity;
         AllyTree.FindNearestUnit(this, ref OtherTarget, ref Distance);
     }
     else
     {
         TargetPosition = Vector3.Lerp(TargetPosition, OtherTarget.Position, (float)gameTime.ElapsedGameTime.TotalSeconds);
     }
     Move(gameTime);
     Attack(gameTime, EnemyTrees);
 }
Пример #6
0
 /// <summary>
 /// By default, the Unit moves randomly and targets the closest enemy Unit
 /// </summary>
 private void Behavior_Default(GameTime gameTime, List <Unit_KDTree> EnemyTrees, Unit_KDTree AllyTree)
 {
     DirectionTimer -= gameTime.ElapsedGameTime.TotalSeconds;
     if (DirectionTimer <= 0.0)
     {
         DirectionTimer = 5.0;
         TargetPosition = Manager.terrain.GetRandomPosition();
     }
     Move(gameTime);
     Attack(gameTime, EnemyTrees);
 }
Пример #7
0
 /// <summary>
 /// By default, the Unit moves randomly and targets the closest enemy Unit
 /// </summary>
 private void Behavior_Default(GameTime gameTime, List<Unit_KDTree> EnemyTrees, Unit_KDTree AllyTree)
 {
     DirectionTimer -= gameTime.ElapsedGameTime.TotalSeconds;
     if (DirectionTimer <= 0.0)
     {
         DirectionTimer = 5.0;
         TargetPosition = Manager.terrain.GetRandomPosition();
     }
     Move(gameTime);
     Attack(gameTime, EnemyTrees);
 }
Пример #8
0
 /// <summary>
 /// With BuddyUp, the Unit moves (with a bias) towards the first ally Unit it encounters
 /// The unit still targets the closest enemy Unit
 /// </summary>
 private void Behavior_BuddyUp(GameTime gameTime, List<Unit_KDTree> EnemyTrees, Unit_KDTree AllyTree)
 {
     DirectionTimer -= gameTime.ElapsedGameTime.TotalSeconds;
     if (DirectionTimer <= 0.0)
     {
         DirectionTimer = 3.0;
         TargetPosition = Manager.terrain.GetRandomPosition();
     }
     if (OtherTarget == null || OtherTarget.HitPoints <= 0.0)
     {
         OtherTarget = null;
         Distance = float.PositiveInfinity;
         AllyTree.FindNearestUnit(this, ref OtherTarget, ref Distance);
     }
     else
     {
         TargetPosition = Vector3.Lerp(TargetPosition, OtherTarget.Position, (float)gameTime.ElapsedGameTime.TotalSeconds);
     }
     Move(gameTime);
     Attack(gameTime, EnemyTrees);
 }