public override void RunEvent(EventManager callingEventManager) { if (!nextToRock) { if (seekingRock) { retryCounter++; focusElement.SetStatusMessage("Couldn't get to a Rock"); //keep a retry counter and retry up to 5 times if (retryCounter < retryAttempts) { EventHarvestRocks retryEvent = new EventHarvestRocks(associatedGame, associatedMap, associatedEventManager, focusElement, gameTime, repeating); retryEvent.retryCounter = retryCounter; callingEventManager.AddEvent(retryEvent); } //reset on success seekingRock = false; this.SetComplete(); } //check if next to Rock Vector2 testLocation = new Vector2(-1, -1); for (int i = 0; i < 4; i++) { if (i == 0) { testLocation = new Vector2(focusElement.getWorldPositionX() + 1, focusElement.getWorldPositionY()); } if (i == 1) { testLocation = new Vector2(focusElement.getWorldPositionX() - 1, focusElement.getWorldPositionY()); } if (i == 2) { testLocation = new Vector2(focusElement.getWorldPositionX(), focusElement.getWorldPositionY() + 1); } if (i == 3) { testLocation = new Vector2(focusElement.getWorldPositionX(), focusElement.getWorldPositionY() - 1); } if (associatedMap.TilePositionInBounds(testLocation)) { if (associatedMap.getOccupied(testLocation)) { if (associatedMap.getOccupyingElement(testLocation).GetElementName() == "Rock") { nextToRock = true; i = 4; } } } } if (nextToRock) { rockLocation.X = testLocation.X; rockLocation.Y = testLocation.Y; } //if not, find Rock else { seekingRock = true; Vector2 RockToTarget = associatedMap.FindNearest(focusElement.getWorldPositionVector(), "Rock"); //check if a real Rock was found if (RockToTarget.X == -1 && RockToTarget.Y == -1) { //couldn't find a Rock focusElement.SetStatusMessage("Can't see any Rocks!"); this.SetComplete(); } else { //move to Rock EventMoveTo movingEvent = new EventMoveTo(associatedGame, associatedMap, focusElement, RockToTarget, gameTime); if (focusElement.Moving()) { focusElement.ReplaceLinkedMovement(movingEvent); associatedEventManager.AddEvent(movingEvent); this.Suspend(movingEvent); } else { focusElement.LinkToMoveEvent(movingEvent); associatedEventManager.AddEvent(movingEvent); this.Suspend(movingEvent); } } } } if (nextToRock) { focusElement.SetStatusMessage("Getting ready to harvest Rock"); //hit Rock if (associatedMap.getOccupied(rockLocation)) { //success, reset retry counter retryCounter = 0; if (associatedMap.getOccupyingElement(rockLocation).GetElementName() == "Rock") { associatedMap.getOccupyingElement(rockLocation).UpdateCurrentHealth(5); if (associatedMap.getOccupyingElement(rockLocation).currentHealth <= 0) { //Rock is out of HP - generate the rock pile associatedMap.setOccupyingElement(rockLocation, new rockResourceElement(associatedGame, (int)rockLocation.X, (int)rockLocation.Y, (RockElement)associatedMap.getOccupyingElement(rockLocation))); if (repeating) { associatedEventManager.AddEvent(new EventHarvestRocks(associatedGame, associatedMap, associatedEventManager, focusElement, gameTime, true)); } this.SetComplete(); } } //it's likely someone else has mined it down already else { if (repeating) { associatedEventManager.AddEvent(new EventHarvestRocks(associatedGame, associatedMap, associatedEventManager, focusElement, gameTime, true)); } } } //this.SetComplete(); } }
/// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { //Update key presses inputManager.Update(); //Check for key presses if (inputManager.EscapeButtonPressed()) { Exit(); } if (inputManager.SpawnTreeButtonReleased()) { eventManager.AddEvent(new EventAddTrees(this, currentMap, 1, 1, 0)); } if (inputManager.SpawnRockButtonReleased()) { eventManager.AddEvent(new EventAddRocks(this, currentMap, 1)); } //Check left mouse functions if (inputManager.LeftMouseButtonReleased()) { if (inputManager.DragFinished()) { elementFocus.Clear(); currentMap.GetAllElementsInArea(elementFocus, inputManager.GetMouseDragStartTile(), inputManager.GetMouseDragEndTile()); } else if (inputManager.MouseOverMap() && currentMap.getOccupied(inputManager.GetCurrentMouseTile(currentMap))) { currentMap.getOccupyingElement(inputManager.GetCurrentMouseTile(currentMap)).UpdateCurrentHealth(5); elementFocus.Clear(); elementFocus.Add(currentMap.getOccupyingElement(inputManager.GetCurrentMouseTile(currentMap))); } else if (uiManager.OverHarvestIcon(inputManager) && elementFocus.Count > 0) { for (int i = 0; i < elementFocus.Count; i++) { if (elementFocus[i].GetMovable()) { ((ActorElement)elementFocus[i]).SetJob(new GathererJob()); } } } else if (uiManager.OverMineIcon(inputManager) && elementFocus.Count > 0) { for (int i = 0; i < elementFocus.Count; i++) { if (elementFocus[i].GetMovable()) { eventManager.AddEvent(new EventHarvestRocks(this, currentMap, eventManager, elementFocus[i], gameTime, true)); } } } else { elementFocus.Clear(); } } //Check right mouse functions if (inputManager.RightMouseButtonReleased()) { //cycle through all focuses for (int i = 0; i < elementFocus.Count; i++) { if (elementFocus[i].GetMovable()) { //This is an actor ActorElement currentActor = (ActorElement)elementFocus[i]; //clear any previous stuck condition currentActor.SetStuck(false); EventMoveTo movingEvent = new EventMoveTo(this, currentMap, elementFocus[i], inputManager.GetCurrentMouseTile(currentMap), gameTime); if (currentActor.Moving()) { currentActor.ReplaceLinkedMovement(movingEvent); eventManager.AddEvent(movingEvent); } else { currentActor.LinkToMoveEvent(movingEvent); eventManager.AddEvent(movingEvent); } } } if (elementFocus.Count == 0) { //if no focus, spawn elements to test with if (!currentMap.getOccupied(inputManager.GetCurrentMouseTile(currentMap))) { currentMap.setOccupied(inputManager.GetCurrentMouseTile(currentMap), true); //currentMap.setOccupyingElement(inputManager.GetCurrentMouseTile(currentMap), new WorkerElement(this, (int)inputManager.GetCurrentMouseTile(currentMap).X, (int)inputManager.GetCurrentMouseTile(currentMap).Y)); currentMap.setOccupyingElement(inputManager.GetCurrentMouseTile(currentMap), new WaterElement(this, (int)inputManager.GetCurrentMouseTile(currentMap).X, (int)inputManager.GetCurrentMouseTile(currentMap).Y, currentMap)); } } } //Process jobs //TODO make run for everyone if (elementFocus.Count > 0) { if (elementFocus[0].HasJob() && elementFocus[0].Idle()) { ((ActorElement)elementFocus[0]).SetIdle(true); ((ActorElement)elementFocus[0]).GetJob().ProcessJobPriorities(this, currentMap, eventManager, elementFocus[0], gameTime); } } //Run events eventManager.RunEvents(); base.Update(gameTime); }
private void PerformNextMove() { bool canContinue = true; //Check if we have successfully moved, otherwise reattempt is occupier is moving if ((int)currentPath[1].X == elementToMove.getWorldPositionX() && (int)currentPath[1].Y == elementToMove.getWorldPositionY()) { //remove that step currentPath.RemoveAt(0); } else { if (associatedMap.getOccupied(new Vector2(currentPath[1].X, currentPath[1].Y))) { if (associatedMap.getOccupyingElement(new Vector2(currentPath[1].X, currentPath[1].Y)).GetMovable()) { if (elementToMove.GetStuck()) { //already stuck, stop movement elementToMove.KillLinkedMovement(); this.ShutdownSmoothly(); } else { elementToMove.SetStuck(true); } elementToMove.SetStatusMessage("Someone is in my spot!"); this.ShutdownSmoothly(); //instead of kill canContinue = false; if (associatedMap.getOccupied(elementToMove.GetFinalDestination())) { if (!associatedMap.getOccupyingElement(elementToMove.GetFinalDestination()).Moving()) { reattemptCounter++; EventMoveTo reattempt = new EventMoveTo(associatedGame, associatedMap, elementToMove, associatedMap.FindNearest(originalDestination, "Empty"), this.gameTime); //transfer the calling event to the new event as we are giving up control reattempt.setCallingEvent(this.GetCallingEvent()); reattempt.SetReattemptCounter(reattemptCounter); reattempt.SetOriginalDestination(originalDestination); elementToMove.ReplaceLinkedMovement(reattempt); callingEventManager.AddEvent(reattempt); } else { reattemptCounter++; EventMoveTo reattempt = new EventMoveTo(associatedGame, associatedMap, elementToMove, destination, this.gameTime); //transfer the calling event to the new event as we are giving up control reattempt.setCallingEvent(this.GetCallingEvent()); reattempt.SetReattemptCounter(reattemptCounter); elementToMove.ReplaceLinkedMovement(reattempt); callingEventManager.AddEvent(reattempt); } } else { reattemptCounter++; EventMoveTo reattempt = new EventMoveTo(associatedGame, associatedMap, elementToMove, destination, this.gameTime); //transfer the calling event to the new event as we are giving up control reattempt.setCallingEvent(this.GetCallingEvent()); reattempt.SetReattemptCounter(reattemptCounter); elementToMove.ReplaceLinkedMovement(reattempt); callingEventManager.AddEvent(reattempt); } } } } if (canContinue) { Event nextMove = new EventMoveTo(associatedGame, associatedMap, elementToMove, currentPath[1], this.gameTime); callingEventManager.AddEvent(nextMove); //suspend until that move event ends this.Suspend(nextMove); } else { this.SetComplete(); } }
public override void RunEvent(EventManager callingEventManager) { if (!nextToTree) { if (seekingTree) { focusElement.SetStatusMessage("Couldn't get to a tree"); //reset on success seekingTree = false; this.SetComplete(); } else { //check if next to tree Vector2 testLocation = new Vector2(-1, -1); for (int i = 0; i < 4; i++) { if (i == 0) { testLocation = new Vector2(focusElement.getWorldPositionX() + 1, focusElement.getWorldPositionY()); } if (i == 1) { testLocation = new Vector2(focusElement.getWorldPositionX() - 1, focusElement.getWorldPositionY()); } if (i == 2) { testLocation = new Vector2(focusElement.getWorldPositionX(), focusElement.getWorldPositionY() + 1); } if (i == 3) { testLocation = new Vector2(focusElement.getWorldPositionX(), focusElement.getWorldPositionY() - 1); } if (associatedMap.checkOccupied(testLocation, "Tree")) { nextToTree = true; treeLocation.X = testLocation.X; treeLocation.Y = testLocation.Y; } } } //if not, find tree if (!nextToTree) { seekingTree = true; Vector2 treeToTarget = associatedMap.FindNearestPathable(focusElement.getWorldPositionVector(), "Tree", true); //check if a real tree was found if (treeToTarget.X == -1 && treeToTarget.Y == -1) { //couldn't find a tree focusElement.SetStatusMessage("Can't see any trees!"); this.SetComplete(); } else { EventMoveTo movingEvent = new EventMoveTo(associatedGame, associatedMap, focusElement, treeToTarget, gameTime); if (focusElement.Moving()) { focusElement.ReplaceLinkedMovement(movingEvent); associatedEventManager.AddEvent(movingEvent); this.Suspend(movingEvent); } else { focusElement.LinkToMoveEvent(movingEvent); associatedEventManager.AddEvent(movingEvent); this.Suspend(movingEvent); } } } } else { focusElement.SetStatusMessage("Getting ready to harvest tree"); //hit tree if (associatedMap.getOccupied(treeLocation)) { //success, reset retry counter if (associatedMap.getOccupyingElement(treeLocation).GetElementName() == "Tree") { associatedMap.getOccupyingElement(treeLocation).UpdateCurrentHealth(1); if (associatedMap.getOccupyingElement(treeLocation).currentHealth <= 0) { //Tree is out of HP - generate the logs associatedMap.setOccupyingElement(treeLocation, new woodResourceElement(associatedGame, (int)treeLocation.X, (int)treeLocation.Y, (treeElement)associatedMap.getOccupyingElement(treeLocation))); this.SetComplete(); } } else { this.SetComplete(); } } else { this.SetComplete(); } } }