示例#1
0
        public List <FDCreature> GetCreatureInRange(FDRange range, CreatureFaction faction)
        {
            List <FDCreature> candidates = null;

            switch (faction)
            {
            case CreatureFaction.Friend:
                candidates = this.Friends;
                break;

            case CreatureFaction.Npc:
                candidates = this.Npcs;
                break;

            case CreatureFaction.Enemy:
                candidates = this.Enemies;
                break;
            }

            List <FDCreature> result = new List <FDCreature>();

            foreach (FDCreature candidate in candidates)
            {
                if (range.Contains(candidate.Position))
                {
                    result.Add(candidate);
                }
            }

            return(result);
        }
示例#2
0
        /// <summary>
        ///
        /// </summary>
        /// <returns></returns>
        public FDRange CalculateRange()
        {
            FDRange range = new FDRange(central);

            //// range.AddPosition(central);
            for (int k = this.innerLength; k <= this.outterLength; k++)
            {
                for (int t = 0; t <= k; t++)
                {
                    int posX = central.X + t;
                    int posY = central.Y + (k - t);
                    AddValidPosition(range, FDPosition.At(posX, posY));

                    posX = central.X - t;
                    posY = central.Y + (k - t);
                    AddValidPosition(range, FDPosition.At(posX, posY));

                    posX = central.X + t;
                    posY = central.Y - (k - t);
                    AddValidPosition(range, FDPosition.At(posX, posY));

                    posX = central.X - t;
                    posY = central.Y - (k - t);
                    AddValidPosition(range, FDPosition.At(posX, posY));
                }
            }

            return(range);
        }
示例#3
0
        public FDCreature GetPreferredAttackTargetInRange(int creatureId)
        {
            FDCreature creature = this.GetCreature(creatureId);

            AttackItemDefinition attackItem = creature.Data.GetAttackItem();

            if (attackItem == null)
            {
                return(null);
            }

            FDSpan span = attackItem.AttackScope;

            DirectRangeFinder finder = new DirectRangeFinder(this.gameField, creature.Position, span.Max, span.Min);
            FDRange           range  = finder.CalculateRange();

            // Get a preferred target in range
            foreach (FDPosition position in range.Positions)
            {
                FDCreature target = this.GetCreatureAt(position);
                if (target != null && target.Faction == CreatureFaction.Enemy)
                {
                    return(target);
                }
            }

            return(null);
        }
        public override StateOperationResult OnSelectPosition(FDPosition position)
        {
            if (this.magicRange == null)
            {
                // should not happen
                return(StateOperationResult.Clear());
            }

            if (this.magicRange.Contains(position))
            {
                DirectRangeFinder rangeFinder = new DirectRangeFinder(gameAction.GetField(), position, this.Magic.EffectScope);
                FDRange           magicScope  = rangeFinder.CalculateRange();

                List <FDCreature> targets = gameAction.GetCreatureInRange(magicScope, CreatureFaction.Enemy);
                if (targets == null || targets.Count == 0)
                {
                    // Cannot spell on that position, do nothing
                    return(StateOperationResult.None());
                }
                else
                {
                    gameAction.DoCreatureSpellMagic(this.Creature.CreatureId, this.Magic.MagicId, position);
                    return(StateOperationResult.Clear());
                }
            }
            else
            {
                // Cancel the magic
                return(StateOperationResult.Pop());
            }
        }
        public override void TakeAction()
        {
            if (this.NeedAndCanRecover())
            {
                this.GameAction.DoCreatureRest(this.Creature.CreatureId);
                return;
            }

            // Get target
            FDCreature target = this.LookForAggressiveTarget();

            // According to the target, find the nearest position within the Move scope, and get the path to that position
            FDMovePath movePath = this.DecidePositionAndPath(target.Position);

            // Do the walk
            this.GameAction.CreatureWalk(new SingleWalkAction(this.Creature.CreatureId, movePath));

            FDPosition destination = movePath.Desitination ?? this.Creature.Position;

            AttackItemDefinition item = this.Creature.Data.GetAttackItem();

            if (item != null)
            {
                FDSpan            span   = item.AttackScope;
                DirectRangeFinder finder = new DirectRangeFinder(this.GameAction.GetField(), destination, span.Max, span.Min);
                FDRange           range  = finder.CalculateRange();
                if (range.Contains(target.Position))
                {
                    // If in attack range, attack the target
                    this.GameAction.DoCreatureAttack(this.Creature.CreatureId, target.Position);
                }
            }

            this.GameAction.DoCreatureRest(this.Creature.CreatureId);
        }
示例#6
0
        public void AddValidPosition(FDRange range, FDPosition pos)
        {
            if (pos.X <= 0 || pos.X > gameField.Width || pos.Y <= 0 || pos.Y > gameField.Height)
            {
                return;
            }

            range.AddPosition(pos);
        }
示例#7
0
        public override void OnEnter()
        {
            base.OnEnter();

            if (range == null)
            {
                DirectRangeFinder finder = new DirectRangeFinder(gameAction.GetField(), this.Creature.Position, 1, 1);
                range = finder.CalculateRange();
            }

            ShowRangePack rangePack = new ShowRangePack(range);

            SendPack(rangePack);
        }
示例#8
0
        public override void OnEnter()
        {
            base.OnEnter();

            if (this.ItemRange == null)
            {
                DirectRangeFinder rangeFinder = new DirectRangeFinder(this.gameAction.GetField(), this.Creature.Position, 1);
                this.ItemRange = rangeFinder.CalculateRange();
            }

            // Display the attack range on the UI.
            ShowRangePack pack = new ShowRangePack(this.ItemRange);

            SendPack(pack);
        }
示例#9
0
        public void PlaceIndicators(FDRange range)
        {
            ClearCancellableObjects();

            foreach (FDPosition pos in range.Positions)
            {
                // Put indicator on the position
                GameObject obj = new GameObject();
                obj.transform.parent = fieldObjectsRoot;

                UIIndicator indicator = obj.AddComponent <UIIndicator>();
                indicator.Initialize(this, pos);

                cancellableObjects.Add(obj);
            }
        }
        public override void OnEnter()
        {
            base.OnEnter();

            if (this.AttackRange == null)
            {
                AttackItemDefinition attackItem = this.Creature.Data.GetAttackItem();
                if (attackItem == null)
                {
                    return;
                }

                FDSpan            span   = attackItem.AttackScope;
                DirectRangeFinder finder = new DirectRangeFinder(gameAction.GetField(), this.Creature.Position, span.Max, span.Min);
                this.AttackRange = finder.CalculateRange();
            }

            // Display the attack range on the UI.
            ShowRangePack pack = new ShowRangePack(this.AttackRange);

            SendPack(pack);
        }
示例#11
0
 public ShowRangePack(FDRange range)
 {
     this.Type  = PackType.ShowRange;
     this.Range = range;
 }
 public SelectAttackTargetState(IGameAction action, FDCreature creature) : base(action)
 {
     this.Creature    = creature;
     this.AttackRange = null;
 }