示例#1
0
    // 前進する場合の移動先の候補を返す。進めない場合は後退する。
    private static Loc[] Advance(Loc fm, Dir dir)
    {
        var locs = new[] {
            fm.Forward(dir),
            fm.Forward(dir.Clockwise()),
            fm.Forward(dir.Anticlockwise()),
            fm.Forward(dir.Clockwise().Clockwise()),
            fm.Forward(dir.Anticlockwise().Anticlockwise()),
            fm.Backward(dir),
        };

        return(locs);
    }
示例#2
0
文件: Floor.cs 项目: m-ishikawa/Rlike
    public bool CanAdvance(Loc fm, Dir dir)
    {
        Loc to = fm.Forward(dir);

        if (!(_map.IsRoomOrPassage(fm) && _map.IsRoomOrPassage(to)))
        {
            return(false);
        }

        // 障害物が配置されているなら進めない
        if (ExistsObstacle(to))
        {
            return(false);
        }

        if (fm.IsDiagonal(to))   // 斜め移動のときは、左右に障害物があるなら進めない
        {
            if (_map.IsWall(fm.Row, to.Col) || _map.IsWall(to.Row, fm.Col))
            {
                return(false);
            }
            return(true);
        }
        return(true); // to に移動できる
    }
示例#3
0
    public Loc FindHitTarget(Loc src, Dir front, out CharacterBase hitTarget)
    {
        hitTarget = null;

        Loc  loc    = src;
        bool update = true;

        while (update)
        {
            update = false;

            var next = loc.Forward(front);
            if (_floor.IsWall(next) || _floor.ExistsObstacle(next))
            {
                return(next);
            }
            else
            {
                int p = _enemies.FindIndex(e => e.Loc == next);
                if (p != -1)
                {
                    hitTarget = _enemies[p];
                    return(next);
                }
                update = true;
                loc    = next;
            }
        }

        Assert.IsTrue(false);
        return(Loc.Zero);
    }
示例#4
0
    private void ExecutePlayerThrowFootItem(FieldItem fieldItem)
    {
        // TODO:石を投げる場合は別処理
        Assert.IsTrue(_acts.Count == 0);

        Loc  loc    = _player.Loc;
        bool update = true;

        while (update)
        {
            update = false;

            var next = loc.Forward(_player.Dir);
            if (_floor.IsWall(next) || _floor.ExistsObstacle(next))
            {
                _acts.Add(new ActPlayerThrowFootItem(_player, fieldItem, next, loc, null));
            }
            else
            {
                int p = _enemies.FindIndex(e => e.Loc == next);
                if (p != -1)   // 敵にヒット
                {
                    var target = _enemies[p];
                    _acts.Add(new ActPlayerThrowFootItem(_player, fieldItem, next, next, target));
                }
                else
                {
                    update = true;
                    loc    = next;
                }
            }
        }
        ChangeGameState(GameState.Act);
    }
示例#5
0
    // to に近づく
    private static Loc[] Approach(Loc fm, Loc to)
    {
        Dir dir = fm.Toward(to);

        var locs = new[] {
            fm.Forward(dir),
            fm.Forward(dir.Clockwise()),
            fm.Forward(dir.Anticlockwise()),
            fm.Forward(dir.Clockwise().Clockwise()),
            fm.Forward(dir.Anticlockwise().Anticlockwise()),
        };

        Array.Sort(locs, (a, b) => {
            var x = a.SquareDistance(to);
            var y = b.SquareDistance(to);
            return(x.CompareTo(y));
        });
        return(locs);
    }
示例#6
0
    public static List <Act> Detect(List <Enemy> enemies, Player player, Loc playerNextLoc, Floor floor)
    {
        // プレイヤーが見えない場合の行動
        if (player.IsInvisible())
        {
            return(Detect2(enemies, player, playerNextLoc, floor));
        }

        // 敵をプレイヤーに近い距離順にソートする
        // TODO:プレイヤーから逃げる行動をとる場合は、プレイヤーから遠い順に行動を決める
        enemies.Sort((a, b) => {
            var x = a.Loc.SquareDistance(playerNextLoc);
            var y = b.Loc.SquareDistance(playerNextLoc);

            if (x == y)   // 距離が等しい場合は、row の大きい方を優先する
            {
                return(b.Row.CompareTo(a.Row));
            }
            return(x.CompareTo(y));
        });

        var q = new List <Act>();

        var locs = new bool[floor.Rows, floor.Cols]; // キャラクターの位置
        Func <Loc, bool> existsEnemy = (loc) => {
            int rows = locs.GetLength(0);
            int cols = locs.GetLength(1);
            if (0 <= loc.Row && loc.Row < rows && 0 <= loc.Col && loc.Col < cols)
            {
                return(locs[loc.Row, loc.Col]);
            }
            return(false);
        };

        var used = new bool[enemies.Count];

        for (int i = 0; i < enemies.Count; i++)
        {
            if (enemies[i].ActCount <= 0) // 行動済み
            {
                used[i] = true;           // 行動済み
            }
            else if (enemies[i].IsBehavioralIncapacitation())
            {
                used[i] = true;
            }
            Loc loc = enemies[i].Loc;
            locs[loc.Row, loc.Col] = true;
        }
        locs[playerNextLoc.Row, playerNextLoc.Col] = true;

        // 遠距離攻撃をする敵
        // - プレイヤーと同じ部屋にいる
        // - プレイヤーは直線上に位置する
        // - プレイヤーとの間に障害物や敵は存在しない
        for (int i = 0; i < enemies.Count; i++)
        {
            if (used[i])
            {
                continue;
            }
            if (!enemies[i].CanLongDistanceAttack)
            {
                continue;
            }

            if (floor.InSight(enemies[i].Loc, playerNextLoc))
            {
                if (enemies[i].Loc.Row == playerNextLoc.Row ||
                    enemies[i].Loc.Col == playerNextLoc.Col ||
                    Math.Abs(enemies[i].Loc.Row - playerNextLoc.Row) == Math.Abs(enemies[i].Loc.Col - playerNextLoc.Col))
                {
                    Dir front = enemies[i].Loc.Toward(playerNextLoc);
                    Loc loc   = enemies[i].Loc.Forward(front);

                    bool ok = true;
                    while (loc != playerNextLoc)
                    {
                        // 敵が存在する。障害物があるなら遠距離攻撃しない
                        if (locs[loc.Row, loc.Col] || floor.ExistsObstacle(loc) || floor.IsWall(loc))
                        {
                            ok = false;
                            break;
                        }

                        loc = loc.Forward(front);
                    }

                    Debug.Log("ok = " + ok);
                    if (ok)   // 遠距離攻撃を行う
                    {
                        q.Add(new ActEnemyLongDistanceAttack(enemies[i], player, playerNextLoc));
                        used[i] = true;
                    }
                }
            }
        }

        // 移動するキャラ
        bool updated = true;

        while (updated)
        {
            updated = false;
            for (int i = 0; i < enemies.Count; i++)
            {
                if (used[i])
                {
                    continue;
                }

                var enemy = enemies[i];
                Assert.IsTrue(locs[enemy.Loc.Row, enemy.Loc.Col]);

                if (CanDirectAttack(enemy.Loc, playerNextLoc, floor))
                {
                    continue;
                }

                // 移動先を決める
                if (floor.InSight(enemy.Loc, playerNextLoc))   // プレイヤーが視界内

                // 敵が部屋にいて、プレイヤーが部屋の入り口にいるならターゲットとして追尾
                {
                    if (floor.IsRoom(enemy.Loc) && floor.IsEntrance(playerNextLoc))
                    {
                        enemy.LockOn(playerNextLoc);
                    }
                    else
                    {
                        enemy.CancelTarget();
                    }

                    // プレイヤーに近づく
                    foreach (var loc in Approach(enemy.Loc, playerNextLoc))
                    {
                        Dir dir = enemy.Loc.Toward(loc);
                        if (!existsEnemy(loc) && floor.CanAdvance(enemy.Loc, dir))
                        {
                            q.Add(new ActEnemyMove(enemy, loc));
                            locs[loc.Row, loc.Col]     = true;
                            locs[enemy.Row, enemy.Col] = false;
                            updated = true;
                            used[i] = true;
                            break;
                        }
                    }
                }
                else   // プレイヤーが視界にいない
                       // 巡回モード

                {
                    if (enemy.IsLockedOn)
                    {
                        foreach (var loc in Approach(enemy.Loc, enemy.Target))
                        {
                            Dir dir = enemy.Loc.Toward(loc);
                            if (!existsEnemy(loc) && floor.CanAdvance(enemy.Loc, dir))
                            {
                                q.Add(new ActEnemyMove(enemy, loc));
                                locs[loc.Row, loc.Col]     = true;
                                locs[enemy.Row, enemy.Col] = false;
                                updated = true;
                                used[i] = true;
                                break;
                            }
                        }
                    }
                    else if (floor.IsPassage(enemy.Loc))   // 通路にいるなら前進する
                    {
                        enemy.CancelTarget();

                        foreach (var loc in Advance(enemy.Loc, enemy.Dir))
                        {
                            Dir dir = enemy.Loc.Toward(loc);
                            if (!existsEnemy(loc) && floor.CanAdvance(enemy.Loc, dir))
                            {
                                q.Add(new ActEnemyMove(enemy, loc));
                                locs[loc.Row, loc.Col]     = true;
                                locs[enemy.Row, enemy.Col] = false;
                                updated = true;
                                used[i] = true;
                                break;
                            }
                        }
                    }
                    else if (floor.IsRoom(enemy.Loc))   // 部屋にいるなら入り口に向かう
                    {
                        Room room = floor.FindRoom(enemy.Loc);
                        Debug.Log("room = " + room);
                        Debug.Log("room.Entrances.Length = " + room.Entrances.Length);
                        if (room.Entrances.Length == 0)   // 入り口がないなら何もしない
                        {
                            updated = true;
                            used[i] = true;
                            break;
                        }

                        Assert.IsTrue(room != null && room.Entrances.Length > 0);
                        Loc[] entrances = room.Entrances;
                        if (entrances.Length > 1)
                        {
                            // 隣接する入り口には向かわない(通路から部屋に入って、また通路に戻るパターンは除外)
                            entrances = entrances.Where(e => !e.IsNeighbor(enemy.Loc)).ToArray();
                        }

                        Loc target = entrances.Choice();
                        enemy.LockOn(target);
                        foreach (var loc in Approach(enemy.Loc, enemy.Target))
                        {
                            Dir dir = enemy.Loc.Toward(loc);
                            if (!existsEnemy(loc) && floor.CanAdvance(enemy.Loc, dir))
                            {
                                q.Add(new ActEnemyMove(enemy, loc));
                                locs[loc.Row, loc.Col]     = true;
                                locs[enemy.Row, enemy.Col] = false;
                                updated = true;
                                used[i] = true;
                                break;
                            }
                        }
                    }
                }
            }
        }

        // 攻撃(移動以外)するキャラ
        for (int i = 0; i < enemies.Count; i++)
        {
            if (used[i])
            {
                continue;
            }
            if (CanDirectAttack(enemies[i].Loc, playerNextLoc, floor))
            {
                q.Add(new ActEnemyAttack(enemies[i], player, playerNextLoc));
                used[i] = true;
            }
        }

        // 移動も行動も出来ないキャラは待機
        for (int i = 0; i < enemies.Count; i++)
        {
            if (used[i])
            {
                continue;
            }
            // q.Add(new ActEnemyWait(enemies[i]));
            used[i] = true;
        }

        return(q);
    }
示例#7
0
 public Loc Front()
 {
     return(Loc.Forward(Dir));
 }
示例#8
0
文件: Map.cs 项目: m-ishikawa/Rlike
    public Map(char[,] mapData)
    {
        MapData = mapData;
        int rows = mapData.GetLength(0);
        int cols = mapData.GetLength(1);

        _rooms     = GetRooms();
        _spotlight = new MapSpotlight(rows, cols, _rooms);

        // _roomMap に各マスがどの部屋に所属しているのかを記録する
        _roomMap = Utils.CreateArray2D(rows, cols, NoRoom);
        foreach (var room in _rooms)
        {
            for (int r = 0; r < room.Height; r++)
            {
                for (int c = 0; c < room.Width; c++)
                {
                    _roomMap[room.Row + r, room.Col + c] = room.Id;
                }
            }
        }

        _mapLayer = LayerManager.GetLayer(LayerName.Map);
        var flat     = Resources.Load("Prefabs/MapChip/pipo-map001_0");
        var mountain = Resources.Load("Prefabs/MapChip/pipo-map001_at-yama2_0");

        for (int i = 0; i < rows; i++)
        {
            for (int j = 0; j < cols; j++)
            {
                if (MapData[i, j] == MapChar.Water || MapData[i, j] == MapChar.Sand)
                {
                    var dir = Dir.N;
                    var xs  = new List <int>();
                    var loc = new Loc(i, j);
                    for (int k = 0; k < 8; k++)
                    {
                        var chip = GetMapChar(loc.Forward(dir));
                        xs.Add(chip == MapData[i, j] ? 0 : 1); // 隣接するマップチップが同じか
                        dir = dir.Clockwise();
                    }
                    // Debug.Log(">> " + string.Join(" ", xs.Select(e => e.ToString()).ToArray()));

                    var offsets = new[, ] {
                        { -1, 1, }, { 1, 1 }, { -1, -1 }, { 1, -1 }
                    };
                    var pathnames = MapData[i, j] == MapChar.Water
                        ? MapChipUtils.GetSeaMapChipName(xs.ToArray())
                        : MapChipUtils.GetSandMapChipName(xs.ToArray());

                    for (int k = 0; k < pathnames.Length; k++)
                    {
                        // Debug.Log("pathname: " + pathnames[k]);
                        var pos = loc.ToPosition();

                        var obj = Resources.Load("Prefabs/MapChip/" + pathnames[k]);
                        pos.x += offsets[k, 0] * Config.ChipSize / 4;
                        pos.y += offsets[k, 1] * Config.ChipSize / 4;
                        var gobj = (GameObject)GameObject.Instantiate(obj, pos, Quaternion.identity);
                        gobj.transform.SetParent(_mapLayer.transform);
                    }
                }
                else
                {
                    var pos      = new Loc(i, j).ToPosition();
                    var floatObj = (GameObject)GameObject.Instantiate(flat, pos, Quaternion.identity);
                    floatObj.transform.SetParent(_mapLayer.transform);

                    switch (MapData[i, j])
                    {
                    case MapChar.Wall:
                        var mtObj = (GameObject)GameObject.Instantiate(mountain, pos, Quaternion.identity);
                        mtObj.transform.SetParent(_mapLayer.transform);
                        break;
                    }
                }
            }
        }
    }