示例#1
0
        private static void Glowinator(Color glowCol, MapTileSet done, MapTile from, double amt)
        {
            MapTileSet surround = from.GetPossibleMoves(Dir.AllAround);

            while (amt > 0.1)
            {
                MapTileSet newSurround = new MapTileSet();
                foreach (MapTile t in surround)
                {
                    if (t.clear && !done.Contains(t))
                    {
                        t.backCol = GlowColOffset(t.backCol, glowCol, amt);
                        done.Add(t);

                        MapTileSet more = t.GetPossibleMoves(Dir.AllAround);
                        foreach (MapTile m in more)
                        {
                            newSurround.Add(m);
                        }
                    }
                }
                surround = newSurround;
                amt     -= 0.1;
            }
        }
示例#2
0
        public MapTileSet GetClosed3Sides(MapTileSet input)
        {
            var r = new MapTileSet();

            foreach (MapTile t in input)
            {
                int sum = 0;
                if (t.OneNorth() == null || t.OneNorth().clear == false)
                {
                    sum++;
                }
                if (t.OneSouth() == null || t.OneSouth().clear == false)
                {
                    sum++;
                }
                if (t.OneEast() == null || t.OneEast().clear == false)
                {
                    sum++;
                }
                if (t.OneWest() == null || t.OneWest().clear == false)
                {
                    sum++;
                }
                if (sum >= 3)
                {
                    r.Add(t);
                }
            }
            return(r);
        }
示例#3
0
        private static void AddGlow(Loc l, Color glowCol)
        {
            // todo what about overlapping glows?
            MapTileSet done = new MapTileSet();

            MapTile source = Refs.m.TileByLoc(l);

            source.backCol = GlowColOffset(source.backCol, glowCol, 0.5);
            done.Add(source);
            Glowinator(glowCol, done, source, 0.25);
        }
示例#4
0
 public MapTileSet TileList()
 {
     if (cachedTileList == null)
     {
         cachedTileList = new MapTileSet();
         foreach (MapTile t in tiles)
         {
             cachedTileList.Add(t);
         }
     }
     return(cachedTileList);
 }
示例#5
0
        // for use with KnightMoves(), DodgeMoves(), LeapMoves()
        public MapTileSet GetPossibleMoves(HashSet <Loc> options)
        {
            var result = new MapTileSet();

            foreach (Loc p in options)
            {
                Loc newloc = Loc.AddPts(loc, p);
                if (Refs.m.ValidLoc(newloc) && Refs.m.ClearLoc(newloc))
                {
                    result.Add(Refs.m.TileByLoc(newloc));
                }
            }
            return(result);
        }
示例#6
0
        private static FlowTileSet PlayerNectarTiles(FlowMap f)
        {
            // tiles containing player nectar are targets too
            var allTiles    = Refs.m.TileList();
            var nectarTiles = new MapTileSet();

            foreach (MapTile t in allTiles)
            {
                if (t.nectarLevel[0] > 0)                 // 0 for player
                {
                    nectarTiles.Add(t);
                }
            }
            return(ConvertTiles.FlowSquaresFromTileSet(nectarTiles, f));
        }
示例#7
0
        private static FlowTileSet SetUpInitialRing(int distance, FlowMap f)
        {
            // we'll try to flow to a set distance from the player by
            //    making a ring of target squares and working from there
            var allTiles = Refs.m.TileList();
            var ring     = new MapTileSet();

            foreach (MapTile t in allTiles)
            {
                double c = Loc.Distance(Refs.p.loc, t.loc);
                if (c > distance - 1 && c < distance + 1)
                {
                    ring.Add(t);
                }
            }

            return(ConvertTiles.FlowSquaresFromTileSet(ring, f));
        }
示例#8
0
        // returns number of round passed, 0 for free actions, 1 for normal moves.
        public int HandlePlayerInput(PreviewKeyDownEventArgs e)
        {
            // for convenience
            MapTile here = Refs.m.TileByLoc(loc);

            // debugging nectar report
            Console.Write("Nectar here is ");
            foreach (int i in here.nectarLevel)
            {
                Console.Write(i + ", ");
            }
            Console.Write(".");

            if (e.KeyCode == Keys.F && heldCubiId != 0)
            {
                return(BoinkHeld());
            }

            if (e.KeyCode == Keys.C && heldCubiId != 0)
            {
                return(CaneHeld());
            }

            Loc lastPos = loc;

            // visualise flows. hotkeys are just pretend this is where we really do it
            if (e.KeyCode == Keys.D0)
            {
                viewFlow = 0; return(0);
            }
            if (e.KeyCode == Keys.D1)
            {
                viewFlow = 1; return(0);
            }
            if (e.KeyCode == Keys.D2)
            {
                viewFlow = 2; return(0);
            }
            if (e.KeyCode == Keys.D3)
            {
                viewFlow = 3; return(0);
            }
            if (e.KeyCode == Keys.D4)
            {
                viewFlow = 4; return(0);
            }

            int timepass = 1;

            if (e.KeyCode == Keys.Space)
            {
                return(1);                // allow waiting at any time
            }

            if (placemode || e.Shift)
            {
                timepass = 0;                 // place / pickup is a free action for now
                switch (e.KeyCode)
                {
                case Keys.Down:
                case Keys.S: ActionSouth(); FinishMode(); break;

                case Keys.Right:
                case Keys.D: ActionEast(); FinishMode(); break;

                case Keys.Up:
                case Keys.W: ActionNorth(); FinishMode(); break;

                case Keys.Left:
                case Keys.A: ActionWest(); FinishMode(); break;

                case Keys.Escape: CancelModes(); break;

                default: break;
                }
            }
            else if (throwmode || e.Control)
            {
                timepass = 0;                 // throw is a free action for now
                switch (e.KeyCode)
                {
                case Keys.Down:
                case Keys.S: ThrowSouth(); FinishMode(); break;

                case Keys.Right:
                case Keys.D: ThrowEast(); FinishMode(); break;

                case Keys.Up:
                case Keys.W: ThrowNorth(); FinishMode(); break;

                case Keys.Left:
                case Keys.A: ThrowWest(); FinishMode(); break;

                case Keys.Escape: CancelModes(); break;

                default: break;
                }
            }
            else
            {
                timepass = 1;
                switch (e.KeyCode)
                {
                // moves cost 1 turn
                case Keys.Down:
                case Keys.S: RunSouth(); break;

                case Keys.Right:
                case Keys.D: RunEast(); break;

                case Keys.Up:
                case Keys.W: RunNorth(); break;

                case Keys.Left:
                case Keys.A: RunWest(); break;

                // mode changes are free actions
                case Keys.T: SetThrowMode(); timepass = 0; break;

                case Keys.P: SetPlaceMode(); timepass = 0; break;

                case Keys.Escape: CancelModes(); timepass = 0; break;

                default: timepass = 0; break;
                }
            }

            // save our current location for next turn
            lastMove = Loc.SubPts(loc, lastPos);

            // starting at 1 skips player nectar processing for now
            for (int nLoop = 1; nLoop < here.nectarLevel.Length; nLoop++)
            {
                if (here.nectarLevel[nLoop] > 0)
                {
                    horny += here.nectarLevel[nLoop];
                    here.nectarLevel[nLoop] = 0;
                }
            }

            if (horny > 15)             // having fun
            {
                Refs.mf.Announce("Awwww yeah! *splurt*", myAlign, myColor);
                timepass += 5;
                MainMap.SplurtNectar(here, myIndex: 0);
                horny = 0;
            }

            if (!victory)
            {
                // we're duplicating this location scanning code a lot...
                // but this will be useful if we ever move jails so I'll leave it

                // get list of capture tiles
                MapTileSet jails = new MapTileSet();
                foreach (Loc l in Refs.m.pents)
                {
                    jails.Add(Refs.m.TileByLoc(l));
                }

                // get list of cubi locations
                MapTileSet breaker = new MapTileSet();
                foreach (Cubi c in Refs.h.roster)
                {
                    breaker.Add(Refs.m.TileByLoc(c.loc));
                }

                // IntersectWith to get occupied jails
                jails.IntersectWith(breaker);

                // if jails filled = total jails, we won!
                if (jails.Count == Refs.m.pents.Count)
                {
                    victory = true;
                    Refs.mf.Announce("Gotcha all! And in only " + turnCounter + " turns!", myAlign, myColor);
                }
            }

            return(timepass);
        }
示例#9
0
 public void AddToClearTileCache(MapTile t) => clearCache.Add(t);