/// <summary> /// /// </summary> /// <param name="Allies"></param> /// <param name="Enemies"></param> /// <param name="OwnArmy"></param> public AI(List<Army> Allies, List<Army> Enemies, Army OwnArmy) { turnStart = true; friendlyUnits = new List<Unit>(); foreach (Army ally in Allies) { foreach (Unit u in ally.Units) { friendlyUnits.Add(u); } } enemyUnits = new List<Unit>(); foreach (Army enemy in Enemies) { foreach (Unit u in enemy.Units) { enemyUnits.Add(u); } } ownArmy = OwnArmy; currentUnitIndex = 0; currentUnit = ownArmy.Units[0]; animating = false; hasAttacked = false; turnStart = true; }
/// <summary> /// Create a new player /// </summary> /// <param name="input">The input manager of the game</param> /// <param name="bar">The infobar, player handles displaying and hiding the infobar</param> public Human(InfoBar bar, UpdateBox box, Texture2D sprite, Army a) { changeTurn = false; mapControl = true; infoBar = bar; updateBox = box; endTurnButton = box.EndTurnButton; currentGridX = 2; currentGridY = 2; texture = sprite; ownArmy = a; mainSelector = new Selector(tiles, actualPos, sprite, currentGridX, currentGridY); secondarySelector = new Selector(tiles, actualPos, sprite, currentGridX, currentGridY); highlightGone = true; //texture = Game1.GameContent.Load<Texture2D>("generic_unit"); }
/// <summary> /// /// </summary> /// <param name="player">The player - allows us to give player the array of tiles</param> /// <param name="terrainSheet">The spriteSheet that tiles will load their texture from</param> /// <param name="_armies">An array of armies participating in the battle</param> public Battle(Game1 g, Scenario loadedScenario) { endTurn = false; turn = 0; players = new Player[loadedScenario.ArmyAmount]; pauseMenu = new PauseMenu(3, Game1.GameHeight / 2 - 25, 192); terrainSheet = Game1.GameContent.Load<Texture2D>("Spritesheet"); playerSheet = Game1.GameContent.Load<Texture2D>("selector"); unitSheet = Game1.GameContent.Load<Texture2D>("ArmySpriteSheet"); testArmy = loadedScenario.Armies[0]; g.InfoBar.YMod = 110; g.InfoBar.Visible = false; players[0] = new Human(g.InfoBar,Game1.UpdateBox, playerSheet, loadedScenario.Armies[0]); players[0].RectPos = new Rectangle(64, 64, GV.TileSize, GV.TileSize); players[0].ActualPosition = new Rectangle(64, 64, GV.TileSize, GV.TileSize); for (int i = 1; i < players.Length; i++) { List<Army> allies = new List<Army>(); List<Army> enemies = new List<Army>(); for (int j = 0; j < loadedScenario.ArmyAmount; j++) { if (j != i) { if (loadedScenario.Armies[j].Team == loadedScenario.Armies[i].Team) { allies.Add(loadedScenario.Armies[j]); } else { enemies.Add(loadedScenario.Armies[j]); } } } players[i] = new AI(allies, enemies, loadedScenario.Armies[i]); } g.Camera.Focus = players[0]; DirectoryInfo d = new DirectoryInfo(Environment.CurrentDirectory); while (d.ToString() != "dynasty") d = d.Parent; string path = d.FullName + @"\GameData\Maps\"; XmlReader mapReader = XmlReader.Create(path + loadedScenario.MapFile); int currentRow = 0; int currentCol = 0; mapReader.ReadToFollowing("map"); //read to the first map element available players[0].Position2 = new Point(160, 160); //place the player at a default point for now mapSize = Convert.ToInt32(mapReader.GetAttribute("size")); //get the size of the map (both the length and width of the map are the same, so we use "size") tiles = new Tile[mapSize, mapSize]; //Create a 2D array that holds the required amount of tiles int lastPlaced = 0; currentRow = 0; currentCol = 0; mapReader.ReadToFollowing("tile"); //Read to the first tile elements of the map so we can begin creating tiles do { int length = Convert.ToInt32(mapReader.GetAttribute("length")); //Get the rectangle size of the tile //string[] bound = bounds.Split(','); //Split the values provided into an array //int startX = int.Parse(bound[0]); //our starting x location for creating tiles //int startY = int.Parse(bound[1]); //our starting y location for creating tiles //int endX = int.Parse(bound[2]); //our ending x location for creating tiles //int endY = int.Parse(bound[3]); //our ending y location for creating tiles for (int i = 0; i < length; i++) { tiles[currentRow, currentCol] = new Tile(mapReader.GetAttribute("terrain"), terrainSheet, currentRow, currentCol); currentRow++; if (currentRow >= mapSize) { currentRow = 0; currentCol++; } if ((currentCol == mapSize) && (currentRow == mapSize)) break; } } while (mapReader.ReadToNextSibling("tile")); mapReader.ReadToNextSibling("spawns"); //spawns = new List<Tile>(); mapReader.ReadToFollowing("tile"); do { string bounds = mapReader.GetAttribute("location"); string[] bound = bounds.Split(','); int startX = int.Parse(bound[0]); int startY = int.Parse(bound[1]); int endX = int.Parse(bound[2]); int endY = int.Parse(bound[3]); for (int i = startX; i < endX; i++) { for (int j = startY; j < endY; j++) { //_tiles[i, j].Spawn = true; //spawns.Add(_tiles[i, j]); } } } while (mapReader.ReadToNextSibling("tile")); //head to the next tile element if one exists, otherwise we exit this loop mapReader.Close(); foreach (Player p in players) { p.SetTiles(tiles); foreach (Unit u in p.OwnArmy.Units) { tiles[u.UnitBox.X / GV.TileSize, u.UnitBox.Y / GV.TileSize].Unit = u; u.UnitSprite = unitSheet; u.UnitPic = unitSheet; } } }
public void LoadScenarioArmies() { XmlReader reader = XmlReader.Create(xmlFilePath); armies = new Army[armyAmount]; int currentArmyNum = 0; reader.ReadToFollowing("army"); do { int teamNumber = int.Parse(reader.GetAttribute("team")); List<Unit> tempUnits = new List<Unit>(); reader.ReadToFollowing("unit"); do { string type = reader.GetAttribute("type"); switch (type) { case "helicopter": tempUnits.Add( new Helicopter(null, Convert.ToInt32(reader.GetAttribute("x")), Convert.ToInt32(reader.GetAttribute("y")), currentArmyNum, reader.GetAttribute("direction"))); break; case "infantry": tempUnits.Add( new Infantry(null, Convert.ToInt32(reader.GetAttribute("x")), Convert.ToInt32(reader.GetAttribute("y")), currentArmyNum, reader.GetAttribute("direction"))); break; case "tank": tempUnits.Add( new Tank(null, Convert.ToInt32(reader.GetAttribute("x")), Convert.ToInt32(reader.GetAttribute("y")), currentArmyNum, reader.GetAttribute("direction"))); break; case "skimmer": tempUnits.Add( new Skimmer(null, Convert.ToInt32(reader.GetAttribute("x")), Convert.ToInt32(reader.GetAttribute("y")), currentArmyNum, reader.GetAttribute("direction"))); break; default: break; } } while (reader.ReadToNextSibling("unit")); armies[currentArmyNum] = new Army(tempUnits, teamNumber, currentArmyNum); currentArmyNum++; } while (reader.ReadToNextSibling("army")); }