public override ConfirmedDirection GetDirection() { IDirectionChosen directionTowardsPlayer = this.Monster.DetermineDirectionTowardsPlayer(); if (!(directionTowardsPlayer is ConfirmedDirection)) { bool notPossibleToGoInDirectionTowardsPlayer = !this.Monster.ConfirmDirectionToMoveIn(directionTowardsPlayer, out ConfirmedDirection feasibleDirection); if (notPossibleToGoInDirectionTowardsPlayer || feasibleDirection == Direction.None) { return(feasibleDirection); } } // we know at this point that we could move in DirectionTowardsPlayer HOWEVER we don't want to actually step onto the same tile as the player TilePos potentiallyMovingTowards = this.Monster.TilePosition.GetPositionAfterOneMove(directionTowardsPlayer.Direction); if (potentiallyMovingTowards != GlobalServices.GameState.Player.TilePosition) { // it's okay. we'll be closer to the player without actually touching the player return(directionTowardsPlayer.Confirm()); } var directionAwayFromPlayer = MonsterMovement.AlterDirectionByVeeringAway(directionTowardsPlayer.Direction); this.Monster.ConfirmDirectionToMoveIn(directionAwayFromPlayer, out ConfirmedDirection result); return(result); }
protected IDirectionChosen GetDesiredDirection() { if (this.CurrentDirection == Direction.None) { return(ShouldMonsterFollowPlayerIntoAnotherRoom() ? this.Monster.DetermineDirectionTowardsPlayer() : MonsterMovement.RandomDirection()); } bool shouldChangeDirection = GlobalServices.Randomness.Test(7); if (shouldChangeDirection) { return(ShouldMonsterFollowPlayerIntoAnotherRoom() ? this.Monster.DetermineDirectionTowardsPlayer() : MonsterMovement.AlterDirectionByVeeringAway(this.CurrentDirection)); } if (this.Monster.CanMoveInDirection(this.CurrentDirection)) { return(new ConfirmedDirection(this.CurrentDirection)); } var reversed = this.CurrentDirection.Reversed(); return(new PossibleDirection(reversed)); }
private static IDirectionChosen MoveAwayFromPlayer(Monster monster) { var awayFromPlayer = monster.DetermineDirectionAwayFromPlayer(); bool shouldDodgeWhilstFleeing = GlobalServices.Randomness.Test(3); if (shouldDodgeWhilstFleeing) { var alteredDirection = MonsterMovement.AlterDirectionByVeeringAway(awayFromPlayer.Direction); return(alteredDirection); } return(awayFromPlayer); }