示例#1
0
 public override void Combat(int type) // the method to get the units to fight their enemies and shows them who to fight
 {
     if (type == 0)
     {
         if (ClosestUnit is MelleUnit)
         {
             MelleUnit M = (MelleUnit)ClosestUnit;
             M.Health -= Attack;
         }
         else if (ClosestUnit is RangedUnit)
         {
             RangedUnit R = (RangedUnit)ClosestUnit;
             R.Health -= Attack;
         }
         else if (ClosestUnit is WizardUnit)
         {
             WizardUnit Wu = (WizardUnit)ClosestUnit;
             Wu.Health -= Attack;
         }
     }
     else if (type == 1)
     {
         if (ClosestBuilding is FactoryBuilding)
         {
             FactoryBuilding Fb = (FactoryBuilding)ClosestBuilding;
             Fb.Health -= Attack;
         }
         else if (ClosestBuilding is ResourceBuilding)
         {
             ResourceBuilding RB = (ResourceBuilding)ClosestBuilding;
             RB.Health -= Attack;
         }
     }
 }
示例#2
0
        public override Units Position() //checks the Position of the Buildings and which positions to spawn units
        {
            int    Xdis = 0, Ydis = 0;
            double Distance = 1000;
            double temp     = 1000;
            Units  Target   = null;

            foreach (Units b in units)
            {
                if (b is RangedUnit)
                {
                    RangedUnit Fb = (RangedUnit)b;

                    if (FactionType != b.factionType)
                    {
                        Xdis = Math.Abs(PosX - Fb.PosX) * (PosX - Fb.PosX);
                        Ydis = Math.Abs(PosY - Fb.PosY) * (PosY - Fb.PosY);

                        Distance = Math.Round(Math.Sqrt(Xdis + Ydis), 0);
                    }
                }
                else if (b is MelleUnit)
                {
                    MelleUnit Rb = (MelleUnit)b;
                    if (FactionType != b.factionType)
                    {
                        Xdis = Math.Abs(PosX - Rb.PosX) * (PosX - Rb.PosX);
                        Ydis = Math.Abs(PosY - Rb.PosY) * (PosY - Rb.PosY);

                        Distance = Math.Round(Math.Sqrt(Xdis + Ydis), 0);
                    }
                }
                else if (b is WizardUnit)
                {
                    WizardUnit Wu = (WizardUnit)b;
                    if (FactionType != b.factionType)
                    {
                        Xdis = Math.Abs(PosX - Wu.PosX) * (PosX - Wu.PosX);
                        Ydis = Math.Abs(PosY - Wu.PosY) * (PosY - Wu.PosY);

                        Distance = Math.Round(Math.Sqrt(Xdis + Ydis), 0);
                    }
                }

                if (Distance < temp)
                {
                    temp   = Distance;
                    Target = b;
                }
            }

            return(Target);
        }
示例#3
0
        public void Populate() // method used to populate the map full of units
        {
            for (int i = 0; i < mapWidth; i++)
            {
                for (int j = 0; j < mapHeight; j++)
                {
                    map[i, j] = " ";
                }
            }

            foreach (Units u in units) ////
            {
                if (u is RangedUnit)
                {
                    RangedUnit r = (RangedUnit)u;
                    uniMap[r.PosY, r.PosX] = u;
                }
                else if (u is MelleUnit)
                {
                    MelleUnit m = (MelleUnit)u;
                    uniMap[m.PosY, m.PosX] = u;
                }
                else if (u is WizardUnit)
                {
                    WizardUnit w = (WizardUnit)u;
                    uniMap[w.PosY, w.PosX] = u;
                }
            }

            foreach (Units u in units)
            {
                uniMap[u.posY, u.posX] = u; //////
            }

            foreach (Units u in rangedUnit)
            {
                map[u.posY, u.posX] = "R";
            }
            foreach (Units u in melleUnit)
            {
                map[u.posY, u.posX] = "M";
            }
            foreach (WizardUnit u in wizardUnits)
            {
                map[u.posY, u.posX] = "W";
            }
        }
示例#4
0
        public override void Move(int type) // all the move functions for the units once they have spawned and the the Buildings themselves
        {
            if (Health > MaxHealth * 0.25)
            {
                if (type == 0)
                {
                    if (ClosestUnit is MelleUnit)
                    {
                        MelleUnit closestUnitM = (MelleUnit)ClosestUnit;

                        if (closestUnitM.posX > posX && posX < 20)
                        {
                            posX++;
                        }
                        else if (closestUnitM.posX < posX && posX > 0)
                        {
                            posX--;
                        }

                        if (closestUnitM.posY > posY && posY < 20)
                        {
                            PosY++;
                        }
                        else if (closestUnitM.posY < posY && posY > 0)
                        {
                            posY--;
                        }
                    }
                    else if (ClosestUnit is RangedUnit)
                    {
                        RangedUnit closestUnitR = (RangedUnit)ClosestUnit;

                        if (closestUnitR.PosX > posX && PosX < 20)
                        {
                            posX++;
                        }
                        else if (closestUnitR.PosX < posX && posX > 0)
                        {
                            posX--;
                        }

                        if (closestUnitR.PosY > posY && PosY < 20)
                        {
                            posY++;
                        }
                        else if (closestUnitR.PosY < posY && posY > 0)
                        {
                            posY--;
                        }
                    }
                    else if (ClosestUnit is WizardUnit) // showing the new wizard who he can attack and when he can attack them
                    {
                        WizardUnit closestUnitW = (WizardUnit)ClosestUnit;

                        if (closestUnitW.PosX > posX && PosX < 20)
                        {
                            posX++;
                        }
                        else if (closestUnitW.PosX < posX && posX > 0)
                        {
                            posX--;
                        }

                        if (closestUnitW.PosY > posY && PosY < 20)
                        {
                            posY++;
                        }
                        else if (closestUnitW.PosY < posY && posY > 0)
                        {
                            posY--;
                        }
                    }
                }
                else
                {
                    if (ClosestBuilding is FactoryBuilding)
                    {
                        FactoryBuilding closestBuildingFB = (FactoryBuilding)ClosestBuilding;

                        if (closestBuildingFB.PosX > posX && PosX < 20)
                        {
                            posX++;
                        }
                        else if (closestBuildingFB.PosX < posX && posX > 0)
                        {
                            posX--;
                        }

                        if (closestBuildingFB.PosY > posY && PosY < 20)
                        {
                            posY++;
                        }
                        else if (closestBuildingFB.PosY < posY && posY > 0)
                        {
                            posY--;
                        }
                    }
                    else if (ClosestBuilding is ResourceBuilding)
                    {
                        ResourceBuilding closestBuildingRB = (ResourceBuilding)ClosestBuilding;

                        if (closestBuildingRB.PosX > posX && PosX < 19)
                        {
                            posX++;
                        }
                        else if (closestBuildingRB.PosX < posX && posX > 0)
                        {
                            posX--;
                        }

                        if (closestBuildingRB.PosY > posY && PosY < 19)
                        {
                            posY++;
                        }
                        else if (closestBuildingRB.PosY < posY && posY > 0)
                        {
                            posY--;
                        }
                    }
                }
            }
            else
            {
                int direction = r.Next(0, 4);

                if (direction == 0 && PosX < 19)
                {
                    posX++;
                }
                else if (direction == 1 && posX > 0)
                {
                    posX--;
                }
                else if (direction == 2 && posY > 19)
                {
                    posY++;
                }
                else if (direction == 3 && posY > 0)
                {
                    posY--;
                }
            }
        }
示例#5
0
        public void GenerateBattleField()  // method to allow the random number of units, including the ranged and the melee units
        {
            for (int i = 0; i < BuildingNum; i++)
            {
                int    UnitNum = Rd.Next(0, 2);
                string UnitName;
                if (UnitNum == 0)
                {
                    UnitName = "Melee";
                }
                else
                {
                    UnitName = "Ranged";
                }

                ResourceBuilding DiamondMine = new ResourceBuilding(0, 0, 100, Faction.Hero, "◘", 10); // setting the values and symbols for the diamond mines
                diamondMines.Add(DiamondMine);

                FactoryBuilding barrack = new FactoryBuilding(0, 0, 100, Faction.Hero, "┬", Rd.Next(3, 10), UnitName); // setting the values and symbols for the barracks
                barracks.Add(barrack);
            }

            for (int i = 0; i < BuildingNum; i++)
            {
                int    UnitNum = Rd.Next(0, 2);
                string UnitName;
                if (UnitNum == 0)
                {
                    UnitName = "Melee";
                }
                else
                {
                    UnitName = "Ranged";
                }

                ResourceBuilding DiamondMine = new ResourceBuilding(0, 0, 100, Faction.Villain, "◘", 10);
                diamondMines.Add(DiamondMine);

                FactoryBuilding barrack =
                    new FactoryBuilding(0, 0, 100, Faction.Villain, "┬", Rd.Next(3, 10), UnitName);
                barracks.Add(barrack);
            }

            for (int i = 0; i < BuildingNum; i++)
            {
                WizardUnit wizard = new WizardUnit("Wizard", 0, 0, 15, 1, 3, 1, Faction.Neutral, "≈", false); //setting values for the new wizard unit
                wizardUnits.Add(wizard);
            }

            foreach (ResourceBuilding u in diamondMines)
            {
                for (int i = 0; i < diamondMines.Count; i++)
                {
                    int xPos = Rd.Next(0, mapHeight);
                    int yPos = Rd.Next(0, mapWidth);

                    while (xPos == diamondMines[i].PosX && yPos == diamondMines[i].PosY && xPos == barracks[i].PosX && yPos == barracks[i].PosY)
                    {
                        xPos = Rd.Next(0, mapHeight);
                        yPos = Rd.Next(0, mapWidth);
                    }

                    u.PosX = xPos;
                    u.PosY = yPos;
                    buildingMap[u.PosX, u.PosX] = (Building)u;
                }
                buildings.Add(u);
            }

            foreach (FactoryBuilding u in barracks)
            {
                for (int i = 0; i < barracks.Count; i++)
                {
                    int xPos = Rd.Next(0, mapHeight);
                    int yPos = Rd.Next(0, mapWidth);

                    while (xPos == barracks[i].PosX && yPos == barracks[i].PosY && xPos == diamondMines[i].PosX && yPos == diamondMines[i].PosY)
                    {
                        xPos = Rd.Next(0, mapHeight);
                        yPos = Rd.Next(0, mapWidth);
                    }

                    u.PosX = xPos;
                    u.PosY = yPos;
                    buildingMap[u.PosY, u.PosX] = (Building)u;
                }
                buildings.Add(u);

                u.SpawnPointY = u.PosY;
                if (u.PosX < 19)
                {
                    u.SpawnPointX = u.PosX + 1;
                }
                else
                {
                    u.SpawnPointX = u.PosX - 1;
                }
            }

            foreach (WizardUnit u in wizardUnits) // placing the wizard units randomly throughout the map
            {
                for (int i = 0; i < wizardUnits.Count; i++)
                {
                    int xPos = Rd.Next(0, mapHeight);
                    int yPos = Rd.Next(0, mapWidth);

                    while (xPos == diamondMines[i].PosX && yPos == diamondMines[i].PosY && xPos == barracks[i].PosX && yPos == barracks[i].PosY && xPos == wizardUnits[i].PosX && yPos == wizardUnits[i].PosY)
                    {
                        xPos = Rd.Next(0, mapHeight);
                        yPos = Rd.Next(0, mapWidth);
                    }

                    u.PosX = xPos;
                    u.PosY = yPos;
                    uniMap[u.PosX, u.PosX] = (Units)u;
                }
                units.Add(u);
            }

            Populate();
            PlaceBuildings();
        }