All Monsters now move

This commit is contained in:
Niklas Ulf Anders Cullberg
2012-10-28 22:48:06 +01:00
parent 5c59a2277b
commit 4a60e4e2d5
5 changed files with 492 additions and 458 deletions
+1 -1
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@@ -89,7 +89,7 @@ namespace DepthsBelow.Component
public int Penalty(int distance)
{
return panic + GetPenalty(stepsTaken) + (int)(GetPenalty(distance) / 2);
return panic/* + GetPenalty(stepsTaken)*/ + (int)(GetPenalty(distance));
}
public Stat(Entity parent)
+3 -3
View File
@@ -85,9 +85,9 @@ namespace DepthsBelow
/// <param name="gameTime"></param>
public void Update(GameTime gameTime)
{
foreach (var entity in Entities.ToList())
entity.Update(gameTime);
}
foreach (var entity in Entities.ToList())
entity.Update(gameTime);
}
/// <summary>
/// Draw all entities handled by the entity manager.
+297 -274
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@@ -1,275 +1,298 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace DepthsBelow
{
public class KeyboardInput
{
Core core;
private KeyboardState lastKeyboardState;
int checkerSpeed = 2;
public KeyboardInput(Core core)
{
this.core = core;
}
/*public List<List<Soldier>> GetGroups(List<Soldier> soldiers)
{
var ungrouped = soldiers.ToList();
var groups = new List<List<Soldier>>();
for (int index = 0; index < soldiers.Count; index++)
{
var checkingSoldier = soldiers[index];
var group = new List<Soldier>();
for (int i = 0; i < soldiers.Count; i++)
{
var soldier = soldiers[i];
if (ungrouped.Contains(soldier))
{
float distance = Vector2.Distance(checkingSoldier.Transform.World + checkingSoldier.Transform.World.Origin,
soldier.Transform.World + soldier.Transform.World.Origin);
if (distance <= ((float) Grid.TileSize * 1f))
{
ungrouped.Remove(soldier);
group.Add(soldier);
}
}
}
if (group.Count > 0)
groups.Add(group);
}
return groups;
}*/
// Get a list of dynamic soldier groups
public List<List<Soldier>> GetGroups(List<Soldier> soldiers, float maxRange)
{
var alreadyGrouped = new List<Soldier>();
var groups = new List<List<Soldier>>();
for (int index = 0; index < soldiers.Count; index++)
{
var soldier = soldiers[index];
if (!alreadyGrouped.Contains(soldier))
{
var group = new List<Soldier>();
GetNearChain(ref group, soldiers, soldier, maxRange);
alreadyGrouped.AddRange(group);
if (group.Count > 0)
groups.Add(group);
}
}
return groups;
}
// Get all soldiers who are close to each other in a chain
public void GetNearChain(ref List<Soldier> group, List<Soldier> soldiers, Soldier soldier, float maxRange)
{
for (int index = 0; index < soldiers.Count; index++)
{
var nearSoldier = soldiers[index];
if (!group.Contains(nearSoldier))
{
float distance = Vector2.Distance(nearSoldier.Transform.World + nearSoldier.Transform.World.Origin,
soldier.Transform.World + soldier.Transform.World.Origin);
if (distance <= maxRange)
{
group.Add(nearSoldier);
GetNearChain(ref group, soldiers, nearSoldier, maxRange);
}
}
}
}
private DynamicGroupManager groupManager;
public void Update(GameTime gameTime)
{
KeyboardState ks = Keyboard.GetState();
// Brightness
if (ks.IsKeyUp(Keys.Up) && lastKeyboardState.IsKeyDown(Keys.Up))
core.Brightness = (int)MathHelper.Clamp(core.Brightness + 5, 0, 254);
if (ks.IsKeyUp(Keys.Down) && lastKeyboardState.IsKeyDown(Keys.Down))
core.Brightness = (int)MathHelper.Clamp(core.Brightness - 5, 0, 254);
// Debug test: grouping
if (ks.IsKeyUp(Keys.K) && lastKeyboardState.IsKeyDown(Keys.K))
{
if (groupManager == null)
groupManager = new DynamicGroupManager(core.Squad.Cast<Entity>().ToList(), Grid.TileSize * 1.5f);
groupManager.UpdateGroups();
//var groups = GetGroups(core.Squad, (float)Grid.TileSize * 1.5f);
var groups = groupManager.Groups;
foreach (var group in groups)
{
Debug.WriteLine("Group #" + groups.IndexOf(group) + " Panic: " + group.Panic);
foreach (var entity in group.Entities)
{
var soldier = (Soldier)entity;
Debug.WriteLine(soldier.Name + " " + soldier.GetHashCode());
}
}
}
// Next turn
if (ks.IsKeyDown(Keys.Enter) && lastKeyboardState.IsKeyUp(Keys.Enter))
{
if (core.TurnManager.CurrentTurn == core.TurnManager["Player"])
{
foreach (var unit in core.Squad)
{
unit.step = 0;
unit.Fired = false;
}
core.TurnManager.EndTurn();
}
if (core.TurnManager.CurrentTurn == core.TurnManager["Computer"])
{
core.TestMonster.step = 0;
Point target = Point.Zero;
float distance = 7000;
foreach (var unit in core.Squad)
{
Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y);
Vector2 monster = new Vector2(core.TestMonster.Transform.Grid.X, core.TestMonster.Transform.Grid.Y);
float newDistance = Vector2.Distance(soldier, monster);
if (newDistance < distance)
{
target = unit.Transform.Grid;
distance = newDistance;
}
}
core.TestMonster.GetComponent<Component.PathFinder>().Goal = target;
distance = 7000;
core.TurnManager.EndTurn();
}
}
if (ks.IsKeyDown(Keys.A))
{
/*foreach (var unit in core.Swarm)
{
unit.X = 200;
unit.Y = 200;
}*/
core.TestMonster.X = 12;
core.TestMonster.Y = 4;
}
if (ks.IsKeyDown(Keys.N))
{
}
if (ks.IsKeyDown(Keys.S))
{
foreach (var soldier in core.Squad)
{
if (soldier.Selected == true && soldier.Fired == false)
{
core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>()));
soldier.Fired = true;
foreach (var shot in core.Volley)
{
if (shot.select == false)
{
shot.select = true;
shot.X = soldier.X;
shot.Y = soldier.Y;
//shot.Transform.World.X += Grid.TileSize / 2;
//shot.Transform.World.Y += Grid.TileSize / 2;
}
if (shot.direction == Vector2.Zero)
{
double directionX = Math.Cos(soldier.GetComponent<Component.Transform>().World.Rotation);
double directionY = Math.Sin(soldier.GetComponent<Component.Transform>().World.Rotation);
shot.direction = new Vector2((float)directionX, (float)directionY);
shot.Transform.World.Rotation = soldier.Transform.World.Rotation;
}
}
}
}
}
if (ks.IsKeyDown(Keys.C))
{
foreach (var soldier in core.Squad)
{
if (soldier.Selected == true && soldier.Fired == false)
{
Point checker = Point.Zero;
double directionX = Math.Cos(soldier.GetComponent<Component.Transform>().World.Rotation);
double directionY = Math.Sin(soldier.GetComponent<Component.Transform>().World.Rotation);
Vector2 direction = new Vector2((int)directionX, (int)directionY);
int range = 120;
int current = 0;
bool hit = false;
checker = new Point((int)soldier.Transform.World.Origin.X, (int)soldier.Transform.World.Origin.Y);
do
{
checker.X += (int)direction.X * checkerSpeed;
checker.Y += (int)direction.Y * checkerSpeed;
foreach (var creature in core.Swarm)
{
if (creature.GetComponent<Component.Collision>().Rectangle.Contains(checker))
{
hit = true;
}
}
if (core.TestMonster.GetComponent<Component.Collision>().Rectangle.Contains(checker))
{
}
current++;
} while (hit == false && current < range);
current = 0;
if (soldier.Selected == true && soldier.Fired == false && hit == true)
{
core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>()));
soldier.Fired = true;
foreach (var shot in core.Volley)
{
if (shot.select == false)
{
shot.select = true;
shot.X = soldier.X;
shot.Y = soldier.Y;
//shot.Transform.World.X += Grid.TileSize / 2;
//shot.Transform.World.Y += Grid.TileSize / 2;
}
if (shot.direction == Vector2.Zero)
{
shot.direction = new Vector2((float)directionX, (float)directionY);
shot.Transform.World.Rotation = soldier.Transform.World.Rotation;
}
}
}
hit = false;
}
}
}
lastKeyboardState = ks;
}
}
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace DepthsBelow
{
public class KeyboardInput
{
Core core;
private KeyboardState lastKeyboardState;
int checkerSpeed = 2;
public KeyboardInput(Core core)
{
this.core = core;
}
/*public List<List<Soldier>> GetGroups(List<Soldier> soldiers)
{
var ungrouped = soldiers.ToList();
var groups = new List<List<Soldier>>();
for (int index = 0; index < soldiers.Count; index++)
{
var checkingSoldier = soldiers[index];
var group = new List<Soldier>();
for (int i = 0; i < soldiers.Count; i++)
{
var soldier = soldiers[i];
if (ungrouped.Contains(soldier))
{
float distance = Vector2.Distance(checkingSoldier.Transform.World + checkingSoldier.Transform.World.Origin,
soldier.Transform.World + soldier.Transform.World.Origin);
if (distance <= ((float) Grid.TileSize * 1f))
{
ungrouped.Remove(soldier);
group.Add(soldier);
}
}
}
if (group.Count > 0)
groups.Add(group);
}
return groups;
}*/
// Get a list of dynamic soldier groups
public List<List<Soldier>> GetGroups(List<Soldier> soldiers, float maxRange)
{
var alreadyGrouped = new List<Soldier>();
var groups = new List<List<Soldier>>();
for (int index = 0; index < soldiers.Count; index++)
{
var soldier = soldiers[index];
if (!alreadyGrouped.Contains(soldier))
{
var group = new List<Soldier>();
GetNearChain(ref group, soldiers, soldier, maxRange);
alreadyGrouped.AddRange(group);
if (group.Count > 0)
groups.Add(group);
}
}
return groups;
}
// Get all soldiers who are close to each other in a chain
public void GetNearChain(ref List<Soldier> group, List<Soldier> soldiers, Soldier soldier, float maxRange)
{
for (int index = 0; index < soldiers.Count; index++)
{
var nearSoldier = soldiers[index];
if (!group.Contains(nearSoldier))
{
float distance = Vector2.Distance(nearSoldier.Transform.World + nearSoldier.Transform.World.Origin,
soldier.Transform.World + soldier.Transform.World.Origin);
if (distance <= maxRange)
{
group.Add(nearSoldier);
GetNearChain(ref group, soldiers, nearSoldier, maxRange);
}
}
}
}
private DynamicGroupManager groupManager;
public void Update(GameTime gameTime)
{
KeyboardState ks = Keyboard.GetState();
// Brightness
if (ks.IsKeyUp(Keys.Up) && lastKeyboardState.IsKeyDown(Keys.Up))
core.Brightness = (int)MathHelper.Clamp(core.Brightness + 5, 0, 254);
if (ks.IsKeyUp(Keys.Down) && lastKeyboardState.IsKeyDown(Keys.Down))
core.Brightness = (int)MathHelper.Clamp(core.Brightness - 5, 0, 254);
// Debug test: grouping
if (ks.IsKeyUp(Keys.K) && lastKeyboardState.IsKeyDown(Keys.K))
{
if (groupManager == null)
groupManager = new DynamicGroupManager(core.Squad.Cast<Entity>().ToList(), Grid.TileSize * 1.5f);
groupManager.UpdateGroups();
//var groups = GetGroups(core.Squad, (float)Grid.TileSize * 1.5f);
var groups = groupManager.Groups;
foreach (var group in groups)
{
Debug.WriteLine("Group #" + groups.IndexOf(group) + " Panic: " + group.Panic);
foreach (var entity in group.Entities)
{
var soldier = (Soldier)entity;
Debug.WriteLine(soldier.Name + " " + soldier.GetHashCode());
}
}
}
// Next turn
if (ks.IsKeyDown(Keys.Enter) && lastKeyboardState.IsKeyUp(Keys.Enter))
{
if (core.TurnManager.CurrentTurn == core.TurnManager["Player"])
{
foreach (var unit in core.Squad)
{
unit.step = 0;
unit.Fired = false;
}
core.TurnManager.EndTurn();
}
if (core.TurnManager.CurrentTurn == core.TurnManager["Computer"])
{
foreach (var enemy in core.Swarm)
{
enemy.step = 0;
Point target = Point.Zero;
float distance = 7000;
foreach (var unit in core.Squad)
{
Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y);
Vector2 monster = new Vector2(enemy.Transform.Grid.X, enemy.Transform.Grid.Y);
float newDistance = Vector2.Distance(soldier, monster);
if (newDistance < distance)
{
target = unit.Transform.Grid;
distance = newDistance;
}
}
enemy.GetComponent<Component.PathFinder>().Goal = target;
distance = 7000;
}
core.TestMonster.step = 0;
Point testTarget = Point.Zero;
float testDistance = 7000;
foreach (var unit in core.Squad)
{
Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y);
Vector2 monster = new Vector2(core.TestMonster.Transform.Grid.X, core.TestMonster.Transform.Grid.Y);
float newDistance = Vector2.Distance(soldier, monster);
if (newDistance < testDistance)
{
testTarget = unit.Transform.Grid;
testDistance = newDistance;
}
}
core.TestMonster.GetComponent<Component.PathFinder>().Goal = testTarget;
testDistance = 7000;
core.TurnManager.EndTurn();
}
}
if (ks.IsKeyDown(Keys.A))
{
/*foreach (var unit in core.Swarm)
{
unit.X = 200;
unit.Y = 200;
}*/
core.TestMonster.X = 12;
core.TestMonster.Y = 4;
}
if (ks.IsKeyDown(Keys.N))
{
}
if (ks.IsKeyDown(Keys.S))
{
foreach (var soldier in core.Squad)
{
if (soldier.Selected == true && soldier.Fired == false)
{
core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>()));
soldier.Fired = true;
foreach (var shot in core.Volley)
{
if (shot.select == false)
{
shot.select = true;
shot.X = soldier.X;
shot.Y = soldier.Y;
//shot.Transform.World.X += Grid.TileSize / 2;
//shot.Transform.World.Y += Grid.TileSize / 2;
}
if (shot.direction == Vector2.Zero)
{
double directionX = Math.Cos(soldier.GetComponent<Component.Transform>().World.Rotation);
double directionY = Math.Sin(soldier.GetComponent<Component.Transform>().World.Rotation);
shot.direction = new Vector2((float)directionX, (float)directionY);
shot.Transform.World.Rotation = soldier.Transform.World.Rotation;
}
}
}
}
}
if (ks.IsKeyDown(Keys.C))
{
foreach (var soldier in core.Squad)
{
if (soldier.Selected == true && soldier.Fired == false)
{
Point checker = Point.Zero;
double directionX = Math.Cos(soldier.GetComponent<Component.Transform>().World.Rotation);
double directionY = Math.Sin(soldier.GetComponent<Component.Transform>().World.Rotation);
Vector2 direction = new Vector2((int)directionX, (int)directionY);
int range = 120;
int current = 0;
bool hit = false;
checker = new Point((int)soldier.Transform.World.Origin.X, (int)soldier.Transform.World.Origin.Y);
do
{
checker.X += (int)direction.X * checkerSpeed;
checker.Y += (int)direction.Y * checkerSpeed;
foreach (var creature in core.Swarm)
{
if (creature.GetComponent<Component.Collision>().Rectangle.Contains(checker))
{
hit = true;
}
}
if (core.TestMonster.GetComponent<Component.Collision>().Rectangle.Contains(checker))
{
}
current++;
} while (hit == false && current < range);
current = 0;
if (soldier.Selected == true && soldier.Fired == false && hit == true)
{
core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>()));
soldier.Fired = true;
foreach (var shot in core.Volley)
{
if (shot.select == false)
{
shot.select = true;
shot.X = soldier.X;
shot.Y = soldier.Y;
//shot.Transform.World.X += Grid.TileSize / 2;
//shot.Transform.World.Y += Grid.TileSize / 2;
}
if (shot.direction == Vector2.Zero)
{
shot.direction = new Vector2((float)directionX, (float)directionY);
shot.Transform.World.Rotation = soldier.Transform.World.Rotation;
}
}
}
hit = false;
}
}
}
lastKeyboardState = ks;
}
}
}
+84 -73
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@@ -1,74 +1,85 @@
using System;
using System.Collections.Generic;
using DepthsBelow.Component;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace DepthsBelow
{
public class Shot : Entity
{
public static Texture2D Texture;
public Color Color;
public static Point Origin;
Stat soldierStat;
public Stat Stat
{
get { return soldierStat; }
set { soldierStat = value; }
}
private bool _selected = false; //I guess as in "currently doing something"
public bool select
{
get { return _selected; }
set
{
_selected = value;
}
}
public List<Shot> Volley;
public Vector2 direction = Vector2.Zero;
public Shot(EntityManager entityManager, Stat _soldierStat)
: base(entityManager)
{
if (Texture == null)
LoadContent();
Transform.World.Origin = new Vector2(16, 16);
Stat = _soldierStat;
this.Color = Color.White;
var rc = new SpriteRenderer(this) { Texture = Texture, Color = Color.White };
AddComponent(rc);
var cc = new Collision(this, 32, 32);
AddComponent(cc);
}
public static void LoadContent()
{
Texture = GameServices.GetService<ContentManager>().Load<Texture2D>("images/Shot");
}
public override void Update(GameTime gameTime)
{
base.Update(gameTime);
float elapsed = gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
List<Point> soldierCollisions = new List<Point>();
// HACK: Make this work properly with other speeds...
float speed = 4f;
Transform.World.Position += speed * direction;
}
}
using System;
using System.Collections.Generic;
using DepthsBelow.Component;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace DepthsBelow
{
public class Shot : Entity
{
public static Texture2D Texture;
public Color Color;
public static Point Origin;
Stat soldierStat;
public Stat Stat
{
get { return soldierStat; }
set { soldierStat = value; }
}
private bool _selected = false; //I guess as in "currently doing something"
public bool select
{
get { return _selected; }
set
{
_selected = value;
}
}
public List<Shot> Volley;
public Vector2 direction = Vector2.Zero;
public Shot(EntityManager entityManager, Stat _soldierStat)
: base(entityManager)
{
if (Texture == null)
LoadContent();
Transform.World.Origin = new Vector2(16, 16);
Stat = _soldierStat;
this.Color = Color.White;
var rc = new SpriteRenderer(this) { Texture = Texture, Color = Color.White };
AddComponent(rc);
var cc = new Collision(this, 32, 32);
AddComponent(cc);
}
public static void LoadContent()
{
Texture = GameServices.GetService<ContentManager>().Load<Texture2D>("images/Shot");
}
public override void Update(GameTime gameTime)
{
base.Update(gameTime);
float elapsed = gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
List<Point> soldierCollisions = new List<Point>();
// HACK: Make this work properly with other speeds...
float speed = 4f;
Transform.World.Position += speed * direction;
foreach (var entity in entityManager.Entities)
{
if (entity is SmallEnemy)
{
if (this.GetComponent<Component.Collision>().Rectangle.Intersects(entity.GetComponent<Component.Collision>().Rectangle))
{
}
}
}
}
}
}
+107 -107
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@@ -1,107 +1,107 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using DepthsBelow.Component;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace DepthsBelow
{
/// <summary>
/// Various global utility functions.
/// </summary>
static class Utility
{
/// <summary>
/// Calculate the chance of an entity with a Stat component to hit another unit.
/// </summary>
/// <param name="attacker">The attacking unit.</param>
/// <param name="defender">The recieving unit.</param>
/// <returns>Returns a hit chance percentage.</returns>
public static int CalculateHitChance(Entity attacker, Entity defender)
{
Stat shooting = attacker.GetComponent<Stat>();
Stat dodging = defender.GetComponent<Stat>();
if (shooting == null || dodging == null)
{
return 0;
}
int baseHitChance = shooting.GetAim;
int baseDodgeChance = dodging.GetDodge;
int distance = (int)Vector2.Distance(attacker.GetComponent<Transform>().World.Position, defender.GetComponent<Transform>().World.Position);
int basePenalty = shooting.Penalty(distance / (Grid.TileSize));
Console.WriteLine("Penalty = " + basePenalty);
int chanceToHit = baseHitChance - baseDodgeChance - basePenalty;
//Console.WriteLine(chanceToHit);
return chanceToHit;
}
/*public static bool HitTest(Entity attacker, Entity defender, int chanceToHit)
{
Component.Stat shooting = attacker.GetComponent<Component.Stat>();
Component.Stat dodging = defender.GetComponent<Component.Stat>();
Random rand = new Random();
if (rand.Next(0, 100) < chanceToHit)
{
dodging.Life -= shooting.Strength - dodging.Defence / 2;
return true;
}
return false;
}*/
private static Texture2D blank;
public static void DrawLine(SpriteBatch batch, Color color, float width, Vector2 start, Vector2 end)
{
if (blank == null)
{
blank = new Texture2D(Core.GraphicsDeviceManager.GraphicsDevice, 1, 1, false, SurfaceFormat.Color);
blank.SetData(new[] { color });
}
float angle = (float)Math.Atan2(end.Y - start.Y, end.X - start.X);
float length = Vector2.Distance(start, end);
batch.Draw(blank, start, null, color,
angle, Vector2.Zero, new Vector2(length, width),
SpriteEffects.None, 0);
}
private static Texture2D solidTexture = null;
/// <summary>
/// Creates a 1x1 solid white XNA texture.
/// </summary>
/// <returns>Returns a 1x1 solid white Texture2D object.</returns>
public static Texture2D GetSolidTexture()
{
if (solidTexture == null)
{
solidTexture = new Texture2D(GameServices.GetService<GraphicsDevice>(), 1, 1);
solidTexture.SetData(new Color[] { Color.White });
}
return solidTexture;
}
/// <summary>
/// Converts rectangles with negative sizes to positive sizes with its position offset.
/// </summary>
/// <param name="rect">The rectangle with potentially negative sizes.</param>
/// <returns>Returns a rectangle with positive sizes.</returns>
public static Rectangle MakeRectanglePositive(Rectangle rect)
{
if (rect.Width < 0)
{
rect.X += rect.Width;
rect.Width = -rect.Width;
}
if (rect.Height < 0)
{
rect.Y += rect.Height;
rect.Height = -rect.Height;
}
return rect;
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using DepthsBelow.Component;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace DepthsBelow
{
/// <summary>
/// Various global utility functions.
/// </summary>
static class Utility
{
/// <summary>
/// Calculate the chance of an entity with a Stat component to hit another unit.
/// </summary>
/// <param name="attacker">The attacking unit.</param>
/// <param name="defender">The recieving unit.</param>
/// <returns>Returns a hit chance percentage.</returns>
public static int CalculateHitChance(Entity attacker, Entity defender)
{
Stat shooting = attacker.GetComponent<Stat>();
Stat dodging = defender.GetComponent<Stat>();
if (shooting == null || dodging == null)
{
return 0;
}
int baseHitChance = shooting.GetAim;
int baseDodgeChance = dodging.GetDodge;
int distance = (int)Vector2.Distance(attacker.GetComponent<Transform>().World.Position, defender.GetComponent<Transform>().World.Position);
int basePenalty = shooting.Penalty(distance / (Grid.TileSize));
Console.WriteLine("Penalty = " + basePenalty);
int chanceToHit = baseHitChance - baseDodgeChance - basePenalty;
//Console.WriteLine(chanceToHit);
return chanceToHit;
}
public static bool HitTest(Entity attacker, Entity defender, int chanceToHit)
{
Component.Stat shooting = attacker.GetComponent<Component.Stat>();
Component.Stat dodging = defender.GetComponent<Component.Stat>();
Random rand = new Random();
if (rand.Next(0, 100) < chanceToHit)
{
dodging.Life -= shooting.Strength - dodging.Defence / 2;
return true;
}
return false;
}
private static Texture2D blank;
public static void DrawLine(SpriteBatch batch, Color color, float width, Vector2 start, Vector2 end)
{
if (blank == null)
{
blank = new Texture2D(Core.GraphicsDeviceManager.GraphicsDevice, 1, 1, false, SurfaceFormat.Color);
blank.SetData(new[] { color });
}
float angle = (float)Math.Atan2(end.Y - start.Y, end.X - start.X);
float length = Vector2.Distance(start, end);
batch.Draw(blank, start, null, color,
angle, Vector2.Zero, new Vector2(length, width),
SpriteEffects.None, 0);
}
private static Texture2D solidTexture = null;
/// <summary>
/// Creates a 1x1 solid white XNA texture.
/// </summary>
/// <returns>Returns a 1x1 solid white Texture2D object.</returns>
public static Texture2D GetSolidTexture()
{
if (solidTexture == null)
{
solidTexture = new Texture2D(GameServices.GetService<GraphicsDevice>(), 1, 1);
solidTexture.SetData(new Color[] { Color.White });
}
return solidTexture;
}
/// <summary>
/// Converts rectangles with negative sizes to positive sizes with its position offset.
/// </summary>
/// <param name="rect">The rectangle with potentially negative sizes.</param>
/// <returns>Returns a rectangle with positive sizes.</returns>
public static Rectangle MakeRectanglePositive(Rectangle rect)
{
if (rect.Width < 0)
{
rect.X += rect.Width;
rect.Width = -rect.Width;
}
if (rect.Height < 0)
{
rect.Y += rect.Height;
rect.Height = -rect.Height;
}
return rect;
}
}
}