Converted shooting to Action Points

This commit is contained in:
Niklas Ulf Anders Cullberg
2012-10-29 15:30:53 +01:00
parent e708c62a50
commit 82ad94eb4f
2 changed files with 390 additions and 355 deletions
+326 -303
View File
@@ -1,304 +1,327 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Diagnostics; using System.Diagnostics;
using System.Linq; using System.Linq;
using System.Text; using System.Text;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Media;
namespace DepthsBelow namespace DepthsBelow
{ {
public class KeyboardInput public class KeyboardInput
{ {
Core core; Core core;
private KeyboardState lastKeyboardState; private KeyboardState lastKeyboardState;
int checkerSpeed = 2; int checkerSpeed = 2;
public KeyboardInput(Core core) int bulletCost = 5;
{ int rocketCost = 10;
this.core = core;
} public KeyboardInput(Core core)
{
/*public List<List<Soldier>> GetGroups(List<Soldier> soldiers) this.core = core;
{ }
var ungrouped = soldiers.ToList();
var groups = new List<List<Soldier>>(); /*public List<List<Soldier>> GetGroups(List<Soldier> soldiers)
{
for (int index = 0; index < soldiers.Count; index++) var ungrouped = soldiers.ToList();
{ var groups = new List<List<Soldier>>();
var checkingSoldier = soldiers[index];
var group = new List<Soldier>(); for (int index = 0; index < soldiers.Count; index++)
{
for (int i = 0; i < soldiers.Count; i++) var checkingSoldier = soldiers[index];
{ var group = new List<Soldier>();
var soldier = soldiers[i];
if (ungrouped.Contains(soldier)) for (int i = 0; i < soldiers.Count; i++)
{ {
float distance = Vector2.Distance(checkingSoldier.Transform.World + checkingSoldier.Transform.World.Origin, var soldier = soldiers[i];
soldier.Transform.World + soldier.Transform.World.Origin); if (ungrouped.Contains(soldier))
if (distance <= ((float) Grid.TileSize * 1f)) {
{ float distance = Vector2.Distance(checkingSoldier.Transform.World + checkingSoldier.Transform.World.Origin,
ungrouped.Remove(soldier); soldier.Transform.World + soldier.Transform.World.Origin);
group.Add(soldier); if (distance <= ((float) Grid.TileSize * 1f))
} {
} ungrouped.Remove(soldier);
} group.Add(soldier);
}
if (group.Count > 0) }
groups.Add(group); }
}
if (group.Count > 0)
return groups; groups.Add(group);
}*/ }
// Get a list of dynamic soldier groups return groups;
public List<List<Soldier>> GetGroups(List<Soldier> soldiers, float maxRange) }*/
{
var alreadyGrouped = new List<Soldier>(); // Get a list of dynamic soldier groups
var groups = new List<List<Soldier>>(); public List<List<Soldier>> GetGroups(List<Soldier> soldiers, float maxRange)
{
for (int index = 0; index < soldiers.Count; index++) var alreadyGrouped = new List<Soldier>();
{ var groups = new List<List<Soldier>>();
var soldier = soldiers[index];
for (int index = 0; index < soldiers.Count; index++)
if (!alreadyGrouped.Contains(soldier)) {
{ var soldier = soldiers[index];
var group = new List<Soldier>();
GetNearChain(ref group, soldiers, soldier, maxRange); if (!alreadyGrouped.Contains(soldier))
alreadyGrouped.AddRange(group); {
var group = new List<Soldier>();
if (group.Count > 0) GetNearChain(ref group, soldiers, soldier, maxRange);
groups.Add(group); alreadyGrouped.AddRange(group);
}
} if (group.Count > 0)
groups.Add(group);
return groups; }
} }
// Get all soldiers who are close to each other in a chain return groups;
public void GetNearChain(ref List<Soldier> group, List<Soldier> soldiers, Soldier soldier, float maxRange) }
{
for (int index = 0; index < soldiers.Count; index++) // 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)
var nearSoldier = soldiers[index]; {
for (int index = 0; index < soldiers.Count; index++)
if (!group.Contains(nearSoldier)) {
{ var nearSoldier = soldiers[index];
float distance = Vector2.Distance(nearSoldier.Transform.World + nearSoldier.Transform.World.Origin,
soldier.Transform.World + soldier.Transform.World.Origin); if (!group.Contains(nearSoldier))
if (distance <= maxRange) {
{ float distance = Vector2.Distance(nearSoldier.Transform.World + nearSoldier.Transform.World.Origin,
group.Add(nearSoldier); soldier.Transform.World + soldier.Transform.World.Origin);
GetNearChain(ref group, soldiers, nearSoldier, maxRange); if (distance <= maxRange)
} {
} group.Add(nearSoldier);
} GetNearChain(ref group, soldiers, nearSoldier, maxRange);
} }
}
private DynamicGroupManager groupManager; }
}
public void Update(GameTime gameTime)
{ private DynamicGroupManager groupManager;
KeyboardState ks = Keyboard.GetState();
public void Update(GameTime gameTime)
// Brightness {
if (ks.IsKeyUp(Keys.Up) && lastKeyboardState.IsKeyDown(Keys.Up)) KeyboardState ks = Keyboard.GetState();
core.Brightness = (int)MathHelper.Clamp(core.Brightness + 5, 0, 254);
if (ks.IsKeyUp(Keys.Down) && lastKeyboardState.IsKeyDown(Keys.Down)) // Brightness
core.Brightness = (int)MathHelper.Clamp(core.Brightness - 5, 0, 254); if (ks.IsKeyUp(Keys.Up) && lastKeyboardState.IsKeyDown(Keys.Up))
core.Brightness = (int)MathHelper.Clamp(core.Brightness + 5, 0, 254);
// Debug test: grouping if (ks.IsKeyUp(Keys.Down) && lastKeyboardState.IsKeyDown(Keys.Down))
if (ks.IsKeyUp(Keys.K) && lastKeyboardState.IsKeyDown(Keys.K)) core.Brightness = (int)MathHelper.Clamp(core.Brightness - 5, 0, 254);
{
if (groupManager == null) // Debug test: grouping
groupManager = new DynamicGroupManager(core.Squad.Cast<Entity>().ToList(), Grid.TileSize * 1.5f); if (ks.IsKeyUp(Keys.K) && lastKeyboardState.IsKeyDown(Keys.K))
groupManager.UpdateGroups(); {
//var groups = GetGroups(core.Squad, (float)Grid.TileSize * 1.5f); if (groupManager == null)
var groups = groupManager.Groups; groupManager = new DynamicGroupManager(core.Squad.Cast<Entity>().ToList(), Grid.TileSize * 1.5f);
foreach (var group in groups) groupManager.UpdateGroups();
{ //var groups = GetGroups(core.Squad, (float)Grid.TileSize * 1.5f);
Debug.WriteLine("Group #" + groups.IndexOf(group) + " Panic: " + group.Panic); var groups = groupManager.Groups;
foreach (var entity in group.Entities) foreach (var group in groups)
{ {
var soldier = (Soldier)entity; Debug.WriteLine("Group #" + groups.IndexOf(group) + " Panic: " + group.Panic);
Debug.WriteLine(soldier.Name + " " + soldier.GetHashCode()); 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"]) // Next turn
{ if (ks.IsKeyDown(Keys.Enter) && lastKeyboardState.IsKeyUp(Keys.Enter))
foreach (var unit in core.Squad) {
{ if (core.TurnManager.CurrentTurn == core.TurnManager["Player"])
unit.step = 0; {
unit.Fired = false; foreach (var unit in core.Squad)
} {
unit.AP = 0;
core.TurnManager.EndTurn(); unit.Fired = false;
} }
if (core.TurnManager.CurrentTurn == core.TurnManager["Computer"]) core.TurnManager.EndTurn();
{ }
foreach (var enemy in core.Swarm)
{ if (core.TurnManager.CurrentTurn == core.TurnManager["Computer"])
enemy.step = 0; {
Point target = Point.Zero; foreach (var enemy in core.Swarm)
float distance = 7000; {
foreach (var unit in core.Squad) enemy.step = 0;
{ Point target = Point.Zero;
Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y); float distance = 7000;
Vector2 monster = new Vector2(enemy.Transform.Grid.X, enemy.Transform.Grid.Y); foreach (var unit in core.Squad)
{
float newDistance = Vector2.Distance(soldier, monster); Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y);
Vector2 monster = new Vector2(enemy.Transform.Grid.X, enemy.Transform.Grid.Y);
if (newDistance < distance)
{ float newDistance = Vector2.Distance(soldier, monster);
target = unit.Transform.Grid;
distance = newDistance; if (newDistance < distance)
} {
} target = unit.Transform.Grid;
enemy.GetComponent<Component.PathFinder>().Goal = target; distance = newDistance;
distance = 7000; }
}
} 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) core.TestMonster.step = 0;
{ Point testTarget = Point.Zero;
Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y); float testDistance = 7000;
Vector2 monster = new Vector2(core.TestMonster.Transform.Grid.X, core.TestMonster.Transform.Grid.Y); foreach (var unit in core.Squad)
{
float newDistance = Vector2.Distance(soldier, monster); 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);
if (newDistance < testDistance)
{ float newDistance = Vector2.Distance(soldier, monster);
testTarget = unit.Transform.Grid;
testDistance = newDistance; if (newDistance < testDistance)
} {
} testTarget = unit.Transform.Grid;
core.TestMonster.GetComponent<Component.PathFinder>().Goal = testTarget; testDistance = newDistance;
testDistance = 7000; }
}
core.TurnManager.EndTurn(); core.TestMonster.GetComponent<Component.PathFinder>().Goal = testTarget;
} testDistance = 7000;
}
if (ks.IsKeyDown(Keys.A)) core.TurnManager.EndTurn();
{ }
/*foreach (var unit in core.Swarm) }
{ if (ks.IsKeyDown(Keys.A))
unit.X = 200; {
unit.Y = 200; /*foreach (var unit in core.Swarm)
}*/ {
core.TestMonster.X = 12; unit.X = 200;
core.TestMonster.Y = 4; unit.Y = 200;
} }*/
if (ks.IsKeyDown(Keys.N)) core.TestMonster.X = 12;
{ core.TestMonster.Y = 4;
}
} if (ks.IsKeyDown(Keys.N))
if (ks.IsKeyDown(Keys.S) || ks.IsKeyDown(Keys.R)) {
{
foreach (var soldier in core.Squad) }
{ if (ks.IsKeyDown(Keys.S) || ks.IsKeyDown(Keys.R))
if (soldier.Selected == true && soldier.Fired == false) {
{ foreach (var soldier in core.Squad)
if (ks.IsKeyDown(Keys.S)) { {
core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>(), "Bullet")); if (soldier.Selected == true && soldier.Fired == false)
} else if (ks.IsKeyDown(Keys.R)) { {
core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>(), "Rocket")); bool enoughActionPoints = true;
} int cost = 0;
soldier.Fired = true; string type = "";
foreach (var shot in core.Volley) if (ks.IsKeyDown(Keys.S))
{ {
if (shot.select == false) cost = bulletCost;
{ type = "bullet";
shot.select = true; }
shot.X = soldier.X; else if (ks.IsKeyDown(Keys.R))
shot.Y = soldier.Y; {
//shot.Transform.World.X += Grid.TileSize / 2; cost = rocketCost;
//shot.Transform.World.Y += Grid.TileSize / 2; type = "Rocket";
} }
if (shot.direction == Vector2.Zero) if (soldier.AP <= soldier.NumberOfActionPoints - cost)
{ {
double directionX = Math.Cos(soldier.Transform.World.Rotation); core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>(), type));
double directionY = Math.Sin(soldier.Transform.World.Rotation); soldier.AP += cost;
shot.direction = new Vector2((float)directionX, (float)directionY); soldier.Fired = true;
shot.Transform.World.Rotation = soldier.Transform.World.Rotation; }
Vector2 yo = soldier.Transform.World.Position; else
shot.Stat.Remember = yo; {
} enoughActionPoints = false;
} }
} if (enoughActionPoints == true)
} {
} foreach (var shot in core.Volley)
if (ks.IsKeyDown(Keys.C)) {
{ if (shot.select == false)
foreach (var soldier in core.Squad) {
{ shot.select = true;
if (soldier.Selected == true && soldier.Fired == false) shot.X = soldier.X;
{ shot.Y = soldier.Y;
Point checker = Point.Zero; //shot.Transform.World.X += Grid.TileSize / 2;
double directionX = Math.Cos(soldier.GetComponent<Component.Transform>().World.Rotation); //shot.Transform.World.Y += Grid.TileSize / 2;
double directionY = Math.Sin(soldier.GetComponent<Component.Transform>().World.Rotation); }
Vector2 direction = new Vector2((int)directionX, (int)directionY); if (shot.direction == Vector2.Zero)
int range = 120; {
int current = 0; double directionX = Math.Cos(soldier.Transform.World.Rotation);
bool hit = false; double directionY = Math.Sin(soldier.Transform.World.Rotation);
checker = new Point((int)soldier.Transform.World.Origin.X, (int)soldier.Transform.World.Origin.Y); shot.direction = new Vector2((float)directionX, (float)directionY);
do shot.Transform.World.Rotation = soldier.Transform.World.Rotation;
{ Vector2 yo = soldier.Transform.World.Position;
checker.X += (int)direction.X * checkerSpeed; shot.Stat.Remember = yo;
checker.Y += (int)direction.Y * checkerSpeed; }
foreach (var creature in core.Swarm) }
{ }
if (creature.GetComponent<Component.Collision>().Rectangle.Contains(checker)) }
{ }
hit = true; }
} if (ks.IsKeyDown(Keys.C))
} {
if (core.TestMonster.GetComponent<Component.Collision>().Rectangle.Contains(checker)) foreach (var soldier in core.Squad)
{ {
if (soldier.Selected == true && soldier.Fired == false)
} {
current++; Point checker = Point.Zero;
} while (hit == false && current < range); double directionX = Math.Cos(soldier.GetComponent<Component.Transform>().World.Rotation);
current = 0; double directionY = Math.Sin(soldier.GetComponent<Component.Transform>().World.Rotation);
if (soldier.Selected == true && soldier.Fired == false && hit == true) Vector2 direction = new Vector2((int)directionX, (int)directionY);
{ int range = 120;
core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>(), "Bullet")); int current = 0;
soldier.Fired = true; bool hit = false;
foreach (var shot in core.Volley) checker = new Point((int)soldier.Transform.World.Origin.X, (int)soldier.Transform.World.Origin.Y);
{ do
if (shot.select == false) {
{ checker.X += (int)direction.X * checkerSpeed;
shot.select = true; checker.Y += (int)direction.Y * checkerSpeed;
shot.X = soldier.X; foreach (var creature in core.Swarm)
shot.Y = soldier.Y; {
//shot.Transform.World.X += Grid.TileSize / 2; if (creature.GetComponent<Component.Collision>().Rectangle.Contains(checker))
//shot.Transform.World.Y += Grid.TileSize / 2; {
} hit = true;
if (shot.direction == Vector2.Zero) }
{ }
shot.direction = new Vector2((float)directionX, (float)directionY); if (core.TestMonster.GetComponent<Component.Collision>().Rectangle.Contains(checker))
shot.Transform.World.Rotation = soldier.Transform.World.Rotation; {
}
} }
} current++;
hit = false; } 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>(), "Bullet"));
lastKeyboardState = ks; 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;
}
}
} }
+64 -52
View File
@@ -23,6 +23,9 @@ namespace DepthsBelow
private bool hasFiredAlready = false; private bool hasFiredAlready = false;
int fireTimer = 0;
int timeSpentFired = 1000;
public bool Fired public bool Fired
{ {
get { return hasFiredAlready; } get { return hasFiredAlready; }
@@ -32,16 +35,16 @@ namespace DepthsBelow
} }
} }
public int numberOfSteps = 14; public int NumberOfActionPoints = 10;
int currentStep = 0; int spentActionPoints = 0;
public int step public int AP
{ {
get { return currentStep; } get { return spentActionPoints; }
set set
{ {
currentStep = value; spentActionPoints = value;
GetComponent<Component.Stat>().GetStep = currentStep; GetComponent<Component.Stat>().GetStep = spentActionPoints;
} }
} }
@@ -63,11 +66,11 @@ namespace DepthsBelow
AddComponent(cc); AddComponent(cc);
var pfc = new PathFinder(this); var pfc = new PathFinder(this);
AddComponent(pfc); AddComponent(pfc);
var flashlight = new Flashlight(this) var flashlight = new Flashlight(this)
{ {
Intensity = 0.8f Intensity = 0.8f
}; };
AddComponent(flashlight); AddComponent(flashlight);
@@ -82,13 +85,13 @@ namespace DepthsBelow
GetDodge = 20 GetDodge = 20
}; };
AddComponent(stat); AddComponent(stat);
} }
public override void Remove() public override void Remove()
{ {
Squad.Remove(this); Squad.Remove(this);
base.Remove(); base.Remove();
} }
public bool Selected public bool Selected
@@ -119,40 +122,40 @@ namespace DepthsBelow
{ {
List<Point> soldierCollisions = new List<Point>(); List<Point> soldierCollisions = new List<Point>();
// Collision with units at a standstill // Collision with units at a standstill
//foreach (var soldier in Squad) //foreach (var soldier in Squad)
//{ //{
// if (soldier != this) // if (soldier != this)
// { // {
// if (!soldier.GetComponent<PathFinder>().IsMoving) // if (!soldier.GetComponent<PathFinder>().IsMoving)
// { // {
// soldierCollisions.Add(soldier.Transform.Grid); // soldierCollisions.Add(soldier.Transform.Grid);
// } // }
// if (soldier.Transform.Grid == nextNode.Position) // if (soldier.Transform.Grid == nextNode.Position)
// { // {
// GetComponent<PathFinder>().RecreatePath(soldierCollisions); // GetComponent<PathFinder>().RecreatePath(soldierCollisions);
// nextNode = GetComponent<PathFinder>().Next(); // nextNode = GetComponent<PathFinder>().Next();
// break; // break;
// } // }
// } // }
//} //}
// Collision with moving units // Collision with moving units
//foreach (var soldier in Squad) //foreach (var soldier in Squad)
//{ //{
// if (soldier != this) // if (soldier != this)
// { // {
// var pathFinder = soldier.GetComponent<PathFinder>(); // var pathFinder = soldier.GetComponent<PathFinder>();
// var position = nextNode.Position; // var position = nextNode.Position;
// if (soldier.Transform.Grid == position) // if (soldier.Transform.Grid == position)
// { // {
// soldierCollisions.Add(soldier.Transform.Grid); // soldierCollisions.Add(soldier.Transform.Grid);
// GetComponent<PathFinder>().RecreatePath(soldierCollisions); // GetComponent<PathFinder>().RecreatePath(soldierCollisions);
// nextNode = GetComponent<PathFinder>().Next(); // nextNode = GetComponent<PathFinder>().Next();
// break; // break;
// } // }
// } // }
//} //}
if (nextNode != null) if (nextNode != null)
@@ -171,9 +174,9 @@ namespace DepthsBelow
if (Transform.World == nodeWorldPos) if (Transform.World == nodeWorldPos)
{ {
if (step < numberOfSteps) if (AP < NumberOfActionPoints)
{ {
step++; AP++;
lastLastNode = lastNode; lastLastNode = lastNode;
lastNode = nextNode; lastNode = nextNode;
nextNode = GetComponent<PathFinder>().Next(); nextNode = GetComponent<PathFinder>().Next();
@@ -185,6 +188,15 @@ namespace DepthsBelow
} }
} }
} }
if (Fired == true)
{
fireTimer += gameTime.ElapsedGameTime.Milliseconds;
if (fireTimer > timeSpentFired)
{
fireTimer = 0;
Fired = false;
}
}
} }
} }
} }