Converted shooting to Action Points
This commit is contained in:
@@ -1,304 +1,327 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Diagnostics;
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using System.Linq;
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using System.Linq;
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using System.Text;
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using System.Text;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Media;
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using Microsoft.Xna.Framework.Media;
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namespace DepthsBelow
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namespace DepthsBelow
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{
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{
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public class KeyboardInput
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public class KeyboardInput
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{
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{
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Core core;
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Core core;
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private KeyboardState lastKeyboardState;
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private KeyboardState lastKeyboardState;
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int checkerSpeed = 2;
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int checkerSpeed = 2;
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public KeyboardInput(Core core)
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int bulletCost = 5;
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{
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int rocketCost = 10;
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this.core = core;
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}
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public KeyboardInput(Core core)
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{
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/*public List<List<Soldier>> GetGroups(List<Soldier> soldiers)
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this.core = core;
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{
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}
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var ungrouped = soldiers.ToList();
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var groups = new List<List<Soldier>>();
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/*public List<List<Soldier>> GetGroups(List<Soldier> soldiers)
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{
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for (int index = 0; index < soldiers.Count; index++)
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var ungrouped = soldiers.ToList();
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{
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var groups = new List<List<Soldier>>();
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var checkingSoldier = soldiers[index];
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var group = new List<Soldier>();
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for (int index = 0; index < soldiers.Count; index++)
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{
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for (int i = 0; i < soldiers.Count; i++)
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var checkingSoldier = soldiers[index];
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{
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var group = new List<Soldier>();
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var soldier = soldiers[i];
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if (ungrouped.Contains(soldier))
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for (int i = 0; i < soldiers.Count; i++)
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{
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{
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float distance = Vector2.Distance(checkingSoldier.Transform.World + checkingSoldier.Transform.World.Origin,
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var soldier = soldiers[i];
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soldier.Transform.World + soldier.Transform.World.Origin);
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if (ungrouped.Contains(soldier))
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if (distance <= ((float) Grid.TileSize * 1f))
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{
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{
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float distance = Vector2.Distance(checkingSoldier.Transform.World + checkingSoldier.Transform.World.Origin,
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ungrouped.Remove(soldier);
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soldier.Transform.World + soldier.Transform.World.Origin);
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group.Add(soldier);
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if (distance <= ((float) Grid.TileSize * 1f))
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}
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{
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}
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ungrouped.Remove(soldier);
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}
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group.Add(soldier);
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}
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if (group.Count > 0)
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}
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groups.Add(group);
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}
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}
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if (group.Count > 0)
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return groups;
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groups.Add(group);
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}*/
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}
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// Get a list of dynamic soldier groups
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return groups;
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public List<List<Soldier>> GetGroups(List<Soldier> soldiers, float maxRange)
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}*/
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{
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var alreadyGrouped = new List<Soldier>();
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// Get a list of dynamic soldier groups
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var groups = new List<List<Soldier>>();
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public List<List<Soldier>> GetGroups(List<Soldier> soldiers, float maxRange)
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{
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for (int index = 0; index < soldiers.Count; index++)
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var alreadyGrouped = new List<Soldier>();
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{
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var groups = new List<List<Soldier>>();
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var soldier = soldiers[index];
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for (int index = 0; index < soldiers.Count; index++)
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if (!alreadyGrouped.Contains(soldier))
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{
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{
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var soldier = soldiers[index];
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var group = new List<Soldier>();
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GetNearChain(ref group, soldiers, soldier, maxRange);
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if (!alreadyGrouped.Contains(soldier))
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alreadyGrouped.AddRange(group);
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{
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var group = new List<Soldier>();
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if (group.Count > 0)
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GetNearChain(ref group, soldiers, soldier, maxRange);
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groups.Add(group);
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alreadyGrouped.AddRange(group);
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}
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}
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if (group.Count > 0)
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groups.Add(group);
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return groups;
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}
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}
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}
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// Get all soldiers who are close to each other in a chain
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return groups;
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public void GetNearChain(ref List<Soldier> group, List<Soldier> soldiers, Soldier soldier, float maxRange)
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}
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{
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for (int index = 0; index < soldiers.Count; index++)
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// Get all soldiers who are close to each other in a chain
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{
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public void GetNearChain(ref List<Soldier> group, List<Soldier> soldiers, Soldier soldier, float maxRange)
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var nearSoldier = soldiers[index];
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{
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for (int index = 0; index < soldiers.Count; index++)
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if (!group.Contains(nearSoldier))
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{
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{
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var nearSoldier = soldiers[index];
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float distance = Vector2.Distance(nearSoldier.Transform.World + nearSoldier.Transform.World.Origin,
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soldier.Transform.World + soldier.Transform.World.Origin);
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if (!group.Contains(nearSoldier))
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if (distance <= maxRange)
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{
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{
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float distance = Vector2.Distance(nearSoldier.Transform.World + nearSoldier.Transform.World.Origin,
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group.Add(nearSoldier);
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soldier.Transform.World + soldier.Transform.World.Origin);
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GetNearChain(ref group, soldiers, nearSoldier, maxRange);
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if (distance <= maxRange)
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}
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{
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}
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group.Add(nearSoldier);
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}
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GetNearChain(ref group, soldiers, nearSoldier, maxRange);
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}
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}
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}
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private DynamicGroupManager groupManager;
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}
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}
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public void Update(GameTime gameTime)
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{
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private DynamicGroupManager groupManager;
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KeyboardState ks = Keyboard.GetState();
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public void Update(GameTime gameTime)
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// Brightness
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{
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if (ks.IsKeyUp(Keys.Up) && lastKeyboardState.IsKeyDown(Keys.Up))
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KeyboardState ks = Keyboard.GetState();
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core.Brightness = (int)MathHelper.Clamp(core.Brightness + 5, 0, 254);
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if (ks.IsKeyUp(Keys.Down) && lastKeyboardState.IsKeyDown(Keys.Down))
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// Brightness
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core.Brightness = (int)MathHelper.Clamp(core.Brightness - 5, 0, 254);
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if (ks.IsKeyUp(Keys.Up) && lastKeyboardState.IsKeyDown(Keys.Up))
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core.Brightness = (int)MathHelper.Clamp(core.Brightness + 5, 0, 254);
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// Debug test: grouping
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if (ks.IsKeyUp(Keys.Down) && lastKeyboardState.IsKeyDown(Keys.Down))
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if (ks.IsKeyUp(Keys.K) && lastKeyboardState.IsKeyDown(Keys.K))
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core.Brightness = (int)MathHelper.Clamp(core.Brightness - 5, 0, 254);
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{
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if (groupManager == null)
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// Debug test: grouping
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groupManager = new DynamicGroupManager(core.Squad.Cast<Entity>().ToList(), Grid.TileSize * 1.5f);
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if (ks.IsKeyUp(Keys.K) && lastKeyboardState.IsKeyDown(Keys.K))
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groupManager.UpdateGroups();
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{
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//var groups = GetGroups(core.Squad, (float)Grid.TileSize * 1.5f);
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if (groupManager == null)
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var groups = groupManager.Groups;
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groupManager = new DynamicGroupManager(core.Squad.Cast<Entity>().ToList(), Grid.TileSize * 1.5f);
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foreach (var group in groups)
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groupManager.UpdateGroups();
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{
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//var groups = GetGroups(core.Squad, (float)Grid.TileSize * 1.5f);
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Debug.WriteLine("Group #" + groups.IndexOf(group) + " Panic: " + group.Panic);
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var groups = groupManager.Groups;
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foreach (var entity in group.Entities)
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foreach (var group in groups)
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{
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{
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var soldier = (Soldier)entity;
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Debug.WriteLine("Group #" + groups.IndexOf(group) + " Panic: " + group.Panic);
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Debug.WriteLine(soldier.Name + " " + soldier.GetHashCode());
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foreach (var entity in group.Entities)
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}
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{
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}
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var soldier = (Soldier)entity;
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}
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Debug.WriteLine(soldier.Name + " " + soldier.GetHashCode());
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}
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// Next turn
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}
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if (ks.IsKeyDown(Keys.Enter) && lastKeyboardState.IsKeyUp(Keys.Enter))
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}
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{
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if (core.TurnManager.CurrentTurn == core.TurnManager["Player"])
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// Next turn
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{
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if (ks.IsKeyDown(Keys.Enter) && lastKeyboardState.IsKeyUp(Keys.Enter))
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foreach (var unit in core.Squad)
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{
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{
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if (core.TurnManager.CurrentTurn == core.TurnManager["Player"])
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unit.step = 0;
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{
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unit.Fired = false;
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foreach (var unit in core.Squad)
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}
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{
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unit.AP = 0;
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core.TurnManager.EndTurn();
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unit.Fired = false;
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}
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}
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if (core.TurnManager.CurrentTurn == core.TurnManager["Computer"])
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core.TurnManager.EndTurn();
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{
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}
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foreach (var enemy in core.Swarm)
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{
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if (core.TurnManager.CurrentTurn == core.TurnManager["Computer"])
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enemy.step = 0;
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{
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Point target = Point.Zero;
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foreach (var enemy in core.Swarm)
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float distance = 7000;
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{
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foreach (var unit in core.Squad)
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enemy.step = 0;
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{
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Point target = Point.Zero;
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Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y);
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float distance = 7000;
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Vector2 monster = new Vector2(enemy.Transform.Grid.X, enemy.Transform.Grid.Y);
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foreach (var unit in core.Squad)
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{
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float newDistance = Vector2.Distance(soldier, monster);
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Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y);
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Vector2 monster = new Vector2(enemy.Transform.Grid.X, enemy.Transform.Grid.Y);
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if (newDistance < distance)
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{
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float newDistance = Vector2.Distance(soldier, monster);
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target = unit.Transform.Grid;
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distance = newDistance;
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if (newDistance < distance)
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}
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{
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}
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target = unit.Transform.Grid;
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enemy.GetComponent<Component.PathFinder>().Goal = target;
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distance = newDistance;
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distance = 7000;
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}
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}
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}
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enemy.GetComponent<Component.PathFinder>().Goal = target;
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distance = 7000;
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core.TestMonster.step = 0;
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Point testTarget = Point.Zero;
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}
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float testDistance = 7000;
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foreach (var unit in core.Squad)
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core.TestMonster.step = 0;
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{
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Point testTarget = Point.Zero;
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Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y);
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float testDistance = 7000;
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Vector2 monster = new Vector2(core.TestMonster.Transform.Grid.X, core.TestMonster.Transform.Grid.Y);
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foreach (var unit in core.Squad)
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{
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float newDistance = Vector2.Distance(soldier, monster);
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Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y);
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Vector2 monster = new Vector2(core.TestMonster.Transform.Grid.X, core.TestMonster.Transform.Grid.Y);
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if (newDistance < testDistance)
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{
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float newDistance = Vector2.Distance(soldier, monster);
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testTarget = unit.Transform.Grid;
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testDistance = newDistance;
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if (newDistance < testDistance)
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}
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{
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}
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testTarget = unit.Transform.Grid;
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core.TestMonster.GetComponent<Component.PathFinder>().Goal = testTarget;
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testDistance = newDistance;
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testDistance = 7000;
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}
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}
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core.TurnManager.EndTurn();
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core.TestMonster.GetComponent<Component.PathFinder>().Goal = testTarget;
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}
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testDistance = 7000;
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}
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if (ks.IsKeyDown(Keys.A))
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core.TurnManager.EndTurn();
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{
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}
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/*foreach (var unit in core.Swarm)
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}
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{
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if (ks.IsKeyDown(Keys.A))
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unit.X = 200;
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{
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unit.Y = 200;
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/*foreach (var unit in core.Swarm)
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}*/
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{
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core.TestMonster.X = 12;
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unit.X = 200;
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core.TestMonster.Y = 4;
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unit.Y = 200;
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}
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}*/
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if (ks.IsKeyDown(Keys.N))
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core.TestMonster.X = 12;
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{
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core.TestMonster.Y = 4;
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}
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}
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if (ks.IsKeyDown(Keys.N))
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if (ks.IsKeyDown(Keys.S) || ks.IsKeyDown(Keys.R))
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{
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{
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foreach (var soldier in core.Squad)
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}
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{
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if (ks.IsKeyDown(Keys.S) || ks.IsKeyDown(Keys.R))
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if (soldier.Selected == true && soldier.Fired == false)
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{
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{
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foreach (var soldier in core.Squad)
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if (ks.IsKeyDown(Keys.S)) {
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{
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core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>(), "Bullet"));
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if (soldier.Selected == true && soldier.Fired == false)
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} else if (ks.IsKeyDown(Keys.R)) {
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{
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core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>(), "Rocket"));
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bool enoughActionPoints = true;
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}
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int cost = 0;
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soldier.Fired = true;
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string type = "";
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foreach (var shot in core.Volley)
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if (ks.IsKeyDown(Keys.S))
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{
|
{
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if (shot.select == false)
|
cost = bulletCost;
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{
|
type = "bullet";
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shot.select = true;
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}
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shot.X = soldier.X;
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else if (ks.IsKeyDown(Keys.R))
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shot.Y = soldier.Y;
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{
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//shot.Transform.World.X += Grid.TileSize / 2;
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cost = rocketCost;
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//shot.Transform.World.Y += Grid.TileSize / 2;
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type = "Rocket";
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}
|
}
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if (shot.direction == Vector2.Zero)
|
if (soldier.AP <= soldier.NumberOfActionPoints - cost)
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{
|
{
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double directionX = Math.Cos(soldier.Transform.World.Rotation);
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core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>(), type));
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double directionY = Math.Sin(soldier.Transform.World.Rotation);
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soldier.AP += cost;
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shot.direction = new Vector2((float)directionX, (float)directionY);
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soldier.Fired = true;
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shot.Transform.World.Rotation = soldier.Transform.World.Rotation;
|
}
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Vector2 yo = soldier.Transform.World.Position;
|
else
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shot.Stat.Remember = yo;
|
{
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}
|
enoughActionPoints = false;
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}
|
}
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}
|
if (enoughActionPoints == true)
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}
|
{
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}
|
foreach (var shot in core.Volley)
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if (ks.IsKeyDown(Keys.C))
|
{
|
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{
|
if (shot.select == false)
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foreach (var soldier in core.Squad)
|
{
|
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{
|
shot.select = true;
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if (soldier.Selected == true && soldier.Fired == false)
|
shot.X = soldier.X;
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{
|
shot.Y = soldier.Y;
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Point checker = Point.Zero;
|
//shot.Transform.World.X += Grid.TileSize / 2;
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double directionX = Math.Cos(soldier.GetComponent<Component.Transform>().World.Rotation);
|
//shot.Transform.World.Y += Grid.TileSize / 2;
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double directionY = Math.Sin(soldier.GetComponent<Component.Transform>().World.Rotation);
|
}
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Vector2 direction = new Vector2((int)directionX, (int)directionY);
|
if (shot.direction == Vector2.Zero)
|
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int range = 120;
|
{
|
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int current = 0;
|
double directionX = Math.Cos(soldier.Transform.World.Rotation);
|
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bool hit = false;
|
double directionY = Math.Sin(soldier.Transform.World.Rotation);
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checker = new Point((int)soldier.Transform.World.Origin.X, (int)soldier.Transform.World.Origin.Y);
|
shot.direction = new Vector2((float)directionX, (float)directionY);
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do
|
shot.Transform.World.Rotation = soldier.Transform.World.Rotation;
|
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{
|
Vector2 yo = soldier.Transform.World.Position;
|
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checker.X += (int)direction.X * checkerSpeed;
|
shot.Stat.Remember = yo;
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checker.Y += (int)direction.Y * checkerSpeed;
|
}
|
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foreach (var creature in core.Swarm)
|
}
|
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{
|
}
|
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if (creature.GetComponent<Component.Collision>().Rectangle.Contains(checker))
|
}
|
||||||
{
|
}
|
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hit = true;
|
}
|
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}
|
if (ks.IsKeyDown(Keys.C))
|
||||||
}
|
{
|
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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;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
@@ -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;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
Reference in New Issue
Block a user