Monster Autokill disabled, HP in bars Updated
This commit is contained in:
@@ -539,9 +539,9 @@ namespace DepthsBelow
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frame.Y = lastFrame.Y + lastFrame.Height;
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frame.Y = lastFrame.Y + lastFrame.Height;
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// Update HP
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// Update HP
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//var healthBarBg = (GUI.Frame)frame["healthBarBg"];
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var healthBarBg = (GUI.Frame)frame["healthBarBg"];
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//var healthBar = (GUI.Frame)frame["healthBar"];
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var healthBar = (GUI.Frame)frame["healthBar"];
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//healthBar.Width = (int)((healthBarBg.Width - 2) * (soldier.GetComponent<Component.Stat>().HP / soldier.GetComponent<Component.Stat>().MaxHP));
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healthBar.Width = (int)((healthBarBg.Width - 2) * (soldier.GetComponent<Component.Stat>().Life / soldier.GetComponent<Component.Stat>().MaxHP));
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lastFrame = frame;
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lastFrame = frame;
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}
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}
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@@ -1,327 +1,328 @@
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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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int bulletCost = 5;
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int bulletCost = 5;
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int rocketCost = 10;
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int rocketCost = 10;
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public KeyboardInput(Core core)
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public KeyboardInput(Core core)
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{
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{
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this.core = core;
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this.core = core;
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}
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}
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/*public List<List<Soldier>> GetGroups(List<Soldier> soldiers)
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/*public List<List<Soldier>> GetGroups(List<Soldier> soldiers)
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{
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{
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var ungrouped = soldiers.ToList();
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var ungrouped = soldiers.ToList();
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var groups = new List<List<Soldier>>();
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var groups = new List<List<Soldier>>();
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for (int index = 0; index < soldiers.Count; index++)
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for (int index = 0; index < soldiers.Count; index++)
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{
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{
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var checkingSoldier = soldiers[index];
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var checkingSoldier = soldiers[index];
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var group = new List<Soldier>();
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var group = new List<Soldier>();
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for (int i = 0; i < soldiers.Count; i++)
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for (int i = 0; i < soldiers.Count; i++)
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{
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{
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var soldier = soldiers[i];
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var soldier = soldiers[i];
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if (ungrouped.Contains(soldier))
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if (ungrouped.Contains(soldier))
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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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float distance = Vector2.Distance(checkingSoldier.Transform.World + checkingSoldier.Transform.World.Origin,
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soldier.Transform.World + soldier.Transform.World.Origin);
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soldier.Transform.World + soldier.Transform.World.Origin);
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if (distance <= ((float) Grid.TileSize * 1f))
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if (distance <= ((float) Grid.TileSize * 1f))
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{
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{
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ungrouped.Remove(soldier);
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ungrouped.Remove(soldier);
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group.Add(soldier);
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group.Add(soldier);
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}
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}
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}
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}
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}
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}
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if (group.Count > 0)
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if (group.Count > 0)
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groups.Add(group);
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groups.Add(group);
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}
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}
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return groups;
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return groups;
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}*/
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}*/
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// Get a list of dynamic soldier groups
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// Get a list of dynamic soldier groups
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public List<List<Soldier>> GetGroups(List<Soldier> soldiers, float maxRange)
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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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var alreadyGrouped = new List<Soldier>();
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var groups = new List<List<Soldier>>();
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var groups = new List<List<Soldier>>();
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for (int index = 0; index < soldiers.Count; index++)
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for (int index = 0; index < soldiers.Count; index++)
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{
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{
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var soldier = soldiers[index];
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var soldier = soldiers[index];
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if (!alreadyGrouped.Contains(soldier))
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if (!alreadyGrouped.Contains(soldier))
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{
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{
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var group = new List<Soldier>();
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var group = new List<Soldier>();
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GetNearChain(ref group, soldiers, soldier, maxRange);
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GetNearChain(ref group, soldiers, soldier, maxRange);
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alreadyGrouped.AddRange(group);
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alreadyGrouped.AddRange(group);
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if (group.Count > 0)
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if (group.Count > 0)
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groups.Add(group);
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groups.Add(group);
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}
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}
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}
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}
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return groups;
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return groups;
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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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// Get all soldiers who are close to each other in a chain
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public void GetNearChain(ref List<Soldier> group, List<Soldier> soldiers, Soldier soldier, float maxRange)
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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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for (int index = 0; index < soldiers.Count; index++)
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{
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{
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var nearSoldier = soldiers[index];
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var nearSoldier = soldiers[index];
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if (!group.Contains(nearSoldier))
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if (!group.Contains(nearSoldier))
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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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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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soldier.Transform.World + soldier.Transform.World.Origin);
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if (distance <= maxRange)
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if (distance <= maxRange)
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{
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{
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group.Add(nearSoldier);
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group.Add(nearSoldier);
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GetNearChain(ref group, soldiers, nearSoldier, maxRange);
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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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}
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}
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}
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}
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}
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private DynamicGroupManager groupManager;
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private DynamicGroupManager groupManager;
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public void Update(GameTime gameTime)
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public void Update(GameTime gameTime)
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{
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{
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KeyboardState ks = Keyboard.GetState();
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KeyboardState ks = Keyboard.GetState();
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// Brightness
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// Brightness
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if (ks.IsKeyUp(Keys.Up) && lastKeyboardState.IsKeyDown(Keys.Up))
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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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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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if (ks.IsKeyUp(Keys.Down) && lastKeyboardState.IsKeyDown(Keys.Down))
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core.Brightness = (int)MathHelper.Clamp(core.Brightness - 5, 0, 254);
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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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// Debug test: grouping
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if (ks.IsKeyUp(Keys.K) && lastKeyboardState.IsKeyDown(Keys.K))
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if (ks.IsKeyUp(Keys.K) && lastKeyboardState.IsKeyDown(Keys.K))
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{
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{
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if (groupManager == null)
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if (groupManager == null)
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groupManager = new DynamicGroupManager(core.Squad.Cast<Entity>().ToList(), Grid.TileSize * 1.5f);
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groupManager = new DynamicGroupManager(core.Squad.Cast<Entity>().ToList(), Grid.TileSize * 1.5f);
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groupManager.UpdateGroups();
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groupManager.UpdateGroups();
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//var groups = GetGroups(core.Squad, (float)Grid.TileSize * 1.5f);
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//var groups = GetGroups(core.Squad, (float)Grid.TileSize * 1.5f);
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var groups = groupManager.Groups;
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var groups = groupManager.Groups;
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foreach (var group in groups)
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foreach (var group in groups)
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{
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{
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Debug.WriteLine("Group #" + groups.IndexOf(group) + " Panic: " + group.Panic);
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Debug.WriteLine("Group #" + groups.IndexOf(group) + " Panic: " + group.Panic);
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foreach (var entity in group.Entities)
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foreach (var entity in group.Entities)
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{
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{
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var soldier = (Soldier)entity;
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var soldier = (Soldier)entity;
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Debug.WriteLine(soldier.Name + " " + soldier.GetHashCode());
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Debug.WriteLine(soldier.Name + " " + soldier.GetHashCode());
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}
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}
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}
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}
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}
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}
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// Next turn
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// Next turn
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if (ks.IsKeyDown(Keys.Enter) && lastKeyboardState.IsKeyUp(Keys.Enter))
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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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if (core.TurnManager.CurrentTurn == core.TurnManager["Player"])
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{
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{
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foreach (var unit in core.Squad)
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foreach (var unit in core.Squad)
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{
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{
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unit.AP = unit.MaxActionPoints;
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unit.AP = unit.MaxActionPoints;
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unit.Fired = false;
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unit.Fired = false;
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}
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}
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core.TurnManager.EndTurn();
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core.TurnManager.EndTurn();
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}
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}
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if (core.TurnManager.CurrentTurn == core.TurnManager["Computer"])
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if (core.TurnManager.CurrentTurn == core.TurnManager["Computer"])
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{
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{
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foreach (var enemy in core.Swarm)
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foreach (var enemy in core.Swarm)
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{
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{
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enemy.step = 0;
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enemy.step = 0;
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Point target = Point.Zero;
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enemy.AttackedThisTurn = false;
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float distance = 7000;
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Point target = Point.Zero;
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foreach (var unit in core.Squad)
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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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Vector2 soldier = new Vector2(unit.Transform.Grid.X, unit.Transform.Grid.Y);
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{
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Vector2 monster = new Vector2(enemy.Transform.Grid.X, enemy.Transform.Grid.Y);
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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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float newDistance = Vector2.Distance(soldier, monster);
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float newDistance = Vector2.Distance(soldier, monster);
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if (newDistance < distance)
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{
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if (newDistance < distance)
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target = unit.Transform.Grid;
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{
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distance = newDistance;
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target = unit.Transform.Grid;
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}
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distance = newDistance;
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}
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}
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enemy.GetComponent<Component.PathFinder>().Goal = target;
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}
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distance = 7000;
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enemy.GetComponent<Component.PathFinder>().Goal = target;
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distance = 7000;
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}
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}
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core.TestMonster.step = 0;
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Point testTarget = Point.Zero;
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core.TestMonster.step = 0;
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float testDistance = 7000;
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Point testTarget = Point.Zero;
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foreach (var unit in core.Squad)
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float testDistance = 7000;
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{
|
foreach (var unit in core.Squad)
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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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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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float newDistance = Vector2.Distance(soldier, monster);
|
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float newDistance = Vector2.Distance(soldier, monster);
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if (newDistance < testDistance)
|
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{
|
if (newDistance < testDistance)
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testTarget = unit.Transform.Grid;
|
{
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testDistance = newDistance;
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testTarget = unit.Transform.Grid;
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}
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testDistance = newDistance;
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}
|
}
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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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core.TestMonster.GetComponent<Component.PathFinder>().Goal = testTarget;
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testDistance = 7000;
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core.TurnManager.EndTurn();
|
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}
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core.TurnManager.EndTurn();
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}
|
}
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if (ks.IsKeyDown(Keys.A))
|
}
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{
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if (ks.IsKeyDown(Keys.A))
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/*foreach (var unit in core.Swarm)
|
{
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{
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/*foreach (var unit in core.Swarm)
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unit.X = 200;
|
{
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unit.Y = 200;
|
unit.X = 200;
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}*/
|
unit.Y = 200;
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core.TestMonster.X = 12;
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}*/
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core.TestMonster.Y = 4;
|
core.TestMonster.X = 12;
|
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}
|
core.TestMonster.Y = 4;
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if (ks.IsKeyDown(Keys.N))
|
}
|
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{
|
if (ks.IsKeyDown(Keys.N))
|
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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 (ks.IsKeyDown(Keys.S) || ks.IsKeyDown(Keys.R))
|
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foreach (var soldier in core.Squad)
|
{
|
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{
|
foreach (var soldier in core.Squad)
|
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if (soldier.Selected == true && soldier.Fired == false)
|
{
|
||||||
{
|
if (soldier.Selected == true && soldier.Fired == false)
|
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bool enoughActionPoints = true;
|
{
|
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int cost = 0;
|
bool enoughActionPoints = true;
|
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string type = "";
|
int cost = 0;
|
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if (ks.IsKeyDown(Keys.S))
|
string type = "";
|
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{
|
if (ks.IsKeyDown(Keys.S))
|
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cost = bulletCost;
|
{
|
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type = "bullet";
|
cost = bulletCost;
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}
|
type = "bullet";
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else if (ks.IsKeyDown(Keys.R))
|
}
|
||||||
{
|
else if (ks.IsKeyDown(Keys.R))
|
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cost = rocketCost;
|
{
|
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type = "Rocket";
|
cost = rocketCost;
|
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}
|
type = "Rocket";
|
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if (soldier.AP >= cost)
|
}
|
||||||
{
|
if (soldier.AP >= cost)
|
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core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>(), type));
|
{
|
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soldier.AP -= cost;
|
core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>(), type));
|
||||||
soldier.Fired = true;
|
soldier.AP -= cost;
|
||||||
}
|
soldier.Fired = true;
|
||||||
else
|
}
|
||||||
{
|
else
|
||||||
enoughActionPoints = false;
|
{
|
||||||
}
|
enoughActionPoints = false;
|
||||||
if (enoughActionPoints == true)
|
}
|
||||||
{
|
if (enoughActionPoints == true)
|
||||||
foreach (var shot in core.Volley)
|
{
|
||||||
{
|
foreach (var shot in core.Volley)
|
||||||
if (shot.select == false)
|
{
|
||||||
{
|
if (shot.select == false)
|
||||||
shot.select = true;
|
{
|
||||||
shot.X = soldier.X;
|
shot.select = true;
|
||||||
shot.Y = soldier.Y;
|
shot.X = soldier.X;
|
||||||
//shot.Transform.World.X += Grid.TileSize / 2;
|
shot.Y = soldier.Y;
|
||||||
//shot.Transform.World.Y += Grid.TileSize / 2;
|
//shot.Transform.World.X += Grid.TileSize / 2;
|
||||||
}
|
//shot.Transform.World.Y += Grid.TileSize / 2;
|
||||||
if (shot.direction == Vector2.Zero)
|
}
|
||||||
{
|
if (shot.direction == Vector2.Zero)
|
||||||
double directionX = Math.Cos(soldier.Transform.World.Rotation);
|
{
|
||||||
double directionY = Math.Sin(soldier.Transform.World.Rotation);
|
double directionX = Math.Cos(soldier.Transform.World.Rotation);
|
||||||
shot.direction = new Vector2((float)directionX, (float)directionY);
|
double directionY = Math.Sin(soldier.Transform.World.Rotation);
|
||||||
shot.Transform.World.Rotation = soldier.Transform.World.Rotation;
|
shot.direction = new Vector2((float)directionX, (float)directionY);
|
||||||
Vector2 yo = soldier.Transform.World.Position;
|
shot.Transform.World.Rotation = soldier.Transform.World.Rotation;
|
||||||
shot.Stat.Remember = yo;
|
Vector2 yo = soldier.Transform.World.Position;
|
||||||
}
|
shot.Stat.Remember = yo;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (ks.IsKeyDown(Keys.C))
|
}
|
||||||
{
|
if (ks.IsKeyDown(Keys.C))
|
||||||
foreach (var soldier in core.Squad)
|
{
|
||||||
{
|
foreach (var soldier in core.Squad)
|
||||||
if (soldier.Selected == true && soldier.Fired == false)
|
{
|
||||||
{
|
if (soldier.Selected == true && soldier.Fired == false)
|
||||||
Point checker = Point.Zero;
|
{
|
||||||
double directionX = Math.Cos(soldier.GetComponent<Component.Transform>().World.Rotation);
|
Point checker = Point.Zero;
|
||||||
double directionY = Math.Sin(soldier.GetComponent<Component.Transform>().World.Rotation);
|
double directionX = Math.Cos(soldier.GetComponent<Component.Transform>().World.Rotation);
|
||||||
Vector2 direction = new Vector2((int)directionX, (int)directionY);
|
double directionY = Math.Sin(soldier.GetComponent<Component.Transform>().World.Rotation);
|
||||||
int range = 120;
|
Vector2 direction = new Vector2((int)directionX, (int)directionY);
|
||||||
int current = 0;
|
int range = 120;
|
||||||
bool hit = false;
|
int current = 0;
|
||||||
checker = new Point((int)soldier.Transform.World.Origin.X, (int)soldier.Transform.World.Origin.Y);
|
bool hit = false;
|
||||||
do
|
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;
|
checker.X += (int)direction.X * checkerSpeed;
|
||||||
foreach (var creature in core.Swarm)
|
checker.Y += (int)direction.Y * checkerSpeed;
|
||||||
{
|
foreach (var creature in core.Swarm)
|
||||||
if (creature.GetComponent<Component.Collision>().Rectangle.Contains(checker))
|
{
|
||||||
{
|
if (creature.GetComponent<Component.Collision>().Rectangle.Contains(checker))
|
||||||
hit = true;
|
{
|
||||||
}
|
hit = true;
|
||||||
}
|
}
|
||||||
if (core.TestMonster.GetComponent<Component.Collision>().Rectangle.Contains(checker))
|
}
|
||||||
{
|
if (core.TestMonster.GetComponent<Component.Collision>().Rectangle.Contains(checker))
|
||||||
|
{
|
||||||
}
|
|
||||||
current++;
|
}
|
||||||
} while (hit == false && current < range);
|
current++;
|
||||||
current = 0;
|
} while (hit == false && current < range);
|
||||||
if (soldier.Selected == true && soldier.Fired == false && hit == true)
|
current = 0;
|
||||||
{
|
if (soldier.Selected == true && soldier.Fired == false && hit == true)
|
||||||
core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>(), "Bullet"));
|
{
|
||||||
soldier.Fired = true;
|
core.Volley.Add(new Shot(core.EntityManager, soldier.GetComponent<Component.Stat>(), "Bullet"));
|
||||||
foreach (var shot in core.Volley)
|
soldier.Fired = true;
|
||||||
{
|
foreach (var shot in core.Volley)
|
||||||
if (shot.select == false)
|
{
|
||||||
{
|
if (shot.select == false)
|
||||||
shot.select = true;
|
{
|
||||||
shot.X = soldier.X;
|
shot.select = true;
|
||||||
shot.Y = soldier.Y;
|
shot.X = soldier.X;
|
||||||
//shot.Transform.World.X += Grid.TileSize / 2;
|
shot.Y = soldier.Y;
|
||||||
//shot.Transform.World.Y += Grid.TileSize / 2;
|
//shot.Transform.World.X += Grid.TileSize / 2;
|
||||||
}
|
//shot.Transform.World.Y += Grid.TileSize / 2;
|
||||||
if (shot.direction == Vector2.Zero)
|
}
|
||||||
{
|
if (shot.direction == Vector2.Zero)
|
||||||
shot.direction = new Vector2((float)directionX, (float)directionY);
|
{
|
||||||
shot.Transform.World.Rotation = soldier.Transform.World.Rotation;
|
shot.direction = new Vector2((float)directionX, (float)directionY);
|
||||||
}
|
shot.Transform.World.Rotation = soldier.Transform.World.Rotation;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
hit = false;
|
}
|
||||||
}
|
hit = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
lastKeyboardState = ks;
|
|
||||||
}
|
lastKeyboardState = ks;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
@@ -22,6 +22,8 @@ namespace DepthsBelow
|
|||||||
public int numberOfSteps = 5;
|
public int numberOfSteps = 5;
|
||||||
public int currentStep = 0;
|
public int currentStep = 0;
|
||||||
|
|
||||||
|
public bool AttackedThisTurn = false;
|
||||||
|
|
||||||
public int step
|
public int step
|
||||||
{
|
{
|
||||||
get { return currentStep; }
|
get { return currentStep; }
|
||||||
@@ -150,15 +152,20 @@ namespace DepthsBelow
|
|||||||
|
|
||||||
GetComponent<PathFinder>().Stop();
|
GetComponent<PathFinder>().Stop();
|
||||||
}
|
}
|
||||||
|
|
||||||
foreach (var entity in entityManager.Entities)
|
foreach (var entity in entityManager.Entities)
|
||||||
{
|
{
|
||||||
if (entity is Soldier)
|
if (entity is Soldier)
|
||||||
{
|
{
|
||||||
if (entity.GetComponent<Component.Collision>().Rectangle.Intersects(this.GetComponent<Component.Collision>().Rectangle))
|
if (entity.GetComponent<Component.Collision>().Rectangle.Intersects(this.GetComponent<Component.Collision>().Rectangle))
|
||||||
{
|
{
|
||||||
if (Utility.AttackTest(this.GetComponent<Component.Stat>(), entity, Utility.CalculateHitChance(this.GetComponent<Component.Stat>(), this.Transform.World.Position, entity)))
|
if (AttackedThisTurn == false)
|
||||||
{
|
{
|
||||||
break;
|
if (Utility.AttackTest(this.GetComponent<Component.Stat>(), entity, Utility.CalculateHitChance(this.GetComponent<Component.Stat>(), this.Transform.World.Position, entity)))
|
||||||
|
{
|
||||||
|
AttackedThisTurn = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -78,8 +78,8 @@ namespace DepthsBelow
|
|||||||
{
|
{
|
||||||
MaxHP = 100,
|
MaxHP = 100,
|
||||||
MaxPanic = 100,
|
MaxPanic = 100,
|
||||||
//Life = 10,
|
Life = 100,
|
||||||
Defence = 10,
|
Defence = 25,
|
||||||
Strength = 50,
|
Strength = 50,
|
||||||
GetAim = 40,
|
GetAim = 40,
|
||||||
GetDodge = 20
|
GetDodge = 20
|
||||||
|
|||||||
Reference in New Issue
Block a user