178 lines
4.6 KiB
C#
178 lines
4.6 KiB
C#
using System;
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using System.Collections.Generic;
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using DepthsBelow.Component;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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namespace DepthsBelow
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{
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public class Soldier : Entity
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{
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public static Texture2D Texture;
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public Color Color;
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public static Point Origin;
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private bool _selected;
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public List<Soldier> Squad;
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private PathFinder.Node nextNode;
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private PathFinder.Node lastNode;
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private PathFinder.Node lastLastNode;
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private bool hasFiredAlready = false;
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public bool Fired
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{
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get { return hasFiredAlready; }
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set
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{
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hasFiredAlready = value;
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}
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}
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public int numberOfSteps = 14;
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public int currentStep = 0;
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public int step
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{
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get { return currentStep; }
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set
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{
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currentStep = value;
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}
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}
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public Soldier(Core core, ref List<Soldier> squad) : base(core)
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{
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if (Texture == null)
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LoadContent(core);
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this.Squad = squad;
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Transform.World.Origin = new Vector2(16, 16);
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this.Color = Color.White;
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var rc = new SpriteRenderer(this) {Texture = Texture, Color = Color.White};
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AddComponent(rc);
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var cc = new Collision(this, 32, 32);
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AddComponent(cc);
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var pfc = new PathFinder(this);
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AddComponent(pfc);
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stat.Life = 10;
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stat.Defence = 10;
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stat.Strength = 10;
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stat.GetAim = 100;
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stat.GetDodge = 20;
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}
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public bool Selected
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{
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get { return _selected; }
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set
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{
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_selected = value;
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GetComponent<SpriteRenderer>().Color = (value) ? Color.Blue : this.Color;
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}
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}
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public static void LoadContent(Core core)
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{
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Texture = core.Content.Load<Texture2D>("images/soldier2");
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}
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public override void Update(GameTime gameTime)
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{
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base.Update(gameTime);
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float elapsed = gameTime.ElapsedGameTime.Milliseconds / 1000.0f;
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if (nextNode == null)
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nextNode = GetComponent<PathFinder>().Next();
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if (nextNode != null)
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{
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List<Point> soldierCollisions = new List<Point>();
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foreach (var soldier in Squad)
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{
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if (soldier != this && !soldier.GetComponent<PathFinder>().IsMoving)
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{
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soldierCollisions.Add(soldier.Transform.Grid);
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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 (!enemy.GetComponent<PathFinder>().IsMoving)
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{
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soldierCollisions.Add(enemy.Transform.Grid);
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}
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}
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foreach (var soldier in Squad)
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{
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if (soldier != this)
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{
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var pathFinder = soldier.GetComponent<PathFinder>();
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var position = nextNode.Position;
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if (soldier.Transform.Grid == position)
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{
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soldierCollisions.Add(soldier.Transform.Grid);
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GetComponent<PathFinder>().RecreatePath(soldierCollisions);
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nextNode = GetComponent<PathFinder>().Next();
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break;
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}
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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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var pathFinder = enemy.GetComponent<PathFinder>();
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var position = nextNode.Position;
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if (enemy.Transform.Grid == position)
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{
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soldierCollisions.Add(enemy.Transform.Grid);
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GetComponent<PathFinder>().RecreatePath(soldierCollisions);
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nextNode = GetComponent<PathFinder>().Next();
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break;
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}
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}
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if (nextNode != null)
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{
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var nodeWorldPos = Grid.GridToWorld(nextNode.Position);
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// HACK: Make this work properly with other speeds...
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float speed = 4f;
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if (Transform.World.X < nodeWorldPos.X)
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Transform.World.X += speed;
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if (Transform.World.X > nodeWorldPos.X)
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Transform.World.X -= speed;
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if (Transform.World.Y < nodeWorldPos.Y)
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Transform.World.Y += speed;
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if (Transform.World.Y > nodeWorldPos.Y)
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Transform.World.Y -= speed;
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if (Transform.World == nodeWorldPos)
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{
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if (currentStep < numberOfSteps)
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{
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currentStep++;
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lastLastNode = lastNode;
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lastNode = nextNode;
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nextNode = GetComponent<PathFinder>().Next();
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}
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else
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{
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GetComponent<PathFinder>().Stop();
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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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} |