\r
namespace CarFire\r
{\r
+ /*\r
/// <summary>\r
/// A type for the states of an artificually intelligent entity.\r
/// </summary>\r
Fighting,\r
Retreating\r
}\r
-\r
+ */\r
\r
/// <summary>\r
/// An example monster. This can serve as a starting place for\r
{\r
mId = identifier;\r
mMotion = new MovementManager(position);\r
+ mRetryInterval = 2 + (position.X * 25789 + position.Y * 259) % 30;\r
\r
// We need to keep the game reference in order to get the grid when we\r
// need to find paths.\r
foreach (string pathPoint in idlePathPoints)\r
{\r
Point? point = Parse.Coordinates(pathPoint);\r
- if (point != null) mIdlePath.Add(point.Value);\r
+ if (point != null) mWaypoints.Add(point.Value);\r
}\r
}\r
+ mPath = new List<Point>();\r
\r
// Start doing something...\r
StartPacing();\r
}\r
+ public void DefaultAction()\r
+ {\r
\r
+ }\r
+ public void Chasing(Point Chase)\r
+ {\r
+\r
+ }\r
\r
/// <summary>\r
/// Call this to switch the monster AI state to pacing and set up\r
/// </summary>\r
public void StartPacing()\r
{\r
- mState = AiState.Pacing;\r
+ if (mWaypoints.Count == 0) return;\r
\r
- if (mIdlePath.Count == 0) return;\r
+ mState = AiState.Pacing;\r
\r
// Determine the best (closest) waypoint to start at.\r
// We may not be on the path, so we have to walk to get on it.\r
- mIdlePathIndex = 0;\r
+ mWaypointIndex = 0;\r
int closest = int.MaxValue;\r
- for (int i = 0; i < mIdlePath.Count; i++)\r
+ for (int i = 0; i < mWaypoints.Count; i++)\r
{\r
- int distance = PathFinder.GetManhattanDistance(Coordinates, mIdlePath[i]);\r
+ int distance = PathFinder.GetManhattanDistance(Coordinates, mWaypoints[i]);\r
if (distance < closest)\r
{\r
- mIdlePathIndex = i;\r
+ mWaypointIndex = i;\r
closest = distance;\r
}\r
}\r
\r
// Find the path to get to the closest waypoint.\r
- PathFinder pathFinder = new PathFinder(mGame.Grid);\r
- mPath = new List<Point>(32);\r
- mPath.Add(Coordinates);\r
- List<Point> path = pathFinder.GetPath(mMotion.Coordinates, mIdlePath[mIdlePathIndex]);\r
- if (path != null)\r
- {\r
- mPath.AddRange(path);\r
- mPath.Add(mIdlePath[mIdlePathIndex]);\r
- }\r
- mPathIndex = 0;\r
+ ChartPath();\r
}\r
\r
Direction GetDirectionToNextCell()\r
{\r
- if (mPathIndex >= mPath.Count)\r
+ if (mPath != null)\r
{\r
- // We're done with the current path, so find the path to\r
- // the next waypoint... forever.\r
- mIdlePathIndex++;\r
- PathFinder pathFinder = new PathFinder(mGame.Grid);\r
- mPath = new List<Point>(32);\r
- mPath.Add(Coordinates);\r
- List<Point> path = pathFinder.GetPath(mMotion.Coordinates, mIdlePath[mIdlePathIndex % mIdlePath.Count]);\r
- if (path != null)\r
+ if (mPathIndex >= mPath.Count)\r
{\r
- mPath.AddRange(path);\r
- mPath.Add(mIdlePath[mIdlePathIndex % mIdlePath.Count]);\r
+ // We're done with the current path, so find the path to\r
+ // the next waypoint... forever.\r
+ mWaypointIndex++;\r
+ ChartPath();\r
}\r
- mPathIndex = 0;\r
+\r
+ // We need to make sure our direction is set to the next cell\r
+ // we want to be. If our current coordinates match that, we need\r
+ // to change our direction to get to the next cell.\r
+ else if (mPath[mPathIndex] == mMotion.Coordinates)\r
+ {\r
+ mPathIndex++;\r
+ mPathDirection = MovementManager.GetDirection(mMotion.Coordinates, mPath[mPathIndex % mPath.Count]);\r
+ }\r
+\r
+ return mPathDirection;\r
}\r
+ else return Direction.None;\r
+ }\r
\r
- // We need to make sure out direction is set to the next cell\r
- // we want to be. If our current coordinates match that, we need\r
- // to change our direction to get to the next cell.\r
- if (mPath[mPathIndex % mPath.Count] == mMotion.Coordinates)\r
+ void ChartPath()\r
+ {\r
+ if (mPathSearch == null)\r
{\r
- mPathIndex++;\r
- mPathDirection = MovementManager.GetDirection(mMotion.Coordinates, mPath[mPathIndex % mPath.Count]);\r
+ Point waypoint = mWaypoints[mWaypointIndex % mWaypoints.Count];\r
+ PathFinder pathFinder = new PathFinder(mGame.Grid);\r
+ Point? nearby = pathFinder.GetNearbyOpenCell(waypoint);\r
+ if (nearby != null) mPathSearch = pathFinder.GetPathAsync(mMotion.Coordinates, nearby.Value);\r
+\r
+ mPathIndex = 0;\r
+ mPath = null;\r
}\r
+ else if (mPathSearch.IsCompleted)\r
+ {\r
+ mPath = (List<Point>)mPathSearch.Path;\r
+ mPathSearch = null;\r
\r
- return mPathDirection;\r
+ if (mPath != null) mPathDirection = MovementManager.GetDirection(mMotion.Coordinates, mPath[0]);\r
+ }\r
}\r
\r
\r
/// <param name="contentManager">The zaphnod.</param>\r
public void LoadContent(ContentManager contentManager)\r
{\r
- mTexture = contentManager.Load<Texture2D>("menuItem");\r
+ mTexture = contentManager.Load<Texture2D>("default");\r
}\r
\r
/// <summary>\r
/// <param name="timeSpan"></param>\r
public void Update(TimeSpan timeSpan)\r
{\r
- if (mState == AiState.Pacing)\r
+ switch (mState)\r
{\r
- mMotion.Update(timeSpan, GetDirectionToNextCell());\r
+ case AiState.Pacing:\r
+\r
+ Direction direction = GetDirectionToNextCell();\r
+ Point destination = MovementManager.GetNeighbor(Coordinates, direction);\r
+\r
+ if (mGame.IsCellOpen(destination))\r
+ {\r
+ mMotion.Update(timeSpan, direction);\r
+ }\r
+ else\r
+ {\r
+ if (mGame.CurrentFrameNumber % mRetryInterval == 0) ChartPath();\r
+ mMotion.Update(timeSpan);\r
+ }\r
+\r
+ break;\r
+\r
+ case AiState.Standing:\r
+\r
+ mMotion.Update(timeSpan);\r
+ break;\r
}\r
}\r
\r
this.health -= amount;\r
}\r
\r
+ public bool IsCollidable { get { return true; } }\r
+\r
/// <summary>\r
/// Get the smoothed position.\r
/// </summary>\r
/// <summary>\r
/// Get the grid coordinates.\r
/// </summary>\r
- public Point Coordinates { get { return mMotion.Coordinates; } }\r
+ public Point Coordinates {\r
+ get { return mMotion.Coordinates; }\r
+ set { mMotion = new MovementManager(value, mMotion.Speed); }\r
+ }\r
+\r
+ /// <summary>\r
+ /// Get the entity identifier.\r
+ /// </summary>\r
+ public char Identifier { get { return mId; } }\r
\r
#endregion\r
\r
char mId;\r
MovementManager mMotion;\r
\r
- List<Point> mIdlePath = new List<Point>(); // List of waypoints that we got from the map.\r
- int mIdlePathIndex; // Index to the waypoint we're heading for.\r
+ List<Point> mWaypoints = new List<Point>(); // List of waypoints that we got from the map.\r
+ int mWaypointIndex; // Index to the waypoint we're heading for.\r
\r
- List<Point> mPath; // List of cells in the path between the position between where\r
- // we started and the waypoint we're heading for.\r
- int mPathIndex; // Index to the cell we're heading for.\r
- Direction mPathDirection; // The direction between our current position and the place we're going.\r
+ List<Point> mPath; // List of cells in the path between the position between where\r
+ // we started and the waypoint we're heading for.\r
+ int mPathIndex; // Index to the cell we're heading for.\r
+ Direction mPathDirection; // The direction between our current position and the place we're going.\r
+ int mRetryInterval;\r
+ PathFinder.AsyncTask mPathSearch; // If a path search is in progress, this is the task object.\r
\r
- AiState mState; // What is the monster doing?\r
+ AiState mState; // What is the monster doing?\r
\r
- Texture2D mTexture; // Obvious.\r
+ Texture2D mTexture; // Obvious.\r
\r
#endregion\r
}\r