--- /dev/null
+using System;\r
+using System.Collections.Generic;\r
+using System.Linq;\r
+using System.Text;\r
+using Microsoft.Xna.Framework;\r
+using Microsoft.Xna.Framework.Content;\r
+using Microsoft.Xna.Framework.Graphics;\r
+\r
+namespace CarFire\r
+{\r
+ /// <summary>\r
+ /// A type for the states of an artificually intelligent entity.\r
+ /// </summary>\r
+ public enum AiState\r
+ {\r
+ Standing,\r
+ Pacing,\r
+ Chasing,\r
+ Dazed,\r
+ Fighting,\r
+ Retreating\r
+ }\r
+\r
+\r
+ /// <summary>\r
+ /// An example monster. This can serve as a starting place for\r
+ /// creating other monsters. This one just follows a path.\r
+ /// </summary>\r
+ public class SaberMonster2 : IMonster\r
+ {\r
+ //starting health\r
+ int health = 100;\r
+ /// <summary>\r
+ /// Construct this type of monster. This constructor is called\r
+ /// by the map when the game requests entities.\r
+ /// </summary>\r
+ /// <param name="identifier">The single character ID.</param>\r
+ /// <param name="position">The initial position on the map.</param>\r
+ /// <param name="info">More parameters.</param>\r
+ /// <param name="game">The game object reference.</param>\r
+ public SaberMonster2(char identifier, Point position, Dictionary<string, string> info, Game game)\r
+ {\r
+ mId = identifier;\r
+ mMotion = new MovementManager(position);\r
+\r
+ // We need to keep the game reference in order to get the grid when we\r
+ // need to find paths.\r
+ mGame = game;\r
+\r
+ pathFinder = null;\r
+\r
+ // Get the speed of the monster. If not set in the map, it defaults to\r
+ // whatever the default of MovementManager is... 1 I think.\r
+ string speedString;\r
+ if (info.TryGetValue("speed", out speedString))\r
+ {\r
+ int? speed = Parse.Integer(speedString);\r
+ if (speed != null) mMotion.Speed = speed.Value;\r
+ }\r
+\r
+ // Get the "idle path" coordinates loaded from the map.\r
+ string idlePath;\r
+ if (info.TryGetValue("path", out idlePath))\r
+ {\r
+ string[] idlePathPoints = Parse.List(idlePath);\r
+ foreach (string pathPoint in idlePathPoints)\r
+ {\r
+ Point? point = Parse.Coordinates(pathPoint);\r
+ if (point != null) mIdlePath.Add(point.Value);\r
+ }\r
+ }\r
+ // Start doing something...\r
+ //StartPacing();\r
+ }\r
+\r
+ public void DefaultAction()\r
+ {\r
+ mState = AiState.Standing;\r
+ }\r
+\r
+ public void Chasing(Point Chase)\r
+ {\r
+ Chasing(Chase.X, Chase.Y);\r
+ }\r
+\r
+ /// <summary>\r
+ /// Call this to switch the monster AI state to Chasing and set up\r
+ /// the initial paths. A path to .\r
+ /// </summary>\r
+ public void Chasing(int X, int Y)\r
+ {\r
+ mState = AiState.Chasing;\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
+ /*\r
+ mIdlePathIndex = 0;\r
+ int closest = int.MaxValue;\r
+ for (int i = 0; i < mIdlePath.Count; i++)\r
+ {\r
+ int distance = PathFinder.GetManhattanDistance(Coordinates, mIdlePath[i]);\r
+ if (distance < closest)\r
+ {\r
+ mIdlePathIndex = i;\r
+ closest = distance;\r
+ }\r
+ }\r
+ */\r
+\r
+ // Find the path to get to the closest waypoint.\r
+ if (pathFinder == null)\r
+ pathFinder = new PathFinder(mGame.Grid);\r
+\r
+ mPath = new List<Point>(32);\r
+ mPath.Add(Coordinates);\r
+ List<Point> path = pathFinder.GetPath(mMotion.Coordinates, new Point(X,Y));\r
+ if (path != null)\r
+ {\r
+ mPath.AddRange(path);\r
+ //mPath.Add(mIdlePath[mIdlePathIndex]);\r
+ }\r
+ mPathIndex = 0;\r
+ }\r
+\r
+ /// <summary>\r
+ /// Call this to switch the monster AI state to pacing and set up\r
+ /// the initial paths. The monster will start following the path it\r
+ /// was defined with in the map file.\r
+ /// </summary>\r
+ public void StartPacing()\r
+ {\r
+ mState = AiState.Pacing;\r
+\r
+ if (mIdlePath.Count == 0) return;\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
+ int closest = int.MaxValue;\r
+ for (int i = 0; i < mIdlePath.Count; i++)\r
+ {\r
+ int distance = PathFinder.GetManhattanDistance(Coordinates, mIdlePath[i]);\r
+ if (distance < closest)\r
+ {\r
+ mIdlePathIndex = 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
+ }\r
+\r
+ Direction GetDirectionToNextCell()\r
+ {\r
+ if (mPathIndex >= mPath.Count)\r
+ {\r
+ mState = AiState.Standing;\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
+ {\r
+ mPathIndex++;\r
+ mPathDirection = MovementManager.GetDirection(mMotion.Coordinates, mPath[mPathIndex % mPath.Count]);\r
+ }\r
+\r
+ return mPathDirection;\r
+ }\r
+\r
+\r
+ #region IMonster Members\r
+\r
+ /// <summary>\r
+ /// I don't know what this is for.\r
+ /// </summary>\r
+ public bool visible\r
+ {\r
+ get { throw new NotImplementedException(); }\r
+ }\r
+\r
+ #endregion\r
+\r
+\r
+ #region ICharacter Members\r
+\r
+ /// <summary>\r
+ /// Load the monster's content. This is called by the map when\r
+ /// the game requests the entities.\r
+ /// </summary>\r
+ /// <param name="contentManager">The zaphnod.</param>\r
+ public void LoadContent(ContentManager contentManager)\r
+ {\r
+ mTexture = contentManager.Load<Texture2D>("menuItem");\r
+ }\r
+\r
+ /// <summary>\r
+ /// Update the monster's state. This should be called by the game\r
+ /// every "frame" (whenever the game is updating its state). In this\r
+ /// simple monster, all we need to do is update the motion manager.\r
+ /// </summary>\r
+ /// <param name="timeSpan"></param>\r
+ public void Update(TimeSpan timeSpan)\r
+ {\r
+ switch (mState)\r
+ {\r
+ case AiState.Pacing:\r
+ case AiState.Chasing:\r
+ mMotion.Update(timeSpan, GetDirectionToNextCell());\r
+ break;\r
+ case AiState.Standing:\r
+ case AiState.Dazed:\r
+ case AiState.Fighting:\r
+ case AiState.Retreating:\r
+ break;\r
+ \r
+ }\r
+ }\r
+\r
+ /// <summary>\r
+ /// Draw the monster. We just ask the map for our screen position,\r
+ /// passing it the position which the motion manager keeps track of.\r
+ /// </summary>\r
+ /// <param name="spriteBatch">The </param>\r
+ public void Draw(SpriteBatch spriteBatch)\r
+ {\r
+ Rectangle position = mGame.State.Map.GetRectangleFromCoordinates(mMotion.Position);\r
+ spriteBatch.Draw(mTexture, position, Color.White);\r
+ }\r
+\r
+ /// <summary>\r
+ /// A monster should keep track of its health. This one doesn't.\r
+ /// </summary>\r
+ public int Health\r
+ {\r
+ get { return this.health; }\r
+ \r
+ }\r
+\r
+ /// <summary>\r
+ /// This monster is invincible.\r
+ /// </summary>\r
+ /// <param name="amount"></param>\r
+ public void causeDamageTo(int amount)\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
+ public Vector2 Position { get { return mMotion.Position; } }\r
+\r
+ /// <summary>\r
+ /// Get the grid coordinates.\r
+ /// </summary>\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
+\r
+ #region Private Variables\r
+\r
+ Game mGame;\r
+\r
+ char mId;\r
+ MovementManager mMotion;\r
+\r
+ PathFinder pathFinder;\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
+\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
+\r
+ AiState mState; // What is the monster doing?\r
+\r
+ Texture2D mTexture; // Obvious.\r
+\r
+ #endregion\r
+ }\r
+}\r