]> Dogcows Code - chaz/carfire/blobdiff - CarFire/CarFire/CarFire/SaberMonster.cs
colosseum is now crowded with monsters; made the SaberMonster moving code more robust...
[chaz/carfire] / CarFire / CarFire / CarFire / SaberMonster.cs
index 06fd1272adbbc58deeaf14908805374b43f98666..69b42ca1a44f11d578af78fb4a92fcb5b52b5a9d 100644 (file)
@@ -8,6 +8,9 @@ using Microsoft.Xna.Framework.Graphics;
 \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
@@ -19,14 +22,34 @@ namespace CarFire
     }\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 SaberMonster : 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 SaberMonster(char identifier, Point position, Dictionary<string, string> info, Game game)\r
         {\r
             mId = identifier;\r
             mMotion = new MovementManager(position);\r
+            mRetryInterval = 20 + (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
             mGame = game;\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
@@ -42,55 +65,58 @@ namespace CarFire
                 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
 \r
+            // Start doing something...\r
             StartPacing();\r
         }\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
+            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
-            mIdlePathIndex = 0;\r
+            // We may not be on the path, so we have to walk to get on it.\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
-            PathFinder pathFinder = new PathFinder(mGame.Grid);\r
-            mPath = new List<Point>(32);\r
-            mPath.Add(Coordinates);\r
-            mPath.AddRange(pathFinder.GetPath(mMotion.Coordinates, mIdlePath[mIdlePathIndex]));\r
-            mPath.Add(mIdlePath[mIdlePathIndex]);\r
-            mPathIndex = 0;\r
+            // Find the path to get to the closest waypoint.\r
+            ChartPath();\r
         }\r
 \r
         Direction GetDirectionToNextCell()\r
         {\r
             if (mPathIndex >= mPath.Count)\r
             {\r
-                mIdlePathIndex++;\r
-                PathFinder pathFinder = new PathFinder(mGame.Grid);\r
-                mPath = new List<Point>(32);\r
-                mPath.Add(Coordinates);\r
-                mPath.AddRange(pathFinder.GetPath(mMotion.Coordinates, mIdlePath[mIdlePathIndex % mIdlePath.Count]));\r
-                mPath.Add(mIdlePath[mIdlePathIndex % mIdlePath.Count]);\r
-                mPathIndex = 0;\r
+                // We're done with the current path, so find the path to\r
+                // the next waypoint... forever.\r
+                mWaypointIndex++;\r
+                ChartPath();\r
             }\r
 \r
-            if (mPath[mPathIndex % mPath.Count] == mMotion.Coordinates)\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
+            if (mPathIndex < mPath.Count && mPath[mPathIndex] == mMotion.Coordinates)\r
             {\r
                 mPathIndex++;\r
                 mPathDirection = MovementManager.GetDirection(mMotion.Coordinates, mPath[mPathIndex % mPath.Count]);\r
@@ -99,9 +125,26 @@ namespace CarFire
             return mPathDirection;\r
         }\r
 \r
+        void ChartPath()\r
+        {\r
+            mPath = new List<Point>(32);\r
+\r
+            Point waypoint = mWaypoints[mWaypointIndex % mWaypoints.Count];\r
+            PathFinder pathFinder = new PathFinder(mGame.Grid);\r
+            List<Point> path = pathFinder.GetPath(mMotion.Coordinates, waypoint);\r
+            if (path != null) mPath.AddRange(path);\r
+\r
+            mPathIndex = 0;\r
+            if (mPathIndex < mPath.Count) mPathDirection = MovementManager.GetDirection(mMotion.Coordinates, mPath[mPathIndex]);\r
+            else mPathDirection = Direction.None;\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
@@ -112,38 +155,112 @@ namespace CarFire
 \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
+            mTexture = contentManager.Load<Texture2D>("default");\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
-            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)\r
+                        {\r
+                            // Something is in our way, so let's chart a new course.\r
+                            ChartPath();\r
+\r
+                            direction = GetDirectionToNextCell();\r
+                            /*if (direction == Direction.None)\r
+                            {\r
+                                // If we still can't chart a course, just stand there\r
+                                // and try to chart again later.\r
+                                mState = AiState.Standing;\r
+                            }*/\r
+\r
+                            mMotion.Update(timeSpan, direction);\r
+                        }\r
+                        else mMotion.Update(timeSpan);\r
+                    }\r
+\r
+                    break;\r
+\r
+                case AiState.Standing:\r
+\r
+                    mMotion.Update(timeSpan);\r
+                    break;\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 { throw new NotImplementedException(); }\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
-            throw new NotImplementedException();\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
-        public Point Coordinates { get { return mMotion.Coordinates; } }\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
@@ -155,16 +272,18 @@ namespace CarFire
         char mId;\r
         MovementManager mMotion;\r
 \r
-        List<Point> mIdlePath = new List<Point>();\r
-        int mIdlePathIndex;\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;\r
-        int mPathIndex;\r
-        Direction mPathDirection;\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
 \r
-        AiState mState;\r
+        AiState mState;                 // What is the monster doing?\r
 \r
-        Texture2D mTexture;\r
+        Texture2D mTexture;             // Obvious.\r
 \r
         #endregion\r
     }\r
This page took 0.025059 seconds and 4 git commands to generate.