X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fcarfire;a=blobdiff_plain;f=CarFire%2FCarFire%2FCarFire%2FMap.cs;h=504a68ce7f9dca706131c80835b2c67c3b1fcce1;hp=197099436bdb18d86a01c9aaec742801ad278bb5;hb=08f41ef45f3c41ca6302150bc6d5270c8e7143db;hpb=fc34f843ea42a3496a7ff5dd04853695ba628e8b diff --git a/CarFire/CarFire/CarFire/Map.cs b/CarFire/CarFire/CarFire/Map.cs index 1970994..504a68c 100644 --- a/CarFire/CarFire/CarFire/Map.cs +++ b/CarFire/CarFire/CarFire/Map.cs @@ -46,6 +46,7 @@ namespace CarFire public string Name; public Mode Type; public string Author; + public string Next; public HashSet NumPlayers = new HashSet(); public string Tileset; public int GridWidth; @@ -82,6 +83,11 @@ namespace CarFire /// public string Author { get { return mData.Metadata.Author; } } + /// + /// Get the name of the next map to load after this one. + /// + public string Next { get { return mData.Metadata.Next; } } + /// /// Get a set of integers containing each allowable number of players. /// @@ -134,13 +140,11 @@ namespace CarFire /// /// Get and set the tilemap with its associated texture and tile /// character to coordinate mappings. This effects what the map looks - /// like when it is drawn. + /// like when it is drawn. You will need to reset any map instances + /// after setting a new tilemap. You should also set a tilemap before + /// instantiating any maps. /// - public Tilemap Tilemap - { - get { return mView.Tilemap; } - set { mView.Tilemap = value; } - } + public static Tilemap Tilemap; /// /// Get and set the zoom of the map view. The default zoom is @@ -235,6 +239,16 @@ namespace CarFire return mData.IsCellOpen(x, y); } + /// + /// created by Brady for AI precalculations + /// + /// X-coordinate. + /// Y-coordinate. + public bool IsWall(int x, int y) + { + return mData.IsWall(x, y); + } + /// /// Determine whether or not a cell can be occupied by a game entity. /// @@ -354,6 +368,7 @@ namespace CarFire Debug.Assert(grid != null); Debug.Assert(entities != null); Debug.Assert(metadata.GridWidth * metadata.GridHeight == grid.Length); + Debug.Assert(Tilemap != null); mMetadata = metadata; mCleanGrid = grid; @@ -389,9 +404,15 @@ namespace CarFire public bool IsCellOpen(int x, int y) { - // TODO: Still need to define characters for types of scenery. - if (IsOnMap(x, y)) return mGrid[x, y] == ' '; - return false; + if (!IsOnMap(x, y)) return false; + return (Tilemap.GetTileFlags(mGrid[x, y]) & TileFlags.Open) == TileFlags.Open; + } + + //created by Brady for AI precalculations + public bool IsWall(int x, int y) + { + if (!IsOnMap(x, y)) return false; + return (Tilemap.GetTileFlags(mGrid[x, y]) & TileFlags.Wall) == TileFlags.Wall; } public void SetCell(int x, int y, char tile) @@ -504,7 +525,6 @@ namespace CarFire class View { public Vector2 CenterCell; - public Tilemap Tilemap; public float Zoom;