X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fcarfire;a=blobdiff_plain;f=CarFire%2FCarFire%2FCarFire%2FSaberMonster.cs;h=8d66efd1a64b12affd3fa48d2e5907a75b332b97;hp=a3507c87f6006642655594aaa009555cbc283f1c;hb=8b6a959f18e80bc6fca70218e1749718ec2ac0b4;hpb=60d05271b295d2ca94a0028059add525c1bbffb1 diff --git a/CarFire/CarFire/CarFire/SaberMonster.cs b/CarFire/CarFire/CarFire/SaberMonster.cs index a3507c8..8d66efd 100644 --- a/CarFire/CarFire/CarFire/SaberMonster.cs +++ b/CarFire/CarFire/CarFire/SaberMonster.cs @@ -8,6 +8,7 @@ using Microsoft.Xna.Framework.Graphics; namespace CarFire { + /* /// /// A type for the states of an artificually intelligent entity. /// @@ -20,7 +21,7 @@ namespace CarFire Fighting, Retreating } - + */ /// /// An example monster. This can serve as a starting place for @@ -42,6 +43,7 @@ namespace CarFire { mId = identifier; mMotion = new MovementManager(position); + mRetryInterval = 2 + (position.X * 25789 + position.Y * 259) % 30; // We need to keep the game reference in order to get the grid when we // need to find paths. @@ -64,14 +66,22 @@ namespace CarFire foreach (string pathPoint in idlePathPoints) { Point? point = Parse.Coordinates(pathPoint); - if (point != null) mIdlePath.Add(point.Value); + if (point != null) mWaypoints.Add(point.Value); } } + mPath = new List(); // Start doing something... StartPacing(); } + public void DefaultAction() + { + + } + public void Chasing(Point Chase) + { + } /// /// Call this to switch the monster AI state to pacing and set up @@ -80,66 +90,73 @@ namespace CarFire /// public void StartPacing() { - mState = AiState.Pacing; + if (mWaypoints.Count == 0) return; - if (mIdlePath.Count == 0) return; + mState = AiState.Pacing; // Determine the best (closest) waypoint to start at. // We may not be on the path, so we have to walk to get on it. - mIdlePathIndex = 0; + mWaypointIndex = 0; int closest = int.MaxValue; - for (int i = 0; i < mIdlePath.Count; i++) + for (int i = 0; i < mWaypoints.Count; i++) { - int distance = PathFinder.GetManhattanDistance(Coordinates, mIdlePath[i]); + int distance = PathFinder.GetManhattanDistance(Coordinates, mWaypoints[i]); if (distance < closest) { - mIdlePathIndex = i; + mWaypointIndex = i; closest = distance; } } // Find the path to get to the closest waypoint. - PathFinder pathFinder = new PathFinder(mGame.Grid); - mPath = new List(32); - mPath.Add(Coordinates); - List path = pathFinder.GetPath(mMotion.Coordinates, mIdlePath[mIdlePathIndex]); - if (path != null) - { - mPath.AddRange(path); - mPath.Add(mIdlePath[mIdlePathIndex]); - } - mPathIndex = 0; + ChartPath(); } Direction GetDirectionToNextCell() { - if (mPathIndex >= mPath.Count) + if (mPath != null) { - // We're done with the current path, so find the path to - // the next waypoint... forever. - mIdlePathIndex++; - PathFinder pathFinder = new PathFinder(mGame.Grid); - mPath = new List(32); - mPath.Add(Coordinates); - List path = pathFinder.GetPath(mMotion.Coordinates, mIdlePath[mIdlePathIndex % mIdlePath.Count]); - if (path != null) + if (mPathIndex >= mPath.Count) { - mPath.AddRange(path); - mPath.Add(mIdlePath[mIdlePathIndex % mIdlePath.Count]); + // We're done with the current path, so find the path to + // the next waypoint... forever. + mWaypointIndex++; + ChartPath(); } - mPathIndex = 0; + + // We need to make sure our direction is set to the next cell + // we want to be. If our current coordinates match that, we need + // to change our direction to get to the next cell. + else if (mPath[mPathIndex] == mMotion.Coordinates) + { + mPathIndex++; + mPathDirection = MovementManager.GetDirection(mMotion.Coordinates, mPath[mPathIndex % mPath.Count]); + } + + return mPathDirection; } + else return Direction.None; + } - // We need to make sure out direction is set to the next cell - // we want to be. If our current coordinates match that, we need - // to change our direction to get to the next cell. - if (mPath[mPathIndex % mPath.Count] == mMotion.Coordinates) + void ChartPath() + { + if (mPathSearch == null) { - mPathIndex++; - mPathDirection = MovementManager.GetDirection(mMotion.Coordinates, mPath[mPathIndex % mPath.Count]); + Point waypoint = mWaypoints[mWaypointIndex % mWaypoints.Count]; + PathFinder pathFinder = new PathFinder(mGame.Grid); + Point? nearby = pathFinder.GetNearbyOpenCell(waypoint); + if (nearby != null) mPathSearch = pathFinder.GetPathAsync(mMotion.Coordinates, nearby.Value); + + mPathIndex = 0; + mPath = null; } + else if (mPathSearch.IsCompleted) + { + mPath = (List)mPathSearch.Path; + mPathSearch = null; - return mPathDirection; + if (mPath != null) mPathDirection = MovementManager.GetDirection(mMotion.Coordinates, mPath[0]); + } } @@ -165,7 +182,7 @@ namespace CarFire /// The zaphnod. public void LoadContent(ContentManager contentManager) { - mTexture = contentManager.Load("menuItem"); + mTexture = contentManager.Load("default"); } /// @@ -176,9 +193,29 @@ namespace CarFire /// public void Update(TimeSpan timeSpan) { - if (mState == AiState.Pacing) + switch (mState) { - mMotion.Update(timeSpan, GetDirectionToNextCell()); + case AiState.Pacing: + + Direction direction = GetDirectionToNextCell(); + Point destination = MovementManager.GetNeighbor(Coordinates, direction); + + if (mGame.IsCellOpen(destination)) + { + mMotion.Update(timeSpan, direction); + } + else + { + if (mGame.CurrentFrameNumber % mRetryInterval == 0) ChartPath(); + mMotion.Update(timeSpan); + } + + break; + + case AiState.Standing: + + mMotion.Update(timeSpan); + break; } } @@ -221,7 +258,15 @@ namespace CarFire /// /// Get the grid coordinates. /// - public Point Coordinates { get { return mMotion.Coordinates; } } + public Point Coordinates { + get { return mMotion.Coordinates; } + set { mMotion = new MovementManager(value, mMotion.Speed); } + } + + /// + /// Get the entity identifier. + /// + public char Identifier { get { return mId; } } #endregion @@ -233,17 +278,19 @@ namespace CarFire char mId; MovementManager mMotion; - List mIdlePath = new List(); // List of waypoints that we got from the map. - int mIdlePathIndex; // Index to the waypoint we're heading for. + List mWaypoints = new List(); // List of waypoints that we got from the map. + int mWaypointIndex; // Index to the waypoint we're heading for. - List mPath; // List of cells in the path between the position between where - // we started and the waypoint we're heading for. - int mPathIndex; // Index to the cell we're heading for. - Direction mPathDirection; // The direction between our current position and the place we're going. + List mPath; // List of cells in the path between the position between where + // we started and the waypoint we're heading for. + int mPathIndex; // Index to the cell we're heading for. + Direction mPathDirection; // The direction between our current position and the place we're going. + int mRetryInterval; + PathFinder.AsyncTask mPathSearch; // If a path search is in progress, this is the task object. - AiState mState; // What is the monster doing? + AiState mState; // What is the monster doing? - Texture2D mTexture; // Obvious. + Texture2D mTexture; // Obvious. #endregion }