colosseum is now crowded with monsters; made the SaberMonster moving code more robust...
authorCharles <Charles@92bb83a3-7c8f-8a45-bc97-515c4e399668>
Tue, 27 Apr 2010 04:35:32 +0000 (04:35 +0000)
committerCharles <Charles@92bb83a3-7c8f-8a45-bc97-515c4e399668>
Tue, 27 Apr 2010 04:35:32 +0000 (04:35 +0000)
git-svn-id: https://bd85.net/svn/cs3505_group@156 92bb83a3-7c8f-8a45-bc97-515c4e399668

CarFire/CarFire/CarFire/Content/Maps/colosseum.cfmap
CarFire/CarFire/CarFire/Content/Maps/level1.cfmap
CarFire/CarFire/CarFire/Game.cs
CarFire/CarFire/CarFire/MovementManager.cs
CarFire/CarFire/CarFire/PathFinder.cs
CarFire/CarFire/CarFire/Player.cs
CarFire/CarFire/CarFire/SaberMonster.cs

index 54c9faa..6c58825 100644 (file)
@@ -8,46 +8,74 @@
        tileset = FuturisticBuilding\r
        numplayers = <1,4>\r
 \r
+[a]\r
+       type = SaberMonster\r
+       path = [5,5] [7,3] [25,30]\r
+       speed = 7\r
+       create = [20,20] [31,31] [2,34] [22,4] [5,7] [18,18] [34,34] [4,20] [37,4] [6,37] [21,21] [21,30] [35,20]\r
+\r
+[b]\r
+       type = SaberMonster\r
+       path = [0,0] [40,0] [40,40] [0,40]\r
+       speed = 23\r
+       create = [0,4] [4,0]\r
+\r
+[e]\r
+       type = SaberMonster\r
+       path = [0,0] [40,0] [40,40] [0,40]\r
+       speed = 16\r
+       create = [40,4]\r
+\r
+[c]\r
+       type = SaberMonster\r
+       path = [5,7] [18,18] [34,34] [4,20] [37,4] [6,37] [21,21] [21,30] [35,20]\r
+       speed = 5\r
+       create = [2,2] [20,20] [5,35] [21,34] [34,37] [37,15] [31,31] [2,34] [22,4]\r
+\r
+[d]\r
+       type = SaberMonster\r
+       path = [2,6] [6,6]\r
+\r
 [maptable]\r
                                          \r
  +-------------------------------------+ \r
- |                  /\                 \r
- | 1               /  \              2 \r
- |                /    \               \r
- |               /      \              | \r
- |              /        \             | \r
- |             /          \            | \r
- |            /            \           | \r
- |           /              \          | \r
- |          /                \         | \r
- |         /                  \        | \r
- |        /                    \       | \r
- |       /                      \      | \r
- |      /                        \     | \r
- |     /                          \    | \r
- |    /                            \   | \r
- |   /                              \  | \r
- |  /                                \ | \r
- | /                                  \\r
- |/                                   /\r
- |\                                  / | \r
- | \                                /  | \r
- |  \                              /   | \r
- |   \                            /    | \r
- |    \                          /     | \r
- |     \                        /      | \r
- |      \                      /       | \r
- |       \                    /        | \r
- |        \                  /         | \r
- |         \                /          | \r
- |          \              /           | \r
- |           \            /            | \r
- |            \          /             | \r
- |             \        /              | \r
- |              \      /               | \r
- |               \    /                \r
- | 4              \  /               3 \r
- |                 \/                  \r
+ |"""               __              """\r
+ |"1"              _  _             "2"\r
+ |"""             _    _            """\r
+ |   """""""""   _      _          "   | \r
+ |d           "          _        "    | \r
+ |             "          _      "     | \r
+ |              "          _     "     | \r
+ |           _   "          _    "     | \r
+ |          _     "          _   "     | \r
+ |         _       "          _  "     | \r
+ |        _         "            "     | \r
+ |       _           "          "      | \r
+ |      _             "        "       | \r
+ |     _               "      "   _    | \r
+ |    _                 "    "     _   | \r
+ |   _                   "  "       _  | \r
+ |  _                     ""         _ | \r
+ | _                      "           _\r
+ |_                      "            _\r
+ |_                     "            _ | \r
+ | _                   ""           _  | \r
+ |  _                 "  "         _   | \r
+ |     """""""""""""""    "       _    | \r
+ |    "                    "     _     | \r
+ |   "                      "   _      | \r
+ |   "  _                    "         | \r
+ |   "   _                    "        | \r
+ |   "    _                    "       | \r
+ |   "     _                _   "      | \r
+ |   "      _              _     "     | \r
+ |   "       _            _       "    | \r
+ |   "        _          _         "   | \r
+ |   "         _        _          "   | \r
+ |   "          _      _           "   | \r
+ |"""            _    _             """\r
+ |"4"             _  _              "3"\r
+ |"""              __               """\r
  +-------------------------------------+ \r
                                          \r
 ; vi:ft=dosini\r
index 20e1da9..3adce98 100644 (file)
        options = Once\r
 \r
 [maptable]\r
-+------------------------------------------------------------------------------+\r
-|                                                                              |\r
-| 1 2                                                                          |\r
-|        ...                                                                   |\r
-| 3 4    .L.       +----                                                       |\r
-|        ...       |                                  M                        |\r
-|    k             |                                                           |\r
+`~~*!@@)#@`(~#!=@`#=`~~*!@@)#@`(~#!=@`#@`~~#!@@`#@`~~#!@@`#@`~~#!@@`#@`~~#!@@`#@\r
+$  ?   ?   ?   ?   ?   ?   ?   ?   ?   ?                                       |\r
+$ 1 2                                                                          |\r
+$                                                                              |\r
+$ 3 4              +----                                                       |\r
+$                  |                                                           |\r
+`~~*!@@)#@`(~#!=@`#|                                                           |\r
 |                  |------------------------------------------                 |\r
 |                  |                                       |                   |\r
 |                  |                                       |                   |\r
 +-------------+----+                                       |      \       /    |\r
 |             |                                            |       \     /     |\r
-|          M  |                                            |        \   /      |\r
+|             |                                            |        \   /      |\r
 |             |                                            |         \ /       |\r
 |             |          \ @ # $ % ^ & * ( )               |          |        |\r
 |     +-------+                                            |         / \       |\r
 |                                                          |        /   \      |\r
 |                                                                  /     \     |\r
 |                                                                 /       \    |\r
-|                                                                              |\r
-+------------------------------------------------------------------------------+\r
+:;::'""..<>                                                                    |\r
+=(&**(&(&&*&(*((((&&*&(*&*&(&(*&**&*&(&(*&*&*&*&(*&(&**&*(&(&(&*&*&*&&*(*((*&*((\r
 \r
 ; vi:ft=dosini\r
index f78945b..5650711 100644 (file)
@@ -225,11 +225,17 @@ namespace CarFire
         {\r
             get\r
             {\r
-                bool[,] grid = State.Map.Grid;\r
+                bool[,] grid = (bool[,])State.Map.Grid.Clone();\r
                 foreach (IEntity entity in State.Entities)\r
                 {\r
                     Point coordinates = entity.Coordinates;\r
-                    if (State.Map.IsCellOpen(coordinates)) grid[coordinates.X, coordinates.Y] = false;\r
+                    grid[coordinates.X, coordinates.Y] = false;\r
+                }\r
+                foreach (Player player in State.mCharacters)\r
+                {\r
+                    if (player == null) continue;\r
+                    Point coordinates = player.Coordinates;\r
+                    grid[coordinates.X, coordinates.Y] = false;\r
                 }\r
                 return grid;\r
             }\r
@@ -279,6 +285,8 @@ namespace CarFire
             if (!State.Map.IsCellOpen(point)) return false;\r
             IEntity entity = GetEntityAtCoordinates(point);\r
             if (entity != null && entity.IsCollidable) return false;\r
+            Player player = GetPlayerAtCoordinates(point);\r
+            if (player != null) return false;\r
             return true;\r
         }\r
 \r
@@ -384,43 +392,43 @@ namespace CarFire
             // Load the tilemap.\r
             Texture2D mapTiles = mContentManager.Load<Texture2D>("graphics/wallAndFloorTilesNoEdgeScale");\r
             Tilemap tilemap = new Tilemap(mapTiles, 10, 7);\r
-            tilemap.SetTile(' ', new Point(4, 5), TileFlags.Default);\r
-            tilemap.SetTile('`', new Point(0, 1), TileFlags.Closed | TileFlags.Wall);\r
-            tilemap.SetTile('~', new Point(1, 1), TileFlags.Closed | TileFlags.Wall);\r
-            tilemap.SetTile('!', new Point(3, 1), TileFlags.Closed | TileFlags.Wall);\r
-            tilemap.SetTile('@', new Point(4, 1), TileFlags.Closed | TileFlags.Wall);\r
-            tilemap.SetTile('#', new Point(5, 1), TileFlags.Closed | TileFlags.Wall);\r
-            tilemap.SetTile('$', new Point(6, 1), TileFlags.Closed | TileFlags.Wall);\r
-            tilemap.SetTile('%', new Point(8, 1), TileFlags.Closed | TileFlags.Wall);\r
-            tilemap.SetTile('^', new Point(9, 1), TileFlags.Closed | TileFlags.Wall);\r
-            tilemap.SetTile('&', new Point(0, 2), TileFlags.Closed | TileFlags.Wall);\r
-            tilemap.SetTile('=', new Point(1, 2), TileFlags.Closed | TileFlags.Wall);\r
-            tilemap.SetTile('*', new Point(2, 2), TileFlags.Closed | TileFlags.Wall);\r
-            tilemap.SetTile('(', new Point(4, 2), TileFlags.Closed | TileFlags.Wall);\r
-            tilemap.SetTile(')', new Point(0, 3), TileFlags.Closed | TileFlags.Wall);\r
-            tilemap.SetTile('_', new Point(2, 3), TileFlags.Closed | TileFlags.Wall);\r
-            tilemap.SetTile('-', new Point(9, 3), TileFlags.Closed | TileFlags.Wall);\r
-            tilemap.SetTile(',', new Point(1, 4), TileFlags.Default);\r
-            tilemap.SetTile('+', new Point(2, 4), TileFlags.Default);\r
-            tilemap.SetTile('[', new Point(3, 4), TileFlags.Default);\r
-            tilemap.SetTile(']', new Point(4, 4), TileFlags.Default);\r
-            tilemap.SetTile('{', new Point(5, 4), TileFlags.Default);\r
-            tilemap.SetTile('}', new Point(6, 4), TileFlags.Default);\r
-            tilemap.SetTile('\\', new Point(8, 4), TileFlags.Default);\r
-            tilemap.SetTile('|', new Point(9, 4), TileFlags.Default);\r
-            tilemap.SetTile(';', new Point(0, 5), TileFlags.Default);\r
-            tilemap.SetTile(':', new Point(1, 5), TileFlags.Default);\r
+            tilemap.SetTile('`',  new Point(0, 2), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('~',  new Point(1, 2), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('!',  new Point(2, 2), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('@',  new Point(3, 2), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('#',  new Point(4, 2), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('$',  new Point(5, 2), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('%',  new Point(6, 2), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('^',  new Point(8, 2), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('&',  new Point(9, 2), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('*',  new Point(0, 3), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('(',  new Point(1, 3), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile(')',  new Point(2, 3), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('-',  new Point(3, 3), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('=',  new Point(4, 3), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('_',  new Point(5, 3), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('+',  new Point(6, 3), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('|',  new Point(8, 3), TileFlags.Closed | TileFlags.Wall);\r
+            tilemap.SetTile('[',  new Point(0, 4), TileFlags.Default);\r
+            tilemap.SetTile(']',  new Point(1, 4), TileFlags.Default);\r
+            tilemap.SetTile('{',  new Point(2, 4), TileFlags.Default);\r
+            tilemap.SetTile('}',  new Point(3, 4), TileFlags.Default);\r
+            tilemap.SetTile('?',  new Point(4, 4), TileFlags.Default);\r
+            tilemap.SetTile(',',  new Point(7, 4), TileFlags.Default);\r
+            tilemap.SetTile('.',  new Point(8, 4), TileFlags.Default);\r
+            tilemap.SetTile('\\', new Point(9, 4), TileFlags.Default);\r
+            tilemap.SetTile(';',  new Point(0, 5), TileFlags.Default);\r
+            tilemap.SetTile(':',  new Point(1, 5), TileFlags.Default);\r
             tilemap.SetTile('\'', new Point(2, 5), TileFlags.Default);\r
-            tilemap.SetTile('"', new Point(3, 5), TileFlags.Default);\r
-            tilemap.SetTile('.', new Point(5, 5), TileFlags.Default);\r
-            tilemap.SetTile('<', new Point(6, 5), TileFlags.Default);\r
-            tilemap.SetTile('>', new Point(7, 5), TileFlags.Default);\r
-            tilemap.SetTile('/', new Point(8, 5), TileFlags.Default);\r
-            tilemap.SetTile('?', new Point(9, 5), TileFlags.Default);\r
+            tilemap.SetTile('"',  new Point(3, 5), TileFlags.Default);\r
+            tilemap.SetTile(' ',  new Point(4, 5), TileFlags.Default);\r
+            tilemap.SetTile('<',  new Point(7, 5), TileFlags.Default);\r
+            tilemap.SetTile('>',  new Point(8, 5), TileFlags.Default);\r
+            tilemap.SetTile('/',  new Point(9, 5), TileFlags.Default);\r
             Map.Tilemap = tilemap;\r
 \r
             // Load the first map.\r
-            State.Map = mContentManager.Load<Map>("Maps/level1");\r
+            State.Map = mContentManager.Load<Map>("Maps/colosseum");\r
             State.Entities = State.Map.GetAllEntities(this);\r
 \r
             //State.AIData = new AI(this);\r
index 73caa57..7d81868 100644 (file)
@@ -195,7 +195,7 @@ namespace CarFire
 \r
 \r
         /// <summary>\r
-        /// Helper method to get neighbor cells from a point and directions.\r
+        /// Helper method to get a neighbor cell from a point and directions.\r
         /// </summary>\r
         /// <param name="point">The point.</param>\r
         /// <param name="left">To the left.</param>\r
@@ -212,6 +212,28 @@ namespace CarFire
             return point;\r
         }\r
 \r
+        /// <summary>\r
+        /// Helper method to get a neighbor cell from a point and a direction.\r
+        /// </summary>\r
+        /// <param name="point">The point.</param>\r
+        /// <param name="direction">The direction.</param>\r
+        /// <returns>The neighbor cell coordinates.</returns>\r
+        public static Point GetNeighbor(Point point, Direction direction)\r
+        {\r
+            switch (direction)\r
+            {\r
+                case Direction.Left: return new Point(point.X - 1, point.Y);\r
+                case Direction.UpperLeft: return new Point(point.X - 1, point.Y - 1);\r
+                case Direction.Up: return new Point(point.X, point.Y - 1);\r
+                case Direction.UpperRight: return new Point(point.X + 1, point.Y - 1);\r
+                case Direction.Right: return new Point(point.X + 1, point.Y);\r
+                case Direction.LowerRight: return new Point(point.X + 1, point.Y + 1);\r
+                case Direction.Down: return new Point(point.X, point.Y + 1);\r
+                case Direction.LowerLeft: return new Point(point.X - 1, point.Y + 1);\r
+            }\r
+            return point;\r
+        }\r
+\r
         /// <summary>\r
         /// Helper method to get the two neighbor cells of two nearby cells.\r
         /// </summary>\r
index 02c645c..ef41370 100644 (file)
@@ -68,7 +68,7 @@ namespace CarFire
         /// <param name="start">The cell to start at.</param>\r
         /// <param name="finish">The desired destination.</param>\r
         /// <returns>A list of points representing the path through the grid,\r
-        /// ends points not included, or null if no path could be found.</return>\r
+        /// starting point not included, or null if no path could be found.</return>\r
         public List<Point> GetPath(Point start, Point finish)\r
         {\r
             return GetPath(start, finish, GetManhattanDistance, GetCost);\r
@@ -82,7 +82,7 @@ namespace CarFire
         /// <param name="finish">The desired destination.</param>\r
         /// <param name="heuristic">The heuristic function.</param>\r
         /// <returns>A list of points representing the path through the grid,\r
-        /// ends points not included, or null if no path could be found.</return>\r
+        /// starting point not included, or null if no path could be found.</return>\r
         public List<Point> GetPath(Point start, Point finish, Heuristic heuristic)\r
         {\r
             return GetPath(start, finish, heuristic, GetCost);\r
@@ -96,7 +96,7 @@ namespace CarFire
         /// <param name="finish">The desired destination.</param>\r
         /// <param name="costFunction">The cost function</param>\r
         /// <returns>A list of points representing the path through the grid,\r
-        /// ends points not included, or null if no path could be found.</return>\r
+        /// starting point not included, or null if no path could be found.</return>\r
         public List<Point> GetPath(Point start, Point finish, CostFunction costFunction)\r
         {\r
             return GetPath(start, finish, GetManhattanDistance, costFunction);\r
@@ -110,7 +110,7 @@ namespace CarFire
         /// <param name="heuristic">The heuristic function.</param>\r
         /// <param name="costFunction">The cost function.</param>\r
         /// <returns>A list of points representing the path through the grid,\r
-        /// ends points not included, or null if no path could be found.</return>\r
+        /// starting point not included, or null if no path could be found.</return>\r
         public List<Point> GetPath(Point start, Point finish, Heuristic heuristic, CostFunction costFunction)\r
         {\r
             mFringe = new BinaryHeap<Cell>();\r
@@ -127,13 +127,10 @@ namespace CarFire
                 if (cell.Point == finish)\r
                 {\r
                     List<Point> list = new List<Point>();\r
+                    list.Add(cell.Point);\r
 \r
                     cell = cell.Parent;\r
-                    while (cell != null && cell.Point != start)\r
-                    {\r
-                        list.Add(cell.Point);\r
-                        cell = cell.Parent;\r
-                    }\r
+                    if (cell != null) for (; cell.Point != start; cell = cell.Parent) list.Add(cell.Point);\r
 \r
                     list.Reverse();\r
                     return list;\r
index 124851c..e89b284 100644 (file)
@@ -57,7 +57,7 @@ namespace CarFire
             mPlayerIndex = playerIndex;\r
 \r
             // Speed is the number of grid cells you can move through per second.\r
-            mMotion = new MovementManager(position, 4.0f);\r
+            mMotion = new MovementManager(position, 25.0f);\r
         }\r
         public void causeDamageTo(int amount)\r
         {\r
@@ -89,7 +89,7 @@ namespace CarFire
             bool moveUp = keysPressed.Contains(Keys.Up);\r
             bool moveDown = keysPressed.Contains(Keys.Down);\r
 \r
-            List<Point> possibleDestinations = new List<Point>();\r
+            List<Point> possibleDestinations = new List<Point>(3);\r
             possibleDestinations.Add(MovementManager.GetNeighbor(mMotion.Coordinates, moveLeft, moveRight, moveUp, moveDown));\r
             possibleDestinations.AddRange(MovementManager.GetNeighbors(mMotion.Coordinates, possibleDestinations[0]));\r
 \r
index f417d52..69b42ca 100644 (file)
@@ -42,6 +42,7 @@ namespace CarFire
         {\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
@@ -64,7 +65,7 @@ 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
@@ -80,35 +81,26 @@ namespace CarFire
         /// </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
@@ -117,23 +109,14 @@ namespace CarFire
             {\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
-                {\r
-                    mPath.AddRange(path);\r
-                    mPath.Add(mIdlePath[mIdlePathIndex % mIdlePath.Count]);\r
-                }\r
-                mPathIndex = 0;\r
+                mWaypointIndex++;\r
+                ChartPath();\r
             }\r
 \r
-            // We need to make sure out direction is set to the next cell\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 (mPath[mPathIndex % mPath.Count] == mMotion.Coordinates)\r
+            if (mPathIndex < mPath.Count && mPath[mPathIndex] == mMotion.Coordinates)\r
             {\r
                 mPathIndex++;\r
                 mPathDirection = MovementManager.GetDirection(mMotion.Coordinates, mPath[mPathIndex % mPath.Count]);\r
@@ -142,6 +125,20 @@ 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
@@ -165,7 +162,7 @@ namespace CarFire
         /// <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
@@ -176,9 +173,43 @@ namespace CarFire
         /// <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
@@ -241,13 +272,14 @@ namespace CarFire
         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
+        int mRetryInterval;\r
 \r
         AiState mState;                 // What is the monster doing?\r
 \r
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