]> Dogcows Code - chaz/carfire/commitdiff
Merged sabermonster2.
authorCharles <Charles@92bb83a3-7c8f-8a45-bc97-515c4e399668>
Tue, 27 Apr 2010 19:24:28 +0000 (19:24 +0000)
committerCharles <Charles@92bb83a3-7c8f-8a45-bc97-515c4e399668>
Tue, 27 Apr 2010 19:24:28 +0000 (19:24 +0000)
git-svn-id: https://bd85.net/svn/cs3505_group@166 92bb83a3-7c8f-8a45-bc97-515c4e399668

CarFire/CarFire/CarFire/SaberMonster2.cs

index 33f94d7a309efeab505538d1da64abc1d72b64e2..55154583aaa1dce93c3c21ff4546dd1b4f59d703 100644 (file)
@@ -42,13 +42,13 @@ namespace CarFire
         {\r
             mId = identifier;\r
             mMotion = new MovementManager(position);\r
-            \r
+            mRetryInterval = 2 + (position.X * 25789 + position.Y * 259) % 30;\r
+\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
@@ -66,7 +66,7 @@ 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
             // Start doing something...\r
@@ -107,19 +107,8 @@ namespace CarFire
             }\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
+            SetWaypoint(new Point(X, Y));\r
+            ChartPath();\r
         }\r
 \r
         /// <summary>\r
@@ -129,54 +118,94 @@ 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
         {\r
-            if (mPathIndex >= mPath.Count)\r
+            if (mPath != null)\r
             {\r
-                mState = AiState.Standing;\r
+                if (mPathIndex >= mPath.Count)\r
+                {\r
+                    // We're done with the current path, so find the path to\r
+                    // the next waypoint... forever.\r
+                    switch (mState)\r
+                    {\r
+                        case AiState.Pacing:\r
+                            SetWaypoint();\r
+                            ChartPath();\r
+                            break;\r
+\r
+                        default:\r
+                            mPathIndex = 0;\r
+                            mPath = null;\r
+                            mPathDirection = Direction.None;\r
+                            break;\r
+                    }\r
+                }\r
+\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
+                else if (mPath[mPathIndex] == mMotion.Coordinates)\r
+                {\r
+                    mPathIndex++;\r
+                    mPathDirection = MovementManager.GetDirection(mMotion.Coordinates, mPath[mPathIndex % mPath.Count]);\r
+                }\r
+\r
+                return mPathDirection;\r
             }\r
+            else return Direction.None;\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
+        void SetWaypoint()\r
+        {\r
+            mWaypointIndex++;\r
+            mWaypoint = mWaypoints[mWaypointIndex % mWaypoints.Count];\r
+        }\r
+\r
+        void SetWaypoint(Point point)\r
+        {\r
+            mWaypoint = point;\r
+        }\r
+\r
+        void ChartPath()\r
+        {\r
+            if (mPathSearch == null)\r
             {\r
-                mPathIndex++;\r
-                mPathDirection = MovementManager.GetDirection(mMotion.Coordinates, mPath[mPathIndex % mPath.Count]);\r
+                PathFinder pathFinder = new PathFinder(mGame.Grid);\r
+                Point? nearby = pathFinder.GetNearbyOpenCell(mWaypoint);\r
+                if (nearby != null) mPathSearch = pathFinder.GetPathAsync(mMotion.Coordinates, nearby.Value);\r
+\r
+                mPathIndex = 0;\r
+                mPath = null;\r
             }\r
+            else if (mPathSearch.IsCompleted)\r
+            {\r
+                mPath = (List<Point>)mPathSearch.Path;\r
+                mPathSearch = null;\r
 \r
-            return mPathDirection;\r
+                if (mPath != null) mPathDirection = MovementManager.GetDirection(mMotion.Coordinates, mPath[0]);\r
+            }\r
         }\r
 \r
 \r
@@ -235,14 +264,41 @@ namespace CarFire
             {\r
                 DefaultAction();\r
             }\r
-        \r
+\r
+            Direction direction = GetDirectionToNextCell();\r
+            Point destination = MovementManager.GetNeighbor(Coordinates, direction);\r
+\r
             switch (mState)\r
             {\r
                 case AiState.Pacing:\r
+\r
+                    if (mGame.IsCellOpen(destination))\r
+                    {\r
+                        mMotion.Update(timeSpan, direction);\r
+                    }\r
+                    else\r
+                    {\r
+                        if (mGame.CurrentFrameNumber % mRetryInterval == 0) ChartPath();\r
+                        mMotion.Update(timeSpan);\r
+                    }\r
+                    break;\r
+\r
                 case AiState.Chasing:\r
-                    mMotion.Update(timeSpan, GetDirectionToNextCell());\r
+\r
+                    if (mGame.IsCellOpen(destination))\r
+                    {\r
+                        mMotion.Update(timeSpan, direction);\r
+                    }\r
+                    else\r
+                    {\r
+                        if (mGame.CurrentFrameNumber % mRetryInterval == 0) ChartPath();\r
+                        mMotion.Update(timeSpan);\r
+                    }\r
                     break;\r
+\r
                 case AiState.Standing:\r
+                    mMotion.Update(timeSpan);\r
+                    break;\r
                 case AiState.Dazed:\r
                 case AiState.Fighting:\r
                 case AiState.Retreating:\r
@@ -310,14 +366,16 @@ namespace CarFire
         char mId;\r
         MovementManager mMotion;\r
         AI mAI;\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
+        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
+        Point mWaypoint;\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
+        PathFinder.AsyncTask mPathSearch;   // If a path search is in progress, this is the task object.\r
 \r
         AiState mState;                 // What is the monster doing?\r
 \r
This page took 0.036394 seconds and 4 git commands to generate.