1 | using CastleMaster.World; |
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2 | using System; |
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3 | using System.Collections.Generic; |
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4 | using System.Linq; |
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5 | using System.Text; |
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6 | using CastleMaster.Players; |
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7 | using CastleMaster.Graphics; |
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8 | using IsometricEngineTest.Ai.Orders; |
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9 | using System.Diagnostics; |
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10 | |
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11 | namespace CastleMaster.Units.Mobs |
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12 | { |
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13 | public class MobWarrior : Mob |
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14 | { |
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15 | private enum OrderType { ATTACK, WALK, NONE } |
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16 | |
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17 | private Unit target; |
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18 | private OrderType currentOrderType = OrderType.NONE; |
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19 | private bool isAttacking = false; |
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20 | private int maxDamage = 5; |
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21 | private AnimationHelper hitAnimation; |
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22 | private int spriteX; |
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23 | private float pushPower = 5.0F; |
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24 | |
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25 | public MobWarrior(Level level, Player owner) |
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26 | : base(level, owner) |
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27 | { |
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28 | HasHealth = true; |
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29 | maxHealth = 50; |
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30 | |
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31 | spriteSize.X = 17; |
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32 | spriteSize.Y = 20; |
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33 | screenRectOffset.Update(8, 12, 8 + spriteSize.X, 12 + spriteSize.Y); |
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34 | renderOffset.Y = 20; |
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35 | |
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36 | highlightOffset.X = 11; |
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37 | |
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38 | rectOffset.Update(-4.0F, -4.0F, 5.0F, 5.0F); |
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39 | isSolid = true; |
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40 | moveSpeed = 1.0F; |
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41 | hitAnimation = new AnimationHelper(8, 5, false, 3); |
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42 | hitAnimation.RoundEnded += delegate |
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43 | { |
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44 | if (target != null) |
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45 | Hit(target, Game.Random.Next(1, maxDamage + 1), Direction, pushPower); |
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46 | }; |
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47 | } |
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48 | |
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49 | private void StartAttack() |
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50 | { |
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51 | isAttacking = true; |
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52 | hitAnimation.Start(); |
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53 | } |
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54 | |
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55 | private void StopAttack() |
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56 | { |
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57 | isAttacking = false; |
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58 | target = null; |
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59 | currentOrderType = OrderType.NONE; |
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60 | } |
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61 | |
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62 | private void PauseAttack() |
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63 | { |
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64 | isAttacking = false; |
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65 | hitAnimation.Stop(); |
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66 | hitAnimation.Reset(); |
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67 | } |
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68 | |
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69 | private void CreateAttackOrder(Unit u) |
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70 | { |
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71 | currentOrderType = OrderType.ATTACK; |
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72 | SetOrder(new OrderMove(u.X, u.Z, 20.0F, true)); |
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73 | target = u; |
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74 | } |
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75 | |
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76 | public override void OnDamage(Unit attacker, int damage, float dir, float pushPower) |
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77 | { |
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78 | base.OnDamage(attacker, damage, dir, pushPower); |
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79 | if (!isAttacking && currentOrderType == OrderType.NONE) |
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80 | CreateAttackOrder(attacker); |
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81 | } |
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82 | |
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83 | protected override void OnOrderFinished() |
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84 | { |
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85 | base.OnOrderFinished(); |
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86 | if (currentOrderType == OrderType.ATTACK) |
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87 | StartAttack(); |
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88 | else if (currentOrderType == OrderType.WALK) |
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89 | currentOrderType = OrderType.NONE; |
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90 | } |
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91 | |
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92 | public override void OnFunctionClick(float x, float z) |
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93 | { |
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94 | Unit u = Owner.SelectUnit(Game.TEAM2); |
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95 | if (u != null) |
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96 | { |
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97 | CreateAttackOrder(u); |
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98 | } |
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99 | else |
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100 | { |
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101 | if (target != null) StopAttack(); |
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102 | currentOrderType = OrderType.WALK; |
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103 | SetOrder(new OrderMove(x, z)); |
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104 | } |
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105 | } |
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106 | |
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107 | public override void Update() |
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108 | { |
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109 | base.Update(); |
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110 | |
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111 | if (isAttacking) |
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112 | { |
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113 | if (DistanceToSqr(target.X, target.Z) > 625.0F) |
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114 | { |
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115 | isAttacking = false; |
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116 | CreateAttackOrder(target); |
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117 | } |
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118 | else |
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119 | { |
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120 | UpdateDir(target.X, target.Z); |
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121 | hitAnimation.UpdateStep(); |
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122 | if (target.Removed) |
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123 | StopAttack(); |
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124 | } |
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125 | } |
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126 | else if (!isAttacking && currentOrderType == OrderType.NONE) |
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127 | { |
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128 | List<Unit> units = level.GetNearbyEnemyUnits(Game.GetEnemyTeam(Owner.Team), (int)(x / Viewport.TILESIZE), (int)(z / Viewport.TILESIZE), 2); |
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129 | if (units.Count > 0) |
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130 | CreateAttackOrder(units[0]); |
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131 | } |
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132 | |
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133 | spriteX = isAttacking ? hitAnimation.CurrentFrame : walkingAnimation.CurrentFrame; |
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134 | } |
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135 | |
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136 | public override void Render(RenderHelper renderer) |
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137 | { |
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138 | base.Render(renderer); |
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139 | renderer.Render(ScreenPos, spriteX, dirID, Resources.SPRITESHEET_WARRIOR, colorizer, Viewport.ZOOM); |
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140 | } |
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141 | } |
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142 | } |
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