Esempio n. 1
0
 private void stopSelected() {
   for (GameSprite sprite : selected) {
     if (sprite instanceof Unit) {
       Unit unit = (Unit) sprite;
       unit.stop();
     }
   }
 }
Esempio n. 2
0
  public void newGame() {
    this.party =
        new Unit[8]; // 6 party members, 2 extra space in case 1 in party and 5 in "storage"

    this.party[0] = Unit.characterFromID(Character.BRIAN, 1, 0);
    this.party[0].equip[Unit.WEAPON] = new Stick(1);

    for (int i = 1;
        i < this.party.length;
        i++) // TODO: consider having a "shell" character class w/ character info and rebuild
             // character from that (so things always get instantiated/refreshed as expected)
    {
      this.party[i] = new None(i);
    }

    this.mapStates = new ArrayList<Integer>();
    for (int i = 0; i < Map.numMaps; i++) {
      for (int j = 0; j < Map.mapStates[i]; j++) {
        this.mapStates.add(0);
      }
    }

    this.inventory = new ArrayList<Item>();

    this.dataExists = true;
    this.curMap = 0;
    this.curX = 14;
    this.curY = 58;
    this.respawnMap = 0;
    this.respawnX = 14;
    this.respawnY = 58;
    this.money = 0;
    this.gameTime = 0;
  }
Esempio n. 3
0
  @Override
  public void think() {
    // place your code here.
    // here is a very basic sample of what you can do:
    Random rand = new Random();

    // spawn some random units, if you have enough supplies
    for (Building.HeadQuarters hq : getSelfAgents().getHQsList()) {
      if (new Random().nextBoolean()) {
        if (getSuppliesAmount() >= Config.Unit.Ranged.creationCost) {
          hq.spawnUnit(UnitType.RANGED);
        }
      } else {
        if (getSuppliesAmount() >= Config.Unit.Melee.creationCost) {
          hq.spawnUnit(UnitType.MELEE);
        }
      }
    }

    // list all friendly units
    ArrayList<Unit> units = getSelfAgents().getAllUnits();

    // list friendly ranged units:
    ArrayList<Unit> rangedUnits = getSelfAgents().getRangedList();

    // list friendly melee units:
    ArrayList<Unit> meleeUnits = getSelfAgents().getMeleeList();

    // list all supplies' positions
    ArrayList<Point> supplies = new ArrayList<Point>();
    for (int i = 0; i < getGameField().getWidth(); i++) {
      for (int j = 0; j < getGameField().getHeight(); j++) {
        if (getGameField().isSuppliesAt(i, j)) {
          supplies.add((new Point(i, j)));
        }
      }
    }

    // gather nearby supplies, or move randomly if there is none
    for (Unit unit : units) {
      if (getGameField().isSuppliesAt(unit.getX() + 1, unit.getY())) {
        unit.move(Direction.EAST);
      } else if (getGameField().isSuppliesAt(unit.getX() - 1, unit.getY())) {
        unit.move(Direction.WEST);
      } else if (getGameField().isSuppliesAt(unit.getX(), unit.getY() + 1)) {
        unit.move(Direction.SOUTH);
      } else if (getGameField().isSuppliesAt(unit.getX(), unit.getY() - 1)) {
        unit.move(Direction.NORTH);
      } else {
        // pick a random direction and make sure it is walkable(there is no
        // wall there) and no friendly unit is already there

        Direction dir;
        dir = Direction.getDirByNum(rand.nextInt());

        // check walkable
        if (getGameField().isWalkable(unit.getX() + dir.deltaX, unit.getY() + dir.deltaY)) {
          // check if there is no unit
          if (getSelfAgents().getUnitAt(unit.getX() + dir.deltaX, unit.getY() + dir.deltaY)
              == null) {
            unit.move(dir);
          }
        }
      }
    }

    // attack everything you can see!!
    // (note that each agent will only run the LAST command given to it,
    // meaning they will ignore the move command and run the attack command
    // if possible)
    ArrayList<Unit> enemyUnits = getEnemyAgents().getAllUnits();
    ArrayList<Building.HeadQuarters> enemyBuildings = getEnemyAgents().getHQsList();

    for (Unit unit : units) {
      for (Unit enemyUnit : enemyUnits) {
        if (unit.isInAttackRange(enemyUnit)) {
          unit.attack(enemyUnit);
        }
      }

      for (Building enemyBuilding : enemyBuildings) {
        if (unit.isInAttackRange(enemyBuilding)) {
          unit.attack(enemyBuilding);
        }
      }
    }
  }