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GeezerVison is showing github.com — Silverback/LevelEditor/Objects/Hut.cs at master · SilverbackSoPra/Silverback

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using LevelEditor.Engine;
using LevelEditor.Engine.Mesh;
using LevelEditor.Objects.Ape;
using System;
using System.Collections.Generic;
using System.Runtime.Serialization;
using System.Xml.Serialization;
using LevelEditor.Engine.Loader;
using LevelEditor.Objects.Lumberjack;
using Microsoft.Xna.Framework;
using Newtonsoft.Json.Linq;
namespace LevelEditor.Objects
{
[Serializable()]
public class Hut : IEscape, ICollide, IActor, IGameObject, ISerializable, ILoader, ISaver
{
private static Random mRandom = new Random();
public static int mAmount = 0;
public int mId;
public float mInnerRange = 100.0f;
public float mOuterRange = 110.0f;
public int mNumLumberjacks;
public bool mSpawned;
[XmlIgnore]
public Scene mScene;
[XmlIgnore]
public Mesh mLumberjackMesh;
[XmlIgnore]
public Mesh mDoubleAxeKillerMesh;
[XmlIgnore]
public Mesh mAxeMesh;
[XmlIgnore]
public Silverback mSilverback;
public float mDistanceSilverbackHut;
public bool mWasInInnerRange = false;
[XmlIgnore]
public List<Lumberjack.Lumberjack> mLumberjacks;
[XmlIgnore]
public List<DoubleAxeKiller> mDoubleAxeKillers;
public bool mTechDemo;
public int HP { get; set; }
public bool IsAlive { get; set; }
[XmlIgnore]
public Actor Actor { get; set; }
public string Name { get; set; }
public bool HasSoundEmitter { get; set; }
public string Save()
{
return "";
}
public bool Load(string str)
{
return false;
}
public void Escape()
{
//Needs to remove the hut from the Actorbatch(Scene)
//mLevel.RemoveActor()
}
public void Collide()
{
}
public void RemoveLumberjack(Lumberjack.Lumberjack lumberjack)
{
HP -= 1;
mLumberjacks.Remove(lumberjack);
}
public void RemoveDoubleAxeKiller(DoubleAxeKiller doubleAxeKiller)
{
HP -= 1;
mDoubleAxeKillers.Remove(doubleAxeKiller);
}
public void Update(GameTime gameTime)
{
//To satisfy the condition, that you have to loose after some time
mOuterRange += 0.001f * gameTime.ElapsedGameTime.Milliseconds / 16.0f;
mInnerRange += 0.001f * gameTime.ElapsedGameTime.Milliseconds / 16.0f;
var inRange = mScene.mQuadTree.QueryRectangle(Actor.mBoundingRectangle.GetAxisAlignedRectangle((int)Math.Floor(mOuterRange)));
mDistanceSilverbackHut = Vector3.Distance(mSilverback.Actor.ModelMatrix.Translation, Actor.ModelMatrix.Translation);
if (!mSpawned && mDistanceSilverbackHut <= mOuterRange)
{
if (!mTechDemo)
{
mNumLumberjacks = LumberChoice.NumLumberjacks(HP);
// Spawning is not enough, we should give them a target
// Also I suggest that we use something like an inner and an outer range.
// If the distance to the siverback is less than the outer range, we spawn the lumberjacks
// If the distance to the silverback is less than the inner range, we set the targets of the lumberjacks
for (var i = 0; i < mNumLumberjacks; i++)
{
var lumberjack = new Lumberjack.Lumberjack(mLumberjackMesh, mScene.mTerrain, mScene.mQuadTree, Actor.ModelMatrix.Translation, 4.0f, mInnerRange, mScene, mSilverback, false);
lumberjack.Hut = this;
var axe = new Actor(mAxeMesh);
lumberjack.Actor.mAnimator.AttachActor("Bone.016", axe);
mLumberjacks.Add(lumberjack);
lumberjack.StayInRange();
mScene.Add(lumberjack);
mScene.Add(axe);
}
for (var i = 0; i < (HP - mNumLumberjacks); i++)
{
var killer = new DoubleAxeKiller(mDoubleAxeKillerMesh, mScene.mTerrain, mScene.mQuadTree, Actor.ModelMatrix.Translation, 4.0f, mInnerRange, mScene, mSilverback);
killer.Hut = this;
var leftAxe = new Actor(mAxeMesh);
var rightAxe = new Actor(mAxeMesh);
mDoubleAxeKillers.Add(killer);
killer.Actor.mAnimator.AttachActor("Bone.017", leftAxe);
killer.Actor.mAnimator.AttachActor("Bone.016", rightAxe);
killer.StayInRange();
mScene.Add(killer);
mScene.Add(leftAxe);
mScene.Add(rightAxe);
}
}
else
{
for (var i = 0; i < HP; i++)
{
var lumberjack = new Lumberjack.Lumberjack(mLumberjackMesh, mScene.mTerrain, mScene.mQuadTree, Actor.ModelMatrix.Translation, 4.0f, mInnerRange, mScene, mSilverback, true);
lumberjack.Hut = this;
mLumberjacks.Add(lumberjack);
lumberjack.StayInRange();
mScene.Add(lumberjack);
}
}
mSpawned = true;
}
else
{
// Instead of calculating the range to the silverback, we should do a query on the quad tree
// to determine if there are any apes in the range. We should also do this for spawning.
mDistanceSilverbackHut = Vector3.Distance(mSilverback.Actor.ModelMatrix.Translation, Actor.ModelMatrix.Translation);
// Set the target to one of the lumberjacks and let them return of the lumberjack is out of range
if (mDistanceSilverbackHut <= mInnerRange)
{
foreach (var lumberjack in mLumberjacks)
{
if (lumberjack.IsMoving)
{
lumberjack.SetTarget(mSilverback.Actor.ModelMatrix.Translation);
}
}
foreach (var doubleAxeKiller in mDoubleAxeKillers)
{
if (doubleAxeKiller.IsMoving)
{
doubleAxeKiller.SetTarget(mSilverback.Actor.ModelMatrix.Translation);
}
}
mWasInInnerRange = true;
}
else
{
// We just want to tell them once to stay in range
if (mWasInInnerRange)
{
foreach (var lumberjack in mLumberjacks)
{
lumberjack.StayInRange();
}
foreach (var killer in mDoubleAxeKillers)
{
killer.StayInRange();
}
mWasInInnerRange = false;
}
}
}
}
public Hut(Mesh hut, Mesh lumberjack, Mesh doubleAxeKiller, Mesh axeMesh, Silverback silverback, Scene scene, int hp, float innerRange, float outerRange, bool techdemo)
{
mTechDemo = techdemo;
mId = mAmount++;
// HP of the hut are equal to the number of the lumberjacks that were spawned at this hut.
// Each time one of the spawned lumberjacks dies, the hut loses 1 HP.
// The number of lumberjacks that a hut can spawn should be dynamic based on the level (different levels could allow the player
// to have a different number of apes to summon)
HP = hp;
mSpawned = false;
mSilverback = silverback;
mLumberjackMesh = lumberjack;
mDoubleAxeKillerMesh = doubleAxeKiller;
mAxeMesh = axeMesh;
mScene = scene;
Actor = new Actor(hut, this);
mInnerRange = innerRange;
mOuterRange = outerRange;
mLumberjacks = new List<Lumberjack.Lumberjack>();
mDoubleAxeKillers = new List<DoubleAxeKiller>();
}
public void GetObjectData(SerializationInfo info, StreamingContext context)
{
info.AddValue("mNumLumberjacks", mNumLumberjacks);
info.AddValue("mSpawned", mSpawned);
info.AddValue("mScene", mScene);
info.AddValue("mLumberjackMesh", mLumberjackMesh);
info.AddValue("mDoubleAxeKillerMesh", mDoubleAxeKillerMesh);
info.AddValue("mAxeMesh", mAxeMesh);
info.AddValue("mSilverback", mSilverback);
info.AddValue("mDistanceSilverbackHut", mDistanceSilverbackHut);
info.AddValue("mWasInInnerRange", mWasInInnerRange);
info.AddValue("mLumberjacks", mLumberjacks);
info.AddValue("mDoubleAxeKillers", mDoubleAxeKillers);
info.AddValue("HP", HP);
info.AddValue("IsAlive", IsAlive);
info.AddValue("Actor", Actor);
info.AddValue("Name", Name);
info.AddValue("HasSoundEmitter", HasSoundEmitter);
}
public Hut(SerializationInfo info, StreamingContext context)
{
mNumLumberjacks = (int)info.GetValue("mNumLumberjacks", typeof(int));
mSpawned = (bool)info.GetValue("mSpawned", typeof(bool));
mScene = (Scene)info.GetValue("mScene", typeof(Scene));
mLumberjackMesh = (Mesh)info.GetValue("mLumberjackMesh", typeof(Mesh));
mDoubleAxeKillerMesh = (Mesh)info.GetValue("mDoubleAxeKillerMesh", typeof(Mesh));
mAxeMesh = (Mesh)info.GetValue("mAxeMesh", typeof(Mesh));
mSilverback = (Silverback)info.GetValue("mSilverback", typeof(Silverback));
mDistanceSilverbackHut = (float)info.GetValue("mDistanceSilverbackHut", typeof(float));
mWasInInnerRange = (bool)info.GetValue("mWasInInnerRange", typeof(bool));
mLumberjacks = (List<Lumberjack.Lumberjack>)info.GetValue("mLumberjacks", typeof(List<Lumberjack.Lumberjack>));
mDoubleAxeKillers = (List<DoubleAxeKiller>)info.GetValue("mDoubleAxeKillers", typeof(List<DoubleAxeKiller>));
HP = (int)info.GetValue("HP", typeof(int));
IsAlive = (bool)info.GetValue("IsAlive", typeof(bool));
Actor = (Actor)info.GetValue("Actor", typeof(Actor));
Name = (string)info.GetValue("Name", typeof(string));
HasSoundEmitter = (bool)info.GetValue("HasSoundEmitter", typeof(bool));
}
public Hut()
{
if (mLumberjacks == null)
{
mLumberjacks = new List<Lumberjack.Lumberjack>();
}
if (mDoubleAxeKillers == null)
{
mDoubleAxeKillers = new List<DoubleAxeKiller>();
}
}
[OnDeserialized()]
internal void OnSerializedMethod(StreamingContext context)
{
Actor.IActor = this;
}
}
}
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