ActorSet TagCollection::GetObjectsTagged(String findTag)
{
	StringList tags = SplitString(findTag, ", ");
	if (tags.size() == 0)
	{
		return ActorSet();
	}
	else if (tags.size() == 1)
	{
		findTag = ToLower(findTag);
		std::map<String, ActorSet>::iterator it = _tagMappings.find(findTag);
		if (it != _tagMappings.end())
		{
			return it->second;
		}
		else
		{
			return ActorSet();
		}
	}
	else
	{
		ActorSet t1;
		ActorSet t2;
		String searchTag = ToLower(tags[0]);
		
		bool t1_active = true;
		t1 = GetObjectsTagged(searchTag);

		for(unsigned int i=1; i < tags.size(); i++)
		{
			searchTag = ToLower(tags[i]);
			ActorSet compare = GetObjectsTagged(searchTag);
			if (t1_active)
			{
				std::set_intersection(t1.begin(), t1.end(), compare.begin(), compare.end(), std::inserter(t2, t2.begin()));
				t1.clear();
				t1_active = false;
			}
			else
			{
				std::set_intersection(t2.begin(), t2.end(), compare.begin(), compare.end(), std::inserter(t1, t1.begin()));
				t2.clear();
				t1_active = true;
			}
		}

		if (t1_active)
		{
			return t1;
		}
		else
		{
			return t2;
		}
	}
}
Beispiel #2
0
ActorSet MonsterFSM::getApplicableTargets(void) const
{
	ASSERT(m_Owner!=0, "Owner was NULL");

	ActorSet s = m_Owner->getZone().getObjects().exclude(m_Owner->m_ID).typeFilter<Player>();

	// remove actors that are dead or ghosts
	ActorSet::iterator i = s.begin();
	while(i != s.end())
	{
		ActorSet::iterator nextIterator = i;
		++nextIterator;

		const Player &player = dynamic_cast<const Player&>(*i->second);

		if(!player.isAlive())
		{
			s.erase(i);
		}

		i = nextIterator;
	}

	return s;
}
Beispiel #3
0
void ActorSet::addAll(ActorSet &s)
{
	for(ActorSet::iterator iter = s.begin(); iter != s.end(); ++iter)
	{
		insert(*iter);
	}
}
void DemoScreenPathfinding::Start()
{
	//Set up our obstacle course
	theWorld.LoadLevel("maze");
	
	//Create the bounding box that will limit the pathfinding search area
	BoundingBox bounds(Vector2(-20, -20), Vector2(20, 20));
	
	//Create our pathfinding graph. In our 2D worlds, this is a relatively fast
	// operation -- you shouldn't be doing it every frame, but recalculating every
	// so often if your world has changed is not inappropriate. 
	theSpatialGraph.CreateGraph(
		0.75f, //The size of the entity you want to pathfind (so the generator
		       //  can know how small a space can be and still have it fit.)
		bounds //The search area
	);
	
	//Create a MazeFinder (class definition below), and put him in the bottom
	//  left corner of the maze
	MazeFinder *mf = new MazeFinder();
	mf->SetPosition(-11.5, -8);
	theWorld.Add(mf);
	
	//Send him to the upper right, watch him scurry
	mf->GoTo(Vector2(11.5, 8));
	
	
	
	//Demo housekeeping below this point. 
	#pragma region Demo housekeeping
	String description = "This little dude is pathfinding through the area.";
	description += "\n\nClick the mouse to give him a new target.";
	description += "\n\nPress [B] to see the pathfinding graph.";
	TextActor *t = new TextActor("Console", description);
	t->SetAlignment(TXT_Center);
	t->SetPosition(0.0f, -5.0f);
	theWorld.Add(t);
	TextActor *fileLoc = new TextActor("ConsoleSmall", "DemoScreenPathfinding.cpp");
	fileLoc->SetPosition(MathUtil::ScreenToWorld(5, 763));
	fileLoc->SetColor(.3f, .3f, .3f);
	theWorld.Add(fileLoc);
	_objects.push_back(fileLoc);
	_objects.push_back(t);
	_objects.push_back(mf);
	ActorSet walls = theTagList.GetObjectsTagged("maze_wall");
	ActorSet::iterator it = walls.begin();
	while (it != walls.end())
	{
		_objects.push_back(*it);
		it++;
	}
	#pragma endregion
}
Beispiel #5
0
void DemoScreenCollisionLevelFile::Start()
{
	//Loads the file from Config\ActorDef\collisionlevel_demo.lvl
	LoadLevel("collisionlevel_demo");

	//All the magic happens in the level file!





	//Demo housekeeping below this point. 
	#pragma region Demo housekeeping
	t = new TextActor("Console", "These Actors were also placed using a level file.");
	t->SetPosition(0, 4.5);
	t->SetAlignment(TXT_Center);
	theWorld.Add(t, 10);
	t2 = new TextActor("Console", "Their physics-related properties came from actor definitions.");
	t2->SetPosition(0, -3.5);
	t2->SetAlignment(TXT_Center);
	theWorld.Add(t2, 10);
	t3 = new TextActor("Console", "They respond to sound in a data driven way.");
	t3->SetPosition(0, -4.5);
	t3->SetAlignment(TXT_Center);
	theWorld.Add(t3, 10);
	t4 = new TextActor("Console", "If the only collision response you need is sound, this is easier.");
	t4->SetPosition(0, -5.5);
	t4->SetAlignment(TXT_Center);
	theWorld.Add(t4, 10);
	TextActor *fileLoc = new TextActor("ConsoleSmall", "DemoScreenCollisionLevelFile.cpp, collisionlevel_demo.lvl,");
	TextActor *fileLoc2 = new TextActor("ConsoleSmall", "      ground_actor.adf, physics_event_actor.adf");
	fileLoc->SetPosition(MathUtil::ScreenToWorld(5, 745));
	fileLoc->SetColor(.3f, .3f, .3f);
	fileLoc2->SetPosition(MathUtil::ScreenToWorld(5, 763));
	fileLoc2->SetColor(.3f, .3f, .3f);
	theWorld.Add(fileLoc, 10);
	theWorld.Add(fileLoc2, 10);
	_objects.push_back(fileLoc);
	_objects.push_back(fileLoc2);
	_objects.push_back(t);
	_objects.push_back(t2);
	_objects.push_back(t3);
	_objects.push_back(t4);
	ActorSet spawnedActors = tagList.GetObjectsTagged("spawned");
	ActorSet::iterator it = spawnedActors.begin();
	while (it != spawnedActors.end())
	{
		_objects.push_back(*it);
		it++;
	}
	#pragma endregion
}
Beispiel #6
0
ActorSet ActorSet::exclude(OBJECT_ID id) const
{
	ActorSet s = *this;

	ActorSet::iterator iter = s.find(id);

	if(iter != s.end()) // if present
	{
		s.erase(iter);
	}

	return s;
}
Beispiel #7
0
bool MagicTower::attack() {
    int opt = thePrefs.GetInt("PlayerSettings", "Tactics");
    bool (*tactics[6])(Enemy*, Enemy*) = { (bool(*)(Enemy*, Enemy*))&Tower::nearest_tower, (bool(*)(Enemy*, Enemy*))&Tower::nearest_castle,
                                           (bool(*)(Enemy*, Enemy*))&Tower::weakest, (bool(*)(Enemy*, Enemy*))&Tower::strongest,
                                           (bool(*)(Enemy*, Enemy*))&Tower::fastest, (bool(*)(Enemy*, Enemy*))&Tower::slowest
                                         };
    Vector2 pos = this->GetPosition();
    ActorSet enemies = theTagList.GetObjectsTagged("enemy");
    ActorSet::iterator it = enemies.begin();
    float min_dist = 1000.0;
    Enemy* for_dmg = NULL;
    while(it != enemies.end()) {
        Vector2 en_pos = (*it)->GetPosition();
        float dist = Vector2::DistanceSquared(en_pos, pos);
        if ((dist <= MathUtil::PixelsToWorldUnits(Level::Radius(level))) && ((for_dmg == NULL) || (tactics[opt]((Enemy*)(*it), for_dmg)))) {
            for_dmg = (Enemy*)(*it);
        }
        it++;
    }
    if(for_dmg) {
        Actor *circle = new Actor();
        circle->SetPosition(this->GetPosition());
        circle->SetColor(0.7f, 0.3f, 0.5f);
        circle->SetDrawShape(ADS_Circle);
        circle->SetSize(0.1);
        theWorld.Add(circle, 3);
        circle->MoveTo(for_dmg->GetPosition(), 0.1);
        std::thread for_del(&MagicTower::delete_circle, this, circle);
        for_del.detach();
        for_dmg->get_damage(thePrefs.GetFloat("TowerSettings", "MagicDmg"));
        int random_effect = MathUtil::RandomIntInRange(1, 3);
        switch(random_effect) {
        case 1: {
            std::shared_ptr<Effect> ef(new Poisoning());
            for_dmg->effect(ef);
            break;
        }
        case 2: {
            std::shared_ptr<Effect> ef(new Deceleration());
            for_dmg->effect(ef);
            break;
        }
        case 3: {
            std::shared_ptr<Effect> ef(new Weakness());
            for_dmg->effect(ef);
            break;
        }
        }
    }
}
void DemoScreenLayeredCollisionLevelFile::Start()
{
	//Give names to some layers so we can reference them more easily
	theWorld.NameLayer("background", 0);
	theWorld.NameLayer("foreground", 1);
	theWorld.NameLayer("hud", 2);
	
	//Loads the file from Config\ActorDef\layeredcollisionlevel_demo.lua
	theWorld.LoadLevel("layeredcollisionlevel_demo");

	//All the magic happens in the level file!





	//Demo housekeeping below this point. 
	#pragma region Demo housekeeping
	t2 = new TextActor("Console", "These new Actors were assigned layers in their level file.");
	t2->SetPosition(0, 5.5);
	t2->SetAlignment(TXT_Center);
	theWorld.Add(t2, 10);
	t3 = new TextActor("Console", "Layers can be given string names as well as numbers");
	t3->SetPosition(0, 4.5);
	t3->SetAlignment(TXT_Center);
	theWorld.Add(t3, 10);
	t4 = new TextActor("Console", "and assigned to Actors in their definition file or at runtime.");
	t4->SetPosition(0, 3.5);
	t4->SetAlignment(TXT_Center);
	theWorld.Add(t4, 10);
	TextActor *fileLoc = new TextActor("ConsoleSmall", "DemoScreenLayeredCollisionLevelFile.cpp, layeredcollisionlevel_demo.lua");
	fileLoc->SetPosition(MathUtil::ScreenToWorld(5, 763));
	fileLoc->SetColor(.3f, .3f, .3f);
	theWorld.Add(fileLoc, 10);
	_objects.push_back(fileLoc);
	_objects.push_back(t2);
	_objects.push_back(t3);
	_objects.push_back(t4);
	ActorSet spawnedActors = theTagList.GetObjectsTagged("spawned");
	ActorSet::iterator it = spawnedActors.begin();
	while (it != spawnedActors.end())
	{
		_objects.push_back(*it);
		it++;
	}
	#pragma endregion
}
void GotoTargetAIEvent::Update(float dt)
{
	ActorSet taggedActors = theTagList.GetObjectsTagged(_targetTag);
	for( ActorSet::iterator itr = taggedActors.begin(); itr != taggedActors.end(); itr++ )
	{
		Actor* pTargetActor = (*itr);
		if( theSpatialGraph.IsInPathableSpace( pTargetActor->GetPosition() ) )
		{
			_destination = pTargetActor->GetPosition();
			GotoAIEvent::Update( dt );
			return;
		}
	}

	//otherwise, we failed
	_moveFailed = true;
	IssueCallback();

}
void DemoScreenLevelFile::Start()
{
	//Loads the file from Config\ActorDef\level_demo.lua
	// Level files automatically add their actors to the world. 
	theWorld.LoadLevel("level_demo");

	//Since the Actors were just added directly to the world,
	//  we don't have handles to them. The level definition
	//  gave them the tag "spawned," so we can get them that way.
	ActorSet spawnedActors = theTagList.GetObjectsTagged("spawned");
	ActorSet::iterator it = spawnedActors.begin();
	while (it != spawnedActors.end())
	{
		//Can check Individual actors for tags as well.
		if ((*it)->IsTagged("left-tilted")) 
		{
			(*it)->SetRotation(25.0f);
		}
		else if ((*it)->IsTagged("right-tilted"))
		{
			(*it)->SetRotation(-25.0f);
		}
		//Applying tags
		(*it)->Tag("rotated");

		//Removing tags
		(*it)->Untag("spawned");
		it++;
	}





	//Demo housekeeping below this point. 
	#pragma region Demo housekeeping
	t = new TextActor("Console", "These Actors were placed and tagged (\"left-tilted\"");
	t->SetPosition(0, 5.5);
	t->SetAlignment(TXT_Center);
	theWorld.Add(t);
	t2 = new TextActor("Console", "and \"right-tilted\") using a level definition file.");
	t2->SetPosition(0, 4.5);
	t2->SetAlignment(TXT_Center);
	theWorld.Add(t2);
	t3 = new TextActor("Console", "Then their rotations were set based on those tags.");
	t3->SetPosition(0, -4.5);
	t3->SetAlignment(TXT_Center);
	theWorld.Add(t3);
	TextActor *fileLoc = new TextActor("ConsoleSmall", "DemoScreenLevelFile.cpp, level_demo.lua");
	fileLoc->SetPosition(MathUtil::ScreenToWorld(5, 763));
	fileLoc->SetColor(.3f, .3f, .3f);
	theWorld.Add(fileLoc);
	_objects.push_back(fileLoc);
	_objects.push_back(t);
	_objects.push_back(t2);
	_objects.push_back(t3);
	it = spawnedActors.begin();
	while (it != spawnedActors.end())
	{
		_objects.push_back(*it);
		it++;
	}
	#pragma endregion
}
Beispiel #11
-1
void GameApp::ReceiveMessage(Message* message)
{
	if (message->GetMessageName() == "MouseDown")
    {
    	Castle* castle = (Castle*)Actor::GetNamed("Castle");
    	TypedMessage<Vec2i> *m = (TypedMessage<Vec2i>*)message;
        Vec2i screenCoordinates = m->GetValue();
        Vector2 click = MathUtil::ScreenToWorld(screenCoordinates);
        if(tower != 3){
	        ActorSet background = theTagList.GetObjectsTagged("grass");
			ActorSet::iterator it = background.begin();
	        while(it != background.end()){
	        	Vector2 position = (*it)->GetPosition();
	        	Vector2 size = (*it)->GetSize();
	        	if ((click.X < position.X + size.X/2.0) && (click.X > position.X - size.X/2.0) && (click.Y < position.Y + size.Y/2.0) && (click.Y > position.Y - size.Y/2.0)){
	        		if(!(castle->buy_tower(tower))) return;
	        		if(tower == 1){
	        			StandartTower* new_tower = (StandartTower*)Actor::Create("standart_tower");
	        			new_tower->SetPosition(click);
	        			theWorld.Add(new_tower, 2);
	        		}
	        		if(tower == 2){
	        			MagicTower* new_tower = (MagicTower*)Actor::Create("magic_tower");
	        			new_tower->SetPosition(click);
	        			theWorld.Add(new_tower, 2);
	        		}
	        		break;
	        	}
	        	it++;
	        }
	    }
	    else{
	    	ActorSet background = theTagList.GetObjectsTagged("road");
			ActorSet::iterator it = background.begin();
	        while(it != background.end()){
	        	Vector2 position = (*it)->GetPosition();
	        	Vector2 size = (*it)->GetSize();
	        	if ((click.X < position.X + size.X/2.0) && (click.X > position.X - size.X/2.0) && (click.Y < position.Y + size.Y/2.0) && (click.Y > position.Y - size.Y/2.0)){
	        		if(!(castle->buy_tower(tower))) return;
	        		Trap* new_trap = (Trap*)Actor::Create("trap");
	        		new_trap->SetPosition(click);
	        		theWorld.Add(new_trap, 1);
	        		break;
	        	}
	        	it++;
	        }
	    }
        theSwitchboard.UnsubscribeFrom(this, "MouseDown");
    }
}