Example #1
0
	GLvoid CImp::checkNearestForClaiming()
	{
		if(m_impState != IS_IDLE) return;

		std::vector<CBlock*> unclaimedBlocks,claimedBlocks,possBlocks;
		std::vector<CBlock*>::iterator unclaimedBlocksIter, claimedBlocksIter;
		CBlock *block;

		if(CV_GAME_MANAGER->getLevelManager()->isBlockTypeNear(CV_BLOCK_TYPE_UNCLAIMED_LAND_ID,cml::vector2i((int)floor(mPosition[0]/CV_BLOCK_WIDTH),(int)floor(mPosition[2]/CV_BLOCK_DEPTH)),true,CV_PLAYER_UNDEFINED,&unclaimedBlocks))
		{
			int oldSearchLimit = CV_GAME_MANAGER->getPathManager()->getSearchLimit();
			CV_GAME_MANAGER->getPathManager()->setSearchLimit(2);
			for(unclaimedBlocksIter=unclaimedBlocks.begin(); unclaimedBlocksIter!=unclaimedBlocks.end(); unclaimedBlocksIter++)
			{
				block = *unclaimedBlocksIter;
				if(block->isTaken())
					continue;
				claimedBlocks.clear();
				if(CV_GAME_MANAGER->getLevelManager()->isBlockClaimable(block->getLogicalPosition(),this->getOwner(),&claimedBlocks))
				{
					path.clear();
					if(CV_GAME_MANAGER->getPathManager()->findPath(cml::vector2i((int)floor(mPosition[0]/CV_BLOCK_WIDTH),(int)floor(mPosition[2]/CV_BLOCK_DEPTH)),block->getLogicalPosition(),&path))
						possBlocks.push_back(block);
				}
			}
			CV_GAME_MANAGER->getPathManager()->setSearchLimit(oldSearchLimit);
			if(possBlocks.size()>0)
			{
				GLint blockNum = rand()%possBlocks.size();
				path.clear();
				mCurrentBlock = possBlocks[blockNum];
				path.push_back(mCurrentBlock->getLogicalPosition());
				mCurrentBlock->setTaken(true);
				m_impState = IS_GOING_TO_CLAIMING_DESTINATION;
				return;
			}
		}
	}
Example #2
0
	GLvoid CImp::checkNearestForWalling()
	{
		if(m_impState != IS_IDLE) return;

		std::vector<CBlock*> unfortifiedBlocks,claimedBlocks,possBlocks;
		std::vector<CBlock*>::iterator unfortifiedBlocksIter;
		CBlock *block;

		if(CV_GAME_MANAGER->getLevelManager()->isBlockTypeNear(CV_BLOCK_TYPE_EARTH_ID,cml::vector2i((int)floor(mPosition[0]/CV_BLOCK_WIDTH),(int)floor(mPosition[2]/CV_BLOCK_DEPTH)),true,CV_PLAYER_UNDEFINED,&unfortifiedBlocks))
		{
			int oldSearchLimit = CV_GAME_MANAGER->getPathManager()->getSearchLimit();
			CV_GAME_MANAGER->getPathManager()->setSearchLimit(2);
			bool oldDiagonalMoves = CV_GAME_MANAGER->getPathManager()->getDiagonalMoves();
			CV_GAME_MANAGER->getPathManager()->setDiagonalMoves(false);
			for(unfortifiedBlocksIter=unfortifiedBlocks.begin(); unfortifiedBlocksIter!=unfortifiedBlocks.end(); unfortifiedBlocksIter++)
			{
				block = *unfortifiedBlocksIter;
				claimedBlocks.clear();
				if(CV_GAME_MANAGER->getLevelManager()->isBlockClaimable(block->getLogicalPosition(),this->getOwner(),&claimedBlocks))
				{
					path.clear();
					if(CV_GAME_MANAGER->getPathManager()->findPath(cml::vector2i((int)floor(mPosition[0]/CV_BLOCK_WIDTH),(int)floor(mPosition[2]/CV_BLOCK_DEPTH)),block->getLogicalPosition(),&path))
						possBlocks.push_back(block);
				}
			}
			CV_GAME_MANAGER->getPathManager()->setSearchLimit(oldSearchLimit);
			CV_GAME_MANAGER->getPathManager()->setDiagonalMoves(oldDiagonalMoves);
			if(possBlocks.size()>0)
			{
				GLint blockNum = rand()%possBlocks.size();
				mCurrentBlock = possBlocks[blockNum];
				path.clear();
				m_impState = IS_AT_WALLING_BLOCK;
				return;
			}
		}
	}
Example #3
0
	GLvoid CImp::checkNearestForDigging()
	{
		if(impState != IS_IDLE) return;

		std::vector<CBlock*> markedBlocks,possBlocks;
		std::vector<CBlock*>::iterator markedBlocksIter;
		CBlock *block;

		if(CV_GAME_MANAGER->getLevelManager()->isBlockTypeNear(CV_BLOCK_TYPE_EARTH_ID,cml::vector2i((int)floor(position[0]/CV_BLOCK_WIDTH),(int)floor(position[2]/CV_BLOCK_DEPTH)),true,CV_PLAYER_UNDEFINED,&markedBlocks))
		{
			int oldSearchLimit = CV_GAME_MANAGER->getPathManager()->getSearchLimit();
			CV_GAME_MANAGER->getPathManager()->setSearchLimit(2);
			bool oldDiagonalMoves = CV_GAME_MANAGER->getPathManager()->getDiagonalMoves();
			CV_GAME_MANAGER->getPathManager()->setDiagonalMoves(false);
			for(markedBlocksIter=markedBlocks.begin(); markedBlocksIter!=markedBlocks.end(); markedBlocksIter++)
			{
				block = *markedBlocksIter;
				if(!block->isMarked())
					continue;
				path.clear();
					if(CV_GAME_MANAGER->getPathManager()->findPath(cml::vector2i((int)floor(position[0]/CV_BLOCK_WIDTH),(int)floor(position[2]/CV_BLOCK_DEPTH)),block->getLogicalPosition(),&path))
						possBlocks.push_back(block);
			}
			CV_GAME_MANAGER->getPathManager()->setSearchLimit(oldSearchLimit);
			CV_GAME_MANAGER->getPathManager()->setDiagonalMoves(oldDiagonalMoves);
			if(possBlocks.size()>0)
			{
				GLint blockNum = rand()%possBlocks.size();
				currBlock = possBlocks[blockNum];
				path.clear();
				impState = IS_AT_DIGGING_BLOCK;
				return;
			}
		}
	}