E_BEHAVIOR_ACTIONS CAggressiveBehaviorModule::playBehavior(const CGame& inGame)
{
    E_BEHAVIOR_ACTIONS nextAction = E_ACTION_STAY;

    int opponentIdWithMaxMineCount = -1;
    int maxMineCount = 0;

    if (inGame.getOpponentIdWithMaxMineCount(opponentIdWithMaxMineCount, maxMineCount))
    {
        const CHero &targetHero = inGame.getHero(opponentIdWithMaxMineCount);
        const CPosition targetHeroPos(targetHero.getPosition());
        const int targetHeroCellId = inGame.get1DCoordOnBoard(targetHeroPos);
        const CHero &myHero = inGame.getMyHero();

        path_t targetHeroPath;
        if (inGame.getPathTo(myHero.getId(), targetHeroCellId, false, targetHeroPath))
        {
//             inGame.printPath(targetHeroPath, m_name);

            const CPosition nextPosition(inGame.get2DCoordOnBoard(*targetHeroPath.cbegin()));
            int deltaX = nextPosition.getX() - myHero.getPosition().getX();
            int deltaY = nextPosition.getY() - myHero.getPosition().getY();

            if      (deltaX ==  1) nextAction = E_ACTION_MOVE_EAST;
            else if (deltaX == -1) nextAction = E_ACTION_MOVE_WEST;
            else if (deltaY ==  1) nextAction = E_ACTION_MOVE_SOUTH;
            else if (deltaY == -1) nextAction = E_ACTION_MOVE_NORTH;
        } else {}
    } else
    {
        // WAIT
    } // else

    return nextAction;
} // playBehavior
Example #2
0
void ALeft::execute(const sf::Int32 elapsed) {
  // TODO: Verif' they are existing components
  // #1 get all components
  CSpeed * speed;
  speed = (CSpeed *) parent->getComponent("Speed");
  CAcceleration * acceleration;
  acceleration = (CAcceleration *) parent->getComponent("Acceleration");
  CPosition * position;
  position = (CPosition *) parent->getComponent("Position");

  if (speed->getHSpeed() > 1.2) {
    // #2a go back to 0
    speed->setHSpeed((speed->getHSpeed())-((float)(speed->getHSpeed())/8.0));
    position->setX((position->getX())+(speed->getHSpeed()));
  } else {
    // #2b increase speed
    speed->setHSpeed((speed->getHSpeed())-(acceleration->getHAcceleration()));
    position->setX((position->getX())+(speed->getHSpeed()));
  }  
  // #3 change sprites TODO
  // example : if elapsed > modulotime/2 then ...
}
Example #3
0
void ARight::execute(const sf::Int64 elapsed) {
  // TODO: Verif' they are existing components
  // #1 get all components
  sf::Int64 tempElapsedSum = getElapsedSum() + elapsed;
  CAcceleration * acceleration;
  acceleration = (CAcceleration *) parent->getComponent("Acceleration");
  CSpeed * speed = (CSpeed *) parent->getComponent("Speed");
  CPosition * position = (CPosition *) parent->getComponent("Position");
  CSprite * sprite = (CSprite *) parent->getComponent("Sprite");

  if (speed->getHSpeed() < -1.2) {
    // #2a go back to 0                                                       
    speed->setHSpeed((speed->getHSpeed())-((float)(speed->getHSpeed())/8.0));
    position->setX((position->getX())+(speed->getHSpeed()));
    sprite->updatePosition();
  } else { 
    // #2b add values
    speed->setHSpeed((speed->getHSpeed())+
		     ((float)elapsed/acceleration->getHAcceleration()*
		      speed->getHSpeedMax()));
    position->setX((position->getX())+ceil((speed->getHSpeed()))); // round sup
    sprite->updatePosition();
  }

  // #3 change sprites
  sf::Int64 temp = 0;
  int k = 0; //index to read in tab
  while (temp < tempElapsedSum) {
    ++k;
    temp = temp + (getModuloTime()/getSubSprites().size());
  }
  if ((k-1)>=getSubSprites().size())
    {k=getSubSprites().size();}
  sprite->updateSubSprite(getSubSprites().at(k-1));
  sprite->setDirection("right");
  setElapsedSum(tempElapsedSum%getModuloTime());
}
Example #4
0
void ALeft::execute(const sf::Int32 elapsed) {
    // TODO: Verif' they are existing components
    // #1 get all components
    CAcceleration * acceleration;
    acceleration = (CAcceleration *) parent->getComponent("Acceleration");
    CSpeed * speed;
    speed = (CSpeed *) parent->getComponent("Speed");
    CPosition * position;
    position = (CPosition *) parent->getComponent("Position");

    // #2 add values
    speed->setHSpeed((speed->getHSpeed())-(acceleration->getHAcceleration()));
    position->setX((position->getX())+(speed->getHSpeed()));

    // #3 change sprites TODO
    // example : if elapsed > modulotime/2 then ...
}
Example #5
0
void AStand::execute(const sf::Int32 elapsed) {
  // TODO: Verif' they are existing components
  // #1 get all components
  CSpeed * speed;
  speed = (CSpeed *) parent->getComponent("Speed");
  if ((float) std::abs(speed->getHSpeed()) > 1.2) {
    CAcceleration * acceleration;
    acceleration = (CAcceleration *) parent->getComponent("Acceleration");
    CPosition * position;
    position = (CPosition *) parent->getComponent("Position");
  
    // #2 add value
    speed->setHSpeed((speed->getHSpeed())-((float)(speed->getHSpeed())/8.0));
    position->setX((position->getX())+(speed->getHSpeed()));
  } else {
    speed->setHSpeed(0.0);
  }

  // #3 change sprites TODO
  // example : if elapsed > modulotime/2 then ...
}
Example #6
0
// Call diz function implies an existing CPosition component
void CSprite::updatePosition() {
  CPosition * position =(CPosition *) parent->getComponent("Position");
  sprite.setPosition( position->getX() , position->getY());
}