//------------------------------------------------
 //------------------------------------------------
 void ScoringSystem::OnBallHitTrigger(CSCore::Entity* in_trigger)
 {
     for(u32 i=0; i<m_goaltriggers.size(); ++i)
     {
         if(m_goaltriggers[i] == in_trigger)
         {
             IncrementScore(i);
             return;
         }
     }
 }
Esempio n. 2
0
//--------------------------- HandleMessage -----------------------------------
//-----------------------------------------------------------------------------
bool Raven_Bot::HandleMessage(const Telegram& msg)
{
  //first see if the current goal accepts the message
  if (GetBrain()->HandleMessage(msg)) return true;
 
  //handle any messages not handles by the goals
  switch(msg.Msg)
  {
  case Msg_TakeThatMF:

    //just return if already dead or spawning
    if (isDead() || isSpawning()) return true;

    //the extra info field of the telegram carries the amount of damage
    ReduceHealth(DereferenceToType<int>(msg.ExtraInfo));

    //if this bot is now dead let the shooter know
    if (isDead())
    {
      Dispatcher->DispatchMsg(SEND_MSG_IMMEDIATELY,
                              ID(),
                              msg.Sender,
                              Msg_YouGotMeYouSOB,
                              NO_ADDITIONAL_INFO);
    }

    return true;

  case Msg_YouGotMeYouSOB:
    
    IncrementScore();
    
    //the bot this bot has just killed should be removed as the target
    m_pTargSys->ClearTarget();

    return true;

  case Msg_GunshotSound:

    //add the source of this sound to the bot's percepts
    GetSensoryMem()->UpdateWithSoundSource((Raven_Bot*)msg.ExtraInfo);

    return true;

  case Msg_UserHasRemovedBot:
    {

      Raven_Bot* pRemovedBot = (Raven_Bot*)msg.ExtraInfo;

      GetSensoryMem()->RemoveBotFromMemory(pRemovedBot);

      //if the removed bot is the target, make sure the target is cleared
      if (pRemovedBot == GetTargetSys()->GetTarget())
      {
        GetTargetSys()->ClearTarget();
      }

      return true;
    }
  case Msg_IWasKilledAndIHadWeapons:
  {

	  GraveMarkers::GraveRecord* pGrave = (GraveMarkers::GraveRecord*)msg.ExtraInfo;

	  GetSensoryMem()->AddGraveToMemory(pGrave);

	  return true;
  }


  default: return false;
  }
}
Esempio n. 3
0
void ModuleEnemy::OnCollision(Collider* a, Collider* b){
	
	bool exit = false;
	if (a->type == ENEMY_SPAWNPOINT_COLLIDER){
		list<EnemySpawn* >::iterator it = spawns.begin();
		while (it != spawns.end() && !exit){
			if ((*it)->Collide(a)) {
				exit = true;
			}
			else ++it;
		}
	}
	else if (a->type == GRUNT_ATTACK_COLLIDER){
		a->to_delete = true;
	}
	else if (b->type == PLAYER_SHOT_COLLIDER || b->type == DEMON_SHOT_COLLIDER){
		list<Enemy* >::iterator it = enemies.begin();
		while (it != enemies.end() && !exit){
			if ((*it)->collider == a) {
				if (!(*it)->invisible) {
					(*it)->Hit();
					IncrementScore((*it)->type);
				}
				exit = true;
			}
			else ++it;
		}
		if (!exit){
			list<EnemySpawn* >::iterator spawns_it = spawns.begin();
			while (spawns_it != spawns.end() && !exit){
				if ((*spawns_it)->collider == a) {
					(*spawns_it)->Hit();
					exit = true;
				}
				else ++spawns_it;
			}
		}
	}

	else{

		if (b->type == PLAYER_COLLIDER){
			list<Enemy* >::iterator it = enemies.begin();
			while (it != enemies.end() && !exit){
				if ((*it)->collider == a && (*it)->type == GHOST) {
					(*it)->dead = true;
					game->player->Hit(GHOST);
					exit = true;
				}
				else ++it;
			}
		}

		list<Enemy* >::iterator it = enemies.begin();
		while (it != enemies.end() && !exit){
			if ((*it)->collider == a) {
				
				double center_ax = a->rect.x + a->rect.w / 2;
				double center_ay = a->rect.y + a->rect.h / 2;

				double center_bx = b->rect.x + b->rect.w / 2;
				double center_by = b->rect.y + b->rect.h / 2;

				double vector_x = center_bx - center_ax;
				double vector_y = center_by - center_ay;

				double vector_dir = sqrt(pow(vector_x, 2) + pow(vector_y, 2));

				double angle = acos(vector_x / vector_dir);


				if (angle < M_PI / 4 || angle > 7 * M_PI / 4) (*it)->right = BLOCK;
				else if (angle >= 3 * M_PI / 4 && angle < 5 * M_PI / 4) (*it)->left = BLOCK;
				else{
					if (center_ay > center_by) (*it)->up = BLOCK;
					else if (center_ay < center_by) (*it)->down = BLOCK;
				}

				exit = true;
			}
			else ++it;
		}
	}
}