forked from s425077/PotatoPlan
added rotation and rotation cost, RC for T2
This commit is contained in:
parent
8433934bcd
commit
5af50f8d3b
@ -44,6 +44,18 @@
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/processorParam:TextureFormat=Color
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/processorParam:TextureFormat=Color
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/build:house.png
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/build:house.png
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#begin Markers.png
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/importer:TextureImporter
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/processor:TextureProcessor
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/processorParam:ColorKeyColor=255,0,255,255
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/processorParam:ColorKeyEnabled=True
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/processorParam:GenerateMipmaps=False
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/processorParam:PremultiplyAlpha=True
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/processorParam:ResizeToPowerOfTwo=False
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/processorParam:MakeSquare=False
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/processorParam:TextureFormat=Color
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/build:Markers.png
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#begin Mountain.png
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#begin Mountain.png
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/importer:TextureImporter
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/importer:TextureImporter
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/processor:TextureProcessor
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/processor:TextureProcessor
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BIN
Game1/Content/Markers.png
Normal file
BIN
Game1/Content/Markers.png
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Binary file not shown.
After Width: | Height: | Size: 578 B |
Binary file not shown.
Before Width: | Height: | Size: 573 B After Width: | Height: | Size: 1.2 KiB |
@ -16,9 +16,11 @@ namespace Game1
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private Texture2D[] tile = new Texture2D[5];
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private Texture2D[] tile = new Texture2D[5];
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private Texture2D tractor;
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private Texture2D tractor;
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private Texture2D house;
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private Texture2D house;
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private Texture2D markers;
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private Tractor tractorUnit = new Tractor();
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private Tractor tractorUnit = new Tractor();
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private Input input = new Input();
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private Input input = new Input();
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private House houseUnit = new House();
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private House houseUnit = new House();
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private Vector2 mousePosition;
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public Game1()
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public Game1()
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@ -63,6 +65,7 @@ namespace Game1
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tractor = Content.Load<Texture2D>("Tractor");
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tractor = Content.Load<Texture2D>("Tractor");
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Bold = Content.Load<SpriteFont>("Font");
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Bold = Content.Load<SpriteFont>("Font");
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house = Content.Load<Texture2D>("house");
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house = Content.Load<Texture2D>("house");
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markers = Content.Load<Texture2D>("Markers");
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}
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}
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@ -77,12 +80,19 @@ namespace Game1
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{
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{
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
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Exit();
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Exit();
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MouseState state = Mouse.GetState();
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mousePosition = new Vector2(state.X, state.Y);
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tractorUnit.updateSizing(input, 0, houseUnit.getVector()); //Updates the size
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tractorUnit.updateSizing(input, 0, houseUnit.getVector()); //Updates the size
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tractorUnit.setSpeed(input.changeSpeed(tractorUnit.getSpeed())); //Updates the Simulation Speed
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tractorUnit.setSpeed(input.changeSpeed(tractorUnit.getSpeed())); //Updates the Simulation Speed
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tractorUnit.setTractorSpeed(input.changeTractorSpeed(tractorUnit.getTractorSpeed(), tractorUnit.getPos())); //Updates the Tractor Speed
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tractorUnit.setTractorSpeed(input.changeTractorSpeed(tractorUnit.getTractorSpeed(), tractorUnit.getPos())); //Updates the Tractor Speed
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input.controlWindowSize(); //Controls the size of the screen depending on the number of tiles
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input.controlWindowSize(); //Controls the size of the screen depending on the number of tiles
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houseUnit.updateRectangle(input.getSize(), input.getTileSize(), input.getSpacing()); //Updates the position of the house if the house appears out of bound
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houseUnit.updateRectangle(input.getSize(), input.getTileSize(), input.getSpacing()); //Updates the position of the house if the house appears out of bound
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base.Update(gameTime);
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base.Update(gameTime);
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}
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}
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@ -100,21 +110,32 @@ namespace Game1
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spriteBatch.Draw(tile[tractorUnit.getFarm().getCrop(i, j).Status], new Rectangle(i * (input.getSpacingTile()), j * (input.getSpacingTile()), input.getTileSize(), input.getTileSize()), Color.White);
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spriteBatch.Draw(tile[tractorUnit.getFarm().getCrop(i, j).Status], new Rectangle(i * (input.getSpacingTile()), j * (input.getSpacingTile()), input.getTileSize(), input.getTileSize()), Color.White);
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}
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}
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}
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}
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spriteBatch.Draw(tractor, new Rectangle((int)tractorUnit.getTargetPosition().X / input.getSpacingTile() * (input.getTileSize() + input.getSpacing()) + input.getTileSize() / 4, (int)tractorUnit.getTargetPosition().Y / input.getSpacingTile() * (input.getTileSize() + input.getSpacing()) + input.getTileSize() / 4, input.getTileSize()/2, input.getTileSize()/2), Color.Green);
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spriteBatch.Draw(markers, new Rectangle((int)tractorUnit.getTargetPosition().X / input.getSpacingTile() * (input.getTileSize() + input.getSpacing()) + input.getTileSize() / 4, (int)tractorUnit.getTargetPosition().Y / input.getSpacingTile() * (input.getTileSize() + input.getSpacing()) + input.getTileSize() / 4, input.getTileSize()/2, input.getTileSize()/2), Color.Green);
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for (int i = 0; i < tractorUnit.getPath().getCount() + 1; i++)
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for (int i = 0; i < tractorUnit.getPath().getCount() + 1; i++)
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{
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{
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spriteBatch.Draw(tractor, new Rectangle((int)tractorUnit.getPath().getByIndex(i).getCords().X * (input.getSpacingTile()) + input.getTileSize() / 4, (int)tractorUnit.getPath().getByIndex(i).getCords().Y * (input.getSpacingTile()) + input.getTileSize() / 4, input.getTileSize()/2, input.getTileSize()/2), Color.Green);
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spriteBatch.Draw(markers, new Rectangle((int)tractorUnit.getPath().getByIndex(i).getCords().X * (input.getSpacingTile()) + input.getTileSize() / 4, (int)tractorUnit.getPath().getByIndex(i).getCords().Y * (input.getSpacingTile()) + input.getTileSize() / 4, input.getTileSize()/2, input.getTileSize()/2), Color.Green);
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}
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}
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spriteBatch.Draw(tractor, new Rectangle((int)tractorUnit.getPos().X, (int)tractorUnit.getPos().Y, input.getTileSize(), input.getTileSize()), Color.White);
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spriteBatch.Draw(house, houseUnit.GetRectangle(), Color.White);
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spriteBatch.Draw(house, houseUnit.GetRectangle(), Color.White);
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spriteBatch.Draw(markers, new Rectangle((int)tractorUnit.getPath().getFinalDest().getCords().X * (input.getSpacingTile()) + Convert.ToInt32(input.getTileSize() / 6), (int)tractorUnit.getPath().getFinalDest().getCords().Y * (input.getSpacingTile()) + Convert.ToInt32(input.getTileSize() / 6), Convert.ToInt32(input.getTileSize() / 1.5), Convert.ToInt32(input.getTileSize() / 1.5)), Color.Red); //Draws the current target of the tractor
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spriteBatch.Draw(tractor, new Vector2((int)tractorUnit.getPos().X + input.getTileSize() / 2, (int)tractorUnit.getPos().Y + input.getTileSize() / 2), new Rectangle(0, 0, input.getTileSize(), input.getTileSize()), Color.White, tractorUnit.getRotation(), new Vector2(input.getTileSize() / 2, input.getTileSize() / 2), 1.0f, SpriteEffects.None, 1);
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spriteBatch.DrawString(Bold, "Speed:" + tractorUnit.getSpeed().ToString(), new Vector2(10, input.getSize().Y * (input.getTileSize() + input.getSpacing()) + 20) , Color.White); //Draws the speed value
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spriteBatch.DrawString(Bold, "Speed:" + tractorUnit.getSpeed().ToString(), new Vector2(10, input.getSize().Y * (input.getTileSize() + input.getSpacing()) + 20) , Color.White); //Draws the speed value
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spriteBatch.Draw(tractor, new Rectangle((int)tractorUnit.getPath().getFinalDest().getCords().X * (input.getSpacingTile()) + Convert.ToInt32(input.getTileSize() / 6), (int)tractorUnit.getPath().getFinalDest().getCords().Y * (input.getSpacingTile()) + Convert.ToInt32(input.getTileSize() / 6), Convert.ToInt32(input.getTileSize() / 1.5), Convert.ToInt32(input.getTileSize() / 1.5)), Color.Red); //Draws the current target of the tractor
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spriteBatch.DrawString(Bold, "Tractor Speed:" + tractorUnit.getTractorSpeed().ToString(), new Vector2(100, input.getSize().Y * (input.getTileSize() + input.getSpacing()) + 20), Color.White);
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spriteBatch.DrawString(Bold, "Tractor Speed:" + tractorUnit.getTractorSpeed().ToString(), new Vector2(100, input.getSize().Y * (input.getTileSize() + input.getSpacing()) + 20), Color.White);
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spriteBatch.DrawString(Bold, "Tile Size:" + input.getTileSize().ToString() + "pix", new Vector2(10, input.getSize().Y * (input.getTileSize() + input.getSpacing()) + 40), Color.White); //Draws the tile size
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spriteBatch.DrawString(Bold, "Tile Size:" + input.getTileSize().ToString() + "pix", new Vector2(10, input.getSize().Y * (input.getTileSize() + input.getSpacing()) + 40), Color.White); //Draws the tile size
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spriteBatch.DrawString(Bold, "Matrix Size: " + input.getSize().X.ToString() + " X " + input.getSize().Y.ToString(), new Vector2(10, input.getSize().Y * (input.getTileSize() + input.getSpacing()) + 60), Color.White);
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spriteBatch.DrawString(Bold, "Matrix Size: " + input.getSize().X.ToString() + " X " + input.getSize().Y.ToString(), new Vector2(10, input.getSize().Y * (input.getTileSize() + input.getSpacing()) + 60), Color.White);spriteBatch.DrawString(Bold, "Tile Size:" + input.getTileSize().ToString() + "pix", new Vector2(10, input.getSize().Y * (input.getTileSize() + input.getSpacing()) + 40), Color.White);
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spriteBatch.DrawString(Bold, "Tractor Rotation:" + tractorUnit.getRotation().ToString() + " Degrees", new Vector2(250, input.getSize().Y * (input.getTileSize() + input.getSpacing()) + 20), Color.White);
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spriteBatch.DrawString(Bold, tractorUnit.getCurrentTask(), new Vector2(10, input.getSize().Y * (input.getTileSize() + input.getSpacing()) + 80), Color.White); //Draws the tile size
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spriteBatch.DrawString(Bold, tractorUnit.getCurrentTask(), new Vector2(10, input.getSize().Y * (input.getTileSize() + input.getSpacing()) + 80), Color.White); //Draws the tile size
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spriteBatch.DrawString(Bold, tractorUnit.getScore().ToString(), new Vector2(10, input.getSize().Y * (input.getTileSize() + input.getSpacing()) + 100), Color.White);
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spriteBatch.DrawString(Bold, tractorUnit.getScore().ToString(), new Vector2(10, input.getSize().Y * (input.getTileSize() + input.getSpacing()) + 100), Color.White);
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spriteBatch.Draw(tractor, new Rectangle((int)mousePosition.X, (int)mousePosition.Y, input.getTileSize() / 4, input.getTileSize() / 4), Color.White);
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spriteBatch.End();
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spriteBatch.End();
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base.Draw(gameTime);
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base.Draw(gameTime);
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@ -69,6 +69,7 @@
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<ItemGroup>
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<ItemGroup>
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<Content Include="Content\Crop.png" />
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<Content Include="Content\Crop.png" />
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<Content Include="Content\house.png" />
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<Content Include="Content\house.png" />
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<Content Include="Content\Markers.png" />
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<Content Include="Content\Mountain.png" />
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<Content Include="Content\Mountain.png" />
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<Content Include="Content\Planted.png" />
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<Content Include="Content\Planted.png" />
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<Content Include="Content\Tile.png" />
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<Content Include="Content\Tile.png" />
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@ -41,7 +41,7 @@ class Crops
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}
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}
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else if (Status == 3)
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else if (Status == 3)
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{
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{
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return 20;
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return 15;
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}
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}
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else
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else
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{
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{
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@ -9,7 +9,7 @@ class Tractor
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private int Spacing, sizeTile, Speed = 1;
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private int Spacing, sizeTile, Speed = 1, Rotation = 180, rotationSpeed = 5;
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private float tractorSpeed = 1;
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private float tractorSpeed = 1;
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private String currentTask;
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private String currentTask;
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@ -46,6 +46,7 @@ class Tractor
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private void updateDirection(Vector2 Size, Vector2 newPosition)
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private void updateDirection(Vector2 Size, Vector2 newPosition)
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{
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{
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Vector2 DeltaPosition = TargetPosition - Position;
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Vector2 DeltaPosition = TargetPosition - Position;
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if (DeltaPosition.X == 0)
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if (DeltaPosition.X == 0)
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{
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{
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if (DeltaPosition.Y == 0)
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if (DeltaPosition.Y == 0)
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@ -54,20 +55,20 @@ class Tractor
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}
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}
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else if (DeltaPosition.Y > 0)
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else if (DeltaPosition.Y > 0)
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{
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{
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Direction = new Vector2(0, 1) * tractorSpeed;
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updateRotation(0);
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}
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}
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else if (DeltaPosition.Y < 0)
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else if (DeltaPosition.Y < 0)
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{
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{
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Direction = new Vector2(0, -1) * tractorSpeed;
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updateRotation(1);
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}
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}
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}
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}
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else if (DeltaPosition.X > 0)
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else if (DeltaPosition.X > 0)
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{
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{
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Direction = new Vector2(1, 0) * tractorSpeed;
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updateRotation(2);
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}
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}
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else if (DeltaPosition.X < 0)
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else if (DeltaPosition.X < 0)
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{
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{
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Direction = new Vector2(-1, 0) * tractorSpeed;
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updateRotation(3);
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}
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}
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}
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}
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@ -79,8 +80,8 @@ class Tractor
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farm.updateSize(Size, sizeTile, Spacing);
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farm.updateSize(Size, sizeTile, Spacing);
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for (int i = 0; i < Speed; i++) //Where all the choices the tractor does comes from
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for (int i = 0; i < Speed; i++) //Where all the choices the tractor does comes from
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{
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{
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smartTractor.updateMap(Position, housePos, farm.getCrops(), Size, sizeTile, Spacing, scoreSystem.getScore());
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smartTractor.updateMap(Position, housePos, farm.getCrops(), Size, sizeTile, Spacing, scoreSystem.getScore(), Rotation);
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Position = Position + Direction;
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updateDirection(Size, Position);
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updateDirection(Size, Position);
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}
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}
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@ -120,7 +121,121 @@ class Tractor
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}
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}
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}
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}
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private void updateRotation(int Destination)
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{
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if (Destination == 0)
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{
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if (Rotation == 0)
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{
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Direction = new Vector2(0, 1) * tractorSpeed;
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Position = Position + Direction;
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}
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else
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{
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if (Rotation == 0)
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{
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//Do nothing
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}
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else if (Rotation > 180)
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{
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if (Rotation >= 360)
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{
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Rotation = 0;
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}
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Rotation = Rotation + rotationSpeed;
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}
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else if (Rotation <= 180 && Rotation > 0)
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{
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Rotation = Rotation - rotationSpeed;
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}
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}
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}
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else if (Destination == 1)
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{
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if (Rotation == 180)
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{
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Direction = new Vector2(0, -1) * tractorSpeed;
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Position = Position + Direction;
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}
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else
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{
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if (Rotation == 180)
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{
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//Do nothing
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}
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else if (Rotation >= 0 && Rotation < 180)
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{
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Rotation = Rotation + rotationSpeed;
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}
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else if (Rotation < 360 && Rotation > 180)
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{
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Rotation = Rotation - rotationSpeed;
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}
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}
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}
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else if (Destination == 2)
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{
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if (Rotation == 270)
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{
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Direction = new Vector2(1, 0) * tractorSpeed;
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Position = Position + Direction;
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}
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else
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{
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if (Rotation == 270)
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{
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//Do nothing
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}
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else if (Rotation > 90 && Rotation < 270)
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{
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Rotation = Rotation + rotationSpeed;
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}
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else if (Rotation < 90 || Rotation < 360)
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{
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if (Rotation <= 0)
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{
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Rotation = 360;
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}
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Rotation = Rotation - rotationSpeed;
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}
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}
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}
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else if (Destination == 3)
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{
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if (Rotation == 90)
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{
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Direction = new Vector2(-1, 0) * tractorSpeed;
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Position = Position + Direction;
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}
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else
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{
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if (Rotation == 90)
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{
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//Do nothing
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}
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else if ( Rotation < 270 && Rotation > 90)
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{
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Rotation = Rotation - rotationSpeed;
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}
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else if (Rotation >= 0 || Rotation > 270)
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{
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if (Rotation >= 360)
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{
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Rotation = 0;
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}
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Rotation = Rotation + rotationSpeed;
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}
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}
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}
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}
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public float getRotation()
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{
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return MathHelper.ToRadians(Rotation);
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}
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public Vector2 getPos()
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public Vector2 getPos()
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{
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{
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@ -14,15 +14,16 @@ class Astar
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private Vector2 Size;
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private Vector2 Size;
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private PriorityQueue allPaths;
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private PriorityQueue allPaths;
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private Vector2 targetPos;
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private Vector2 targetPos;
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private int Rotation;
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||||||
public void update(Crops[,] newCrops, Vector2 newSize, Vector2 newTractorPos, Vector2 newHousePos, Vector2 newtargetPos)
|
public void update(Crops[,] newCrops, Vector2 newSize, Vector2 newTractorPos, Vector2 newHousePos, Vector2 newtargetPos, int rotation)
|
||||||
{
|
{
|
||||||
tractorPos = new Vector2((int)newTractorPos.X, (int)newTractorPos.Y);
|
tractorPos = new Vector2((int)newTractorPos.X, (int)newTractorPos.Y);
|
||||||
housePos = new Vector2((int)newHousePos.X, (int)newHousePos.Y);
|
housePos = new Vector2((int)newHousePos.X, (int)newHousePos.Y);
|
||||||
targetPos = newtargetPos;
|
targetPos = newtargetPos;
|
||||||
crops = newCrops;
|
crops = newCrops;
|
||||||
Size = newSize;
|
Size = newSize;
|
||||||
|
Rotation = rotation;
|
||||||
}
|
}
|
||||||
|
|
||||||
public Nodes getOptimalPath()
|
public Nodes getOptimalPath()
|
||||||
@ -30,7 +31,7 @@ class Astar
|
|||||||
return allPaths.Peek();
|
return allPaths.Peek();
|
||||||
}
|
}
|
||||||
|
|
||||||
private List <Nodes> GetAdjacentNodes(Vector2 currentPos)
|
private List<Nodes> GetAdjacentNodes(Vector2 currentPos)
|
||||||
{
|
{
|
||||||
var adjacentNodes = new List<Nodes>()
|
var adjacentNodes = new List<Nodes>()
|
||||||
|
|
||||||
@ -42,7 +43,7 @@ class Astar
|
|||||||
};
|
};
|
||||||
|
|
||||||
//check if out of range
|
//check if out of range
|
||||||
for (int i = 3; i >=0; i--)
|
for (int i = 3; i >= 0; i--)
|
||||||
{
|
{
|
||||||
if (adjacentNodes[i].getCords().X < 0 || adjacentNodes[i].getCords().Y < 0)
|
if (adjacentNodes[i].getCords().X < 0 || adjacentNodes[i].getCords().Y < 0)
|
||||||
adjacentNodes.Remove(adjacentNodes[i]);
|
adjacentNodes.Remove(adjacentNodes[i]);
|
||||||
@ -68,12 +69,26 @@ class Astar
|
|||||||
if (currDir == newDir)
|
if (currDir == newDir)
|
||||||
return 0;
|
return 0;
|
||||||
else if (Math.Abs(currDir - newDir) == 1 || Math.Abs(currDir - newDir) == 3)
|
else if (Math.Abs(currDir - newDir) == 1 || Math.Abs(currDir - newDir) == 3)
|
||||||
return 1;
|
return 3;
|
||||||
else if (Math.Abs(currDir - newDir) == 0 || Math.Abs(currDir - newDir) == 2) //its for turning back, so it never should happen anyway, remove this check then?
|
else if (Math.Abs(currDir - newDir) == 0 || Math.Abs(currDir - newDir) == 2) //its for turning back, so it never should happen anyway, remove this check then?
|
||||||
return 10;
|
return 9;
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public int ConvertRotation()
|
||||||
|
{
|
||||||
|
int rotation = 0;
|
||||||
|
if (Rotation == 180)
|
||||||
|
rotation = 0;
|
||||||
|
else if (Rotation == 270)
|
||||||
|
rotation = 1;
|
||||||
|
else if (Rotation == 0)
|
||||||
|
rotation = 2;
|
||||||
|
else if (Rotation == 90)
|
||||||
|
rotation = -1;
|
||||||
|
return rotation;
|
||||||
|
}
|
||||||
|
|
||||||
public Path FindPath()
|
public Path FindPath()
|
||||||
{
|
{
|
||||||
Path path = new Path();
|
Path path = new Path();
|
||||||
@ -82,10 +97,11 @@ class Astar
|
|||||||
//PriorityQueue closedList = new PriorityQueue();
|
//PriorityQueue closedList = new PriorityQueue();
|
||||||
MinHeap closedList = new MinHeap();
|
MinHeap closedList = new MinHeap();
|
||||||
Nodes target = new Nodes(targetPos);
|
Nodes target = new Nodes(targetPos);
|
||||||
Nodes startPos = new Nodes (tractorPos);
|
int direction = ConvertRotation();
|
||||||
|
Nodes startPos = new Nodes(tractorPos, direction);
|
||||||
Nodes current = null;
|
Nodes current = null;
|
||||||
int direction = 6;
|
|
||||||
int g = 0;
|
int g = 0;
|
||||||
|
//int direction = SmartTractor.update
|
||||||
|
|
||||||
//openList.Enqueue(startPos);
|
//openList.Enqueue(startPos);
|
||||||
openList.Insert(startPos);
|
openList.Insert(startPos);
|
||||||
@ -103,7 +119,7 @@ class Astar
|
|||||||
direction = current.getDirection();
|
direction = current.getDirection();
|
||||||
|
|
||||||
if (current.getCords() == target.getCords())
|
if (current.getCords() == target.getCords())
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
|
||||||
//if (closedList.Exists(target.getCords()))
|
//if (closedList.Exists(target.getCords()))
|
||||||
@ -111,7 +127,7 @@ class Astar
|
|||||||
|
|
||||||
var adjacentNodes = GetAdjacentNodes(current.getCords());
|
var adjacentNodes = GetAdjacentNodes(current.getCords());
|
||||||
//g++;
|
//g++;
|
||||||
foreach(var adjacentNode in adjacentNodes)
|
foreach (var adjacentNode in adjacentNodes)
|
||||||
{
|
{
|
||||||
if (closedList.Exists(adjacentNode.getCords()))
|
if (closedList.Exists(adjacentNode.getCords()))
|
||||||
continue;
|
continue;
|
||||||
@ -128,7 +144,7 @@ class Astar
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if(g + adjacentNode.getH() < adjacentNode.getF())
|
if (g + adjacentNode.getH() < adjacentNode.getF())
|
||||||
{
|
{
|
||||||
adjacentNode.setG(g);
|
adjacentNode.setG(g);
|
||||||
adjacentNode.calculateF();
|
adjacentNode.calculateF();
|
||||||
|
@ -27,7 +27,7 @@ class Nodes
|
|||||||
Direction = direction;
|
Direction = direction;
|
||||||
}
|
}
|
||||||
|
|
||||||
public Nodes (Nodes node)
|
public Nodes(Nodes node)
|
||||||
{
|
{
|
||||||
F = node.F;
|
F = node.F;
|
||||||
G = node.G;
|
G = node.G;
|
||||||
|
@ -15,6 +15,7 @@ class SmartTractor
|
|||||||
private int Spacing;
|
private int Spacing;
|
||||||
private Random r = new Random();
|
private Random r = new Random();
|
||||||
private Astar astar = new Astar();
|
private Astar astar = new Astar();
|
||||||
|
private int Rotation;
|
||||||
|
|
||||||
|
|
||||||
//What to do next
|
//What to do next
|
||||||
@ -30,7 +31,7 @@ class SmartTractor
|
|||||||
//To the fields
|
//To the fields
|
||||||
getTargetPosition(r.Next(0, (int)Size.X), r.Next(0, (int)Size.Y));
|
getTargetPosition(r.Next(0, (int)Size.X), r.Next(0, (int)Size.Y));
|
||||||
}
|
}
|
||||||
astar.update(crops, Size, tractorPos / (tileSize + Spacing), housePos / (tileSize + Spacing), Target/(tileSize+Spacing));
|
astar.update(crops, Size, tractorPos / (tileSize + Spacing), housePos / (tileSize + Spacing), Target/(tileSize+Spacing), Rotation);
|
||||||
//astar.FindPath();
|
//astar.FindPath();
|
||||||
return astar.FindPath();
|
return astar.FindPath();
|
||||||
}
|
}
|
||||||
@ -41,7 +42,7 @@ class SmartTractor
|
|||||||
|
|
||||||
|
|
||||||
//Updates the variables every frame
|
//Updates the variables every frame
|
||||||
public void updateMap(Vector2 newTractorPos, Vector2 newHousePos, Crops[,] newCropsStatus, Vector2 newSize, int newTileSize, int newSpacing, int newScore)
|
public void updateMap(Vector2 newTractorPos, Vector2 newHousePos, Crops[,] newCropsStatus, Vector2 newSize, int newTileSize, int newSpacing, int newScore, int rotation)
|
||||||
{
|
{
|
||||||
crops = newCropsStatus;
|
crops = newCropsStatus;
|
||||||
housePos = newHousePos;
|
housePos = newHousePos;
|
||||||
@ -50,7 +51,7 @@ class SmartTractor
|
|||||||
tileSize = newTileSize;
|
tileSize = newTileSize;
|
||||||
Spacing = newSpacing;
|
Spacing = newSpacing;
|
||||||
Score = newScore;
|
Score = newScore;
|
||||||
|
Rotation = rotation;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user