本文整理汇总了C#中Floor.is_monster_here方法的典型用法代码示例。如果您正苦于以下问题:C# Floor.is_monster_here方法的具体用法?C# Floor.is_monster_here怎么用?C# Floor.is_monster_here使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Floor
的用法示例。
在下文中一共展示了Floor.is_monster_here方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: whirlwind_attack
public void whirlwind_attack(Floor fl, Weapon target_weapon)
{
bool rolled_max = false;
List<gridCoordinate> target_coordinates = new List<gridCoordinate>();
for (int x = my_grid_coord.x - 1; x <= my_grid_coord.x + 1; x++)
for (int y = my_grid_coord.y - 1; y <= my_grid_coord.y + 1; y++)
if(!(x== my_grid_coord.x && y== my_grid_coord.y))
target_coordinates.Add(new gridCoordinate(x, y));
int monster_ID = -1;
int Doodad_ID = -1;
for (int i = 0; i < target_coordinates.Count; i++)
{
double multiplier = 1.3;
if (target_weapon.get_hand_count() == 2)
multiplier = 1.6;
if (fl.is_monster_here(target_coordinates[i], out monster_ID))
attack_monster_in_grid(fl, target_weapon, monster_ID, target_coordinates[i], multiplier, out rolled_max);
if (fl.is_destroyable_Doodad_here(target_coordinates[i], out Doodad_ID))
attack_Doodad_in_grid(fl, target_weapon, Doodad_ID, target_coordinates[i], multiplier, out rolled_max);
if (fl.isWalkable(target_coordinates[i]))
fl.add_effect(target_weapon.get_my_damage_type(), target_coordinates[i]);
}
target_weapon.set_cooldown(standard_wpn_cooldown);
if (my_class == Chara_Class.Warrior)
{
c_energy += 5 + rGen.Next(2);
if (rolled_max)
c_energy++;
}
}
示例2: charge_attack
public void charge_attack(Floor fl, Weapon lance, gridCoordinate charge_coordinate, int monsterID, int DoodadID)
{
bool attacked_Doodad = false;
bool rolled_max = false;
gridCoordinate my_original_position = new gridCoordinate(my_grid_coord);
Weapon c_lance = lance;
VisionRay attack_ray = null;
if(fl.badguy_by_monster_id(monsterID) == null)
{
attack_ray = new VisionRay(my_grid_coord, fl.Doodad_by_index(DoodadID).get_g_coord());
}
else
attack_ray = new VisionRay(my_grid_coord, charge_coordinate);
gridCoordinate monster_coord = new gridCoordinate(-1, -1);
gridCoordinate Doodad_coord = new gridCoordinate(-1, -1);
bool done = false;
while (!done)
{
int old_xPosition = (int)attack_ray.my_current_position.X / 32;
int old_yPosition = (int)attack_ray.my_current_position.Y / 32;
gridCoordinate previous_ray_position = new gridCoordinate(old_xPosition, old_yPosition);
attack_ray.update();
int new_xPosition = (int)attack_ray.my_current_position.X / 32;
int new_yPosition = (int)attack_ray.my_current_position.Y / 32;
gridCoordinate next_ray_position = new gridCoordinate(new_xPosition, new_yPosition);
int mon_ID;
int dood_ID;
fl.is_monster_here(next_ray_position, out mon_ID);
fl.is_destroyable_Doodad_here(next_ray_position, out dood_ID);
if (mon_ID == monsterID && monsterID > -1)
{
monster_coord = new gridCoordinate(charge_coordinate);
teleport(previous_ray_position);
attack_monster_in_grid(fl, lance, monsterID, charge_coordinate, 1.0, out rolled_max, true);
done = true;
}
if (dood_ID == DoodadID && DoodadID > -1)
{
attacked_Doodad = true;
Doodad_coord = new gridCoordinate(fl.Doodad_by_index(DoodadID).get_g_coord());
teleport(previous_ray_position);
attack_Doodad_in_grid(fl, lance, DoodadID, fl.Doodad_by_index(DoodadID).get_g_coord(), 1.0, out rolled_max, true);
done = true;
}
}
gridCoordinate opposition_coord = new gridCoordinate(-1, -1);
if (attacked_Doodad)
opposition_coord = Doodad_coord;
else
opposition_coord = monster_coord;
if (!is_spot_free(fl, my_grid_coord))
{
int xdif = my_original_position.x - opposition_coord.x;
int ydif = my_original_position.y - opposition_coord.y;
int whocares = -1;
if (fl.is_monster_here(my_grid_coord, out whocares) || fl.is_destroyable_Doodad_here(my_grid_coord, out whocares))
{
if (xdif == 0)
if (my_original_position.x < my_grid_coord.x)
my_grid_coord.x--;
else
my_grid_coord.x++;
if (ydif == 0)
if (my_original_position.y < my_grid_coord.y)
my_grid_coord.y--;
else
my_grid_coord.y++;
}
else if (!fl.is_monster_here(my_grid_coord, out whocares) && !fl.isWalkable(my_grid_coord))
{
int xshift = 0;
int yshift = 0;
if (xdif < 0)
xshift = -1;
else
xshift = 1;
if (ydif < 0)
yshift = -1;
else
yshift = 1;
gridCoordinate x_shifted = new gridCoordinate(my_grid_coord.x + xshift, my_grid_coord.y);
gridCoordinate y_shifted = new gridCoordinate(my_grid_coord.x, my_grid_coord.y + yshift);
bool x_ok = fl.isWalkable(x_shifted);
bool y_ok = fl.isWalkable(y_shifted);
//.........这里部分代码省略.........
示例3: set_ranged_attack_aura
public void set_ranged_attack_aura(Floor fl, gridCoordinate pl_gc, Scroll s, RACursor r1)
{
int bow_range = 0;
if (s == null)
{
if (main_hand != null && (main_hand.get_my_weapon_type() == Weapon.Type.Bow ||
main_hand.get_my_weapon_type() == Weapon.Type.Crossbow))
bow_range = main_hand.get_my_range();
else
bow_range = off_hand.get_my_range();
}
else
bow_range = s.get_range();
List<gridCoordinate> endpoints = new List<gridCoordinate>();
if ((is_bow_equipped() && !is_cbow_equipped()) || s != null)
{
endpoints = calculate_endpoints(pl_gc, bow_range);
}
else
{
endpoints.Add(new gridCoordinate(pl_gc.x, pl_gc.y + bow_range));
endpoints.Add(new gridCoordinate(pl_gc.x, pl_gc.y - bow_range));
endpoints.Add(new gridCoordinate(pl_gc.x + bow_range, pl_gc.y));
endpoints.Add(new gridCoordinate(pl_gc.x - bow_range, pl_gc.y));
}
List<VisionRay> range_rays = new List<VisionRay>();
for (int i = 0; i < endpoints.Count; i++)
{
range_rays.Add(new VisionRay(pl_gc, endpoints[i]));
}
endpoints.Clear();
int monsterID = -1;
while (range_rays.Count > 0)
{
for (int i = 0; i < range_rays.Count; i++)
{
bool remove = false;
int whoCares = -1;
range_rays[i].update();
gridCoordinate current_ray_position = new gridCoordinate((int)range_rays[i].my_current_position.X / 32, (int)range_rays[i].my_current_position.Y / 32);
int x_difference = positive_difference(pl_gc.x, current_ray_position.x);
int y_difference = positive_difference(pl_gc.y, current_ray_position.y);
if (!fl.is_tile_opaque(current_ray_position) && (x_difference > 1 || y_difference > 1))
fl.set_tile_aura(current_ray_position, Tile.Aura.Attack);
if (fl.is_tile_opaque(current_ray_position) ||
fl.is_los_blocking_Doodad_here(current_ray_position))
{
remove = true;
if(s != null && s.spell_destroys_walls())
fl.set_tile_aura(current_ray_position, Tile.Aura.Attack);
}
if ((main_hand != null && main_hand.get_my_weapon_type() == Weapon.Type.Crossbow) ||
(off_hand != null && off_hand.get_my_weapon_type() == Weapon.Type.Crossbow))
if (fl.is_monster_here(current_ray_position, out monsterID) ||
fl.is_destroyable_Doodad_here(current_ray_position, out whoCares))
remove = true;
if (range_rays[i].is_at_end() || remove)
range_rays.RemoveAt(i);
}
}
range_rays.Clear();
if (s != null && s.get_aoe_size() > 1)
{
int aoe_range = s.get_aoe_size() / 2;
endpoints = calculate_endpoints(r1.my_grid_coord, aoe_range);
bool destroys_walls = s.spell_destroys_walls();
for (int i = 0; i < endpoints.Count; i++)
{
range_rays.Add(new VisionRay(r1.my_grid_coord, endpoints[i]));
}
while (range_rays.Count > 0)
{
for (int i = 0; i < range_rays.Count; i++)
{
bool remove = false;
range_rays[i].update();
gridCoordinate current_ray_position = new gridCoordinate((int)range_rays[i].my_current_position.X / 32, (int)range_rays[i].my_current_position.Y / 32);
if (!fl.is_tile_opaque(current_ray_position))
if (fl.aura_of_specific_tile(current_ray_position) == Tile.Aura.Attack)
fl.set_tile_aura(current_ray_position, Tile.Aura.AtkAndAOE);
else if(fl.aura_of_specific_tile(current_ray_position) != Tile.Aura.AtkAndAOE &&
fl.aura_of_specific_tile(current_ray_position) != Tile.Aura.Attack)
fl.set_tile_aura(current_ray_position, Tile.Aura.AOE_Range);
if (fl.is_tile_opaque(current_ray_position) && !destroys_walls)
remove = true;
if (range_rays[i].is_at_end() || remove)
//.........这里部分代码省略.........
示例4: set_charge_attack_aura
public void set_charge_attack_aura(Floor fl, int lanceID, gridCoordinate pl_gc)
{
Weapon c_lance = null;
for (int i = 0; i < inventory.Count; i++)
{
if (inventory[i].get_my_IDno() == lanceID)
c_lance = (Weapon)inventory[i];
}
int lance_range = c_lance.get_my_range();
List<gridCoordinate> endPoints = calculate_endpoints(pl_gc, lance_range);
List<VisionRay> charge_rays = new List<VisionRay>();
for (int i = 0; i < endPoints.Count; i++)
{
charge_rays.Add(new VisionRay(pl_gc, endPoints[i]));
}
int monsterID = -1;
while (charge_rays.Count > 0)
{
for (int i = 0; i < charge_rays.Count; i++)
{
bool remove = false;
int whoCares = -1;
charge_rays[i].update();
gridCoordinate current_ray_position = new gridCoordinate((int)charge_rays[i].my_current_position.X / 32, (int)charge_rays[i].my_current_position.Y / 32);
int x_difference = positive_difference(pl_gc.x, current_ray_position.x);
int y_difference = positive_difference(pl_gc.y, current_ray_position.y);
if (fl.isWalkable(current_ray_position) && (x_difference > 1 || y_difference > 1))
fl.set_tile_aura(current_ray_position, Tile.Aura.Attack);
if (!fl.isWalkable(current_ray_position) && (x_difference > 1 || y_difference > 1) &&
fl.is_destroyable_Doodad_here(current_ray_position, out whoCares))
fl.set_tile_aura(current_ray_position, Tile.Aura.Attack);
if (!fl.isWalkable(current_ray_position) || fl.is_monster_here(current_ray_position, out monsterID))
remove = true;
if (charge_rays[i].is_at_end() || remove)
charge_rays.RemoveAt(i);
}
}
}
示例5: move
public void move(gridCoordinate.direction dir, Floor fl)
{
int MonsterID = -1;
Doodad target_doodad = null;
bool opened_door = false;
gridCoordinate test_coord = new gridCoordinate(my_grid_coord);
test_coord.shift_direction(dir);
if (is_spot_free(fl, test_coord))
{
my_grid_coord = test_coord;
reset_my_drawing_position();
}
else
{
int DoodadID = -1;
//Check for monsters / doodads first.
fl.is_monster_here(test_coord, out MonsterID);
if (fl.is_impassible_doodad_here(test_coord, out DoodadID))
target_doodad = fl.Doodad_by_index(DoodadID);
//Check to see if there's a door there. If there is, attempt to open it.
fl.open_door_here(test_coord, out opened_door);
}
if (MonsterID != -1)
melee_attack(fl, my_grid_coord, test_coord);
if (target_doodad != null)
{
switch (target_doodad.get_my_doodad_type())
{
case Doodad.Doodad_Type.Door:
fl.open_door_here(test_coord, out opened_door);
if (!opened_door)
melee_attack(fl, my_grid_coord, test_coord);
break;
case Doodad.Doodad_Type.TreasureBox:
if (!target_doodad.is_chest_open())
target_doodad.open_chest(fl);
else
if (target_doodad.chest_contains_stuff())
target_doodad.loot_chest(fl, this);
break;
default:
melee_attack(fl, my_grid_coord, test_coord);
break;
}
}
//after moving, loot the current tile, and set sound / smell values.
loot(fl);
total_sound = my_sound_value();
total_scent = my_scent_value();
}
示例6: melee_attack
public void melee_attack(Floor fl, gridCoordinate pl_gc, gridCoordinate monster_gc)
{
List<gridCoordinate> squares_to_attack_mh = new List<gridCoordinate>();
List<gridCoordinate> squares_to_attack_oh = new List<gridCoordinate>();
List<gridCoordinate> squares_to_attack_both = new List<gridCoordinate>();
bool attack_hit = false;
bool rolled_max = false;
bool max_dmg_bonus = false;
//Monster GC is the origin - set up all patterns from there.
if (main_hand != null)
{
switch (main_hand.get_my_weapon_type())
{
case Weapon.Type.Sword:
case Weapon.Type.Mace:
case Weapon.Type.Dagger:
squares_to_attack_mh.Add(new gridCoordinate(monster_gc));
break;
case Weapon.Type.Spear:
case Weapon.Type.Staff:
squares_to_attack_mh = return_spear_patterns(pl_gc, monster_gc, squares_to_attack_mh, fl, true);
break;
//Axe!
case Weapon.Type.Axe:
squares_to_attack_mh = return_axe_patterns(pl_gc, monster_gc, squares_to_attack_mh, fl);
break;
case Weapon.Type.Lance:
squares_to_attack_mh.Add(new gridCoordinate(monster_gc));
break;
//Shields add no square
}
}
if (off_hand != null && off_hand != main_hand)
{
switch (off_hand.get_my_weapon_type())
{
case Weapon.Type.Sword:
case Weapon.Type.Mace:
case Weapon.Type.Dagger:
squares_to_attack_oh.Add(new gridCoordinate(monster_gc));
break;
case Weapon.Type.Spear:
case Weapon.Type.Staff:
squares_to_attack_oh = return_spear_patterns(pl_gc, monster_gc, squares_to_attack_oh, fl, false);
break;
case Weapon.Type.Axe:
squares_to_attack_oh = return_axe_patterns(pl_gc, monster_gc, squares_to_attack_oh, fl);
break;
case Weapon.Type.Lance:
squares_to_attack_oh.Add(new gridCoordinate(monster_gc));
break;
//Shields add no square
}
}
//if both weapons are null...
if (main_hand == null && off_hand == null)
{
squares_to_attack_mh.Add(new gridCoordinate(monster_gc));
}
//then we go through both lists.
for (int i = 0; i < squares_to_attack_mh.Count; i++)
{
int c_monsterID;
int c_DoodadID;
if (fl.is_monster_here(squares_to_attack_mh[i], out c_monsterID))
{
attack_monster_in_grid(fl, main_hand, c_monsterID, squares_to_attack_mh[i], 1.0, out rolled_max);
attack_hit = true;
if (rolled_max)
max_dmg_bonus = true;
}
if (fl.is_destroyable_Doodad_here(squares_to_attack_mh[i], out c_DoodadID))
{
attack_Doodad_in_grid(fl, main_hand, c_DoodadID, squares_to_attack_mh[i], 1.0, out rolled_max);
attack_hit = true;
if (rolled_max)
max_dmg_bonus = true;
}
if (main_hand != null)
fl.add_effect(main_hand.get_my_damage_type(), squares_to_attack_mh[i]);
else
fl.add_effect(Attack.Damage.Crushing, squares_to_attack_mh[i]);
}
for (int i = 0; i < squares_to_attack_oh.Count; i++)
{
int c_monsterID;
int c_DoodadID;
if (fl.is_monster_here(squares_to_attack_oh[i], out c_monsterID))
{
attack_monster_in_grid(fl, off_hand, c_monsterID, squares_to_attack_oh[i], 1.0, out rolled_max);
//.........这里部分代码省略.........
示例7: is_spot_free
//Bool returns - gets whether there's a monster on your current grid coordinate.
//Or whether the spot is free, or if you're alive, OR if that spot is an exit.
//Green text. Function here.
public bool is_spot_free(Floor fl, gridCoordinate test_coord)
{
int whoCares;
return (fl.isWalkable(test_coord) && !fl.is_monster_here(test_coord, out whoCares));
}