284 lines
No EOL
13 KiB
C#
284 lines
No EOL
13 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.Serialization;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input.Touch;
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using MLEM.Extensions;
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using MLEM.Misc;
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using MLEM.Startup;
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using MLEM.Textures;
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using TouchyTickets.Attractions;
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using TouchyTickets.Upgrades;
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namespace TouchyTickets;
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[DataContract]
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public class ParkMap {
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private const int AdditionalRadius = 15;
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private const int AutoBuyIntervalSecs = 30;
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[DataMember]
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public readonly int Width;
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[DataMember]
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public readonly int Height;
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[DataMember]
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private readonly List<(Point, Attraction)> attractions = new();
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private readonly Dictionary<Point, int> treePositions = new();
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private readonly Dictionary<Point, int> fencePositions = new();
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private readonly Attraction[,] attractionGrid;
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[DataMember]
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public double TicketsPerSecond { get; private set; }
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public Attraction PlacingAttraction;
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public AttractionModifier PlacingModifier;
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public Point PlacingPosition;
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public Point? SelectedPosition;
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private bool draggingAttraction;
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private double autoBuyCounter;
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public ParkMap(int width, int height) {
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this.Width = width;
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this.Height = height;
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this.attractionGrid = new Attraction[width, height];
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// set up trees
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var random = new Random();
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for (var x = -ParkMap.AdditionalRadius; x < this.Width + ParkMap.AdditionalRadius; x++) {
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for (var y = -ParkMap.AdditionalRadius; y < this.Height + ParkMap.AdditionalRadius; y++) {
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var pos = new Point(x, y);
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if (this.IsInBounds(pos))
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continue;
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if (random.Next(15) != 0)
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continue;
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var type = random.Next(3);
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this.treePositions[pos] = type;
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}
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}
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// set up fences
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this.fencePositions[new Point(-1, -1)] = 2;
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this.fencePositions[new Point(this.Width, -1)] = 3;
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this.fencePositions[new Point(-1, this.Height)] = 4;
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this.fencePositions[new Point(this.Width, this.Height)] = 5;
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for (var x = 0; x < this.Width; x++) {
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this.fencePositions[new Point(x, -1)] = 0;
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this.fencePositions[new Point(x, this.Height)] = 0;
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}
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for (var y = 0; y < this.Height; y++) {
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this.fencePositions[new Point(-1, y)] = 1;
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this.fencePositions[new Point(this.Width, y)] = 1;
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}
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}
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public void Update(TimeSpan passed, bool wasAway) {
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var toSimulate = wasAway ? new TimeSpan(passed.Ticks / 2) : passed;
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// handle auto-buying
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this.autoBuyCounter += toSimulate.TotalSeconds;
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this.TryAutoBuy();
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var autoBuysPerAttraction = ((float) this.autoBuyCounter / ParkMap.AutoBuyIntervalSecs / this.attractions.Count).Ceil();
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// update tickets
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this.TicketsPerSecond = 0;
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foreach (var (pos, attraction) in this.attractions) {
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var genPerSecond = attraction.Update(toSimulate, this, pos);
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this.TicketsPerSecond += genPerSecond;
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// if we were away, we have to catch up with auto-buys while also taking into account
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// the amount of tickets that each ride generates. The easiest way we can do this is
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// to progress, between updating each ride, by a percentage of the total update amount
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if (wasAway) {
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for (var i = autoBuysPerAttraction; i > 0; i--) {
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if (!this.TryAutoBuy())
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break;
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}
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}
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}
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// map movement
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if (GameImpl.Instance.DrawMap && GameImpl.Instance.UiSystem.Controls.HandleTouch) {
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var camera = GameImpl.Instance.Camera;
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if (MlemGame.Input.GetGesture(GestureType.Pinch, out var pinch)) {
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// pinch zoom
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var center = (pinch.Position + pinch.Position2) / 2;
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var newDist = Vector2.Distance(pinch.Position + pinch.Delta, pinch.Position2 + pinch.Delta2);
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var oldDist = Vector2.Distance(pinch.Position, pinch.Position2);
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var newScale = newDist / oldDist * camera.Scale;
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camera.Zoom(newScale - camera.Scale, center);
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} else if (MlemGame.Input.GetGesture(GestureType.FreeDrag, out var drag)) {
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if (this.draggingAttraction) {
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// move the current placing position
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var nextPos = (camera.ToWorldPos(drag.Position + drag.Delta) / Assets.TileSize).ToPoint();
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// drag the center of the attraction
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nextPos -= new Point(this.PlacingAttraction.Type.Width / 2, this.PlacingAttraction.Type.Height / 2);
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if (this.PlacingAttraction.Type.GetCoveredTiles().Select(p => nextPos + p).All(this.IsInBounds))
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this.PlacingPosition = nextPos;
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} else {
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// move the camera
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camera.Position -= drag.Delta / camera.ActualScale;
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}
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} else if (this.PlacingAttraction != null) {
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foreach (var touch in MlemGame.Input.TouchState) {
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if (touch.State != TouchLocationState.Pressed)
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continue;
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// when first pressing down, go into attraction drag mode if we're touching the place location
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var offset = (camera.ToWorldPos(touch.Position) / Assets.TileSize).ToPoint();
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this.draggingAttraction = this.PlacingAttraction.Type.GetCoveredTiles()
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.Any(p => this.PlacingPosition + p == offset);
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}
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} else {
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// we're not placing an attraction, so we're in remove and move mode
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if (MlemGame.Input.GetGesture(GestureType.Tap, out var tap) && GameImpl.Instance.UiSystem.Controls.GetElementUnderPos(tap.Position) == null) {
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var pos = (camera.ToWorldPos(tap.Position) / Assets.TileSize).ToPoint();
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var attraction = this.GetAttractionAt(pos);
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if (attraction != null && (this.PlacingModifier == null || this.PlacingModifier.IsAffected(attraction))) {
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// actually select the top left for easy usage later
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this.SelectedPosition = this.attractions.First(kv => kv.Item2 == attraction).Item1;
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} else {
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this.SelectedPosition = null;
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}
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}
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}
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camera.ConstrainWorldBounds(new Vector2(-ParkMap.AdditionalRadius) * Assets.TileSize, new Vector2(this.Width + ParkMap.AdditionalRadius, this.Height + ParkMap.AdditionalRadius) * Assets.TileSize);
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}
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}
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public void Draw(GameTime time, SpriteBatch batch, Vector2 position, float scale, float alpha, bool showSurroundings, RectangleF visibleArea) {
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var tileSize = Assets.TileSize * scale;
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// draw ground
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var additionalRadius = showSurroundings ? ParkMap.AdditionalRadius : 0;
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var minX = Math.Max(-additionalRadius, visibleArea.Left / tileSize.X).Floor();
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var minY = Math.Max(-additionalRadius, visibleArea.Top / tileSize.Y).Floor();
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var maxX = Math.Min(this.Width + additionalRadius, visibleArea.Right / tileSize.X).Ceil();
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var maxY = Math.Min(this.Height + additionalRadius, visibleArea.Bottom / tileSize.Y).Ceil();
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for (var x = minX; x < maxX; x++) {
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for (var y = minY; y < maxY; y++) {
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var pos = new Vector2(x, y);
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var drawPos = position + pos * tileSize;
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batch.Draw(Assets.TilesTexture[0, 0], drawPos, Color.White * alpha, 0, Vector2.Zero, scale, SpriteEffects.None, 0);
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if (this.fencePositions.TryGetValue(pos.ToPoint(), out var fenceType)) {
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batch.Draw(Assets.TilesTexture[fenceType, 1], drawPos, Color.White * alpha, 0, Vector2.Zero, scale, SpriteEffects.None, 0);
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} else if (this.treePositions.TryGetValue(pos.ToPoint(), out var treeType)) {
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batch.Draw(Assets.TilesTexture[1 + treeType, 0], drawPos, Color.White * alpha, 0, Vector2.Zero, scale, SpriteEffects.None, 0);
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}
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}
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}
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// selected attraction
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if (this.SelectedPosition != null) {
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var selected = this.SelectedPosition.Value;
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var attr = this.GetAttractionAt(selected);
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foreach (var pos in attr.Type.GetCoveredTiles())
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batch.Draw(batch.GetBlankTexture(), new RectangleF(position + (selected + pos).ToVector2() * tileSize, tileSize), Color.Black * 0.25F * alpha);
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}
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// draw attractions
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foreach (var (pos, attraction) in this.attractions) {
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if (this.PlacingModifier != null && this.PlacingModifier.IsAffected(attraction)) {
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var color = GameImpl.Instance.Tickets >= attraction.GetModifierPrice(this.PlacingModifier) ? Color.Yellow : Color.Red;
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foreach (var offset in attraction.Type.GetCoveredTiles())
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batch.Draw(batch.GetBlankTexture(), new RectangleF(position + (pos + offset).ToVector2() * tileSize, tileSize), color * 0.25F * alpha);
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}
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attraction.Draw(batch, position + pos.ToVector2() * tileSize, alpha, scale);
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}
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// placing attraction
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if (this.PlacingAttraction != null) {
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var placingPos = position + this.PlacingPosition.ToVector2() * tileSize;
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var color = this.CanPlace(this.PlacingPosition, this.PlacingAttraction) ? Color.Yellow : Color.Red;
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foreach (var pos in this.PlacingAttraction.Type.GetCoveredTiles())
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batch.Draw(batch.GetBlankTexture(), new RectangleF(placingPos + pos.ToVector2() * tileSize, tileSize), color * 0.25F * alpha);
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this.PlacingAttraction.Draw(batch, placingPos, alpha * 0.5F, scale);
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}
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}
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public bool CanPlace(Point position, Attraction attraction) {
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foreach (var offset in attraction.Type.GetCoveredTiles()) {
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if (!this.IsInBounds(position + offset))
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return false;
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if (this.GetAttractionAt(position + offset) != null)
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return false;
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}
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return true;
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}
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public void Place(Point position, Attraction attraction) {
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foreach (var (x, y) in attraction.Type.GetCoveredTiles())
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this.attractionGrid[position.X + x, position.Y + y] = attraction;
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this.attractions.Add((position, attraction));
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}
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public Attraction Remove(Point position) {
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var attraction = this.GetAttractionAt(position);
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if (attraction != null) {
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foreach (var (x, y) in attraction.Type.GetCoveredTiles())
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this.attractionGrid[position.X + x, position.Y + y] = null;
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this.attractions.Remove((position, attraction));
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}
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return attraction;
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}
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public Attraction GetAttractionAt(Point position) {
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return !this.IsInBounds(position) ? null : this.attractionGrid[position.X, position.Y];
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}
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public int GetAttractionAmount(AttractionType type) {
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return this.attractions.Count(a => type == null || a.Item2.Type == type);
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}
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public int GetModifierAmount(AttractionModifier modifier) {
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return this.attractions.Sum(a => a.Item2.GetModifierAmount(modifier));
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}
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public bool IsAnyAttractionAffected(AttractionModifier modifier) {
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return this.attractions.Any(a => modifier.IsAffected(a.Item2));
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}
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public IEnumerable<(Point, Attraction)> GetAttractions() {
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foreach (var attraction in this.attractions)
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yield return attraction;
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}
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public bool IsInBounds(Point pos) {
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return pos.X >= 0 && pos.Y >= 0 && pos.X < this.Width && pos.Y < this.Height;
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}
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public ParkMap Copy(int? newWidth = null, int? newHeight = null) {
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var newMap = new ParkMap(newWidth ?? this.Width, newHeight ?? this.Height);
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foreach (var (pos, attraction) in this.attractions) {
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if (newMap.CanPlace(pos, attraction))
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newMap.Place(pos, attraction);
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}
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newMap.TicketsPerSecond = this.TicketsPerSecond;
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return newMap;
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}
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private bool TryAutoBuy() {
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if (!Options.Instance.AutoBuyEnabled)
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return false;
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if (GameImpl.Instance.Tickets < Options.Instance.MinTicketsForAutoBuy)
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return false;
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if (this.autoBuyCounter < ParkMap.AutoBuyIntervalSecs)
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return false;
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this.autoBuyCounter -= ParkMap.AutoBuyIntervalSecs;
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var success = false;
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// auto-buy modifiers
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if (Upgrade.AutoPlaceModifiers[0].IsActive()) {
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// loop through all attractions, but look at attractions with fewer applied modifiers first
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foreach (var attraction in this.attractions.Select(kv => kv.Item2).OrderBy(a => a.GetModifierAmount(null))) {
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var match = AttractionModifier.Modifiers.Values.Where(m => m.IsAffected(attraction));
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// if we don't have level 2, we only want to increase existing modifiers
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if (!Upgrade.AutoPlaceModifiers[1].IsActive())
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match = match.Where(m => attraction.GetModifierAmount(m) > 0);
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// we want to apply the least applied modifier on this attraction
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var modifier = match.OrderBy(m => attraction.GetModifierAmount(m)).FirstOrDefault();
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if (modifier != null && modifier.Buy(attraction))
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success = true;
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}
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}
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return success;
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}
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} |