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CivClone 0.75.monkey2
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CivClone 0.75.monkey2
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#Import "<std>"
#Import "<mojo>"
Using std..
Using mojo..
Global version:String="v0.75"
'Texture quality
Global texturequality:String="Low" 'High , Medium and Low
' Here is how many tiles there are drawn on the screen.
' Currently tested from 16x16 up to 32x32
Global mystartmapwidth:Int=20
Global mystartmapheight:Int=20
Global blinkspeed:Int=5 ' lower is faster
Global turn:Int=1
Global activeunitmovesleft:Float=1
Global gamehasmovesleft:Bool=True
Global cityscreenopen:Bool=False
Global currentcityx:Int
Global currentcityy:Int
Global currentcityfarms:Int
Global currentcitymines:Int
Global currentcitybarracks:Bool
Global currentcitywalls:Bool
Global currentcitysize:Int
Global currentcityname:String
Global currentcityfoodstores:Int
Global currentcityfood:Int
Global currentcityfoodused:int
Global currentcityresources:Int
Global currentcityresourcesused:Int
Global currentcityproduction:String
Global currentcityproductiontime:Int
Global currentcityharbor:Bool=False
Global currentcitycoastal:Bool=False
' This variable is used to give a weight to
' the wait feature. This way we can cycle though
' the list of waiting units.
Global mywaitweight:Int=0
'
Global mygotopressed:Bool=false
'This variable is increased in the main loop
'if a key is pressed and this value is > 0 then this
'variable is set to 0 again.
Global keydelay:Int=0
Global mousedelay:Int=0
' This class is a* pathfinder.
' path is a list that hold the x and y coordinates
' of the path. The data in the path list is a class
' called pathnode and contain the x and y variables.
'
Class pathfinder
Class openlist
Field x:Int
Field y:Int
Field f:Int
Field g:Int
Field h:Int
Field px:Int
Field py:Int
Method New( x:Int=0,y:Int=0,f:Int=0,
g:Int=0,h:Int=0,px:Int=0,py:Int=0)
Self.x=x
Self.y=y
Self.f=f
Self.g=g
Self.h=h
Self.px=px
Self.py=py
End Method
End Class
Class closedlist
Field x:Int
Field y:Int
Field px:Int
Field py:Int
Method New(x:Int,y:Int,px:Int,py:Int)
Self.x = x
Self.y = y
Self.px = px
Self.py = py
End Method
End Class
Class pathnode
Field x:Int
Field y:Int
Method New(x:Int,y:Int)
Self.x = x
Self.y = y
End Method
End Class
Field cl:List<closedlist>
Field path:List<pathnode>
Field ol:List<openlist>
' -1 is impassable
Field map:Int[,]
Field olmap:Int[,]
Field clmap:Int[,]
Field mapwidth:Int
Field mapheight:Int
' these are the start and end coordinates
Field sx:Int,sy:Int,ex:Int,ey:int
'for debugging
Field tilewidth:Float,tileheight:Float
Method New(newmap:Int[,])
' If the inputted array is at zero and zero then return
If newmap.GetSize(0) = 0 Or newmap.GetSize(1) = 0 Then
Print "array in pathfinder class width and or height at zero..."
Return
End If
' get the mapwidth and mapheight
Self.mapwidth = newmap.GetSize(0)
Self.mapheight = newmap.GetSize(1)
' copy the input array into this class its map array
map = new Int[mapwidth,mapheight]
For Local y:=0 Until mapheight
For Local x:=0 Until mapwidth
map[x,y] = newmap[x,y]
Next
Next
' For debugging / testing
'
tilewidth = 10
tileheight = 10
'
path = New List<pathnode>
End Method
' turn water tiles into impassable tiles
Method mapforlandunits()
For Local y:=0 Until mapheight
For Local x:=0 Until mapwidth
If map[x,y] <= 5 Then map[x,y] = -1
Next
Next
End Method
'turn land tiles into impassable tiles
Method mapforseaunits()
For Local y:=0 Until mapheight
For Local x:=0 Until mapwidth
If map[x,y] > 5 Then map[x,y] = -1
Next
Next
End Method
' This is the a* pathfinder method.
' sx and sy = start x and y
' ex and ey = end coordinates
'
Method findpath:Bool(sx:Int,sy:Int,ex:Int,ey:Int)
' Store the start and end coordinates
' locally in the class
Self.ex = ex
Self.ey = ey
Self.ex = ex
Self.ey = ey
' if start and end is same then message that and return
If sx = ex And sy = ey Then
Print "Start coordinates same as end coordinates in findpath method in pathfinder class"
Return False
End If
' Reset/Create this class its arrays and lists
olmap = New Int[mapwidth,mapheight]
clmap = New Int[mapwidth,mapheight]
ol = New List<openlist>
cl = New List<closedlist>
path = New List<pathnode>
' Start pathfinding
ol.AddFirst(New openlist(sx,sy))
Local tx:Int
Local ty:Int
Local tf:Int
Local tg:Int
Local th:Int
Local tpx:Int
Local tpy:Int
Local newx:Int
Local newy:Int
Local lowestf:Int
olmap[sx,sy] = 1
While ol.Empty = False
lowestf = 100000
For Local i:=Eachin ol
If i.f < lowestf
lowestf = i.f
tx = i.x
ty = i.y
tf = i.f
tg = i.g
th = i.h
tpx = i.px
tpy = i.py
End If
Next
If tx = ex And ty = ey
cl.AddLast(New closedlist(tx,ty,tpx,tpy))
findpathback()
Return True
Else
removefromopenlist(tx,ty)
olmap[tx,ty] = 0
clmap[tx,ty] = 1
cl.AddLast(New closedlist(tx,ty,tpx,tpy))
For Local y:=-1 To 1
For Local x:=-1 To 1
newx = tx+x
newy = ty+y
If newx>=0 And newy>=0 And newx<mapwidth And newy<mapheight
If map[newx,newy] >= 0 '-1 is illegal
If olmap[newx,newy] = 0
If clmap[newx,newy] = 0
olmap[newx,newy] = 1
'
' gg is the go to cost. Modify the cost here.
' example: roads tile (5) in array cost 2
' while forrest tile (8) in array cost 8
' below it just adds the map int value and one (heightmap)
Local gg:Int
If myworld.roadmap[newx,newy].hasroad = True
gg = 1
else
gg = map[newx,newy]+1
End If
Local hh:Int = distance(newx,newy,ex,ey)
Local ff:Int = gg+hh
ol.AddLast(New openlist(newx,newy,ff,gg,hh,tx,ty))
End If
End If
End If
End If
Next
Next
End If
Wend
Return False
End Method
Method findpathback:Bool()
Local x:Int=ex
Local y:Int=ey
path.AddFirst(New pathnode(x,y))
Repeat
For Local i:=Eachin cl
If i.x = x And i.y = y
x = i.px
y = i.py
path.AddFirst(New pathnode(x,y))
End If
Next
If x = sx And y = sy Then Return True
Forever
Return False
End Method
Method removefromopenlist:Void(x1:Int,y1:Int)
For Local i:=Eachin ol
If i.x = x1 And i.y = y1
ol.Remove(i)
Exit
End If
Next
End Method
Function distance:Int(x1:Int,y1:Int,x2:Int,y2:Int)
Return Abs(x2-x1)+Abs(y2-y1)
End Function
' Debug test function/methods
' Draw the map to the screen
Method drawmap:Void(canvas:Canvas)
If mapwidth = 0 Or mapheight = 0
Print "Error in pathfinder class (drawmap) no width and height"
Return
End If
For Local y:=0 Until mapheight
For Local x:=0 Until mapwidth
If map[x,y]>=0
canvas.Color = New Color(0,(Float(map[x,y])*10)/255,0)
canvas.DrawRect(x*tilewidth,y*tileheight,tilewidth,tileheight)
End If
Next
Next
End Method
' draw the path to the screen
Method drawpath:Void(canvas:Canvas)
If path.Count() = 0 Then return
Local cnt:Int=1
For Local i:=Eachin path
canvas.Color = Color.Yellow
canvas.DrawOval(i.x*tilewidth,i.y*tileheight,4,4)
canvas.Color = Color.White
canvas.DrawText(cnt,i.x*tilewidth,i.y*tileheight)
cnt+=1
Next
End Method
End Class
' This class contains the code for displaying
' a unit window (left click on stacked unit)
'
'
Class unitview
'This is the list of units at x,y
Class unitlist
Field id:Int
Field movesleft:Float
Field name:String
Field seaunit:Bool
Field landunit:Bool
Field fortify:Bool
Field onboard:Bool
Method New()
End Method
End Class
Field myunitlist:Stack<unitlist>
' Is the unit view active
Field active:Bool=False
' Width and Height of the screen
Field Width:Int,Height:Int
' at which position are we currently
' displaying units
Field positionx:Int,positiony:Int
' some local variables
' tile width/height and map width
' and height
Field tw:Float,th:Float
Field mw:Float,mh:Float
'unit view window x,y,w,h
Field uvx:Int,uvy:Int
Field uvw:Int,uvh:Int
' Collumns
Field c1x:Int,c1y:Int
Field c2x:Int,c2y:Int
Field c3x:Int,c3y:Int
Field c4x:Int,c4y:Int
' activate all units button
Field activateallx:Int,activateally:Int
Field activateallw:Int,activateallh:Int
' fortify all units button
Field unitfortifyallx:Int,unitfortifyally:Int
Field unitfortifyallw:Int,unitfortifyallh:Int
' exit button
Field eruitx:Int,eruity:Int
Field eruitw:Int,eruith:Int
Field eruits:String
'initiate the unitview class
Method New(Width:Int,Height:Int)
' local screen width and height
Self.Width = Width
Self.Height = Height
' local tile and map width and height
tw = myworld.tw
th = myworld.th
mw = myworld.mw
mh = myworld.mh
' inititate list of units
myunitlist = New Stack<unitlist>
' set variable for unitviewwindow
uvw = 340
uvh = 300
uvx = Width / 2 - uvw / 2
uvy = 100
' Set varaibles for the collumns
c1x = uvx 'the name collumn
c2x = uvx+120 'the moves collumn
c3x = uvx+170 'the fortify collumn
c4x = uvx+240 'the type collumn
' temp populate the list
' myunitlist.Push(New unitlist())
' myunitlist.Top.name="Settlers"
' myunitlist.Top.movesleft = 1.5
' myunitlist.Top.landunit = True
' myunitlist.Top.fortify = False
' set up the variables for the exit knop
eruitx = uvx +5
eruity = uvy+uvh - 32
eruitw = 100
eruith = 20
eruits = "Exit"
End Method
' Call this to read all units at x,y
Method initiateat(x:Int,y:Int)
myunitview.active = True
myunitlist = New Stack<unitlist>
myunitmethod.unitsactivedisable()
For Local i:=Eachin myunit
If i.x = x And i.y = y
myunitlist.Push(New unitlist())
myunitlist.Top.id = i.id
myunitlist.Top.fortify = i.fortify
myunitlist.Top.movesleft = i.movesleft
myunitlist.Top.landunit = i.landunit
myunitlist.Top.seaunit = i.seaunit
myunitlist.Top.name = i.name
End If
Next
End Method
' write modifications to the units
Method updateunits()
For Local i:=Eachin myunitlist
For Local i2:=Eachin myunit
If i.id = i2.id
i2.fortify = i.fortify
End If
Next
Next
End Method
' Update the unitview (mouse and keys (interacts))
Method update()
' if not active then return
If active = False Then Return
If mousedelay < 20 Then Return
' Mouse in window
If Mouse.ButtonReleased(MouseButton.Left)
'if pressed in the list
If rectsoverlap(Mouse.X,Mouse.Y,1,1,uvx,uvy,uvw,uvh-32)
If myunitlist.Length
Local y1:Int=20
For Local i:=Eachin myunitlist
If rectsoverlap(Mouse.X,Mouse.Y,1,1,c1x,uvy+y1,100,20)
If i.movesleft > .3
i.fortify = False
updateunits()
myunitmethod.activateamovableunitid(i.id)
active = False
mousedelay = 0
End If
End If
If rectsoverlap(Mouse.X,Mouse.Y,1,1,c3x,uvy+y1,50,20)
If i.fortify = True Then i.fortify = False Else i.fortify = true
End If
y1+=20
If y1 > uvh-70 Then exit
Next
End If
mousedelay = 0
End If
' If pressed on the exit button
If rectsoverlap(Mouse.X,Mouse.Y,1,1,eruitx,eruity,eruitw,eruith)
updateunits()
myunitmethod.activateamovableunit()
active = False
mousedelay = 0
End If
End If
End Method
' Draw the unitview to the canvas
Method draw(canvas:Canvas)
'if not active then return
If active = False Then Return
' Draw the window
' border
Local rec := New Recti<Int>
rec.X = 0
rec.Y = 0
rec.Size = New Vec2i(Width,Height)
canvas.Scissor = rec
canvas.Color = Color.White
canvas.DrawRect(uvx-2,uvy-2,uvw+4,uvh+4)
' inside
rec = New Recti<Int>
rec.X = uvx
rec.Y = uvy
rec.Size = New Vec2i(uvw,uvh)
canvas.Scissor = rec
canvas.Color = New Color(.5,.5,.5)
canvas.DrawImage(mygreybackground.greyimage,0,0)
'canvas.Clear(Color.Black)
' Draw the units
' window title
canvas.Color = Color.Black
canvas.DrawText("Unit",c1x,uvy)
canvas.DrawText("Moves",c2x,uvy)
canvas.DrawText("Fortified",c3x,uvy)
canvas.DrawText("Type",c4x,uvy)
' Draw the units list
If myunitlist.Length
Local y1:Int=0
For Local i:=Eachin myunitlist
Local s:String
Local y2:Int=uvy+20
Local flag:String=""
canvas.DrawText(i.name,c1x,y2+y1) 'name
flag = i.movesleft
flag = flag.Mid(0,3)
canvas.DrawText(flag,c2x,y2+y1) 'movesleft
If i.fortify = True Then flag="Yes" Else flag="No"
canvas.DrawText(flag,c3x,y2+y1)
If i.landunit Then flag = "Land" Else flag="Sea"
canvas.DrawText(flag,c4x,y2+y1)
y1+=20
If y1 > uvh-90 Then exit
Next
End If
' Draw the exit button
canvas.Color = Color.White
canvas.DrawRect(eruitx-2,eruity-2,eruitw+4,eruith+4)
canvas.Color = Color.Black
canvas.DrawRect(eruitx,eruity,eruitw,eruith)
canvas.Color = Color.White
canvas.DrawText(eruits,eruitx+eruitw/2,eruity+eruith/2,.5,.5)
' restore canvas scissor
rec = New Recti<Int>
rec.X = 0
rec.Y = 0
rec.Size = New Vec2i(Width,Height)
canvas.Scissor = rec
End Method
Function rectsoverlap:Bool(x1:Int, y1:Int, w1:Int, h1:Int, x2:Int, y2:Int, w2:Int, h2:Int)
If x1 >= (x2 + w2) Or (x1 + w1) <= x2 Then Return False
If y1 >= (y2 + h2) Or (y1 + h1) <= y2 Then Return False
Return True
End Function
End Class
Class gamemessage
'This class contains the messages
Class message
Field tekst:String
Method New(tekst:String)
Self.tekst = tekst
End Method
End Class
'store the messages in a stack
Field mymessage:Stack<message>
Field Width:Int,Height:Int
Field time:Int 'count up to timeover means new message
Field timeover:Int=60'message dissapear time
Field currentmessage:String 'this contains the current message
Method New(Width:Int,Height:Int)
Self.Width = Width
Self.Height = Height
'create a message stack
mymessage = New Stack<message>
End Method
'Here we add a message to the system
Method pushmessage(tekst:String)
mymessage.Push(New message(tekst))
' time=timeover-5
End Method
'this method updates the messages
'removing old messages
Method update()
If mymessage.Length > 5 Then timeover = 20 Else timeover = 60
If mymessage.Length > 20 Then timeover = 5
time+=1
If time > timeover
time = 0
currentmessage = ""
If mymessage.Length
currentmessage = mymessage.Top.tekst
mymessage.Pop()
End If
End If
End Method
'Draw the messages to the canvas
Method drawmessage(canvas:Canvas)
If currentmessage = "" Then Return
Local mx:Float=Width/2-200
Local my:Float=10
canvas.PushMatrix()
canvas.Scale(1.2,1.2)
canvas.Color = Color.White
canvas.DrawRect(mx/1.2-2,my/1.2-2,400+4,20+4)
canvas.Color = Color.Grey
canvas.DrawRect(mx/1.2,my/1.2,400,20)
canvas.Color = Color.White
canvas.DrawText(currentmessage,(Width/2)/1.2,my/1.2+2,.5,0)
canvas.PopMatrix()
End Method
End Class
Class greybackground
Field greyimage:Image
Field greycanvas:Canvas
Field mapwidth:Int
Field mapheight:Int
Field tilewidth:Float
Field tileheight:Float
Field mapdepth:Int
'Field mapr:Int[][]
'Field mapg:Int[][]
'Field mapb:Int[][]
Field mapr:Int[,]
Field mapg:Int[,]
Field mapb:Int[,]
Method New(Width:float,Height:float,mapwidth:Float,mapheight:Float)
greyimage = New Image(Width,Height)
greycanvas = New Canvas(greyimage)
Self.mapwidth = mapwidth
Self.mapheight = mapheight
tilewidth = Width/Float(mapwidth)
tileheight = Height/Float(mapheight)
mapr = New Int[mapwidth,mapheight]
mapg = New Int[mapwidth,mapheight]
mapb = New Int[mapwidth,mapheight]
'mapr = New Int[mapwidth][]
'mapg = New Int[mapwidth][]
'mapb = New Int[mapwidth][]
'For Local i:= 0 Until mapwidth
' mapr[i] = New Int[mapheight]
' mapg[i] = New Int[mapheight]
' mapb[i] = New Int[mapheight]
' Next
addrectslayer()
brusheffect2()
smooth()
createimage(greycanvas)
End Method
Method brusheffect2()
For Local i:=0 Until (mapwidth*mapheight)
Local x1:Float=Rnd(0,mapwidth)
Local y1:Float=Rnd(0,mapheight)
Local angle:Int=Rnd(-180,180)
Local dist:Int=Rnd(3,5)
For Local iii:=0 Until 20
For Local ii:=0 Until dist
Local x4:Float=x1+Rnd(-5,5)
Local y4:Float=y1+Rnd(-5,5)
Local x2:Float=x4+Cos(angle)*1
Local y2:Float=y4+Sin(angle)*1
Local x3:Float=x4+Cos(angle)*2
Local y3:Float=y4+Sin(angle)*2
If x2>-1 And y2>-1 And x2<mapwidth And y2<mapheight
If x3>-1 And y3>-1 And x3<mapwidth And y3<mapheight
mapr[x3,y3] = mapr[x2,y2]
mapg[x3,y3] = mapg[x2,y2]
mapb[x3,y3] = mapb[x2,y2]
End If
End If
Next
Next
Next
End Method
Method smooth()
For Local i:=0 Until (mapwidth*mapheight)
Local x:Int=Rnd(0,mapwidth-1)
Local y:Int=Rnd(0,mapheight-1)
Local col1r:Int=mapr[x+1,y]
Local col1g:Int=mapg[x+1,y]
Local col1b:Int=mapb[x+1,y]
Local col2r:Int=mapr[x+1,y+1]
Local col2g:Int=mapg[x+1,y+1]
Local col2b:Int=mapb[x+1,y+1]
Local col3r:Int=mapr[x,y+1]
Local col3g:Int=mapg[x,y+1]
Local col3b:Int=mapb[x,y+1]
Local col4r:Int=(col1r+col2r+col3r)/3
Local col4g:Int=(col1g+col2g+col3g)/3
Local col4b:Int=(col1b+col2b+col3b)/3
mapr[x,y] = col4r
mapg[x,y] = col4g
mapb[x,y] = col4b
Next
End Method
Method addrectslayer()
For Local i:=0 Until (mapwidth*mapheight)
Local w:Int=Rnd(3,15)
Local h:Int=Rnd(3,15)
Local x:Int=Rnd(-3,mapwidth)
Local y:Int=Rnd(-3,mapheight)
Local colm:Int=Rnd(50)
Local colr:Int=205+colm
Local colg:Int=205+colm
Local colb:Int=205+colm
mapdrawrect(x,y,w,h,colr,colg,colb)
Next
End Method
Method mapdrawrect(x:Int,y:Int,w:Int,h:Int,colr:Int,colg:Int,colb:Int)
For Local y1:=y Until y+h
For Local x1:=x Until x+w
If x1>-1 And y1>-1 And x1<mapwidth And y1<mapheight
mapr[x1,y1] = colr
mapg[x1,y1] = colg
mapb[x1,y1] = colb
End If
Next
Next
End Method
Method draw(canvas:Canvas,x:Int=0,y:Int=0)
canvas.DrawImage(greyimage,0,0)
End Method
Method createimage(canvas:Canvas)
For Local y:=0 Until mapheight
For Local x:=0 Until mapwidth
Local colr:Float=mapr[x,y]
Local colg:Float=mapg[x,y]
Local colb:Float=mapb[x,y]
canvas.Color = New Color(colr/255,colg/255,colb/255)
canvas.DrawRect(x*tilewidth,y*tileheight,tilewidth+1,tileheight+1)
Next
Next
canvas.Flush()
End Method
Method distance:Int(x1:Int,y1:Int,x2:Int,y2:Int)
Return Abs(x2-x1)+Abs(y2-y1)
End Method
End Class
Class unituserinterface
Field Width:Int,Height:Int
Field arrowimage:Image
Field arrowcanvas:Canvas
Field ix:Int,iy:Int
Field undockx:Int,undocky:Int
Field undockw:Int,undockh:Int
Field dockx:Int,docky:Int
Field dockw:Int,dockh:Int
Field docked:Bool=False
' buttons for the interface
Field brx:Int,bry:Int 'button R (road)
Field bbx:Int,bby:Int 'button B (build city)
Field bfx:Int,bfy:Int 'button F (fortify)
Field bsx:Int,bsy:Int 'button S (Skip turn)
Field bex:Int,bey:Int 'button E (End turn)
Field bwx:Int,bwy:Int 'button W (Wait)
Field bgx:Int,bgy:Int 'button G (Goto)
' Width and height of the interface buttons
Field bw:Int = 32
Field bh:Int = 32
Method New(Width:Int,Height:Int)
'locally store width and height of the screen
Self.Width = Width
Self.Height = Height
'
'button R (button build road x and y)
brx = 100
bry = 0
'button B (button build city x and y)
bbx = 100
bby = 32
'button F (fortify unit button x and y)
bfx = 100
bfy = 64
'button S (button skip turn x and y)
bsx = 100
bsy = 96
'button E (button end turn x and y)
bex = -16
bey = 34
'button W (button wait x and y)
bwx = 100
bwy = 128
'button G (button goto x and y)
bgx = 132
bgy = 0
dockside("Left")
arrowimage = New Image(Width/10,Height/10)
arrowcanvas = New Canvas(arrowimage)
arrowimage.Handle = New Vec2f( .5,.5 )
makearrow(arrowcanvas)
End Method
Method update()
If mousedelay < 20 Then return
' the dock undock buttons controls
Local mx:Int,my:Int
If docked = False
If Mouse.ButtonReleased(MouseButton.Left) Or Touch.FingerReleased(0)
If Mouse.ButtonReleased(MouseButton.Left)
mx = Mouse.X
my = Mouse.Y
End If
If Touch.FingerReleased(0)
mx = Touch.FingerX(0)
my = Touch.FingerY(0)
End If
If rectsoverlap(mx,my,1,1,dockx,docky,dockw,dockh)
docked = True
mousedelay = 0
Return
End If
End If
End If
If docked = True
If Mouse.ButtonReleased(MouseButton.Left) Or Touch.FingerReleased(0)
If Mouse.ButtonReleased(MouseButton.Left)
mx = Mouse.X
my = Mouse.Y
End If
If Touch.FingerReleased(0)
mx = Touch.FingerX(0)
my = Touch.FingerY(0)
End If
If rectsoverlap(mx,my,1,1,undockx,undocky,undockw,undockh)
docked = False
mousedelay = 0
Return
End If
End If
End If
'unit movement controls (the arrows)
If docked = False
If Mouse.ButtonReleased(MouseButton.Left)
Local x:Int=ix-Width/20
Local y:Int=iy-Height/20
Local dx:Int,dy:Int
'find current active unit x and y position
For Local i:=Eachin myunit
If i.active = True
dx=i.x
dy=i.y
Exit
End If
Next
If rectsoverlap(Mouse.X,Mouse.Y,1,1,x,y,Width/10,Height/10)
' "Up"+Millisecs()
myunitmethod.moveactiveunitto(dx,dy-1)
redrawgame()
mousedelay = 0
End If
If rectsoverlap(Mouse.X,Mouse.Y,1,1,x,y+100,Width/10,Height/10)
'"Down"+Millisecs()
myunitmethod.moveactiveunitto(dx,dy+1)
redrawgame()
mousedelay = 0
End If
If rectsoverlap(Mouse.X,Mouse.Y,1,1,x-50,y+50,Width/10,Height/10)
' "Left"+Millisecs()
myunitmethod.moveactiveunitto(dx-1,dy)
redrawgame()
mousedelay = 0
End If
If rectsoverlap(Mouse.X,Mouse.Y,1,1,x+50,y+50,Width/10,Height/10)
' "Right"+Millisecs()
myunitmethod.moveactiveunitto(dx+1,dy)
redrawgame()
mousedelay = 0
End If
If rectsoverlap(Mouse.X,Mouse.Y,1,1,x-45,y,Width/10,Height/10)
' "LeftUp"+Millisecs()
myunitmethod.moveactiveunitto(dx-1,dy-1)
redrawgame()
mousedelay = 0
End If
If rectsoverlap(Mouse.X,Mouse.Y,1,1,x-45,y+100,Width/10,Height/10)
' "LeftDown"+Millisecs()
myunitmethod.moveactiveunitto(dx-1,dy+1)
redrawgame()
mousedelay = 0
End If
If rectsoverlap(Mouse.X,Mouse.Y,1,1,x+45,y,Width/10,Height/10)
' "RightUp"+Millisecs()
myunitmethod.moveactiveunitto(dx+1,dy-1)
redrawgame()
mousedelay = 0
End If
If rectsoverlap(Mouse.X,Mouse.Y,1,1,x+45,y+100,Width/10,Height/10)
' "RightDown"+Millisecs()
myunitmethod.moveactiveunitto(dx+1,dy+1)
redrawgame()
mousedelay = 0
End If
End If 'end if rectsoverlap
End If 'docked = false
If docked = False 'if the interface is visible
' The unit commands. Taken directly from the controls class
' update there means update here (lazy)
If Mouse.ButtonReleased(MouseButton.Left)
Local x:Int=ix
Local y:Int=iy
If rectsoverlap(Mouse.X,Mouse.Y,1,1,x+brx,y+bry,bw,bh)
mousedelay = 0
' "Build Road"
If myunitmethod.activeunitissetler() = False Then Return
myunitmethod.buildroadatactiveunitpos()
myworld.updatedrawroads(myworld.roadcanvas)
myunitmethod.activateamovableunit()
End If
If rectsoverlap(Mouse.X,Mouse.Y,1,1,x+bbx,y+bby,bw,bh)
mousedelay = 0
' "Build City"
If myunitmethod.activeunitissetler() = False Then Return
If myunitmethod.iscityatactiveunitpos() = True Then Return
myunitmethod.buildroadatactiveunitpos(False)
Local x:Int,y:Int
'get the active unit x and y coordinates
For Local i:=Eachin myunit
If i.active = True
x = i.x
y = i.y
i.deleteme = True
mycity.Add(New city(x,y))
myworld.updatedrawroads(myworld.roadcanvas)
myworld.updatedrawcityborders(myworld.bordercanvas)
myunitmethod.activateamovableunit()
Exit
End If
Next
End If
If rectsoverlap(Mouse.X,Mouse.Y,1,1,x+bfx,y+bfy,bw,bh)
mousedelay = 0
' "Fortify"
myunitmethod.unitactivefortify()
myunitmethod.activateamovableunit()
End If
If rectsoverlap(Mouse.X,Mouse.Y,1,1,x+bsx,y+bsy,bw,bh)
mousedelay = 0
' "Skip turn"
myunitmethod.activeunitskipturn()
myunitmethod.activateamovableunit()
End If
If rectsoverlap(Mouse.X,Mouse.Y,1,1,x+bex,y+bey,bw,bh)
mousedelay = 0
' "End Turn"
'Update the buildlist of each city
For Local i:=Eachin mycity
i.turnend()
Next
'restore the moves of each unit
For Local i:=Eachin myunit
i.movesleft = i.originalmoves
i.active = False
i.pathmove()
Next
' Update the fogmap
redrawgame()
' set the game movement tip
gamehasmovesleft = True
'increase turn
turn+=1
' find a moveable unit
myunitmethod.activateamovableunit()
' set mouse delay so as not to double feaure click
End If
If rectsoverlap(Mouse.X,Mouse.Y,1,1,x+bwx,y+bwy,bw,bh)
mousedelay = 0
' "unit wait"
myunitmethod.unitactivewait()
myunitmethod.activateamovableunit()
End If
If rectsoverlap(Mouse.X,Mouse.Y,1,1,x+bgx,y+bgy,bw,bh)
If gamehasmovesleft
mousedelay = 0
' "unit goto"
If mygotopressed = True Then mygotopressed = False Else mygotopressed = True
End If
End If
End If
End If 'end if docked is false
End Method
Method dockside(side:String)
Select side
Case "Right"
ix = Width-200
iy = Height-200
undockx = ix + 100
undocky = iy + 160
undockw = 32
undockh = 20
dockx = ix + 100
docky = iy - 32
dockw = 32
dockh = 20
Case "Left"
ix = 150
iy = Height-200
undockx = ix - 140
undocky = iy + 160
undockw = 32
undockh = 20
dockx = ix - 140
docky = iy - 32
dockw = 32
dockh = 20