public void MoveAtk(CreatureBase creat)
    {
        Debug.Log("Moving or attacking: " + creat.name + ", in lane: " + creat.LaneIndex.ToString());
        if (creat != null)
        {
            bool TargetInRange = false;

            List <CreatureBase> Targets = creat.ActiveLaneNode.laneManager.SearchRange((int)creat.Range, creat.ActiveLaneNode, this);

            foreach (CreatureBase creature in Targets)
            {
                if (creature.Owner != creat.Owner)
                {
                    TargetInRange = true;
                    AIResponse.Attack(creat);
                }
            }

            if (!TargetInRange)
            {
                int spaces = creat.ActiveLaneNode.laneManager.GetOpenNodes(creat.ActiveLaneNode, creat.RightFacing);
                if (spaces > AIResponse.Tokens)
                {
                    spaces = AIResponse.Tokens;
                }

                if (spaces > 10)
                {
                    spaces = 10;
                }

                AIResponse.Move(creat, spaces);
            }
        }
    }
Beispiel #2
0
    private bool ShiftLane(int iLane)
    {
        List <CreatureBase> LaneCreatures = TournamentManager._instance.lanes[iLane].GetFriendliesInLane(this);

        //LogStack.Log("Shifting lane... creatures to shift = " + LaneCreatures.Count, LogLevel.Debug);
        if (iFriendlyCount >= iOffensiveThreshold)
        {
            LaneCreatures.Reverse();
        }
        foreach (CreatureBase _creature in LaneCreatures)
        {
            //LogStack.Log("Current Creature = " + _creature.name + " Current ID = " + _creature.GetInstanceID(), LogLevel.Debug);
            if (AIResponse.Move(_creature, 1))
            {
                //LogStack.Log("Current Creature = " + _creature.name + " Current ID = " + _creature.GetInstanceID() + " | Can move", LogLevel.Debug);
                if (TokenCheck() == false)
                {
                    return(true);
                }
            }
            else if (iFriendlyCount > iOffensiveThreshold)
            {
                return(false);                                           // Ensures front troops push for end.
            }
        }
        return(true);
    }
 void AttemptMoveAttack(CreatureBase creature)
 {
     if (creature != null)
     {
         List <CreatureBase> searchTargetCreatures = creature.ActiveLaneNode.laneManager.SearchRange((int)creature.Range, creature.ActiveLaneNode, this);
         bool foundAttackTarget = false;
         foreach (CreatureBase _creature in searchTargetCreatures)
         {
             if (_creature.Owner != creature.Owner)   //Found enemy creature in range
             {
                 foundAttackTarget = true;
                 AIResponse.Attack(creature);
             }
         }
         if (!foundAttackTarget)
         {
             int moveSpaces = creature.ActiveLaneNode.laneManager.GetOpenNodes(creature.ActiveLaneNode, _RightFacing);
             if (moveSpaces > AIResponse.Tokens)
             {
                 moveSpaces = AIResponse.Tokens;
             }
             if (AIResponse.Move(creature, moveSpaces))
             {
                 LogStack.Log("Hal Move " + creature.GetInstanceID() + " - " + moveSpaces + " spaces - " + creature.LaneProgress, LogLevel.System);
             }
         }
     }
 }
    public void Auto_Nearest(LaneManager[] Board)
    {
        Tuple <CreatureBase, int> nearestAndRange = GetNearestCreatureToNearestEnemy(Board);

        if (nearestAndRange != null && _Creatures.Count > 0)
        {
            LogStack.Log("I have a nearby unit", Logging.LogLevel.Color);

            List <CreatureBase> inRange = nearestAndRange.Item1.ActiveLaneNode.laneManager.SearchRange((int)nearestAndRange.Item1.Range, nearestAndRange.Item1.ActiveLaneNode, nearestAndRange.Item1.Owner);
            if (inRange.GetEnemies(nearestAndRange.Item1.Owner).Count > 0)
            {
                // if (AIResponse.Attack (nearestAndRange.Item1)) {
                if (!AIResponse.Attack(nearestAndRange.Item1, nearestAndRange.Item1.CreatureType == Spawnable.Bunny ? 1 : (int)GetNearestEnemy(Board).Health))
                {
                    // LogStack.Log ("Attack Validation check failed", Logging.LogLevel.System);
                }
                else
                {
                    LogStack.Log("Nearby Unit Attacking", Logging.LogLevel.Color);
                }
            }
            else
            {
                LogStack.Log("Try Move " + nearestAndRange.Item1.GetInstanceID(), Logging.LogLevel.System);

                if (!AIResponse.Move(nearestAndRange.Item1))
                {
                    LogStack.Log("Move validation check failed", Logging.LogLevel.Color);
                }
                else
                {
                    LogStack.Log("Nearby Unit Moving", Logging.LogLevel.Stack);
                }
            }
        }
        else if (Opponent._Creatures.Count > 0)
        {
            CreatureBase nearestCreature = GetNearestEnemy(Board);
            int          nearestLane     = 1;
            Spawnable    spawnCreature   = Spawnable.Bunny;
            if (nearestCreature != null)
            {
                spawnCreature = nearestCreature.LaneProgress < 6 ? Spawnable.Unicorn : Spawnable.Bunny;
                nearestLane   = nearestCreature.ActiveLaneNode.laneManager.LaneNumber;
            }
            if (!AIResponse.Spawn(spawnCreature, nearestLane))
            {
                LogStack.Log("Spawn Validation check failed", Logging.LogLevel.Stack);
            }
        }
        else if (Opponent._Creatures.Count == 0)
        {
            LogStack.Log("Wait till opponent does something", Logging.LogLevel.Stack);
        }
    }
Beispiel #5
0
    public override void OnTick(IBoardState[] data)
    {
        boardState = (LaneManager[])data;

        for (int i = 1; i < (TournamentManager._instance.tokensPerRound == 1?3:6); i++)
        {
            FormPattern(LanePattern, i, boardState);
        }
        //for (int i = 0; i < 3; i++)
        //{
        //    AIResponse.Attack(boardState[i].GetFriendliesInLane(this).Count>0? boardState[i].GetFriendliesInLane(this)[0]:null);
        //}

        Auto_Nearest(boardState);

        CreatureBase nearest = null;

        for (int i = 0; i < 2; i++)
        {
            if (boardState[i].GetFriendliesInLane(this).Count != 0)
            {
                if (nearest != null)
                {
                    if (boardState[i].GetFriendliesInLane(this) [0].LaneProgress > nearest.LaneProgress)
                    {
                        nearest = boardState[i].GetFriendliesInLane(this) [0];
                    }
                }
                else
                {
                    nearest = boardState[i].GetFriendliesInLane(this) [0];
                }
            }
        }

        if (AIResponse.Tokens > Threshhold)
        {
            AIResponse.Move(nearest, AIResponse.Tokens - Threshhold);
        }
        else
        {
            AIResponse.Move(nearest, 1);
        }

        for (int i = 0; i < AIResponse.Tokens; i++)
        {
            Auto_Nearest(boardState);
        }

        AIResponse.FinalizeResponse();
    }
Beispiel #6
0
    public IEnumerator MoveConfirm()
    {
        LogStack.Log("MoveConfirm () " + this.name, LogLevel.Stack);
        bool foundCreature = false;

        while (!foundCreature)
        {
            Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hit;

            Debug.DrawLine(ray.origin, ray.direction * 500, Color.yellow, 1);
            if (Physics.Raycast(ray, out hit, 500, layerMask, QueryTriggerInteraction.Collide))
            {
                CreatureBase creature = hit.transform.gameObject.GetComponent <CreatureBase> ();
                LogStack.Log("MoveConfirm () " + this.name + " | " + hit.transform.name, LogLevel.Stack);

                if (Input.GetMouseButtonDown(0) && creature?.Owner == this)
                {
                    foundCreature = true;
                    if (!AIResponse.Move(creature))
                    {
                        LogStack.Log("Could Not Move Creature", LogLevel.Stack);
                        OpenUI();
                    }
                    else if (AIResponse.Tokens > 0)
                    {
                        LogStack.Log("Creature Moved", LogLevel.Stack);
                        _uiAnimator.SetBool("Actions", false);
                        yield return(null);

                        OpenUI();
                    }
                    else
                    {
                        LogStack.Log("Creature Moved", LogLevel.Stack);
                        Finalise();
                        CloseUI();
                    }
                }
                else if (Input.GetMouseButtonDown(1))
                {
                    OpenUI();
                    foundCreature = true;
                }
            }
            yield return(null);
        }
    }
Beispiel #7
0
            private void CheckIfClosestenemyIsInAttackingrange(CreatureBase allyWithMostProgress)
            {
                if (allyWithMostProgress == null)
                {
                    return;
                }

                List <CreatureBase> searchTargetCreatures;

                searchTargetCreatures = allyWithMostProgress.ActiveLaneNode.laneManager.SearchRange(
                    (int)allyWithMostProgress.Range,
                    allyWithMostProgress.ActiveLaneNode, this);

                var hasTraget = false;

                foreach (CreatureBase creature in searchTargetCreatures)
                {
                    if (creature.Owner != allyWithMostProgress.Owner)
                    {
                        //Found enemy creature in range
                        hasTraget = true;
                        AIResponse.Attack(allyWithMostProgress);
                    }
                }


                if (hasTraget)
                {
                    return;
                }

                int moveSpaces =
                    allyWithMostProgress.ActiveLaneNode.laneManager.GetOpenNodes(allyWithMostProgress.ActiveLaneNode,
                                                                                 _RightFacing);

                if (moveSpaces > AIResponse.Tokens)
                {
                    moveSpaces = AIResponse.Tokens;
                }

                if (AIResponse.Move(allyWithMostProgress, moveSpaces))
                {
                }
                else if (AIResponse.Move(_Creatures[_Creatures.Count - 1], 2))
                {
                }
            }
Beispiel #8
0
            private bool CheckIfCreatureCanFinish(CreatureBase creature)
            {
                if (creature == null)
                {
                    return(false);
                }

                int remaining = creature.LaneProgress - 10;

                if (remaining > AIResponse.Tokens)
                {
                    if (AIResponse.Move(creature, remaining))
                    {
                        return(true);
                    }
                }

                return(false);
            }
Beispiel #9
0
    public override void OnTick(IBoardState[] data)
    {
        if (!B_Init)
        {
            Init();
        }
        I_Round++;

        // ####### --- Performance Tracking (Learning) System --- #######
        PrintPerformance();
        UpdatePerformanceData();
        CalculatePerformance();
        if (I_Round % I_TurnsBetweenChecks == 0)
        {
            EvaluatePerformance();
        }
        if (I_Round % I_TurnsBetweenChanges == 0)
        {
            Adapt();
        }

        AttackedThisTurn.Clear();
        UpdateLaneAdvantage();
        iUnicornAttacks = 0;

        // ####### --- Advanced Response System --- #######
        responseState = EResponseState.Basic;
        EmergencyCheck();
        if (responseState == EResponseState.Emergency)
        {
            SpawnTroop(iResponseLane);
            responseState = EResponseState.Basic;
        }
        else // Ensures emergencies are priorities over point pushing and bunny rushing.
        {
            PointPushCheck();
            if (responseState == EResponseState.PointPush)
            {
                LogStack.Log("%%%%%%%%%%%%%%%%%%%%%% Point Push Triggered - iSavingTokens =" + iSavingTokens, LogLevel.Debug);
                if (AIResponse.Tokens >= iSavingTokens)
                {
                    AdvancedResponse();
                }
            }
            else // Ensures point pushes are priorities over bunny rushing.
            {
                BunnyThreatCheck();
                if (responseState == EResponseState.BunnyRush && AIResponse.Tokens > iSavingTokens)
                {
                    iSavingTokens--;
                    AdvancedResponse();
                }
            }
        }
        LogStack.Log("%%%%%%%%%%%%%%%%%%%%%% Advanced Responses Complete - iSavingTokens =" + iSavingTokens, LogLevel.Debug);

        // ####### --- Basic Response System --- #######
        // ####### --- Defense --- #######
        int iCount            = 0;
        int iCurrentThreshold = iDefTokenThreshold + iSavingTokens;

        while ((AIResponse.Tokens > iCurrentThreshold) && iCount < 5)
        {
            iCount++;
            if (TokenCheck() == false)
            {
                return;
            }
            int iWeakLane = GetDefendingLane();
            LogStack.Log("Weak Lane = " + iWeakLane.ToString(), LogLevel.Debug);
            SpawnTroop(iWeakLane);
        }
        //if (TokenCheck() == false) return;

        // ####### --- Offense (A) --- #######
        // ------- Stage One - Bunnies -------
        List <CreatureBase> StageTroops = GetTroops(Spawnable.Bunny, true); // Front Bunnies.

        LogStack.Log("%%%%%%%%%%%%%%%%%%%%%% Front Bunnies Count =" + StageTroops.Count, LogLevel.Debug);
        AttackWithTroops(StageTroops);
        StageTroops.Clear(); // Reset for Second Stage

        // ------- Stage Two - Unicorns -------
        StageTroops = GetTroops(Spawnable.Unicorn); // All Unicorns.
        AttackWithTroops(StageTroops);
        StageTroops.Clear();

        // ####### --- Offense (M) --- ####### ------------------------------------------------------------------------ TODO - Change to use all available extra tokens? Use dedicated "Push" and "Push Support" lanes.
        if (TokenCheck() == false)
        {
            return;
        }
        iCurrentThreshold = iAttackTokenThreshold + iSavingTokens;
        int iAvalableTokens = AIResponse.Tokens - iCurrentThreshold;

        if (iAvalableTokens > 0)
        {
            int iLane = UnityEngine.Random.Range(1, 3);
            List <CreatureBase> AvailableLaneTroops = TournamentManager._instance.lanes[iLane].GetFriendliesInLane(this);
            if (AvailableLaneTroops.Count > 0)
            {
                AIResponse.Move(AvailableLaneTroops[0], iAvalableTokens);
            }
        }

        AIResponse.FinalizeResponse();
    }
Beispiel #10
0
 private void AdvancedResponse()
 {
     AIResponse.Move(responseCreature, iSavingTokens);
     iSavingTokens = 0;
 }