Beispiel #1
0
 public void CancelAction()
 {
     tCursors.ClearTargets();
     CM.combatQueue [CM.currentCharacter].action     = "None";
     CM.combatQueue [CM.currentCharacter].actionType = "None";
     CM.currentPhase = CombatManager.PHASE.ACTION;
 }
Beispiel #2
0
    // This function is used to check if there are still conflicts in the queue and set current phase to the correct phase
    void Conflict()
    {
        tCursor.ClearTargets();
        // Check if there is a conflict in the queue
        conflictInQueue = -1;
        for (int i = 4; i > -1; i--)
        {
            if (combatQueue[i].action == "None" &&
                combatQueue [i].tag == "Player" &&
                combatQueue [i + 1].tag == "Player" &&
                combatQueue [i].Stamina == combatQueue [i + 1].Stamina)
            {
                conflictInQueue = i;
            }
        }

        // Disable all enemy buttons
        foreach (Button B in enemySelect)
        {
            B.enabled = false;
        }
        // Get the position of the first player without an action
        int firstAction = -1;

        for (int i = 5; i > -1; i--)
        {
            if (combatQueue [i].action == "None" &&
                !combatQueue[i].dead)
            {
                firstAction = i;
            }
        }
        // If the character is stunned have them do nothing
        if (firstAction != -1 &&
            combatQueue[firstAction].findStatus(Character.STATUS.STUN) != -1)
        {
            combatQueue[firstAction].action      = "Wait";
            combatQueue [firstAction].actionType = "None";
            combatQueue [firstAction - 1].CallTell();
            return;
        }


        // If there is a conflict in the queue but someone else has priority
        if (conflictInQueue != -1 && firstAction >= conflictInQueue)
        {
            currentPhase = PHASE.SELECT;
        }
        else
        {
            // If there is a character without an action
            if (firstAction != -1)
            {
                if (!combatQueue[firstAction].dead)
                {
                    if (combatQueue [firstAction].tag == "Player")
                    {
                        //currentPhase = PHASE.ACTION;
                        currentPhase = PHASE.SELECT;
                    }
                    else if (combatQueue[firstAction].tag == "Enemy")
                    {
                        // This allows the player to control enemy actions for now
                        currentPhase = PHASE.ACTION;
                        // This bool is used for debugging in the inspector
                        if (enemyControl)
                        {
                            //AI.FullRandomAI (combatQueue [firstAction]);
                            EnemyTurn(combatQueue[firstAction]);
                        }
                        combatQueue [firstAction].CallTell();
                    }
                }
                else
                {
                    // All downed character are given the rest action
                    for (int i = firstAction; i < 6; i++)
                    {
                        combatQueue [i].action     = "Rest";
                        combatQueue [i].actionType = "Utility";
                        for (int j = 0; j < combatQueue[i].Target.Length; j++)
                        {
                            combatQueue [i].Target[j] = combatQueue [i];
                        }
                    }
                }
            }
        }
        // If there are no characters without actions
        if (firstAction == -1)
        {
            // This is a brute force way to make sure the last character's tell is shown, even if they aren't last in the queue
            foreach (Character C in combatQueue)
            {
                C.CallTell();
            }
            currentPhase = PHASE.EXECUTE;
            Execute();
        }
        if (firstAction != -1)
        {
            currentCharacter = firstAction;
            if (firstAction > 0)
            {
                combatQueue [firstAction - 1].CallTell();
            }
        }
    }
Beispiel #3
0
    // This function is used to check if there are still conflicts in the queue and set current phase to the correct phase
    void Conflict()
    {
        tCursor.ClearTargets();
        // Check if there is a conflict in the queue
        conflictInQueue = -1;
        for (int i = 4; i > -1; i--)
        {
            if (combatQueue[i].action == "None" &&
                combatQueue [i].tag == "Player" &&
                combatQueue [i + 1].tag == "Player" &&
                combatQueue [i].Stamina == combatQueue [i + 1].Stamina)
            {
                conflictInQueue = i;
            }
        }

        // Disable all enemy buttons
        foreach (Button B in enemySelect)
        {
            B.enabled = false;
        }
        // Get the position of the first player without an action
        int firstAction = -1;

        for (int i = 5; i > -1; i--)
        {
            if (combatQueue [i].action == "None" &&
                !combatQueue[i].dead)
            {
                firstAction = i;
            }
        }
        // This block will run when findstatus can work properly
        if (firstAction != -1 &&
            combatQueue[firstAction].findStatus("stun") != -1)
        {
            combatQueue[firstAction].action      = "Wait";
            combatQueue [firstAction].actionType = "None";
            combatQueue [firstAction - 1].CallTell();
            return;
        }


        // If there is a conflict in the queue but someone else has priority
        if (conflictInQueue != -1 && firstAction >= conflictInQueue)
        {
            currentPhase = PHASE.SELECT;
        }
        else
        {
            // If there is a character without an action
            if (firstAction != -1)
            {
                if (!combatQueue[firstAction].dead)
                {
                    if (combatQueue [firstAction].tag == "Player")
                    {
                        currentPhase = PHASE.ACTION;
                    }
                    else
                    {
                        // This allows the player to control enemy actions for now
                        currentPhase = PHASE.ACTION;
                        //EnemyTurn (firstAction);
                    }
                }
                else
                {
                    // All downed character are given the rest action
                    for (int i = firstAction; i < 6; i++)
                    {
                        combatQueue [i].action     = "Rest";
                        combatQueue [i].actionType = "Utility";
                        for (int j = 0; j < combatQueue[i].Target.Length; j++)
                        {
                            combatQueue [i].Target[j] = combatQueue [i];
                        }
                    }
                }
            }
        }
        // If there are no characters without actions
        if (firstAction == -1)
        {
            // This block does a stable sort to move the players who are catching to the front of the queue
            int j = 0;
            for (int i = 0; i < 6; i++)
            {
                int k = 0;
                if (combatQueue[i].action == "Catch")
                {
                    Character temp = combatQueue [i];
                    while (i - k > j)
                    {
                        combatQueue [i - k] = combatQueue [i - k - 1];
                        k++;
                    }
                    combatQueue [j] = temp;
                    j++;
                }
            }
            // This is a brute force way to make sure the last character's tell is shown, even if they aren't last in the queue
            foreach (Character C in combatQueue)
            {
                C.CallTell();
            }
            currentPhase = PHASE.EXECUTE;
            Execute();
        }
        if (firstAction != -1)
        {
            currentCharacter = firstAction;
            if (firstAction > 0)
            {
                combatQueue [firstAction - 1].CallTell();
            }
        }
    }