Beispiel #1
0
 void moveWithShip(cpuUnit cUnit, UnitObj minObj, List <Vector2Int> mvList, int dist)
 {
     if (mvList.Count() > 0)
     {
         minObj.doMove(mvList[mvList.Count() - 1]);
     }
     else
     {
         minObj.doMove(cUnit.tgtUnit.pos);
     }
     cUnit.tgtUnit.doMove(minObj.pos);
     cUnit.cWorkType = CpuWorkType.None;
 }
Beispiel #2
0
    // Update is called once per frame
    void Update()
    {
        timeleft -= Time.deltaTime;
        //5秒おき
        if (timeleft <= 0.0)
        {
            timeleft = 5.0f;
            //新しいユニットが生成されたかチェック
            foreach (var units in StageCtl.UnitList[0])
            {
                if (cpuUnitList.Any(u => u.tgtUnit == units) == false)
                {
                    cpuUnit newUnit = new cpuUnit();
                    newUnit.tgtUnit = units;
                    cpuUnitList.Add(newUnit);
                }
            }
        }


        //Debug.Log("[cpuUnit="+ cpuUnitList.Count +"]");

        //ユニットごとの処理
        //foreach(var cUnit in cpuUnitList){
        for (int i = cpuUnitList.Count() - 1; i >= 0; i--)
        {
            if (cpuUnitList[i].tgtUnit == null)
            {
                cpuUnitList.RemoveAt(i);
                continue;
            }
            UnitObj units = cpuUnitList[i].tgtUnit;
            switch (units.units)
            {
            case Unit.LargeTransport:                                                   /* 大型輸送車 */
                if ((units.works == WorkType.None) && (units.transform.parent == null)) //★要改善!
                /* ユニットが搭載されている */
                {
                    if (units.loadUnits.Count > 0)
                    {
                        switch (units.loadUnits[0].units)
                        {
                        case Unit.OilWell:                                 /* 油井 */
                            /* 油田上に居る場合 */
                            if (map.tileMap[units.pos.x, units.pos.y].getType() == TileType.OilField)
                            {
                                units.doDeployUnit();
                            }
                            else
                            {
                                var u = units.canLoad(cpuUnitList[i].hopeRideShip);
                                if (u != null)
                                {
                                    units.doLoad(u);
                                    units.LastDest              = MapCtl.offset_stg2vec(cpuUnitList[i].cpuTgtPos);
                                    cpuUnitList[i].cWorkType    = CpuWorkType.None;
                                    cpuUnitList[i].hopeRideShip = null;
                                }
                                else
                                {
                                    //
                                    if (cpuUnitList[i].hopeRideShip == null)
                                    {
                                        /* 移動先油田未設定 */
                                        //Debug.Log("cpuUnit["+ i +"].cpuTgtPos = " + cpuUnitList[i].cpuTgtPos +"]");
                                        if (cpuUnitList[i].cpuTgtPos.x == -1)
                                        {
                                            visOil OilObj = visOilList.Where(uu => uu.tgtUnit == null).ToList().Find(s => map.MapDist(cpuUnitList[i].tgtUnit.pos, s.pos) == visOilList.Where(uu => uu.tgtUnit == null).ToList().Min(p => map.MapDist(cpuUnitList[i].tgtUnit.pos, p.pos)));
                                            //if (OilObj){
                                            cpuUnitList[i].cpuTgtPos = OilObj.pos;
                                            OilObj.tgtUnit           = cpuUnitList[i].tgtUnit.loadUnits[0];
                                            //Debug.Log("cpuUnit["+ i +"].cpuTgtPos = " + cpuUnitList[i].cpuTgtPos +"]");
                                            //}
                                        }
                                        /* 開いている最短の油田へ経路探索 */
                                        if ((cpuUnitList[i].cWorkType == CpuWorkType.None) && (cpuUnitList[i].cpuTgtPos.x > -1))
                                        {
                                            srcOil(cpuUnitList[i]);
                                            cpuUnitList[i].hopeRideShip = null;
                                            Debug.Log("srcOil cpuUnit[" + i + "].cpuTgtPos = " + units.pos + " ->" + cpuUnitList[i].cpuTgtPos + "]");
                                            //units.doMove(map.getSpcTilePos(new Vector2Int(0,0), new Vector2Int (StageCtl.TileLenX, StageCtl.TileLenY), TileType.OilField, TileType.None)[0]);
                                        }
                                    }
                                    else
                                    {
                                        units.doMove(cpuUnitList[i].hopeRideShip.pos);
                                    }
                                }
                            }
                            break;

                        case Unit.NavalPort:                                 /* 軍港 */
                            if (units.doDeployUnit() == false)
                            {
                                List <Vector2Int> clist = map.getSpcTilePos(new Vector2Int(0, 0), new Vector2Int(StageCtl.TileLenX, StageCtl.TileLenY), TileType.Meadow, TileType.ShallowSea);
                                units.doMove(clist[0]);
                            }
                            break;

                        case Unit.Airfield:                                 /* 飛行場 */
                            if (units.doDeployUnit() == false)
                            {
                                List <Vector2Int> clist = map.getSpcTilePos(new Vector2Int(0, 0), new Vector2Int(StageCtl.TileLenX, StageCtl.TileLenY), TileType.Meadow, TileType.Meadow);
                                units.doMove(clist[0]);
                            }
                            break;

                        case Unit.Factory:                                 /* 工場 */
                            if (units.doDeployUnit() == false)
                            {
                                List <Vector2Int> clist = map.getSpcTilePos(new Vector2Int(0, 0), new Vector2Int(StageCtl.TileLenX, StageCtl.TileLenY), TileType.Meadow, TileType.ShallowSea);
                                units.doMove(clist[0]);
                            }
                            break;

                        case Unit.Refinery:                                 /* 製油所 */
                            if (units.doDeployUnit() == false)
                            {
                                List <Vector2Int> clist = map.getSpcTilePos(new Vector2Int(0, 0), new Vector2Int(StageCtl.TileLenX, StageCtl.TileLenY), TileType.Meadow, TileType.ShallowSea);
                                units.doMove(clist[0]);
                            }
                            break;

                        case Unit.Camp:                                 /* 野営地 */
                            if (units.doDeployUnit() == false)
                            {
                                List <Vector2Int> clist = map.getSpcTilePos(new Vector2Int(0, 0), new Vector2Int(StageCtl.TileLenX, StageCtl.TileLenY), TileType.Meadow, TileType.ShallowSea);
                                units.doMove(clist[0]);
                            }
                            break;

                        case Unit.Base:                                 /* 基地 */
                            if (units.doDeployUnit() == false)
                            {
                                List <Vector2Int> clist = map.getSpcTilePos(new Vector2Int(0, 0), new Vector2Int(StageCtl.TileLenX, StageCtl.TileLenY), TileType.Meadow, TileType.ShallowSea);
                                units.doMove(clist[0]);
                            }
                            break;

                        case Unit.Fortress:                                 /* 要塞 */
                            if (units.doDeployUnit() == false)
                            {
                                List <Vector2Int> clist = map.getSpcTilePos(new Vector2Int(0, 0), new Vector2Int(StageCtl.TileLenX, StageCtl.TileLenY), TileType.Meadow, TileType.ShallowSea);
                                units.doMove(clist[0]);
                            }
                            break;

                        default:                                 /* その他 */
                            break;
                        }
                        /* ユニットが未搭載 */
                    }
                    else
                    {
                    }
                }
                break;

            case Unit.TransportShip:             /* 輸送艦 */
                if (units.works == WorkType.None)
                {
                    /* ユニットが搭載されている */
                    if (units.loadUnits.Count > 0)
                    {
                        if (units.loadUnits[0].works == WorkType.Loading)
                        {
                            //搭載ユニットの最終移動先へ
                            units.doMove(MapCtl.offset_vec2stg(units.loadUnits[0].LastDest));
                            units.loadUnits[0].works = WorkType.None;
                        }
                        else
                        {
                            if (map.tileRing(units.pos, 1).Exists(tll => (((map.tileMap[tll.x, tll.y].getGroup() == TileGroup.Ground)))))
                            {
                                units.doUnload(units.loadUnits[0]);
                                cpuUnitList[i].hopeRideShip = null;
                            }
                            else
                            {
                                units.doMove(MapCtl.offset_vec2stg(units.loadUnits[0].LastDest));
                            }
                        }
                        /* ユニットが非搭載 */
                    }
                    else
                    {
                        //陸地に隣接している場合
                        if (map.tileRing(units.pos, 1).Exists(tll => (((map.tileMap[tll.x, tll.y].getGroup() == TileGroup.Ground)))))
                        {
                            /* 待機 */
                        }
                        else
                        {
                            //ランダムな首都を目指す(デバッグ用)
                            //units.doMove(UnitList.Where(u => u.units == Unit.Capital ).OrderBy(j => System.Guid.NewGuid()).ToList()[0].pos);
                            //ランダムな支配下領域を目指す
                            //units.doMove(map.getSpcTilePos(new Vector2Int(0,0), new Vector2Int (StageCtl.TileLenX, StageCtl.TileLenY), TileType.Meadow, TileType.None).FirstOrDefault(t=>cpuTileMap[t.x, t.y].domain>0));
                        }
                    }
                }
                break;

            case Unit.Surveillance:             /* 偵察機 */
                if (units.works == WorkType.None)
                {
                    units.doMove(new Vector2Int(3, 3));
                    units.addMove(new Vector2Int(15, 15));
                }

                /* 帰還チェック */
                chkReturn(units);

                break;

            case Unit.LandFighter:             /* 陸上戦闘機 */
                if (units.works == WorkType.None)
                {
                    units.doMove(new Vector2Int(3, 3));
                    units.addMove(new Vector2Int(15, 15));
                }

                /* 帰還チェック */
                chkReturn(units);

                break;

            case Unit.Fighter:             /* 戦闘機 */
                if (units.works == WorkType.None)
                {
                    units.doMove(new Vector2Int(3, 3));
                    units.addMove(new Vector2Int(15, 15));
                }

                /* 帰還チェック */
                chkReturn(units);

                break;

            case Unit.Capital:             /* 首都 */
                if (units.works == WorkType.None)
                {
                    //if (UnitList.Where( u => u.units == Unit.NavalPort ).ToList().Count < 1) {
                    //	//units.bldNavalPort();
                    //	units.doBuildUnit(Unit.NavalPort);
                    //} else if (UnitList.Where( u => u.units == Unit.OilWell ).ToList().Count < 5){
                    //	//units.bldOilWell();
                    //	units.doBuildUnit(Unit.OilWell);
                    //} else
                    if (UnitList.Where(u => u.units == Unit.Airfield).ToList().Count < 1)
                    {
                        units.doBuildUnit(Unit.Airfield);
                    }
                }
                break;

            case Unit.Factory:             /* 工場 */
                break;

            case Unit.NavalPort:             /* 軍港 */

                //Debug.Log("NavalPort!! "+ units.works);
                if (units.works == WorkType.None)
                {
                    if (UnitList.Where(u => u.units == Unit.TransportShip).ToList().Count < 3)
                    {
                        units.doBuildUnit(Unit.TransportShip);
                    }
                    else if (UnitList.Where(u => u.units == Unit.LargeTanker).ToList().Count < 5)
                    {
                        units.doBuildUnit(Unit.LargeTanker);
                    }
                }
                break;

            case Unit.Airfield:             /* 飛行場 */
                if (units.works == WorkType.None)
                {
                    if (UnitList.Where(u => u.units == Unit.Surveillance).ToList().Count < 2)                         /* 偵察機 */
                    {
                        units.doBuildUnit(Unit.Surveillance);
                    }
                    else if (UnitList.Where(u => u.units == Unit.LandFighter).ToList().Count < 5)                          /* 陸上戦闘機 */
                    {
                        units.doBuildUnit(Unit.LandFighter);
                    }
                }
                break;

            case Unit.Camp:             /* 工場 */
                break;

            case Unit.Base:             /* 軍港 */
                break;

            default:             /* 資源・その他 */
                //units.bldOilWell();
                break;
            }

            //
        }
    }