Beispiel #1
0
    public Unit SetParams(int unitType, string name)
    {
        _myType = unitType;
        _myID   = UnitCount;
        UnitsStats theStats = UnitsStats.CreateUnitsStats();

        _myName = name;
        if (_myName == "")
        {
            _myName = theStats.AllStats[_myType + 1][(int)StatsOrder.UnitName];
        }
        Int32.TryParse(theStats.AllStats[_myType + 1][(int)StatsOrder.MaxHP], out _maxHP);
        _currentHP = _maxHP;
        _XP        = 0;
        Int32.TryParse(theStats.AllStats[_myType + 1][(int)StatsOrder.MinDmg], out _minDmg);
        Int32.TryParse(theStats.AllStats[_myType + 1][(int)StatsOrder.MaxDmg], out _maxDmg);
        Int32.TryParse(theStats.AllStats[_myType + 1][(int)StatsOrder.HitsPerTurn], out _hitsPerTurn);
        Int32.TryParse(theStats.AllStats[_myType + 1][(int)StatsOrder.Initiative], out _initiative);
        Int32.TryParse(theStats.AllStats[_myType + 1][(int)StatsOrder.Block], out _block);
        _currentBlock = _block;
        float.TryParse(theStats.AllStats[_myType + 1][(int)StatsOrder.Accuracy], out _accuracy);
        Int32.TryParse(theStats.AllStats[_myType + 1][(int)StatsOrder.UnitCombat], out _unitRange);
        Int32.TryParse(theStats.AllStats[_myType + 1][(int)StatsOrder.Regen], out _regen);
        Int32.TryParse(theStats.AllStats[_myType + 1][(int)StatsOrder.Level], out _level);

        _lvlUps      = new int[(int)LevelUpOptions.LENGTH];
        _lvlUpChoice = new int[2] {
            -1, -1
        };

        return(this);
    }
Beispiel #2
0
    private void LevelUpUnit(int whichSkill)
    {
        UnitsStats theStats = UnitsStats.CreateUnitsStats();

        switch (whichSkill)
        {
        case 0:
        case 1:
        case 2:
            _maxHP     = _maxHP + theStats.AllLvlUps[whichSkill * 4 + 0, _myType];
            _currentHP = _currentHP + theStats.AllLvlUps[whichSkill * 4 + 0, _myType];
            print("LEVEL UP - new max hp: " + _maxHP);
            break;

        case 3:
            _minDmg = _minDmg + theStats.AllLvlUps[whichSkill * 4 + 0, _myType];
            _maxDmg = _maxDmg + theStats.AllLvlUps[whichSkill * 4 + 0, _myType];
            print("LEVEL UP - new min-max dmg: " + _minDmg + "-" + _maxDmg);
            break;

        case 4:
        case 5:
            _initiative = _initiative + theStats.AllLvlUps[whichSkill * 4 + 0, _myType];
            print("LEVEL UP - new initiative: " + _initiative);
            break;

        case 6:
            _block = _block + theStats.AllLvlUps[whichSkill * 4 + 0, _myType];
            print("LEVEL UP - new block: " + _block);
            break;

        case 7:
            _regen = _regen + theStats.AllLvlUps[whichSkill * 4 + 0, _myType];
            print("LEVEL UP - new regen: " + _regen);
            break;

        case 8:
            _hitsPerTurn = _hitsPerTurn + theStats.AllLvlUps[whichSkill * 4 + 0, _myType];
            print("LEVEL UP - new APT: " + _hitsPerTurn);
            break;

        default:
            break;
        }
        _lvlUps[whichSkill]++;
        _level++;
    }
Beispiel #3
0
    void Start()
    {
        UnitsStats setUpStats    = UnitsStats.CreateUnitsStats();
        Army       attackingArmy = Army.CreateMyArmy();

        attackingArmy.Start();
        attackingArmy.addUnitToArmy(Unit.CreateMyUnit().SetParams((int)UnitType.Swordsman, ""));
        attackingArmy.addUnitToArmy(Unit.CreateMyUnit().SetParams((int)UnitType.Swordsman, ""));
        Army defendingArmy = Army.CreateMyArmy();

        defendingArmy.Start();
        defendingArmy.addUnitToArmy(Unit.CreateMyUnit().SetParams((int)UnitType.Swordsman, ""));
        defendingArmy.addUnitToArmy(Unit.CreateMyUnit().SetParams((int)UnitType.Archer, ""));
        _cm = CombatManager.CreateMyCM(attackingArmy, defendingArmy);
        _cm.ConductBattle();


        GenerateMap();
    }
Beispiel #4
0
    /* Let's randomly select 2 options for level up for the player to choose from */
    public void LevelUpCheck()
    {
        UnitsStats theStats = UnitsStats.CreateUnitsStats();

        if (_level == 15 || (_lvlUpChoice[0] != -1 || _lvlUpChoice[1] != -1))
        {
            return;
        }
        if (_XP >= theStats.XPTable[_level])
        {
            int[] lvlOptions   = new int[(int)LevelUpOptions.LENGTH];
            int   totalOptions = 0;
            int   i;
            for (i = 0; i < (int)LevelUpOptions.LENGTH; i++)
            {
                if (theStats.AllLvlUps[i * 4 + 2, _myType] <= _level && (theStats.AllLvlUps[i * 4 + 3, _myType] > _level || theStats.AllLvlUps[i * 4 + 3, _myType] == 0))
                {
                    lvlOptions[i] = Math.Max(theStats.AllLvlUps[i * 4 + 1, _myType] - _lvlUps[i], 0);
                    totalOptions  = totalOptions + lvlOptions[i];
                }
            }
            int randomLvlOption = UnityEngine.Random.Range(1, totalOptions + 1);
            int runningTotal    = 0;
            for (i = 0; i < (int)LevelUpOptions.LENGTH; i++)
            {
                runningTotal = runningTotal + lvlOptions[i];
                if (randomLvlOption <= runningTotal)
                {
                    break;
                }
            }
            totalOptions  = totalOptions - lvlOptions[i];
            lvlOptions[i] = 0;
            int j       = i;
            int counter = 0;
            while (j == i && counter < 100)
            {
                randomLvlOption = UnityEngine.Random.Range(1, totalOptions + 1);
                runningTotal    = 0;
                for (j = 0; j < (int)LevelUpOptions.LENGTH; j++)
                {
                    runningTotal = runningTotal + lvlOptions[j];
                    if (randomLvlOption <= runningTotal)
                    {
                        break;
                    }
                }
            }
            if (counter == 100)
            {
                j = -1;
            }
            /*print("Level Up Randomly Chosen between: " + i + " and " + j);*/
            int randomLvl = UnityEngine.Random.Range(1, 3);
            if (randomLvl == 1)
            {
                LevelUpUnit(i);
            }
            else
            {
                LevelUpUnit(j);
            }
        }
    }