Beispiel #1
0
        public static void PlayerLogic(this Player player)
        {
            var gameManager = Core.Get <GameManager>();

            {
                var playerLair = gameManager.GetPlayerLair(player);

                var followingSoldiers    = new List <Soldier>();
                var nearEnemySoldiers    = new List <Soldier>();
                var nearFoodPiles        = new List <FoodPile>();
                var nearFoodUnits        = new List <FoodUnit>();
                var nearEnemySoldierEggs = new List <SoldierEgg>();

                foreach (var soldier in gameManager.GetPlayerSoldiers(player))
                {
                    if (soldier.state == SoldierState.Protect)
                    {
                        followingSoldiers.Add(soldier);
                    }
                }

                foreach (var soldier in gameManager.soldiers)
                {
                    if (soldier.owner != player && Vector3.Distance(player.GetPosition(), soldier.GetPosition()) < SoldierConstants.ATTACK_AGRO_MIN_DISTANCE)
                    {
                        nearEnemySoldiers.Add(soldier);
                    }
                }

                foreach (var foodPile in gameManager.foodPiles)
                {
                    if (foodPile.behaviour.GetFoodCount() == 0)
                    {
                        continue;
                    }

                    if (Vector3.Distance(player.GetPosition(), foodPile.GetPosition()) < SoldierConstants.FOOD_HARVEST_MIN_DISTANCE)
                    {
                        nearFoodPiles.Add(foodPile);
                    }
                }

                foreach (var foodUnit in gameManager.foodUnits)
                {
                    if (Vector3.Distance(player.GetPosition(), foodUnit.GetPosition()) < SoldierConstants.FOOD_HARVEST_MIN_DISTANCE)
                    {
                        nearFoodUnits.Add(foodUnit);
                    }
                }

                foreach (var egg in gameManager.eggs)
                {
                    bool isBeingStolen = false;

                    foreach (var soldier in gameManager.soldiers)
                    {
                        if (soldier.state == SoldierState.StealEgg && soldier.stealEggTarget == egg)
                        {
                            isBeingStolen = true;
                            break;
                        }
                    }

                    if (isBeingStolen)
                    {
                        continue;
                    }

                    if (!egg.behaviour.gameObject.activeInHierarchy)
                    {
                        continue;
                    }

                    bool inPlayerLair = Vector3.Distance(egg.GetPosition(), playerLair.GetPosition()) < SoldierEggConstants.HATCH_MIN_DISTANCE_LAIR;

                    if (!inPlayerLair && Vector3.Distance(player.GetPosition(), egg.GetPosition()) < SoldierConstants.EGG_STEAL_MIN_DISTANCE)
                    {
                        nearEnemySoldierEggs.Add(egg);
                    }
                }

                if (nearEnemySoldiers.Count > 0)
                {
                    foreach (var soldier in followingSoldiers)
                    {
                        if (gameManager.onPlayerAction != null)
                        {
                            gameManager.onPlayerAction(player, PlayerAction.OrderAttack, soldier);
                        }

                        soldier.state        = SoldierState.Attack;
                        soldier.attackTarget = nearEnemySoldiers[0];

                        if (gameManager.onSoldierChangeState != null)
                        {
                            gameManager.onSoldierChangeState(soldier, SoldierState.Protect);
                        }
                    }
                }
                else if (nearFoodPiles.Count > 0)
                {
                    foreach (var soldier in followingSoldiers)
                    {
                        if (gameManager.onPlayerAction != null)
                        {
                            gameManager.onPlayerAction(player, PlayerAction.OrderHarvestFood, soldier);
                        }

                        soldier.state             = SoldierState.Harvest;
                        soldier.harvestPileTarget = nearFoodPiles[0];

                        if (gameManager.onSoldierChangeState != null)
                        {
                            gameManager.onSoldierChangeState(soldier, SoldierState.Protect);
                        }
                    }
                }
                else if (nearFoodUnits.Count > 0)
                {
                    foreach (var soldier in followingSoldiers)
                    {
                        if (gameManager.onPlayerAction != null)
                        {
                            gameManager.onPlayerAction(player, PlayerAction.OrderHarvestFood, soldier);
                        }

                        soldier.state             = SoldierState.Harvest;
                        soldier.harvestPileTarget = null;
                        soldier.harvestUnitTarget = nearFoodUnits[0];

                        if (gameManager.onSoldierChangeState != null)
                        {
                            gameManager.onSoldierChangeState(soldier, SoldierState.Protect);
                        }
                    }
                }
                else if (nearEnemySoldierEggs.Count > 0)
                {
                    foreach (var soldier in followingSoldiers)
                    {
                        if (gameManager.onPlayerAction != null)
                        {
                            gameManager.onPlayerAction(player, PlayerAction.OrderStealEgg, soldier);
                        }

                        soldier.state          = SoldierState.StealEgg;
                        soldier.stealEggTarget = nearEnemySoldierEggs[0];

                        if (gameManager.onSoldierChangeState != null)
                        {
                            gameManager.onSoldierChangeState(soldier, SoldierState.Protect);
                        }
                    }
                }
                else if (Vector3.Distance(playerLair.GetPosition(), player.GetPosition()) < PlayerConstants.LAIR_EGG_CREATION_MIN_DISTANCE)
                {
                    if (player.lastEggTime + PlayerConstants.EGG_DELAY_TIME <= Time.fixedTime && playerLair.foodCount >= PlayerConstants.FOOD_SOLDIER_COST && gameManager.GetPlayerSoldiers(player).Count + gameManager.GetPlayerEggs(player).Count < PlayerConstants.MAX_SOLDIERS)
                    {
                        player.lastEggTime = Time.fixedTime;

                        if (gameManager.onPlayerAction != null)
                        {
                            gameManager.onPlayerAction(player, PlayerAction.SpawnEgg, null);
                        }

                        playerLair.foodCount -= PlayerConstants.FOOD_SOLDIER_COST;

                        SoldierEggExtension.Instantiate(playerLair.GetPosition() + new Vector3(
                                                            Random.Range(-(SoldierEggConstants.HATCH_MIN_DISTANCE_LAIR / 2.2f), (SoldierEggConstants.HATCH_MIN_DISTANCE_LAIR / 2.2f)),
                                                            0,
                                                            Random.Range(-(SoldierEggConstants.HATCH_MIN_DISTANCE_LAIR / 2.2f), (SoldierEggConstants.HATCH_MIN_DISTANCE_LAIR / 2.2f))
                                                            ));
                    }
                }
            }

            if (player.IsActionButtonPressed())
            {
                var soldiers            = gameManager.GetPlayerSoldiers(player);
                var soldiersNotGuarding = new List <Soldier>();

                foreach (var soldier in soldiers)
                {
                    if (soldier.state != SoldierState.Protect)
                    {
                        soldiersNotGuarding.Add(soldier);
                    }
                }

                if (soldiersNotGuarding.Count > 0)
                {
                    foreach (var soldier in soldiersNotGuarding)
                    {
                        if (Vector3.Distance(soldier.GetPosition(), player.GetPosition()) <= PlayerConstants.SOLDIER_RECOVER_MIN_DISTANCE)
                        {
                            if (gameManager.onPlayerAction != null)
                            {
                                gameManager.onPlayerAction(player, PlayerAction.OrderRecover, soldier);
                            }

                            var previousState = soldier.state;

                            soldier.state = SoldierState.Protect;

                            if (soldier.hasFood)
                            {
                                soldier.hasFood = false;
                                soldier.behaviour.CarryNone();
                                FoodUnitExtension.Instantiate(soldier.GetPosition());

                                if (gameManager.onFoodDrop != null)
                                {
                                    gameManager.onFoodDrop(soldier);
                                }
                            }

                            if (soldier.hasEgg)
                            {
                                soldier.hasEgg = false;
                                soldier.behaviour.CarryNone();
                                soldier.stealEggTarget.behaviour.transform.position = soldier.GetPosition();
                                soldier.stealEggTarget.behaviour.gameObject.SetActive(true);

                                if (gameManager.onEggDrop != null)
                                {
                                    gameManager.onEggDrop(soldier, soldier.stealEggTarget);
                                }

                                soldier.stealEggTarget = null;
                            }

                            if (gameManager.onSoldierChangeState != null)
                            {
                                gameManager.onSoldierChangeState(soldier, previousState);
                            }
                        }
                    }
                }
            }
        }