Beispiel #1
0
        private void OnReceivedAction(TurnAction action)
        {
            bool validAction = false;

            if (action.components.Count == 1 && action.components[0].type == TurnActionComponentType.Forfeit)
            {
                validAction = true;
            }
            else
            {
                int pieceIndex = board.PieceOnSpace(action.searchPiece);
                if (pieceIndex >= 0)
                {
                    TurnOptions currentOptions = turnOptionCalculator.Send(new TurnOptionCalculatorArgs()
                    {
                        pieceIndex = pieceIndex,
                        luaState   = LuaTranslator.GetMoveCalcState(pieceIndex, board, db),
                    });
                    foreach (var possible in currentOptions.options)
                    {
                        if (possible.IsEquivalent(action))
                        {
                            validAction = true;
                            break;
                        }
                    }
                }
            }
            if (!validAction)
            {
                UnityEngine.Debug.LogError("Cheating detected! Or at least a mod mismatch!");
            }
            choiceMadeEvent.Send(action);
        }
        private TurnOptions CalculateMoveOptions(TurnOptionCalculatorArgs args)
        {
            TurnOptions finalOptions = new TurnOptions();

            finalOptions.options = new List <TurnAction>();
            Piece          piece = board.Pieces[args.pieceIndex];
            PiecePrototype proto = db.PiecePrototypes[piece.PrototypeID];

            scripts.AddGlobal("actionHelper", luaHelper);
            DynValue ret = scripts.CallFunction(proto.MovementFunction, args.luaState);

            scripts.RemoveGlobal("actionHelper");
            try {
                Table optionList = SafeGetTable(ret, string.Format("Piece {0} action function error: Expected table to be returned", proto.LuaTag));
                int   numOptions = optionList.Length;
                for (int i = 1; i <= numOptions; i++)
                {
                    Table actionList = SafeGetTable(optionList.Get(i),
                                                    string.Format("Piece {0} action function error: Expected table at position {1} in returned list", proto.LuaTag, i));
                    TurnAction action = TranslateActionTable(args.pieceIndex, actionList, i);
                    finalOptions.options.Add(action);
                }
            } catch (BadActionException ex) {
                scripts.WriteToAuthorLog(ex.Message);
                finalOptions.options.Clear();
            }

            return(finalOptions);
        }
Beispiel #3
0
 private void OnActionChosen(TurnAction action)
 {
     if (states.State == (int)State.ChooseAction && action != null)
     {
         states.State = (int)State.Inactive;
         choiceMadeEvent.Send(action);
         requestSendAction.Send(action);
     }
 }
        public static void FilterOptionsForPosition(List <int> actionList, TurnOptions allOptions, IntVector2 boardPos)
        {
            actionList.Clear();
            for (int a = 0; a < allOptions.options.Count; a++)
            {
                TurnAction action    = allOptions.options[a];
                bool       addAction = false;
                // Add if final move action ends at boardPos
                int lastMoveIndex = -1;
                for (int i = action.components.Count - 1; i >= 0; i--)
                {
                    if (action.components[i].type == TurnActionComponentType.MovePiece)
                    {
                        lastMoveIndex = i;
                        break;
                    }
                }
                if (lastMoveIndex >= 0 && action.components[lastMoveIndex].target == boardPos)
                {
                    addAction = true;
                }
                else
                {
                    // Add actions that capture or promote a piece on this position
                    foreach (var component in action.components)
                    {
                        switch (component.type)
                        {
                        case TurnActionComponentType.CapturePiece:
                            if (component.target == boardPos)
                            {
                                addAction = true;
                            }
                            break;

                        case TurnActionComponentType.PromotePiece:
                            if (component.actor == boardPos)
                            {
                                addAction = true;
                            }
                            break;
                        }
                        if (addAction)
                        {
                            break;
                        }
                    }
                }
                if (addAction)
                {
                    actionList.Add(a);
                }
            }
        }
Beispiel #5
0
        private void HandleChoiceMade(TurnAction action)
        {
            stopTurnChoosingCommand.Send();
            TurnActionExecutionResult result = TurnActionExecutionResult.Success;

            for (int c = 0; c < action.components.Count; c++)
            {
                TurnActionComponent comp = action.components[c];
                try {
                    switch (comp.type)
                    {
                    case TurnActionComponentType.MovePiece:
                        moveCommand.Send(new MoveCommand()
                        {
                            startPosition = comp.actor,
                            moveTo        = comp.target,
                        });
                        break;

                    case TurnActionComponentType.CapturePiece:
                        captureCommand.Send(new CaptureCommand()
                        {
                            space = comp.target,
                        });
                        break;

                    case TurnActionComponentType.PromotePiece:
                        promoteCommand.Send(new PromoteCommand()
                        {
                            piecePos  = comp.actor,
                            promoteTo = comp.promotionIndex,
                        });
                        break;

                    case TurnActionComponentType.Forfeit:
                        if (board.ActivePlayer == board.LocalPlayerOrder)
                        {
                            result = TurnActionExecutionResult.Forfeit;
                        }
                        break;

                    default:
                        throw new TurnActionExcecutionException("Bad component type");
                    }
                } catch (TurnActionExcecutionException ex) {
                    scripts.WriteToAuthorLog(string.Format("Turn action execution error on component {0}: {1}", c, ex.Message));
                    result = TurnActionExecutionResult.Error;
                    break;
                }
            }
            handleEndOfTurn.Send(result);
        }
        private ActionIndicatorPattern Compile(ActionIndicatorPatternCompileArgs args)
        {
            ActionIndicatorPattern pattern = new ActionIndicatorPattern();

            pattern.indicators = new List <ActionIndicator>();

            List <TurnAction> options = args.options.options;

            for (int o = 0; o < options.Count; o++)
            {
                if (args.showOnly == null || args.showOnly.Contains(o))
                {
                    TurnAction action = options[o];
                    for (int c = 0; c < action.components.Count; c++)
                    {
                        TurnActionComponent comp     = action.components[c];
                        IntVector2          boardPos = GetBoardPosition(comp);
                        ActionIndicatorType type     = GetIndicatorType(comp);
                        int decorationModel          = GetDecorationModel(comp);
                        int promotionPiece           = GetPromotionPiece(comp);
                        ActionIndicatorStrength strength;
                        if (args.mouseOverMode)
                        {
                            strength = ActionIndicatorStrength.Mouseover;
                        }
                        else if (o == args.highlightedIndex)
                        {
                            strength = ActionIndicatorStrength.Selected;
                        }
                        else
                        {
                            strength = ActionIndicatorStrength.Inactive;
                        }

                        if (!CheckForDuplicates(pattern, boardPos, type, decorationModel, promotionPiece, strength))
                        {
                            pattern.indicators.Add(new ActionIndicator()
                            {
                                boardPosition   = boardPos,
                                type            = type,
                                decorationModel = decorationModel,
                                strength        = strength,
                                promotionPiece  = promotionPiece,
                            });
                        }
                    }
                }
            }

            return(pattern);
        }
Beispiel #7
0
 public bool IsEquivalent(TurnAction other)
 {
     if (searchPiece == other.searchPiece && components.Count == other.components.Count)
     {
         for (int i = 0; i < components.Count; i++)
         {
             if (!components[i].IsEquivalent(other.components[i]))
             {
                 return(false);
             }
         }
         return(true);
     }
     else
     {
         return(false);
     }
 }
Beispiel #8
0
 private void ForfeitGameCommand()
 {
     switch ((State)states.State)
     {
     case State.ChoosePiece:
     case State.PieceChosenWait:
     case State.ChooseAction:
         TurnAction action = new TurnAction();
         action.components = new List <TurnActionComponent>();
         action.components.Add(new TurnActionComponent()
         {
             type = TurnActionComponentType.Forfeit,
         });
         action.searchPiece = new IntVector2(-1, -1);
         choiceMadeEvent.Send(action);
         requestSendAction.Send(action);
         break;
     }
 }
        public TurnAction TranslateActionTable(int searchPiece, Table actionList, int optionIndex)
        {
            TurnAction action = new TurnAction();
            Piece      piece  = board.Pieces[searchPiece];

            action.searchPiece = piece.BoardPosition;
            string pieceName  = db.PiecePrototypes[piece.PrototypeID].LuaTag;
            int    numActions = actionList.Length;

            //BalugaDebug.Log(numActions);
            action.components = new List <TurnActionComponent>(numActions);

            for (int i = 1; i <= numActions; i++)
            {
                string exMsgHeader       = string.Format("Piece {0} action function error at Option {1} Index {2}:", pieceName, optionIndex, i);
                TurnActionComponent comp = SafeGetAction(actionList.Get(i), exMsgHeader);
                action.components.Add(comp);
            }
            return(action);
        }