Ejemplo n.º 1
0
    //returns enemy units, current unit can attack
    public ICollection <Unit> GetAttackedUnits()
    {
        if (CurrentUnit == null)
        {
            UnityEngine.Debug.LogError("attacking unit is not assigned");
            return(null);
        }

        HashSet <Unit> attackedUnits = new HashSet <Unit>();
        int            group         = CurrentUnit.Group;

        ISet <Tile> attackedTiles = BattleMovementUtils.FindAttackedTiles
                                        (new HashSet <Tile> {
            CurrentUnit.OccupiedTile
        }, CurrentUnit.GetWeaponsRanges());

        foreach (Tile tile in attackedTiles)
        {
            if (tile.IsOccupied())
            {
                int enemyGroup = tile.Occupier.Group;
                if (group != enemyGroup &&
                    !_battleTurnManager.InAlliance(group, enemyGroup))
                {
                    attackedUnits.Add(tile.Occupier);
                }
            }
        }

        return(attackedUnits);
    }
Ejemplo n.º 2
0
    //returns removed tiles
    public ISet <Tile> UpdateTrackedTiles()
    {
        var trackedTiles = new HashSet <Tile>();

        foreach (Unit unit in TrackedUnits)
        {
            var moveableTiles   = BattleMovementUtils.FindViableMoves(unit);
            var attackableTiles = BattleMovementUtils.FindAttackedTiles(moveableTiles, unit.GetWeaponsRanges());
            trackedTiles.UnionWith(attackableTiles);
        }

        TrackedTiles.ExceptWith(trackedTiles);
        var diff = new HashSet <Tile>(TrackedTiles);

        TrackedTiles = trackedTiles;
        return(diff);
    }
Ejemplo n.º 3
0
    //disables overlays then if unit occupies the tile, calculates move overlays for it
    public void OnNewTile(Tile tile)
    {
        CurrentUnit = null;

        _overlaysManager.DisableTemporaryOverlays();

        if (tile.IsOccupied())
        {
            CurrentUnit = tile.Occupier;
            if (_battleTurnManager.IsInActiveGroup(CurrentUnit))
            {
                UnitMoveTiles = BattleMovementUtils.FindViableMoves(CurrentUnit);
                AttackedTiles = BattleMovementUtils.FindAttackedTiles(UnitMoveTiles, CurrentUnit.GetWeaponsRanges());
                _overlaysManager.EnablePlayerMoveOverlays(UnitMoveTiles);
                _overlaysManager.EnableAttackedOverlays(AttackedTiles);
            }
            else
            {
                EnemyTiles = BattleMovementUtils.FindViableMoves(CurrentUnit);
                EnemyTiles.UnionWith(BattleMovementUtils.FindAttackedTiles(EnemyTiles, CurrentUnit.GetWeaponsRanges()));
                _overlaysManager.EnableEnemyOverlays(EnemyTiles);
            }
        }
    }