Example #1
0
    //--------------------------------- original code -----------------------------

    // 50/50 chance to place troop on country already populated or onto a new one (the larger the army the more likely it will place on the country)
    public void AIDeployTroop()
    {
        currentPlayer      = playerTurn.CurrentPlayer();
        currentPlayerIndex = currentPlayer - 2;
        if (currentPlayer != 1)
        {
            // only runs once and places a country in the list for the below code to work
            if (playerTurn.turn == 1)
            {
                PrePopulateLists();
            }
            // take a random country from within the built list of populated countries
            if (PickfromList())
            {
                randomListIndex = Mathf.FloorToInt(Random.Range(0f, SelectionList [currentPlayerIndex].Count));
                selectedCountry = SelectionList [currentPlayerIndex] [randomListIndex];
            }
            // or choose another front line country
            else
            {
                setupPhase.SelectFrontLineCountry();
                selectedCountry = GameObject.FindGameObjectWithTag("SelectedCountry");
                // adds the new selection to the list
                SelectionList [currentPlayerIndex].Add(selectedCountry);
            }
            // places a soldier onto country
            allocateSoldiers.DropSoldier(selectedCountry);
        }
    }
    //Remove presvious country selected and add tag to new country selection
    void OnMouseDown()
    {
        audioFadeOut.Click();
        //TODO: adjust this to take the number human players into account
        // cannot select countries during AI turn
        if (playerTurn.CurrentPlayer() != 1)
        {
            return;
        }

        // removes tag from previously selected country
        previousCountry = GameObject.FindGameObjectWithTag("SelectedCountry");
        if (previousCountry != null)
        {
            previousCountry.gameObject.tag = "Untagged";
        }

        // updates the current country selection
        country = gameObject.transform.parent.gameObject;
        country.gameObject.tag = "SelectedCountry";

        // activates and deactivates button colours
        buttonColour.SetupPlusMinusColour();
        if (phases.battlePhase)
        {
            buttonColour.BattleAttackColour(targetCountry.selectingDefender);
        }

        // sets the target as "defender" rather than "selectedCountry" when target country to attack
        if (targetCountry.selectingDefender)
        {
            targetCountry.SetDefender();
            return;
        }

        // movement phase mechanics
        if (phases.movementPhase)
        {
            buttonColour.MovementSelectFromCountry(country);
            // selects countries to move troops between
            if (armyMovement.movementSelected)
            {
                armyMovement.MovementCountries(country);
            }
        }

        // doesnt display selected territory during movement phase (other display is shown)
        if (armyMovement.movementSelected)
        {
            return;
        }

        // place soldiers during the opening phase script
        if (phases.openingPhase & teamChecker.UnderControl(country))
        {
            allocateSoldiers.DropSoldier(country);
            audioFadeOut.MoreTroopsAudio();
        }

        // Runs display selected country, doesnt run when selecting attacker or defender
        displayEditor.SelectedTerritory(country);
    }