Example #1
0
    public void InitializeGame()
    {
        ICharactersManager player1 = new HumanCharactersManager(1);
        ICharactersManager player2 = new AICharactersManager(2);

        battleStateController = new BattleStateController(player1, player2);

        battleField = Instantiate(environment);

        List <ICharacter> player1Characters = player1.GetCharacters();
        List <ICharacter> player2Characters = player2.GetCharacters();

        GameObject emptyGameObject = new GameObject();

        emptyGameObject.name = "BattleHandler";

        PlayerManagerProvider player1ManagerProvider = Instantiate(playerManagerPrefab);
        PlayerManagerProvider player2ManagerProvider = Instantiate(enemyManagerPrefab);

        GameController.Instance.AddPlayer(player1, player1ManagerProvider);
        GameController.Instance.AddPlayer(player2, player2ManagerProvider);

        player1ManagerProvider.Initialize(player1, CreatePlayersCharactersView(player1Characters, playerPrefab));
        player2ManagerProvider.Initialize(player2, CreatePlayersCharactersView(player2Characters, enemyPrefab));

        battleProvider = emptyGameObject.AddComponent <GameViewProvider>();
        battleProvider.Initialize(battleStateController, player1ManagerProvider, player2ManagerProvider);

        //battleProvider.AddSyncronizedObject(player1ManagerProvider);
        //battleProvider.AddSyncronizedObject(player2ManagerProvider);

        battleStateController.SetStartPlanningState();
    }
Example #2
0
    public void Initialize(BattleStateController _battleStateController, PlayerManagerProvider _player1, PlayerManagerProvider _player2)
    {
        stateController = _battleStateController;
        player1         = _player1;
        player2         = _player2;

        AddSyncronizedObject(player1);
        AddSyncronizedObject(player2);

        stateController.changeStateDelegate += Synchronize;
        stateController.intermediateMessage += RecieveintermediateMessage;
        stateController.checkRoundResult    += CheckRoundResult;
        stateController.roundFinishedEvent  += FreezeCharacters;
        stateController.gameFinished        += SetEndGame;
    }
Example #3
0
        IEnumerator Start()
        {
            #region Config

            log.Info("\n\nStart");
            var units                 = new UnitInfoLoader().Load();
            var saveDataLoader        = new SaveInfoLoader();
            var saves                 = saveDataLoader.Load();
            var decisionTreeLoader    = new DecisionTreeLoader();
            var decisionTreeComponent = decisionTreeLoader.Load();

            #endregion
            #region Infrastructure

            var tickController  = new TickController();
            var inputController = new InputController(tickController);
            //TODO: implement event bus that won't allocate(no delegates)
            var eventBus = new EventBus();            //TODO: stop using eventbus Ievent interface to remove reference on that library from model
            EventBus.Log     = m => log.Info($"{m}"); //TODO: remove that lmao
            EventBus.IsLogOn = () => DebugController.Info.IsDebugOn;

            #endregion
            #region View

            var mainCamera                  = Camera.main;
            var tileSpawner                 = new TilePresenter(TileStartPoints, new TileViewFactory(TileViewPrefab));
            var coordFinder                 = new CoordFinder(TileStartPoints);
            var unitViewFactory             = new UnitViewFactory(units, UnitViewPrefab, coordFinder, mainCamera);
            var unitViewCoordChangedHandler = new UnitViewCoordChangedHandler(coordFinder);
            var boardPresenter              = new BoardPresenter(unitViewCoordChangedHandler);

            var playerPresenterContext = new PlayerPresenterContext(
                new PlayerPresenter(unitViewFactory, unitViewCoordChangedHandler),
                new PlayerPresenter(unitViewFactory, unitViewCoordChangedHandler));

            #endregion
            #region Model
            var decisionTreeLookup = new DecisionTreeLookup();

            var decisionTreeCreatorVisitor = new DecisionTreeCreatorVisitor(eventBus,
                                                                            d => new LoggingDecorator(d, DebugController.Info), decisionTreeLookup);

            var unitFactory = new UnitFactory(units, new DecisionFactory(
                                                  decisionTreeCreatorVisitor, decisionTreeComponent));

            //TODO: replace board/bench dictionaries with array?
            var playerContext = new PlayerContext(new Player(unitFactory), new Player(unitFactory));
            var board         = new Board();
            var aiHeap        = new AiHeap();
            var aiContext     = new AiContext(board, aiHeap);

            #endregion
            #region Shared

            var worldContext = new PlayerSharedContext(playerContext, playerPresenterContext, BattleSetupUI);

            #endregion
            #region Controller

            var raycastController = new RaycastController(mainCamera,
                                                          LayerMask.GetMask("Terrain", "GlobalCollider"), LayerMask.GetMask("Unit"));

            var unitSelectionController = new UnitSelectionController(inputController,
                                                                      raycastController, coordFinder);

            var unitTooltipController = new UnitTooltipController(UnitTooltipUI,
                                                                  unitSelectionController);

            #endregion
            #region Unit drag

            var battleStateController = new BattleStateController(BattleSimulationUI);
            var unitDragController    = new UnitDragController(raycastController,
                                                               new CoordFinderBySelectedPlayer(coordFinder, BattleSetupUI),
                                                               inputController, unitSelectionController,
                                                               new CanStartDrag(battleStateController, BattleSetupUI));

            var tileHighlightController = new TileHighlighterController(tileSpawner,
                                                                        unitDragController);

            var unitMoveController = new UnitMoveController(worldContext, unitDragController);

            #endregion
            #region Battle simulation

            var movementController  = new MovementController(boardPresenter, coordFinder);
            var attackController    = new AttackController(boardPresenter, unitTooltipController);
            var animationController = new AnimationController(boardPresenter);
            eventBus.Register <StartMoveEvent>(movementController, animationController); //TODO: register implicitly?
            eventBus.Register <FinishMoveEvent>(movementController);
            eventBus.Register <RotateEvent>(movementController);
            eventBus.Register <UpdateHealthEvent>(attackController);
            eventBus.Register <DeathEvent>(attackController);
            eventBus.Register <IdleEvent>(animationController);
            eventBus.Register <StartAttackEvent>(animationController);

            var battleSimulationPresenter = new BattleSimulationPresenter(coordFinder,
                                                                          boardPresenter, movementController, movementController);

            var battleSimulation = new BattleSimulation(aiContext, board, aiHeap);

            var realtimeBattleSimulationController = new RealtimeBattleSimulationController(
                movementController, battleSimulation);

            #endregion
            #region Debug

            var battleSimulationDebugController = new BattleSimulationDebugController(
                battleSimulation, BattleSimulationUI,
                aiContext, playerContext, playerPresenterContext, realtimeBattleSimulationController,
                battleSimulationPresenter);

            var battleSaveController = new BattleSaveController(playerContext,
                                                                playerPresenterContext, BattleSaveUI, saveDataLoader, saves,
                                                                battleSimulationDebugController);

            var battleSetupController = new BattleSetupController(playerContext,
                                                                  playerPresenterContext, BattleSetupUI);

            var unitModelDebugController = new UnitModelDebugController(playerContext, board, ModelUI,
                                                                        DebugController.Info, unitSelectionController);

            var takenCoordDebugController = new TakenCoordDebugController(board, DebugController,
                                                                          tileSpawner);

            var targetDebugController = new TargetDebugController(
                board, coordFinder, DebugController.Info);

            var uiDebugController = new UIDebugController(
                BattleSetupUI, BattleSaveUI, BattleSimulationUI,
                unitModelDebugController);

            #endregion

            yield return(null);

            #region Infrastructure

            tickController.InitObservable(takenCoordDebugController, targetDebugController,
                                          uiDebugController, unitModelDebugController, realtimeBattleSimulationController,
                                          DebugController); //TODO: register implicitly?
            inputController.InitObservables();

            #endregion
            #region View

            BattleSetupUI.SetDropdownOptions(units.Keys.ToList());
            BattleSaveUI.SubToUI(saves.Keys.ToList());
            tileSpawner.SpawnTiles();

            #endregion
            decisionTreeCreatorVisitor.Init();
            #region Controller

            unitSelectionController.SubToInput(disposable);
            battleStateController.SubToUI();
            unitDragController.SubToUnitSelection(disposable);
            tileHighlightController.SubToDrag(disposable);
            unitMoveController.SubToDrag(disposable);
            unitTooltipController.SubToUnitSelection(disposable);

            #endregion
            #region Debug

            battleSaveController.SubToUI();
            battleSetupController.SubToUI();
            unitModelDebugController.SubToUnitSelection(disposable);
            battleSimulationDebugController.SubToUI();
            DebugController.Init(UnitTooltipUI);

            #endregion

            MonoBehaviourCallBackController.StartUpdating(tickController);
        }
 public CanStartDrag(BattleStateController battleStateController, BattleSetupUI battleSetupUI)
 {
     this.battleStateController = battleStateController;
     this.battleSetupUI         = battleSetupUI;
 }