Example #1
0
    //空き地に止まった
    public void stopFreeLand(PlayerStatus aTurnPlayer, Action aCallback)
    {
        LandMass tLand = (LandMass)mMaster.mFeild.mMassList[aTurnPlayer.mCurrentMassNumber];

        //購入できない
        if (aTurnPlayer.mMoney < tLand.mPurchaseCost)
        {
            aCallback();
            return;
        }
        //購入できる
        aTurnPlayer.mAi.purchaseLand(aTurnPlayer, tLand, mMaster, (aAns) => {
            if (!aAns)
            {
                aCallback();
                return;
            }
            //購入する
            GameEffector.lostCoin(aTurnPlayer.mComa.position, (-tLand.mPurchaseCost).ToString(), () => {
                aTurnPlayer.mMoney -= tLand.mPurchaseCost;
                tLand.changeOrner(aTurnPlayer, () => {
                    tLand.changeIncreaseLevel(tLand.mIncreaseLevel, () => {
                        mMaster.updateStatus();
                        aCallback();
                        return;
                    });
                });
            });
        });
    }
Example #2
0
    //自分の土地に止まった
    public void stopMyLand(PlayerStatus aTurnPlayer, Action aCallback)
    {
        LandMass tLand = (LandMass)mMaster.mFeild.mMassList[aTurnPlayer.mCurrentMassNumber];

        //最大まで増資済み
        if (tLand.mIncreaseLevel >= LandMass.mMaxIncreaseLevel)
        {
            aCallback();
            return;
        }
        //増資できない
        if (aTurnPlayer.mMoney < tLand.mIncreaseCost)
        {
            aCallback();
            return;
        }
        //増資できる
        aTurnPlayer.mAi.increaseLand(aTurnPlayer, tLand, mMaster, (aAns) => {
            if (!aAns)
            {
                aCallback();
                return;
            }
            //増資する
            GameEffector.lostCoin(aTurnPlayer.mComa.position, (-tLand.mIncreaseCost).ToString(), () => {
                aTurnPlayer.mMoney -= tLand.mIncreaseCost;
                tLand.changeIncreaseLevel(tLand.mIncreaseLevel + 1, () => {
                    mMaster.updateStatus();
                    aCallback();
                    return;
                });
            });
        });
    }
Example #3
0
    public override void soldLand(PlayerStatus aMyStatus, GameMaster mMaster, Action <LandMass> aCallback)
    {
        mMaster.mCamera.mTarget = null;
        Subject.addObserver(new Observer("playerAi", (aMessage) => {
            switch (aMessage.name)
            {
            case "gamePadDragged":
                Vector2 tVec = aMessage.getParameter <Vector2>("vector") / -10;
                mMaster.mCamera.move(tVec);
                break;

            case "gamePadClicked":
                GameMass tMass = aMessage.getParameter <GameMass>("mass");
                if (!(tMass is LandMass))
                {
                    break;
                }
                LandMass tLand = (LandMass)tMass;
                if (tLand.mOwner != aMyStatus.mPlayerNumber)
                {
                    break;
                }
                Subject.removeObserver("playerAi");
                aCallback(tLand);
                return;
            }
        }));
    }
Example #4
0
    //自分以外の土地の料金の平均を求める
    public int getFeeAverage(PlayerStatus aMyStatus, GameFeild aFeild)
    {
        int tTotalFee = 0;
        int tTotalNum = 0;

        foreach (GameMass tMass in aFeild.mMassList)
        {
            if (!(tMass is LandMass))
            {
                continue;
            }
            LandMass tLand = (LandMass)tMass;
            if (tLand.mOwner == aMyStatus.mPlayerNumber)
            {
                continue;
            }
            if (tLand.mOwner <= 0)
            {
                continue;
            }
            tTotalFee += tLand.mFeeCost;
            tTotalNum++;
        }
        if (tTotalFee == 0)
        {
            return(0);
        }
        return(tTotalFee / tTotalNum);
    }
Example #5
0
        //Done on seperate thread
        private void UpdateCreatingWorld(Object stateInfo)
        {
            Tile[,] tileGrid = new Tile[worldWidth, worldHeight];
            List <Intersection> intersectionList = new List <Intersection>();
            List <Town>         townList         = new List <Town>();

            //Creating Mass
            LandMass landMass = new LandMass(tileGrid, waterMap, loadingInfo);

            //Creating Mass
            LandSmoothing landSmoothing = new LandSmoothing(tileGrid, loadingInfo);

            //Creating Roads
            TownsAndRoads townsAndRoads = new TownsAndRoads(tileGrid, intersectionList, townList, loadingInfo);

            AddingTrees addingTrees = new AddingTrees(tileGrid, treeMap, loadingInfo);



            //Setting the world
            WorldController.world = new World(worldWidth, worldHeight, tileGrid, intersectionList, townList);
            WorldController.world.AddVehicle();
            //Faster GC Collection
            Array.Clear(waterMap, 0, waterMap.Length);
            Array.Clear(treeMap, 0, treeMap.Length);
            GC.Collect();
            creationState = CreationState.InitMiniMap;
        }
Example #6
0
        public LandMassViewModel(LandMass landMass, IValueHolderReadOnly <double> metersPerPixel, IValueHolderReadOnly <double> seaMapSizeInPixels)
        {
            _landMass           = landMass;
            _metersPerPixel     = metersPerPixel;
            _seaMapSizeInPixels = seaMapSizeInPixels;

            _metersPerPixel.PropertyChanged += HandleMetersPerPixelPropertyChanged;
            HandleMetersPerPixelPropertyChanged(this, new PropertyChangedEventArgs(null));
        }
Example #7
0
 public override void increaseLand(PlayerStatus aMyStatus, LandMass aLand, GameMaster mMaster, Action <bool> aCallback)
 {
     MySceneManager.openScene("twoChoicesQuestion",
                              new Arg(new Dictionary <string, object>()
     {
         { "text", aLand.mIncreaseCost.ToString() + "金で" + aLand.mNameMesh.text + "を\n増資しますか" }
     }),
                              null, (aArg) => {
         aCallback(aArg.get <bool>("answer"));
     });
 }
Example #8
0
    public override void purchaseLand(PlayerStatus aMyStatus, LandMass aLand, GameMaster mMaster, Action <bool> aCallback)
    {
        //手持ちの金が料金の平均を下回らなければ購入する
        int tAve = getFeeAverage(aMyStatus, mMaster.mFeild);

        if (aMyStatus.mMoney - aLand.mPurchaseCost < tAve)
        {
            aCallback(false);
            return;
        }
        aCallback(true);
    }
Example #9
0
    //自分以外の土地に止まった
    public void stopOtherLand(PlayerStatus aTurnPlayer, Action aCallback)
    {
        LandMass tLand = (LandMass)mMaster.mFeild.mMassList[aTurnPlayer.mCurrentMassNumber];

        GameEffector.lostCoin(aTurnPlayer.mComa.position, (-tLand.mFeeCost).ToString(), () => {
            aTurnPlayer.mMoney  -= tLand.mFeeCost;
            PlayerStatus tStatus = mMaster.mPlayerStatus[tLand.mOwner - 1];
            GameEffector.getCoin(tStatus.mComa.position, tLand.mFeeCost.ToString(), () => {
                tStatus.mMoney += tLand.mFeeCost;
                mMaster.updateStatus();
                aCallback();
                return;
            });
        });
    }
    static public void soldLand(LandMass aLand, GameMaster aMaster, Action aCallback)
    {
        PlayerStatus tOwner = aMaster.mPlayerStatus[aLand.mOwner - 1];

        aLand.changeOrner(null, () => {});
        aMaster.mCamera.mTarget = aLand;
        GameEffector.lostCoin(aLand.worldPosition, "", () => {
            aMaster.mCamera.mTarget = tOwner.mComa;
            GameEffector.getCoin(tOwner.mComa.worldPosition, "+" + aLand.mSellCost.ToString(), () => {
                tOwner.mMoney += aLand.mSellCost;
                aMaster.updateStatus();
                aCallback();
            });
        });
    }
Example #11
0
    static public GameMass create(Arg aMassData)
    {
        switch (aMassData.get <string>("type"))
        {
        case "land":
            LandMass tLand = GameObject.Instantiate(Resources.Load <LandMass>("prefabs/game/mass/landMass"));
            tLand.mNameMesh.text           = aMassData.get <string>("name");
            tLand.name                     = aMassData.get <string>("name");
            tLand.worldPosition            = vector2ToPosition(aMassData.get <Vector2>("position"));
            tLand.mBaseValue               = aMassData.get <int>("value");
            tLand.mBuildingRenderer.sprite = null;
            //属性
            tLand.mAttributes = aMassData.get <List <string> >("attribute");
            if (tLand.mAttributes[0] == "none")
            {
                tLand.mAttribute1.sprite = null;
            }
            else
            {
                tLand.mAttribute1.sprite = Resources.Load <Sprite>("sprites/feild/attribute/" + tLand.mAttributes[0]);
            }
            if (tLand.mAttributes[1] == "none")
            {
                tLand.mAttribute2.sprite = null;
            }
            else
            {
                tLand.mAttribute2.sprite = Resources.Load <Sprite>("sprites/feild/attribute/" + tLand.mAttributes[1]);
            }
            tLand.updateValueDisplay();
            return(tLand);

        case "bat":
        case "heart":
        case "god":
            EventMass tEvent = GameObject.Instantiate(Resources.Load <EventMass>("prefabs/game/mass/" + aMassData.get <string>("type") + "Mass"));
            tEvent.name          = aMassData.get <string>("type");
            tEvent.worldPosition = vector2ToPosition(aMassData.get <Vector2>("position"));
            return(tEvent);

        case "start":
            StartMass tStart = GameObject.Instantiate(Resources.Load <StartMass>("prefabs/game/mass/startMass"));
            tStart.name          = "start";
            tStart.worldPosition = vector2ToPosition(aMassData.get <Vector2>("position"));
            return(tStart);
        }
        throw new Exception("不明なマスタイプ : " + aMassData.get <string>("type"));
    }
Example #12
0
    public void stopLand(PlayerStatus aTurnPlayer, Action aCallback)
    {
        LandMass tLand = (LandMass)mMaster.mFeild.mMassList[aTurnPlayer.mCurrentMassNumber];

        if (tLand.mOwner <= 0)
        {
            stopFreeLand(aTurnPlayer, aCallback);
        }
        else if (tLand.mOwner == aTurnPlayer.mPlayerNumber)
        {
            stopMyLand(aTurnPlayer, aCallback);
        }
        else
        {
            stopOtherLand(aTurnPlayer, aCallback);
        }
    }
Example #13
0
    public override void soldLand(PlayerStatus aMyStatus, GameMaster mMaster, Action <LandMass> aCallback)
    {
        //価値が最も低い土地を売る
        LandMass tCheapest = null;

        foreach (LandMass tLand in mMaster.mFeild.getOwnedLand(aMyStatus.mPlayerNumber))
        {
            if (tCheapest == null)
            {
                tCheapest = tLand;
                continue;
            }
            if (tCheapest.mTotalValue > tLand.mTotalValue)
            {
                tCheapest = tLand;
            }
        }
        aCallback(tCheapest);
    }
Example #14
0
    //指定したプレイヤが所有している土地のリストを返す
    public List <LandMass> getOwnedLand(int aPlayerNumber)
    {
        List <LandMass> tLands = new List <LandMass>();

        foreach (GameMass tMass in mMassList)
        {
            if (!(tMass is LandMass))
            {
                continue;
            }
            LandMass tLand = (LandMass)tMass;
            if (tLand.mOwner != aPlayerNumber)
            {
                continue;
            }
            tLands.Add(tLand);
        }
        return(tLands);
    }
Example #15
0
 //プレイヤの物件,総資産更新
 public void updatePropertyValueStatus()
 {
     foreach (PlayerStatus tStatus in mTurnOrder)
     {
         int tProperty = 0;
         foreach (GameMass tMass in mFeild.mMassList)
         {
             if (!(tMass is LandMass))
             {
                 continue;
             }
             LandMass tLand = (LandMass)tMass;
             if (tLand.mOwner != tStatus.mPlayerNumber)
             {
                 continue;
             }
             tProperty += tLand.mTotalValue;
         }
         tStatus.mProperty = tProperty;
         tStatus.mAssets   = tStatus.mMoney + tStatus.mProperty;
     }
 }
Example #16
0
 public override void purchaseLand(PlayerStatus aMyStatus, LandMass aLand, GameMaster mMaster, Action <bool> aCallback)
 {
     aCallback(true);
 }
Example #17
0
 abstract public void purchaseLand(PlayerStatus aMyStatus, LandMass aLand, GameMaster mMaster, Action <bool> aCallback);