Example #1
0
        public void PlaySound(AudioClip clip, PlayPriority priority = PlayPriority.NORMAL, float volume = 1.0f, float pitch = 1.0f, bool loop = false)
        {
            AudioSource audioComp = AudioComponent;

            if (audioComp == null || clip == null)
            {
                Debug.LogError("Audio component is not ready, or the clip provided is null");
                return;
            }

            audioComp.clip   = clip;
            audioComp.pitch  = pitch;
            audioComp.volume = volume;
            audioComp.loop   = loop;
            _playPriority    = priority;

            audioComp.Play();
        }
Example #2
0
        public IEnumerator SelectCard()
        {
            // Some verbose


            Logging.Write("------- Turn " + TritonHS.CurrentTurn + " Loop " + _loopCount + " -------");
            _loopCount++;

            // ----- First : drops
            // Try to play coin :
            yield return(TryToPlayCoin());

            // Retrieve our cards in hand which can be used
            // Can be used do a lot of check for us : enough mana, battlefield is not full to drop a minion, this spell can be used, etc...
            // Use this function to determine if a card can be played from you hand

            // Retrieve cards priority
            var lowPriority    = new List <HSCard>();
            var normalPriority = new List <HSCard>();
            var highPriority   = new List <HSCard>();
            var ultraPriority  = new List <HSCard>();

            Logging.Write("Checking hand cards priorities :");

            foreach (HSCard card in TritonHS.GetCards(CardZone.Hand).Where(s =>
                                                                           s.CanBeUsed))
            {
                // Retrieve priority
                PlayPriority priority = MurlocMap[card.Id].GetPlayPriority();
                //Logging.Write("Card " + c.GetName() + " has priority " + priority);
                switch (priority)
                {
                case PlayPriority.VeryLow:
                    //Logging.Write("\tCard " + c.GetName() + " has a very low priority");
                    break;

                case PlayPriority.Low:
                    lowPriority.Add(card);
                    Logging.Write("\tCard " + card.Name + " has a low priority");
                    break;

                case PlayPriority.Normal:
                    normalPriority.Add(card);
                    Logging.Write("\tCard " + card.Name + " has a normal priority");
                    break;

                case PlayPriority.High:
                    highPriority.Add(card);
                    Logging.Write("\tCard " + card.Name + " has a high priority!");
                    break;

                case PlayPriority.Ultra:
                    ultraPriority.Add(card);
                    Logging.Write("\tCard " + card.Name + " has an ULTRA priority!");
                    break;

                default:
                    //Dont play
                    Logging.Write("\tCard " + card.Name + " must be ignored");
                    break;
                }
            }

            if (ultraPriority.Count != 0)
            {
                HSCard best = null;

                foreach (HSCard card in ultraPriority.Where(s => s.IsMinion))
                {
                    if (best == null)
                    {
                        best = card;
                    }

                    if (card.Cost == TritonHS.CurrentMana && best.Cost != TritonHS.CurrentMana)
                    {
                        best = card;
                    }

                    // for minions priority is choosed with atk (in a first time)
                    if (best.Attack < card.Attack)
                    {
                        best = card;
                    }
                }
                Logging.Write("Lets play " + best.Name + " !");
                best.DoGrab();
                yield return(Coroutine.Sleep(500));

                best.DoDrop();
                yield return(Coroutine.Sleep(500));

                yield break;
            }
            else if (highPriority.Count != 0)
            {
                HSCard best = null;

                foreach (HSCard card in highPriority.Where(s => s.IsMinion))
                {
                    if (best == null)
                    {
                        best = card;
                    }

                    if (card.Cost == TritonHS.CurrentMana && best.Cost != TritonHS.CurrentMana)
                    {
                        best = card;
                    }

                    // for minions priority is choosed with atk (in a first time)
                    if (best.Attack < card.Attack)
                    {
                        best = card;
                    }
                }
                Logging.Write("Lets play " + best.Name + " !");
                best.DoGrab();
                yield return(Coroutine.Sleep(500));

                best.DoDrop();
                yield return(Coroutine.Sleep(500));

                yield break;
            }
            else if (normalPriority.Count != 0)
            {
                HSCard best = null;

                foreach (HSCard card in normalPriority.Where(s => s.IsMinion))
                {
                    if (best == null)
                    {
                        best = card;
                    }

                    if (card.Cost == TritonHS.CurrentMana && best.Cost != TritonHS.CurrentMana)
                    {
                        best = card;
                    }

                    // for minions priority is choosed with atk (in a first time)
                    if (best.Attack < card.Attack)
                    {
                        best = card;
                    }
                }
                Logging.Write("Lets play " + best.Name + " !");
                best.DoGrab();
                yield return(Coroutine.Sleep(500));

                best.DoDrop();
                yield return(Coroutine.Sleep(500));

                yield break;
            }
            else if (lowPriority.Count != 0)                      // Dont play low priority if coin if used [... =0 && !_coinPlayed
            {
                HSCard best = null;

                foreach (HSCard card in lowPriority.Where(s => s.IsMinion))
                {
                    if (best == null)
                    {
                        best = card;
                    }

                    if (card.Cost == TritonHS.CurrentMana && best.Cost != TritonHS.CurrentMana)
                    {
                        best = card;
                    }

                    // for minions priority is choosed with atk (in a first time)
                    if (best.Attack < card.Attack)
                    {
                        best = card;
                    }
                }
                Logging.Write("Lets play " + best.Name + " !");
                best.DoGrab();
                yield return(Coroutine.Sleep(500));

                best.DoDrop();
                yield return(Coroutine.Sleep(500));

                yield break;
            }



            // ----- Second : check hero power
            if (TritonHS.OurHeroPowerCard.CanBeUsed)
            {
                // We can use our hero power
                if (TritonHS.OurHero.Class == TAG_CLASS.WARLOCK && TritonHS.OurHeroHealthAndArmor < 10)
                // Be careful with warlock power
                {
                    Logging.Write("We are a warlock and we are low life : ignore our hero power.");
                }
                else
                {
                    Logging.Write("Lets use our hero power.");

                    // Grab card : only a grab is needed for spells
                    TritonHS.OurHeroPowerCard.DoGrab();
                    yield return(Coroutine.Sleep(1000)); // Game need to load some stuff

                    // Is a target needed for hero power?
                    // Check if target retrieved is not null (maybe we did a misstake in our RetrieveTargetForHeroPower function)
                    if (TritonHS.IsInTargetMode() && RetrieveTargetForHeroPower() != null)
                    {
                        // So, find a target
                        TritonHS.OurHeroPowerCard.DoTarget(RetrieveTargetForHeroPower());
                        yield return(Coroutine.Sleep(1000)); // Game need to load some stuff
                    }
                    yield break;
                    // Get out of this loop => return at the start of the function => check if we can use new cards (maybe we have drawn a card?)
                }
            }

            // ------ Third : use our Hero
            // Our hero can be used : our hero ATK is > 0 && we are not frozen
            // Dont focus taunters with our hero -> Focus enemy hero
            // Enemy hero can be attacked
            if (TritonHS.OurHero.CanBeUsed && !DoTheEnemyHasATaunter() &&
                TritonHS.EnemyHero.CanBeTargetedByOpponents)
            {
                TritonHS.OurHero.DoAttack(TritonHS.EnemyHero);
            }

            // ----- Fourth : attacks


            // Retrive cards on our battlefield which can be used
            // CanbeUsed function is checking if we can attack with this minion (it is not frozen, not exhausted, has atk > 0, etc...)


            foreach (HSCard card in TritonHS.GetCards(CardZone.Battlefield).Where(s => s.CanBeUsed))
            {
                HSCard BestEnnemy = null;
                //Seek if a dangerous monster is on the field

                foreach (HSCard EnnemyCard in TritonHS.GetCards(CardZone.Battlefield, false).Where(s => s.CanBeAttacked))
                {
                    double level = TradeHelper.DetermineMinionDangerousLevel(EnnemyCard);
                    Logging.Write("Level of : " + EnnemyCard.Name + " -> " + level);

                    if (DoTheEnemyHasATaunter())
                    {
                        if (EnnemyCard.HasTaunt)
                        {
                            if (EnnemyCard.Health <= card.Attack)                            //Can we kill it ?
                            {
                                // Do our attack on enemy taunter
                                BestEnnemy = EnnemyCard;
                                Logging.Write("Kill the Taunter : " + card.Name + " -> " + EnnemyCard.Name);

                                // Get out of this loop => return at the start of the function => check if we can use new cards (maybe we have drawn a card?)
                            }
                            else
                            {
                                BestEnnemy = null;
                            }
                        }
                    }
                    else
                    {
                        if (level <= 14)
                        {
                            if (EnnemyCard.Health <= card.Attack && card.Health > EnnemyCard.Attack)
                            {
                                Logging.Write("Best ennemy for : " + card.Name + " -> " + EnnemyCard.Name);
                                BestEnnemy = EnnemyCard;
                            }
                        }
                        if (level > 14 && level < 20)
                        {
                            if (EnnemyCard.Health <= card.Attack)
                            {
                                Logging.Write("Best ennemy for : " + card.Name + " -> " + EnnemyCard.Name);
                                BestEnnemy = EnnemyCard;
                            }
                        }
                        if (level >= 20)
                        {
                            if (EnnemyCard.Health / 2 <= card.Attack)
                            {
                                Logging.Write("Best ennemy for : " + card.Name + " -> " + EnnemyCard.Name);
                                BestEnnemy = EnnemyCard;
                            }
                        }
                    }
                }

                if (BestEnnemy != null)
                {
                    card.DoAttack(BestEnnemy);
                    yield return(Coroutine.Sleep(1000)); // Little sleep after an attack
                }
                else if (TritonHS.EnemyHero.CanBeTargetedByOpponents)
                {
                    // Do our attack
                    Logging.Write("Do attack : " + card.Name + " -> " + TritonHS.EnemyHero.Name);
                    card.DoAttack(TritonHS.EnemyHero);
                    yield return(Coroutine.Sleep(1000));                                    // Little sleep after an attack

                    // Get out of this loop => return at the start of the function => check if we can use new cards (maybe we have drawn a card?)
                }
                yield break;
            }


            // ----- Finally : end our turn
            // If we reach this point : all our hand cards avaible are dropped & all our usable cards on battlefield are exhausted.

            // Ensure we are not in target mode (maybe we failed somewhere)
            // If game is still in target mode, endturn will fail
            if (TritonHS.IsInTargetMode())
            {
                TritonHS.CancelTargetingMode();
            }

            sure++;
            if (sure == 2)
            {
                // End our turn
                _loopCount = 1;
                sure       = 0;
                Logging.Write("End turn.");
                TritonHS.EndTurn();
            }
            else
            {
                Logging.Write("Last check");
                yield break;
            }
        }