Example #1
0
    private Node[] GetCurrentTeamPosition(List <Unit> team)
    {
        Node[] teamPosition = new Node[team.Count];
        for (int i = 0; i < team.Count; ++i)
        {
            LocalPosition localPos = PositionConverter.ToLocalCoordinates(team[i].worldPosition);
            teamPosition[i] = BoardManager.Instance.map.graph[localPos.x, localPos.y];
        }

        return(teamPosition);
    }
Example #2
0
    private void OnMouseUp()
    {
        LocalPosition clickedTileLocalPos = PositionConverter.ToLocalCoordinates(new WorldPosition(tileX, 0, tileY));
        Node          clickedTtile        = BoardManager.Instance.map.graph[clickedTileLocalPos.x, clickedTileLocalPos.y];

        if (BoardManager.selectedUnit != null && BoardManager.Instance.isAvailableClickedTile(clickedTtile) && !GameManager.isGameOver)
        {
            BoardManager.Instance.GeneratePathTo(tileX, tileY);
            BoardManager.selectedUnit.MoveToEnterTile();
            Human.isDoUnit       = true;
            Unit.isHumanMakeTurn = true;
        }
    }
Example #3
0
    private List <Node> GetAllAvailableUnitMoves(Unit unit)
    {
        BoardManager.selectedUnit = unit;
        List <Node>   moves    = new List <Node>();
        LocalPosition localPos = PositionConverter.ToLocalCoordinates(unit.worldPosition);

        BoardManager.Instance.GetAvailableMovementTiles(moves, BoardManager.Instance.map.graph[localPos.x, localPos.y]);

        List <Unit> availableHumanUnitsForAttack = BoardManager.Instance.GetAvailableHumanUnitsForAttack();

        foreach (var item in availableHumanUnitsForAttack)
        {
            moves.Add(BoardManager.Instance.map.graph[item.localPosition.x, item.localPosition.y]);
        }

        return(moves);
    }
Example #4
0
    public void SelectAvailableTile()
    {
        LocalPosition unitPosition = PositionConverter.ToLocalCoordinates(selectedUnit.worldPosition);

        selectedUnit.availableMovementTiles = new List <Node>();
        Node currentTile = map.graph[unitPosition.x, unitPosition.y];

        GetAvailableMovementTiles(selectedUnit.availableMovementTiles, currentTile);

        foreach (var item in selectedUnit.availableMovementTiles)
        {
            Collider[]    colliders;
            WorldPosition tileWorldPos = PositionConverter.ToWorldCoordinates(new LocalPosition(item.x, item.y));
            colliders = Physics.OverlapSphere(tileWorldPos.ToVector3(), 0.125f /*Radius*/);

            if (colliders.Length >= 1)
            {
                foreach (var collider in colliders)
                {
                    var go = collider.gameObject;
                    if (go.name.StartsWith("Hexagon"))
                    {
                        if (map.tiles[item.x, item.y] != (int)TileTypes.SWAMP)
                        {
                            selectedUnit.startColor         = go.GetComponent <Renderer>().material.GetColor("_Color");
                            selectedUnit.availableTileColor = selectedUnit.startColor;
                            //TODO: think about  other variant of colorized tile
                            selectedUnit.availableTileColor.g = 0.6f;
                            selectedUnit.availableTileColor.b = 0.4f;
                            GameObjectHighlighter.Select(selectedUnit.startColor, selectedUnit.availableTileColor, go.GetComponent <Renderer>());
                        }
                    }
                }
            }
        }
    }
Example #5
0
    //todo: think about signature
    public void GetAvailableMovementTiles(List <Node> availableMovementTiles, Node startPos)
    {
        int maxDepth                    = selectedUnit.distance;
        int currentDepth                = 0;
        int elementsToDepthIncrease     = 1;
        int nextElementsToDepthIncrease = 0;

        Queue <Node> burningTiles = new Queue <Node>();

        burningTiles.Enqueue(startPos);

        List <Node> visitedTiles = new List <Node>();

        visitedTiles.Add(startPos);

        // check other player units pos
        foreach (var item in Instance.playerUnits)
        {
            LocalPosition unitPosition        = PositionConverter.ToLocalCoordinates(item.worldPosition);
            Node          currentTileWithUnit = map.graph[unitPosition.x, unitPosition.y];
            visitedTiles.Add(currentTileWithUnit);
        }

        // check other AI units pos
        foreach (var item in Instance.enemyUnits)
        {
            LocalPosition unitPosition        = PositionConverter.ToLocalCoordinates(item.worldPosition);
            Node          currentTileWithUnit = map.graph[unitPosition.x, unitPosition.y];
            visitedTiles.Add(currentTileWithUnit);
        }

        while (burningTiles.Count != 0)
        {
            Node currentVertex = burningTiles.Dequeue();
            foreach (var item in currentVertex.neighbours)
            {
                if (!visitedTiles.Contains(item) && map.tiles[item.x, item.y] != (int)TileTypes.SWAMP)
                {
                    ++nextElementsToDepthIncrease;
                }
            }

            if (--elementsToDepthIncrease == 0)
            {
                elementsToDepthIncrease     = nextElementsToDepthIncrease;
                nextElementsToDepthIncrease = 0;
                ++currentDepth;
            }

            for (int i = 0; i < currentVertex.neighbours.Count; ++i)
            {
                Node tile = currentVertex.neighbours[i];
                if ((!visitedTiles.Contains(tile) && map.tiles[tile.x, tile.y] != 1 /*mountain*/))
                {
                    visitedTiles.Add(tile);
                    burningTiles.Enqueue(tile);
                    availableMovementTiles.Add(tile);
                }
            }

            if (currentDepth == maxDepth)
            {
                return;
            }
        }
    }
Example #6
0
    public void GeneratePathToEnemy(Unit enemy)
    {
        selectedUnit.currentPathToEnemy = null;
        // check the neighborhood of units
        if (selectedUnit.DistanceTo(enemy) == 1)
        {
            Node        enemyTile           = map.graph[enemy.localPosition.x, enemy.localPosition.y];
            List <Node> enemyTileNeighbours = enemyTile.neighbours;
            Node        selectedUnitTile    = map.graph[selectedUnit.localPosition.x, selectedUnit.localPosition.y];
            foreach (var item in enemyTileNeighbours)
            {
                if (selectedUnitTile.DistanceBetweenNode(item) == 1 &&
                    map.tiles[item.x, item.y] != (int)TileTypes.SWAMP &&
                    !isUnitOccupiedNode(item))
                {
                    currentPathToEnemy = new List <Node>();
                    currentPathToEnemy.Add(item);
                    selectedUnit.currentPathToEnemy = currentPathToEnemy;
                    return;
                }
            }
        }
        Dictionary <Node, float> dist = new Dictionary <Node, float>();
        Dictionary <Node, Node>  prev = new Dictionary <Node, Node>();
        List <Node> unvisited         = new List <Node>();

        LocalPosition sourceLocalPos = PositionConverter.ToLocalCoordinates(selectedUnit.worldPosition);
        LocalPosition targetLocalPos = PositionConverter.ToLocalCoordinates(enemy.worldPosition);

        Node source         = map.graph[sourceLocalPos.x, sourceLocalPos.y];
        Node target         = map.graph[targetLocalPos.x, targetLocalPos.y];
        Node currentUnitPos = map.graph[selectedUnit.localPosition.x, selectedUnit.localPosition.y];

        if (selectedUnit.availableMovementTiles == null)
        {
            selectedUnit.availableMovementTiles = new List <Node>();
        }

        GetAvailableMovementTiles(selectedUnit.availableMovementTiles, currentUnitPos);

        if (selectedUnit.CanAttack(enemy))
        {
            dist[source] = 0;
            prev[source] = null;

            foreach (var vertex in map.graph)
            {
                if (vertex != source)
                {
                    dist[vertex] = Mathf.Infinity;
                    prev[vertex] = null;
                }
                unvisited.Add(vertex);
            }

            while (unvisited.Count > 0)
            {
                Node u = null;

                foreach (var possibleU in unvisited)
                {
                    if (u == null || dist[u] > dist[possibleU])
                    {
                        u = possibleU;
                    }
                }

                if (u == target)
                {
                    break;
                }

                unvisited.Remove(u);

                foreach (var v in u.neighbours)
                {
                    if (selectedUnit.availableMovementTiles.Contains(v) || (v.x == enemy.localPosition.x && v.y == enemy.localPosition.y))
                    {
                        float alt = dist[u] + u.DistanceTo(v); //without calc tile cost
                        if (alt < dist[v])
                        {
                            dist[v] = alt;
                            prev[v] = u;
                        }
                    }
                }
            }

            if (prev[target] == null)
            {
                //No route between source and target
                return;
            }
            else
            {
                currentPathToEnemy = new List <Node>();
                Node currentTile = target;

                while (currentTile != null)
                {
                    currentPathToEnemy.Add(currentTile);
                    currentTile = prev[currentTile];
                }

                currentPathToEnemy.Reverse();
                currentPathToEnemy.RemoveAt(currentPathToEnemy.Count - 1);
                selectedUnit.currentPathToEnemy = currentPathToEnemy;
            }
        }
    }
Example #7
0
    public void GeneratePathTo(float x, float z)
    {
        selectedUnit.currentPath = null;
        Dictionary <Node, float> dist = new Dictionary <Node, float>();
        Dictionary <Node, Node>  prev = new Dictionary <Node, Node>();
        List <Node> unvisited         = new List <Node>();

        LocalPosition sourceLocalPos = PositionConverter.ToLocalCoordinates(selectedUnit.worldPosition);
        LocalPosition targetLocalPos = PositionConverter.ToLocalCoordinates(new WorldPosition(x, 0, z));

        Node source = map.graph[sourceLocalPos.x, sourceLocalPos.y];
        Node target = map.graph[targetLocalPos.x, targetLocalPos.y];

        if (selectedUnit.availableMovementTiles == null)
        {
            selectedUnit.availableMovementTiles = new List <Node>();
            Node currentTile = map.graph[selectedUnit.localPosition.x, selectedUnit.localPosition.y];
            GetAvailableMovementTiles(selectedUnit.availableMovementTiles, currentTile);
        }

        if (selectedUnit.availableMovementTiles.Contains(target))
        {
            dist[source] = 0;
            prev[source] = null;

            foreach (var vertex in map.graph)
            {
                if (vertex != source)
                {
                    dist[vertex] = Mathf.Infinity;
                    prev[vertex] = null;
                }
                unvisited.Add(vertex);
            }

            while (unvisited.Count > 0)
            {
                Node u = null;

                foreach (var possibleU in unvisited)
                {
                    if (u == null || dist[u] > dist[possibleU])
                    {
                        u = possibleU;
                    }
                }

                if (u == target)
                {
                    break;
                }

                unvisited.Remove(u);

                foreach (var v in u.neighbours)
                {
                    if (selectedUnit.availableMovementTiles.Contains(v))
                    {
                        //float alt = dist[u] + u.DistanceTo(v); //without calc tile cost
                        float alt = dist[u] + map.CostToEnterTile(v.x, v.y);
                        if (alt < dist[v])
                        {
                            dist[v] = alt;
                            prev[v] = u;
                        }
                    }
                }
            }

            if (prev[target] == null)
            {
                //No route between source and target
                return;
            }
            else
            {
                currentPath = new List <Node>();
                Node currentTile = target;

                while (currentTile != null)
                {
                    currentPath.Add(currentTile);
                    currentTile = prev[currentTile];
                }

                currentPath.Reverse();
                selectedUnit.currentPath = currentPath;
            }
        }
    }
Example #8
0
 public void UpdatePosition(WorldPosition worldPosition)
 {
     this.worldPosition = worldPosition;
     this.localPosition = PositionConverter.ToLocalCoordinates(worldPosition);
 }