Example #1
0
    ///returns true if this entity moving in given direction would initiate an attack instead of shifting spaces
    ///returns false otherwise
    public virtual bool WillAttack(MoveDirection givenDirection)
    {
        TileMonoBehavior targetTile = null;

        switch (givenDirection) //finds tile in given direction, tries to move there
        {
        case (MoveDirection.up):
            targetTile = occupyingTile.getAbove();
            break;

        case (MoveDirection.left):
            targetTile = occupyingTile.getLeft();
            break;

        case (MoveDirection.down):
            targetTile = occupyingTile.getBelow();
            break;

        default:
            targetTile = occupyingTile.getRight();
            break;
        }
        if (targetTile == null || !targetTile.IsOccupied())
        {
            return(false);
        }
        return(true);
    }
Example #2
0
    void Update()
    {
        if (testingMode >= 0) //testing using the clock, but only run terrain testing after initial testing finished
        {
            delayClock += Time.deltaTime;
            if (delayClock >= 1) //1 second has passed
            {
                delayClock = 0;
                switch (testingMode)
                {
                case 0:     //should find new tile 5 left of player, connected to right of it
                {
                    Vector2    topRightLoc = new Vector2(transform.position.x - 4.75f, transform.position.y + 0.25f);
                    Vector2    botLeftLoc  = new Vector2(transform.position.x - 5.25f, transform.position.y - 0.25f);
                    Collider2D collider    = Physics2D.OverlapArea(topRightLoc, botLeftLoc, TileMonoBehavior.tileLayerMask);
                    if (collider != null)
                    {
                        print("Found tile at location, success! Checking tile's connections");
                        TileMonoBehavior tileScript = collider.gameObject.GetComponent <TileMonoBehavior>();
                        if (tileScript == null)
                        {
                            print("ALERT! GameObject we found is not a Tile, aborting tests");
                            testingMode = -2;
                            return;
                        }
                        bool testsFailed = false;
                        if (tileScript.getLeft() != null)
                        {
                            print("ALERT! Found left tile that shouldn't be there");
                            testsFailed = true;
                        }

                        if (tileScript.getRight() == null)
                        {
                            print("ALERT! Found no right tile, but there should be one there...");
                            testsFailed = true;
                        }

                        if (tileScript.getAbove() != null)
                        {
                            print("ALERT! Found above tile that shouldn't be there");
                            testsFailed = true;
                        }

                        if (tileScript.getBelow() != null)
                        {
                            print("ALERT! Found below tile that shouldn't be there");
                            testsFailed = true;
                        }
                        if (testsFailed)
                        {
                            print("Tests failed! Aborting");
                            testingMode = -2;
                            return;
                        }
                        TerrainTesting();         //now testingMode is 0
                    }
                    break;
                }

                case 1:     //see if monster still exists in game
                {
                    if (DungeonManager.turnOrder.Count != lastTurnOrderCount)
                    {
                        print("ALERT! Expected invalid created monster to be deleted, but turn order does not reflect this! Aborting!");
                        print("Turn Order was actually " + DungeonManager.turnOrder.Count);
                        testingMode = -2;
                        return;
                    }
                    print("Entity count remained the same as expected");
                    TerrainTesting();
                    break;
                }

                case 2:     //see if monster still exists in game
                {
                    if (DungeonManager.turnOrder.Count != (lastTurnOrderCount + 1))
                    {
                        print("ALERT! Expected created monster to not be deleted, but turn order does not reflect this! Aborting!");
                        print("Turn Order was actually " + DungeonManager.turnOrder.Count);
                        testingMode = -2;
                        return;
                    }
                    print("Entity count went up by 1 as expected");
                    TerrainTesting();
                    break;
                }

                case 3:     //see if monster still exists in game
                {
                    if (DungeonManager.turnOrder.Count != (lastTurnOrderCount + 1))
                    {
                        print("ALERT! Expected created monster to not be deleted, but turn order does not reflect this! Aborting!");
                        print("Turn Order was actually " + DungeonManager.turnOrder.Count);
                        testingMode = -2;
                        return;
                    }
                    print("Entity count went up by 1 as expected");
                    TerrainTesting();
                    break;
                }

                case 4:
                {
                    print("finished with Terrain testing!");
                    print("Testing finished!");
                    testingMode = -1;         //prevent looping through Update
                    return;
                }

                default:    //no defined testing case to do... "We're done here" (Cave Johnson)
                {
                    if (testingMode < 5)
                    {
                        testingMode++;
                    }
                    return;
                }
                }
            }
        }
    }
Example #3
0
    ///precondition: newTile does not have an occupying Entity, or occupying Entity must be garbage collected
    ///moves this Enity to the specified Tile and begins tracking it
    ///assumes it is already possible for Entity to move to designated Tile (tile is walkable, not occupied)
    public void goToTile(TileMonoBehavior newTile)
    {
        if (occupyingTile != null)
        {
            occupyingTile.occupyingEntity = null; //makes old tile not think this Entity is still there
        }
        occupyingTile = newTile;
        occupyingTile.occupyingEntity = this; //may forcefully evict existing entity from tile
        transform.position            = new Vector3(occupyingTile.transform.position.x, occupyingTile.transform.position.y, transform.position.z);
        //entitites that go to tiles have status effects applied to them
        if (occupyingTile.GetComponent <SpriteRenderer>().sharedMaterial == Resources.Load("Materials/Red"))   //standing in fire
        {
            Debug.Log(this + " takes 2 damage for standing in the fire");
            this.TakeDamage(2, DamageType.burn);
        }
        else if (occupyingTile.GetComponent <SpriteRenderer>().sharedMaterial == Resources.Load("Materials/Yellow"))   //standing in... wind?
        {
            if (this.speed > 1)
            {
                this.speed--;
            }
        }
        else if (occupyingTile.GetComponent <SpriteRenderer>().sharedMaterial == Resources.Load("Materials/Blue"))
        {
            while (occupyingTile.GetComponent <SpriteRenderer>().sharedMaterial == Resources.Load("Materials/Blue"))
            {
                TileMonoBehavior targetTile;
                switch (lastDirection)
                {
                case (MoveDirection.up):
                    targetTile = occupyingTile.getAbove();
                    break;

                case (MoveDirection.down):
                    targetTile = occupyingTile.getBelow();
                    break;

                case (MoveDirection.left):
                    targetTile = occupyingTile.getLeft();
                    break;

                default:
                    targetTile = occupyingTile.getRight();
                    break;
                }
                if (targetTile == null)
                {
                    break;
                }
                if (targetTile.IsWalkable())
                {
                    if (!targetTile.IsOccupied())
                    {
                        goToTile(targetTile);
                    }
                    else                 //ALERT! Potential issue here: if occupying entity is shoved into another entity, the other entity will take damage until it dies or its occupying tile changes
                    //thus this spell makes the pushing entity kill any entities it is pushed into
                    {
                        Debug.Log(targetTile.occupyingEntity + " takes " + damageAmount + " " + attackType + " damage from the shoved " + this);
                        targetTile.occupyingEntity.TakeDamage(damageAmount, attackType);
                        break;
                    }
                }
                else
                {
                    break;
                }
            }
            //Debug.Log("Finished sliding");
        }
    }