Example #1
0
    public override void UpdateTurn()
    {
        base.UpdateTurn();

        TileProperties nextTile = tile.GetNeighbor(direction);

        // Remove last wind
        bool destroy = false;

        if (!previous && !previousAlreadyUpdated)
        {
            tile.wind = null;

            for (int i = 0; i < next.Count; i++)
            {
                next[i].previous = null;
                if (!next[i].updated)
                {
                    next[i].previousAlreadyUpdated = true;
                }
            }
            RemoveFromTurnManager();
            EndTurn();
            destroy = true;
        }

        // Add wind at begin
        if (nextTile && !nextTile.wind && !nextTile.whirlwind && !TryCreateNewWind(direction))
        {
            TryCreateNewWind(direction.Previous());
            TryCreateNewWind(direction.Next());
        }
        else if (nextTile && nextTile.wind && !next.Contains(nextTile.wind))
        {
            nextTile.wind.DestroyWind();

            Whirlwind newWhirlwind = WindManager.Instance.WhirldwindsPool.Pop();
            newWhirlwind.transform.position = nextTile.transform.position;
            nextTile.whirlwind = newWhirlwind;
            nextTile.whirlwind.InitializeWhirlwind(nextTile);
        }

        if (destroy)
        {
            DestroyWind();
        }

        previousAlreadyUpdated = false;

        EndTurn();
    }
Example #2
0
    public void ExtendRiver(HexagonalGrid grid)
    {
        TileProperties tile = grid.GetTile(source);

        if (!tile)
        {
            return;
        }

        TileProperties neigh = tile.GetNeighbor(counterClockwise ? direction.Previous().Previous() : direction.Next().Next());

        if (!neigh)
        {
            return;
        }

        if (state == 0)
        {
            force--;
            neigh.SetRiver(direction, this);
            state = 1;
        }
        else
        {
            force--;
            neigh.SetRiver(counterClockwise ? direction.Previous() : direction.Next(), this);
            source = neigh.Coordinates;
            state  = 0;
        }
    }
Example #3
0
    public void PutLac(HexagonalGrid grid)
    {
        if (!doLake)
        {
            return;
        }

        TileProperties tile = grid.GetTile(source);

        if (!tile)
        {
            return;
        }

        TileProperties neigh = tile.GetNeighbor(counterClockwise ? direction.Previous().Previous() : direction.Next().Next());

        if (!neigh)
        {
            return;
        }


        if (state == 0)
        {
            neigh.asLake = true;
            state        = 1;
        }
        else
        {
            TileProperties lakePos = neigh.GetNeighbor(counterClockwise ? direction.Previous() : direction.Next());
            lakePos.asLake = true;
            state          = 0;
        }
    }
Example #4
0
 public override void UpdateTurn()
 {
     base.UpdateTurn();
     if (turnCount == turnsBetweenSqualls && currentSquallLength < size)
     {
         Wind newWind = WindManager.Instance.WindsPool.Pop();
         newWind.InitializeChildWind(tile.GetNeighbor(direction), null, direction);
         if (currentSquallLength > 0)
         {
             for (int i = 0; i < lastProduced.next.Count; i++)
             {
                 lastProduced.next[i].previous = newWind;
                 newWind.next.Add(lastProduced.next[i]);
             }
             lastProduced.previous = newWind;
         }
         lastProduced = newWind;
         currentSquallLength++;
     }
     else if (turnCount == turnsBetweenSqualls)
     {
         currentSquallLength = 0;
         turnCount           = 1;
     }
     else
     {
         turnCount++;
     }
     EndTurn();
 }
Example #5
0
    public void TryExpandCorridor(ref Stack <TileProperties> remainingTiles, TileProperties affectedTile, HexDirection previousDirection)
    {
        TileProperties nextTile = affectedTile.GetNeighbor(previousDirection);

        if (affectedTile.Tile && nextTile.Tile && !ExpandCorridor(ref remainingTiles, affectedTile, previousDirection))
        {
            ExpandCorridor(ref remainingTiles, affectedTile, previousDirection.Previous());
            ExpandCorridor(ref remainingTiles, affectedTile, previousDirection.Next());
        }
    }
Example #6
0
    public bool ExpandCorridor(ref Stack <TileProperties> remainingTiles, TileProperties affectedTile, HexDirection nextDirection)
    {
        TileProperties nextTile = affectedTile.GetNeighbor(nextDirection);

        if (!nextTile.Tile)
        {
            return(false);
        }
        else if (CanCreateWindOnTile(nextTile))
        {
            nextTile.nextTilesInCorridor.Add(nextDirection);
            nextTile.previousTileInCorridor = nextDirection;
            // nextTile.Tilemap.SetColor(nextTile.Position, Color.red);
            remainingTiles.Push(nextTile);
            nextTile.woOnTile.Add(this);
            corridor.Add(nextTile);

            for (int x = -radius; x <= radius; x++)
            {
                for (int y = -radius; y <= radius; y++)
                {
                    int            z = -y - x;
                    HexCoordinates coordinatesInRange = new HexCoordinates(x, y, z);

                    HexCoordinates other    = nextTile.Coordinates + coordinatesInRange;
                    int            distance = other.Distance(nextTile.Coordinates);
                    if (distance <= radius)
                    {
                        TileProperties neighbor = nextTile.Grid.GetTile(other);
                        if (!neighbor)
                        {
                            continue;
                        }
                        // neighbor.Tilemap.SetColor(neighbor.Position, Color.red);
                        float newWindDryness = -(baseDryness - distance);
                        if (newWindDryness < neighbor.windDryness)
                        {
                            neighbor.humidity   -= neighbor.windDryness;
                            neighbor.windDryness = newWindDryness;
                            neighbor.humidity   += neighbor.windDryness;
                        }
                        neighbor.woAffectingTile.Add(this);
                        tilesAffected.Add(neighbor);
                    }
                }
            }
            return(true);
        }
        return(false);
    }
Example #7
0
    public override void UpdateTurn()
    {
        bool destroy = true;
        int  nbWinds = 0;

        for (int i = 0; i < 6; i++)
        {
            TileProperties neighbor = tile.GetNeighbor((HexDirection)i);

            if (neighbor.wind && neighbor.wind.direction.Opposite() == (HexDirection)i)
            {
                nbWinds++;
                if (nbWinds == 2)
                {
                    destroy = false;
                    break;
                }
            }
        }
        if (destroy)
        {
            tile.whirlwind = null;
            EndTurn();
            RemoveFromTurnManager();
            WindManager.Instance.WhirldwindsPool.Push(this);
        }
        else
        {
            if (tile.staticEntity)
            {
                tile.staticEntity.Kill();
            }
            if (tile.movingEntity)
            {
                tile.movingEntity.Kill();
            }
            EndTurn();
        }
    }
Example #8
0
    // Get the next rechable tiles for a tile limit. Read tiles clockwise
    private int GetNextReachable(ref List <Vector3> vertices, ref TileProperties current, ref HexDirection begin, bool stopAtNW = false)
    {
        HexDirection currentDirection = begin.Next();
        HexDirection end = begin;

        if (stopAtNW)
        {
            end = HexDirection.NE;
        }
        int rectangleCount = 0;

        // Iterate through neighbors clockwise
        while (currentDirection != end + 1 || begin.Next() == currentDirection)
        {
            TileProperties neighbor = current.GetNeighbor(currentDirection);

            // If neighbor is not reachable, add vertices
            if ((neighbor && !neighbor.IsInReachables) || !neighbor)
            {
                rectangleCount++;
                AddVertices(ref vertices, current, currentDirection, begin);
                currentDirection = currentDirection.Next();
            }
            // else current is next neighbor
            else if (neighbor && neighbor.IsInReachables)
            {
                begin   = (currentDirection).Opposite();
                current = neighbor;
                return(rectangleCount);
            }
        }
        if (stopAtNW)
        {
            begin = HexDirection.NE;
        }
        return(rectangleCount);
    }