public void EndTurn(TurnCharacter ch) // take in a character and find a character on the opposite team to activate
    {
        PruneDeadCharacters();

        // Check for characters that haven't gone this turn
        bool allCharsWent = true;

        foreach (TurnCharacter wCh in ActiveCharacters)
        {
            if (!wCh.WentThisTurn)
            {
                allCharsWent = false;
            }
        }

        if (allCharsWent) // Start a new turn! (may add more here later)
        {
            // As this is a new turn, set all chars' WentThisTurn to false
            foreach (TurnCharacter tCh in ActiveCharacters)
            {
                tCh.WentThisTurn = false;
            }
        }

        StartNextCharacterTurn(ch);

        CheckBothTeamsForActive();
    }
    public void IdentifyMovableNodes(TurnCharacter ch)
    {
        CharacterGridMovement gm = ch.CharGO.GetComponent <CharacterGridMovement>();

        GridMovableNode currentN = gm.CurrentNode;

        gm.MovableNodes.Add(currentN);

        foreach (GridMovableNode n in currentN.AllNeighborNodes)
        {
            if (!CheckIfNodeOccupied(n))
            {
                if (!gm.MovableNodes.Contains(n))
                {
                    gm.MovableNodes.Add(n);
                }

                for (int i = 1; i < this.moveDistance; i++)
                {
                    foreach (GridMovableNode ni in n.AllNeighborNodes)
                    {
                        if (!gm.MovableNodes.Contains(ni))
                        {
                            gm.MovableNodes.Add(ni);
                        }
                    }
                }
            }
        }

        AssignNodeMatsFromCharacter(gm);
    }
Example #3
0
        public void UpdateTurn(Piece nextActor)
        {
            turnCharacters.QueueFreeChildren();
            bool shouldAdd = false;

            foreach (Piece actor in Global.battle.actors)
            {
                if (nextActor == actor)
                {
                    shouldAdd = true;
                    TurnCharacter nextTurnActor = TurnCharacter.Create(actor);
                    nextTurnActor.Grow();
                    turnCharacters.AddChild(nextTurnActor);
                }
                else if (shouldAdd)
                {
                    turnCharacters.AddChild(TurnCharacter.Create(actor));
                }
            }
            foreach (Piece actor in Global.battle.actors)
            {
                if (nextActor == actor)
                {
                    return;
                }
                turnCharacters.AddChild(TurnCharacter.Create(actor));
            }
        }
    private void StartNextCharacterTurn(TurnCharacter ch)
    {
        int checkIndex = ActiveCharacters.IndexOf(ch) + 1;

        if (checkIndex >= ActiveCharacters.Count)
        {
            checkIndex = 0;
        }

        TurnCharacter lastChar = ch;

        // Get the next non-dead character with opposite player, pruning any dead ones.
        // Give up if we've cycled back to the character that just acted, or if a team is empty. Once CheckBothTeamsForActive() is called, the game will know to end.
        while (ActiveCharacters[checkIndex] != lastChar && TeamOneActiveChars.Count > 0 && TeamTwoActiveChars.Count > 0)
        {
            if (checkIndex < ActiveCharacters.Count)
            {
                if (ActiveCharacters[checkIndex].CurrentState != CharacterState.dead && ActiveCharacters[checkIndex].PlayerNumber != this.MovingPlayer && !ActiveCharacters[checkIndex].WentThisTurn)
                {
                    StartTurnByNumber(checkIndex);

                    break;
                }
                else if (ActiveCharacters[checkIndex].CurrentState == CharacterState.dead) // Kill character if their CurrentState is "dead"
                {
                    switch (ActiveCharacters[checkIndex].PlayerNumber)
                    {
                    case 1:
                        TeamOneActiveChars.Remove(ActiveCharacters[checkIndex]);
                        break;

                    case 2:
                        TeamTwoActiveChars.Remove(ActiveCharacters[checkIndex]);
                        break;
                    }

                    // TODO: Death animation, gravestone, etc?
                    ActiveCharacters[checkIndex].CharGO.SetActive(false);

                    ActiveCharacters.Remove(ActiveCharacters[checkIndex]);
                }
                else if (ActiveCharacters[checkIndex].CurrentState != CharacterState.dead && (ActiveCharacters[checkIndex].PlayerNumber == this.MovingPlayer || ActiveCharacters[checkIndex].WentThisTurn)) // Skip over the last-moving player's characters, and characters that went this turn
                {
                    checkIndex++;
                }
            }

            if (checkIndex >= ActiveCharacters.Count)
            {
                checkIndex = 0;
            }
        }
    }
Example #5
0
    public void UpdateFocusedPlayer()
    {
        foreach (TurnCharacter ch in turnMgr.ActiveCharacters)
        {
            if (ch.CurrentState == CharacterState.active)
            {
                activeChar = ch;

                activeCharSliceMov = ch.CharGO.GetComponent <CharacterSliceMovement>();

                break;
            }
        }
    }
Example #6
0
    private void Die()
    {
        TurnCharacter dataChar = this.gameObject.GetComponent <UnityCharacterTurnInfo>().DataCharacter;

        // If the character dying is the active character, in case they died without firing, set the turn time to 7 seconds
        if (dataChar.CurrentState == CharacterState.active)
        {
            TurnTimer t = TurnTimer.Instance;

            t.SetTurnTime(7f);
        }

        dataChar.Die(); // At the end of the turn, the character will be set inactive since its state is now "dead"
    }
    public TurnCharacter CreateActiveCharacter(int pNum, GameObject go)
    {
        TurnCharacter ch = new TurnCharacter(pNum, go);

        ActiveCharacters.Add(ch);

        switch (pNum)
        {
        case 1:
            TeamOneActiveChars.Add(ch);
            break;

        case 2:
            TeamTwoActiveChars.Add(ch);
            break;
        }

        return(ch);
    }
    public void EndTurnOfActiveCharacter()
    {
        bool foundActive = false;

        foreach (TurnCharacter ch in ActiveCharacters)
        {
            if (ch.CurrentState == CharacterState.active)
            {
                foundActive = true;
                ch.EndTurn();
                break;
            }
        }

        // This probably means whatever character was meant to be active has died
        if (!foundActive)
        {
            // Keep this outside foreach to avoid collection change during enumeration
            TurnCharacter dCh = null;

            foreach (TurnCharacter ch in ActiveCharacters)
            {
                // This could result in the incorrect character ending its turn if two characters have died in the same turn
                if (ch.CurrentState == CharacterState.dead)
                {
                    dCh = ch;
                    break;
                }
            }

            // End the dead character's turn (this will leave them dead, but still proceed to the next character)
            if (dCh != null)
            {
                dCh.EndTurn();
            }
        }
    }
Example #9
0
        public string MonsterTurnAttack()
        {
            if (ListCharacters.Count <= 0) //check if character party is already dead
            {
                EndGame();
                return("EndGame");
                //send endgame function to the battle page
            }

            else if (ListMonsters.Count <= 0) //checks if monsters already dead
            {
                //NEWRound
                // RoundRefreshPage();
                ResetTurns();
                EndRound();
                return("refresh");
                //await Navigation.PushModalAsync(new ItemDropPage(_viewModel.Pool));
            }

            if (TurnCharacter == null)
            {
                TurnCharacter = ListCharacters[0]; //highest hp later
            }
            if (TurnMonster == null)
            {
                TurnMonster = ListMonsters[0]; //fastest on list next
            }
            MonsterAttacks(TurnCharacter, TurnMonster);
            EndTurn();


            if (TurnCharacter.IsLiving())
            {
                MonsterMessageOutput(TurnMonster.Name + " attacks " + TurnCharacter.Name + MonsterAttack + " HP Remaining: " + TurnCharacter.CurrentHealth);

                return("");
            }
            else
            {
                MonsterMessageOutput(TurnMonster.Name + " attacks " + TurnCharacter.Name + MonsterAttack + " Character Died");
                //OutputMonster.IsVisible = true;
                foreach (var data in TurnCharacter.DropAllItems())
                {
                    _viewModel.Pool.Add(data);
                }
                //make this a quick function
                _viewModel.battleInstance.score.CharacterAtDeathList += TurnCharacter.CharacterAtDeath();
                _viewModel.DatasetCharacter.Remove(TurnCharacter);
                ListCharacters.Remove(TurnCharacter);
                TurnCharacter       = null;
                turncheckCharacter += 1;                       //adds a turn to symbolize that a character has died
                numbercharacterdead = numbercharacterdead + 1; //adds to turn


                if (ListCharacters.Count == 0)
                {
                    return("EndGame");
                }
                //reloadEntities();
                return("reload");
            }
        }