private void InitRegionsStructs() { regionStruct temp = new regionStruct(); temp.name = "Castle Black"; temp.crownNumber = 1; temp.supplyNumber = 0; temp.city = false; temp.castle = false; temp.nextToSea = true; temp.harbor = false; temp.isSea = false; temp.capitalOfHouse = "Starks"; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Karhold"; temp.crownNumber = 1; temp.supplyNumber = 0; temp.city = false; temp.castle = false; temp.nextToSea = true; temp.harbor = false; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Winterfell"; temp.crownNumber = 1; temp.supplyNumber = 1; temp.city = false; temp.castle = true; temp.nextToSea = true; temp.harbor = true; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "The Stoney Shore"; temp.crownNumber = 0; temp.supplyNumber = 1; temp.city = false; temp.castle = false; temp.nextToSea = true; temp.harbor = false; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "The White Harbor"; temp.crownNumber = 0; temp.supplyNumber = 0; temp.city = true; temp.castle = false; temp.nextToSea = true; temp.harbor = true; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Widow's Watch"; temp.crownNumber = 0; temp.supplyNumber = 1; temp.city = false; temp.castle = false; temp.nextToSea = true; temp.harbor = false; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Flint's Finger"; temp.crownNumber = 0; temp.supplyNumber = 0; temp.city = true; temp.castle = false; temp.nextToSea = true; temp.harbor = false; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Greywater Watch"; temp.crownNumber = 0; temp.supplyNumber = 1; temp.city = false; temp.castle = false; temp.nextToSea = true; temp.harbor = false; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Moat Callin"; temp.crownNumber = 0; temp.supplyNumber = 0; temp.city = true; temp.castle = false; temp.nextToSea = true; temp.harbor = false; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Pyke"; temp.crownNumber = 1; temp.supplyNumber = 1; temp.city = false; temp.castle = true; temp.nextToSea = true; temp.harbor = true; temp.isSea = false; temp.capitalOfHouse = "GreyJoy"; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Seagard"; temp.crownNumber = 1; temp.supplyNumber = 1; temp.city = false; temp.castle = true; temp.nextToSea = true; temp.harbor = false; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "The Twins"; temp.crownNumber = 1; temp.supplyNumber = 0; temp.city = false; temp.castle = false; temp.nextToSea = true; temp.harbor = false; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "The Fingers"; temp.crownNumber = 0; temp.supplyNumber = 1; temp.city = false; temp.castle = false; temp.nextToSea = true; temp.harbor = false; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "The Mountains of the Moon"; temp.crownNumber = 0; temp.supplyNumber = 1; temp.city = false; temp.castle = false; temp.nextToSea = true; temp.harbor = false; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "The Eyrie"; temp.crownNumber = 1; temp.supplyNumber = 1; temp.city = true; temp.castle = false; temp.nextToSea = true; temp.harbor = false; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Riverrun"; temp.crownNumber = 1; temp.supplyNumber = 1; temp.city = false; temp.castle = true; temp.nextToSea = true; temp.harbor = false; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Lannisport"; temp.crownNumber = 1; temp.supplyNumber = 2; temp.city = false; temp.castle = true; temp.nextToSea = true; temp.harbor = true; temp.isSea = false; temp.capitalOfHouse = "Lannister"; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Stoney Sept"; temp.crownNumber = 1; temp.supplyNumber = 0; temp.city = false; temp.castle = false; temp.nextToSea = false; temp.harbor = false; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Harrenhal"; temp.crownNumber = 1; temp.supplyNumber = 0; temp.city = true; temp.castle = false; temp.nextToSea = false; temp.harbor = false; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Crackclaw point"; temp.crownNumber = 0; temp.supplyNumber = 0; temp.city = true; temp.castle = false; temp.nextToSea = true; temp.harbor = false; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Searoad Marches"; temp.crownNumber = 0; temp.supplyNumber = 1; temp.city = false; temp.castle = false; temp.nextToSea = true; temp.harbor = false; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Blackwater"; temp.crownNumber = 0; temp.supplyNumber = 2; temp.city = false; temp.castle = false; temp.nextToSea = false; temp.harbor = false; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Dragonstone"; temp.crownNumber = 1; temp.supplyNumber = 1; temp.city = false; temp.castle = true; temp.nextToSea = true; temp.harbor = true; temp.isSea = false; temp.capitalOfHouse = "Baratheon"; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "King's landing"; temp.crownNumber = 0; temp.supplyNumber = 2; temp.city = false; temp.castle = true; temp.nextToSea = true; temp.harbor = false; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Highgarden"; temp.crownNumber = 0; temp.supplyNumber = 2; temp.city = false; temp.castle = true; temp.nextToSea = true; temp.harbor = true; temp.isSea = false; temp.capitalOfHouse = "Tyrell"; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "The Reach"; temp.crownNumber = 0; temp.supplyNumber = 0; temp.city = true; temp.castle = false; temp.nextToSea = false; temp.harbor = false; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Kingswood"; temp.crownNumber = 1; temp.supplyNumber = 1; temp.city = false; temp.castle = false; temp.nextToSea = true; temp.harbor = false; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Oldtown"; temp.crownNumber = 0; temp.supplyNumber = 0; temp.city = false; temp.castle = true; temp.nextToSea = true; temp.harbor = true; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Dornish Marches"; temp.crownNumber = 1; temp.supplyNumber = 0; temp.city = false; temp.castle = false; temp.nextToSea = false; temp.harbor = false; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "The Boneway"; temp.crownNumber = 1; temp.supplyNumber = 0; temp.city = false; temp.castle = false; temp.nextToSea = true; temp.harbor = false; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Storms End"; temp.crownNumber = 0; temp.supplyNumber = 0; temp.city = true; temp.castle = false; temp.nextToSea = true; temp.harbor = true; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Three Towers"; temp.crownNumber = 0; temp.supplyNumber = 1; temp.city = false; temp.castle = false; temp.nextToSea = true; temp.harbor = false; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Prince's Pass"; temp.crownNumber = 1; temp.supplyNumber = 1; temp.city = false; temp.castle = false; temp.nextToSea = false; temp.harbor = false; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "The Arbor"; temp.crownNumber = 1; temp.supplyNumber = 0; temp.city = false; temp.castle = false; temp.nextToSea = true; temp.harbor = false; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Starfall"; temp.crownNumber = 0; temp.supplyNumber = 1; temp.city = true; temp.castle = false; temp.nextToSea = true; temp.harbor = false; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Yronwood"; temp.crownNumber = 0; temp.supplyNumber = 0; temp.city = true; temp.castle = false; temp.nextToSea = true; temp.harbor = false; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Salt Shore"; temp.crownNumber = 0; temp.supplyNumber = 1; temp.city = false; temp.castle = false; temp.nextToSea = true; temp.harbor = false; temp.isSea = false; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Sunspear"; temp.crownNumber = 1; temp.supplyNumber = 1; temp.city = false; temp.castle = true; temp.nextToSea = true; temp.harbor = true; temp.isSea = false; temp.capitalOfHouse = "Martell"; mRegionList.Add(temp); temp = new regionStruct(); //----------------------------------------------SEAS------------------------------------------ temp.name = "Bay of Ice"; temp.crownNumber = 0; temp.supplyNumber = 0; temp.city = false; temp.castle = false; temp.nextToSea = false; temp.harbor = false; temp.isSea = true; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "The Shivering Sea"; temp.crownNumber = 0; temp.supplyNumber = 0; temp.city = false; temp.castle = false; temp.nextToSea = false; temp.harbor = false; temp.isSea = true; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Sunset Sea"; temp.crownNumber = 0; temp.supplyNumber = 0; temp.city = false; temp.castle = false; temp.nextToSea = false; temp.harbor = false; temp.isSea = true; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Ironman's Bay"; temp.crownNumber = 0; temp.supplyNumber = 0; temp.city = false; temp.castle = false; temp.nextToSea = false; temp.harbor = false; temp.isSea = true; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "The Golden sound"; temp.crownNumber = 0; temp.supplyNumber = 0; temp.city = false; temp.castle = false; temp.nextToSea = false; temp.harbor = false; temp.isSea = true; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Redwyne straights"; temp.crownNumber = 0; temp.supplyNumber = 0; temp.city = false; temp.castle = false; temp.nextToSea = false; temp.harbor = false; temp.isSea = true; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "West Summer Sea"; temp.crownNumber = 0; temp.supplyNumber = 0; temp.city = false; temp.castle = false; temp.nextToSea = false; temp.harbor = false; temp.isSea = true; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "East Summer Sea"; temp.crownNumber = 0; temp.supplyNumber = 0; temp.city = false; temp.castle = false; temp.nextToSea = false; temp.harbor = false; temp.isSea = true; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Sea of Drone"; temp.crownNumber = 0; temp.supplyNumber = 0; temp.city = false; temp.castle = false; temp.nextToSea = false; temp.harbor = false; temp.isSea = true; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Shipbreaker Bay"; temp.crownNumber = 0; temp.supplyNumber = 0; temp.city = false; temp.castle = false; temp.nextToSea = false; temp.harbor = false; temp.isSea = true; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Blackwater Bay"; temp.crownNumber = 0; temp.supplyNumber = 0; temp.city = false; temp.castle = false; temp.nextToSea = false; temp.harbor = false; temp.isSea = true; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); temp.name = "Narrow Sea"; temp.crownNumber = 0; temp.supplyNumber = 0; temp.city = false; temp.castle = false; temp.nextToSea = false; temp.harbor = false; temp.isSea = true; temp.capitalOfHouse = null; mRegionList.Add(temp); temp = new regionStruct(); }
public void HandleActualToken() { if (GameObject.Find("Gamelogic").GetComponent<TurnController>().ActualTurn != TurnController.PART_OF_TURN.ACTION) return; /* string actualPlayer = orderedPlayer[actualPlayerIndex]; while (mPlacedOrderList.Count() > 0) { //UGYANIGY A TOBBIRE if (mPlacedOrderList.Where(o => (o.order.name == "Raid") || (o.order.name == "Raid+")).Count() > 0 ) { if (actualPlayer == realPlayer.playerHouse) { //hadd tehesse le a paraszt } else { //AI -> kitoroljuk a gecibe a parancsot MEG! mPlacedOrderList.Remove(mPlacedOrderList.Where(o => o.ownerPlayerName == actualPlayer).FirstOrDefault()); } break; } else if (mPlacedOrderList.Where(o => (o.order.name == "Attack-") || (o.order.name == "Attack") || (o.order.name == "Attack+")).Count() > 0 ) { if (actualPlayer == realPlayer.playerHouse) { //hadd tehesse le a paraszt } else { //AI -> kitoroljuk a gecibe a parancsot MEG! mPlacedOrderList.Remove(mPlacedOrderList.Where(o => o.ownerPlayerName == actualPlayer).FirstOrDefault()); } break; } else if (mPlacedOrderList.Where(o => (o.order.name == "Consolidate") || (o.order.name == "Consolidate+")).Count() > 0 ) { if (actualPlayer == realPlayer.playerHouse) { //hadd tehesse le a paraszt } else { //AI -> kitoroljuk a gecibe a parancsot MEG! mPlacedOrderList.Remove(mPlacedOrderList.Where(o => o.ownerPlayerName == actualPlayer).FirstOrDefault()); } break; } //noveeljuk a szamlalot a gecibe actualPlayerIndex++; if (actualPlayerIndex < 6) { actualPlayerIndex = 1; } } */ ///////////////////////////////////////////////////////////////////////////////////////// // SZAKDOGA1-HEZ // ///////////////////////////////////////////////////////////////////////////////////////// //######################## RAID ######################## // megnem fogyott el a raid, igy raidelunk if (mPlacedOrderList.Where(o => (o.order.name == "Raid") || (o.order.name == "Raid+")).Count() > 0) { //lecsekkoljuk h a kivalasztott terulet raid parancsos-e //raid plusszal akarmi leszedheto if (mPlacedOrderList.Find(o => (o.region.name == selectedActionRegionStart.name) && (o.order.name == "Raid+")) != null) { Debug.Log("Elso raid ok"); //ikont is törölni kell , ill külön FG-ben végrehajtani ezt., mPlacedOrderList.Remove(mPlacedOrderList.Where(o => (o.region.name == selectedActionRegionEnd.name)).FirstOrDefault()); mPlacedOrderList.Remove(mPlacedOrderList.Where(o => (o.region.name == selectedActionRegionStart.name)).FirstOrDefault()); RemoveTokenIcon(true); } //sima raid csak a nem defend-es területet szedi le else if (mPlacedOrderList.Find(o => (o.region.name == selectedActionRegionStart.name) && ((o.order.name == "Raid"))) != null) { PlacedOrderStruct temp = mPlacedOrderList.Find(o => (o.region.name == selectedActionRegionEnd.name)); if (temp == null) { Debug.Log("a kivalasztott teruleten nincs lerakott parancs, igy portyazassal nem szedheto le"); return; } if (temp.order.name != "Defend+" && temp.order.name != "Defend++") { Debug.Log("masodik raid ok"); //ikont is törölni kell , ill külön FG-ben végrehajtani ezt. mPlacedOrderList.Remove(mPlacedOrderList.Where(o => (o.region.name == selectedActionRegionEnd.name)).FirstOrDefault()); mPlacedOrderList.Remove(mPlacedOrderList.Where(o => (o.region.name == selectedActionRegionStart.name)).FirstOrDefault()); RemoveTokenIcon(true); } } else { Debug.Log("vagy van még portyazas parancs vagy rossz területet valasztottal"); } return; } //ez majd jön //////######################## ATTACK ######################## if (mPlacedOrderList.Where(o => (o.order.name == "Attack-") || (o.order.name == "Attack") || (o.order.name == "Attack+")).Count() > 0) { PlacedOrderStruct tempStart = mPlacedOrderList.Find(o => (o.region.name == selectedActionRegionStart.name)); //lecsekkoljuk h a kivalasztott terulet tamadasos-e if (tempStart != null && (tempStart.order.name == "Attack-") || (tempStart.order.name == "Attack") || (tempStart.order.name == "Attack+")) { AttackerRegion = selectedActionRegionStart; AttackerRegion_gameobject = selectedActionRegionStart_gameobject; mPlacedOrderList.Remove(mPlacedOrderList.Where(o => (o.region.name == selectedActionRegionStart.name)).FirstOrDefault()); RemoveTokenIcon(false); } } // regionStruct tempEnd = mRegionList.Find(o => (o.name == selectedActionRegionEnd.name)); // { // if( tempEnd != null ) // { // foreach (var neighb in tempEnd.neighbours) // { // foreach (var reg in realPlayer.regions) // { // if( reg.name == neighb.name ) // { // //meg nincs feltoltve a jatekos kezdo regioja, igy nehez lezs :D // Debug.Log("itt tamogathat"); // } // } // } // } // else // { // Debug.Log("nemletezo regiot nehez tamadni"); // return; // } // } // // itt már biztos h tamadas lesz, megnezzuk a szomszedos megyekbol ki tamogat kit. // // /// itt gecisok minden fog számítani, pl a támogatás panelek // Debug.Log("tamadasssssssss"); // } // else // { // Debug.Log("valasz masik teruletet"); // } // // return; //} //######################## CONSOLIDATE ######################## if (mPlacedOrderList.Where(o => (o.order.name == "Consolidate") || (o.order.name == "Consolidate+")).Count() > 0) { //lecsekkoljuk h a kivalasztott terulet raid parancsos-e PlacedOrderStruct temp = mPlacedOrderList.Find(o => (o.region.name == selectedActionRegionStart.name) && ((o.order.name == "Consolidate") || (o.order.name == "Consolidate+"))); if (temp != null) { Debug.Log("cons"); foreach (var plyr in mPlayerList) { if (plyr.playerHouse == temp.ownerPlayerName) { plyr.numberOfPowerTokens += 1 + temp.region.crownNumber; break; } } mPlacedOrderList.Remove(temp); RemoveTokenIcon(false); } else { Debug.Log("valasz masik teruletet"); } return; } }
public PlacedOrderStruct(string _name, regionStruct _region, OrderStruct _order) { this.ownerPlayerName = _name; this.region = _region; this.order = _order; }
public void resetSelectedRegions() { selectedRegion = null; selectedRegion_gameobject = null; selectedActionRegionStart = null; selectedActionRegionStart_gameobject = null; selectedActionRegionEnd = null; selectedActionRegionEnd_gameobject = null; }