Example #1
0
        private IEnumerator Move()
        {
            ele = GO.GetComponent<Unite>();
            deplacement = ele.deplacement;
            mouvement = ele.mouvement;

            if (deplacement != null)
            {
	            if (deplacement.Count == 0)
	            {
	                ele.deplacement = null;
	                mouvement = 0;
	            }
	            else
	            {
					StartCoroutine("MoveTowards");
	       		}
            }
            else
            {
                int rand = UnityEngine.Random.Range(7, 19);

                if (ele.camp.Equals("Ours"))
                {
                    ele.deplacement = Niveau.boucle_path((int)this.gameObject.transform.position.x, (int)this.gameObject.transform.position.y, 50, rand);
                }
                else
                {
                    ele.deplacement = Niveau.boucle_path((int)this.gameObject.transform.position.x, (int)this.gameObject.transform.position.y, 2, rand);
                }
            }
            yield break;
        }
Example #2
0
        public override bool Execute()
        {
            uni = GO.GetComponent<Unite>();
            dist = new List<float>();

            foreach (KeyValuePair<float, Vector3> entry in uni.enn_pos)
            {
                dist.Add(entry.Key);
            }
            dist.Sort();

            StartCoroutine("Projectile");
            return true;
        }
Example #3
0
        public void Produire(string nomUnite, bool[][] recherche)
        {
            Vector2 depart = new Vector2(transform.position.x - largeur / 2 - 0.5f,
                                         transform.position.y - hauteur / 2 - 1.5f);

            if (Niveau.grille[(int)depart.x, (int)depart.y].GetComponent <Case>().occupe == false)
            {
                //SCUnite = new Unite();
                //0=ours, 1=poulpe; 0=bon arme; 1 bon armure, 2 bon pv
                double[][] bonus = new double[2][];
                for (int i = 0; i < 2; i++)
                {
                    bonus[i] = new double[3];
                    for (int j = 0; j < 3; j++)
                    {
                        bonus[i][j] = 1;
                    }
                }
                if (recherche[0][0])
                {
                    bonus[0][0] = 1.3;
                }
                if (recherche[0][1])
                {
                    bonus[0][1] = 1.2;
                }
                if (recherche[1][0])
                {
                    bonus[1][0] = 1.3;
                }
                if (recherche[1][1])
                {
                    bonus[1][1] = 1.2;
                }

                switch (nomUnite)
                {
                case "Collecteur_ours":
                    unite   = Instantiate(Resources.Load("Prefab/Ours/Collecteur")) as GameObject;
                    SCUnite = unite.AddComponent <Unite>();
                    SCUnite.Initialize("Collecteur_ours#" + num, "Ours", "", 1, 5 * bonus[0][1], 1, 1, 1, 5, false, 5);
                    SCUnite.mouvement = 1;
                    num++;
                    unite.AddComponent <RuleBase>();
                    unite.AddComponent <State>();
                    unite.transform.position = PlacerUnite(unite);
                    engine = unite.AddComponent <InferenceEngine>();
                    engine.m_RuleBaseFilePath = "Collecteur";
                    engine.m_RuleBaseTick     = (int)(Chargement_jeu.turnTimeStatic * 2000f);
                    break;

                case "Collecteur_Poulpe":
                    unite   = Instantiate(Resources.Load("Prefab/Poulpe/Collecteur")) as GameObject;
                    SCUnite = unite.AddComponent <Unite>();
                    SCUnite.Initialize("Collecteur_Poulpe#" + num, "Poulpe", "", 1, 5 * bonus[0][1], 1, 1, 1, 5, false, 5);
                    SCUnite.mouvement = 1;
                    num++;
                    unite.AddComponent <RuleBase>();
                    unite.AddComponent <State>();
                    unite.transform.position = PlacerUnite(unite);
                    engine = unite.AddComponent <InferenceEngine>();
                    engine.m_RuleBaseFilePath = "Collecteur";
                    engine.m_RuleBaseTick     = (int)(Chargement_jeu.turnTimeStatic * 2000f);
                    break;

                case "Ourson":
                    unite   = Instantiate(Resources.Load("Prefab/Ours/Ourson")) as GameObject;
                    SCUnite = unite.AddComponent <Unite>();
                    SCUnite.Initialize("Ourson #" + num, "Ours", "", 1, 10 * bonus[0][1], 0, 1, 0, 10, false, 50);
                    SCUnite.attaque   = new Attaque(1 * bonus[0][0], 0, 5, 0, "normal", 2);
                    SCUnite.mouvement = 2;
                    num++;
                    unite.AddComponent <RuleBase>();
                    unite.AddComponent <State>();
                    unite.transform.position = PlacerUnite(unite);
                    engine = unite.AddComponent <InferenceEngine>();
                    engine.m_RuleBaseFilePath = "unite";
                    engine.m_RuleBaseTick     = (int)(Chargement_jeu.turnTimeStatic * 2000f);

                    break;

                case "Ours Blanc":
                    unite   = Instantiate(Resources.Load("Prefab/Ours/Ours Blanc")) as GameObject;
                    SCUnite = unite.AddComponent <Unite>();
                    SCUnite.Initialize("Ours Blanc #" + num, "Ours", "", 1, 10 * bonus[0][1], 0, 1, 0, 10, false, 150);
                    SCUnite.attaque   = new Attaque(1 * bonus[0][0], 0, 5, 0, "normal", 2);
                    SCUnite.mouvement = 1;
                    num++;
                    unite.AddComponent <RuleBase>();
                    unite.AddComponent <State>();
                    unite.transform.position = PlacerUnite(unite);
                    engine = unite.AddComponent <InferenceEngine>();
                    engine.m_RuleBaseFilePath = "unite";
                    engine.m_RuleBaseTick     = (int)(Chargement_jeu.turnTimeStatic * 2000f);

                    break;

                case "Ours de guerre":
                    unite   = Instantiate(Resources.Load("Prefab/Ours/Ours de guerre")) as GameObject;
                    SCUnite = unite.AddComponent <Unite>();
                    SCUnite.Initialize("Ours de guerre #" + num, "Ours", "", 1, 10 * bonus[0][1], 0, 1, 0, 10, false, 300);
                    SCUnite.attaque   = new Attaque(1 * bonus[0][0], 0, 5, 0, "normal", 2);
                    SCUnite.mouvement = 1;
                    num++;
                    unite.AddComponent <RuleBase>();
                    unite.AddComponent <State>();
                    unite.transform.position = PlacerUnite(unite);
                    engine = unite.AddComponent <InferenceEngine>();
                    engine.m_RuleBaseFilePath = "unite";
                    engine.m_RuleBaseTick     = (int)(Chargement_jeu.turnTimeStatic * 2000f);

                    break;

                case "Poulpy":
                    unite   = Instantiate(Resources.Load("Prefab/Poulpe/Poulpy")) as GameObject;
                    SCUnite = unite.AddComponent <Unite>();
                    SCUnite.Initialize("Poulpy #" + num, "Poulpe", "", 1, 8 * bonus[1][1], 10, 1, 0, 10, false, 50);
                    SCUnite.attaque   = new Attaque(1 * bonus[1][0], 0, 5, 0, "normal", 2);
                    SCUnite.mouvement = 2;
                    num++;
                    unite.AddComponent <RuleBase>();
                    unite.AddComponent <State>();
                    unite.transform.position = PlacerUnite(unite);
                    engine = unite.AddComponent <InferenceEngine>();
                    engine.m_RuleBaseFilePath = "unite";
                    engine.m_RuleBaseTick     = (int)(Chargement_jeu.turnTimeStatic * 2000f);

                    break;

                case "Octopus":
                    unite   = Instantiate(Resources.Load("Prefab/Poulpe/Octopus")) as GameObject;
                    SCUnite = unite.AddComponent <Unite>();
                    SCUnite.Initialize("Octopus #" + num, "Poulpe", "", 1, 8 * bonus[1][1], 10, 1, 0, 10, false, 150);
                    SCUnite.attaque   = new Attaque(1 * bonus[1][0], 0, 5, 0, "normal", 2);
                    SCUnite.mouvement = 2;
                    num++;
                    unite.AddComponent <RuleBase>();
                    unite.AddComponent <State>();
                    unite.transform.position = PlacerUnite(unite);
                    engine = unite.AddComponent <InferenceEngine>();
                    engine.m_RuleBaseFilePath = "unite";
                    engine.m_RuleBaseTick     = (int)(Chargement_jeu.turnTimeStatic * 2000f);

                    break;

                case "Cyber-poulpe":
                    unite   = Instantiate(Resources.Load("Prefab/Poulpe/Cyber-poulpe")) as GameObject;
                    SCUnite = unite.AddComponent <Unite>();
                    SCUnite.Initialize("Cyber-poulpe #" + num, "Poulpe", "", 1, 8 * bonus[1][1], 10, 1, 0, 10, false, 300);
                    SCUnite.attaque   = new Attaque(1 * bonus[1][0], 0, 5, 0, "normal", 2);
                    SCUnite.mouvement = 1;
                    num++;
                    unite.AddComponent <RuleBase>();
                    unite.AddComponent <State>();
                    unite.transform.position = PlacerUnite(unite);
                    engine = unite.AddComponent <InferenceEngine>();
                    engine.m_RuleBaseFilePath = "unite";
                    engine.m_RuleBaseTick     = (int)(Chargement_jeu.turnTimeStatic * 2000f);

                    break;

                default:
                    Debug.Log("Nom d'unité inconnu, production annulée");
                    break;
                }

                for (int i = 0; i < SCUnite.hauteur; i++)
                {
                    for (int j = 0; j < SCUnite.largeur; j++)
                    {
                        SCUnite.list_case[i, j] = Niveau.grille[(int)(i + unite.transform.position.x - 0.5), (int)(j + unite.transform.position.y - 0.5)];
                        SCUnite.list_case[i, j].GetComponent <Case>().occupe  = true;
                        SCUnite.list_case[i, j].GetComponent <Case>().element = unite;
                    }
                }

                if (SCUnite.camp == "Ours")
                {
                    Niveau.list_element[0].Add(unite);
                }
                else
                {
                    Niveau.list_element[1].Add(unite);
                }
            }
        }
Example #4
0
        private Vector2 PlacerUnite(GameObject uniteAPlacer)
        {
            Unite SCUnite = uniteAPlacer.GetComponent <Unite>();
            int   numTour = 1;
            bool  place   = false;

            Vector2 position = new Vector2();

            Vector2 depart = new Vector2(transform.position.x - SCUnite.largeur / 2 - 0.5f,
                                         transform.position.y - SCUnite.hauteur / 2 - 1.5f);

            if (Niveau.grille[(int)depart.x, (int)depart.y].GetComponent <Case>().occupe == false)
            {
                Niveau.grille[(int)depart.x, (int)depart.y].GetComponent <Case>().occupe  = true;
                Niveau.grille[(int)depart.x, (int)depart.y].GetComponent <Case>().element = uniteAPlacer;
                position = depart;
            }
            else
            {
                while (place == false && numTour < 1000)
                {
                    for (int i = 0; i < hauteur; i++)
                    {
                        for (int j = 0; j < largeur; j++)
                        {
                            if (Niveau.grille[((int)(list_case[j, i].transform.position.x + 1)),
                                              ((int)(list_case[j, i].transform.position.y))]
                                .GetComponent <Case>().occupe == false)
                            {
                                position = new Vector2((int)list_case[j, i].transform.position.x + 1.5f, (int)list_case[j, i].transform.position.y + 0.5f);
                                place    = true;
                            }
                            else if (Niveau.grille[(int)(list_case[j, i].transform.position.x - 1),
                                                   (int)(list_case[j, i].transform.position.y)]
                                     .GetComponent <Case>().occupe == false)
                            {
                                position = new Vector2((int)list_case[j, i].transform.position.x - 0.5f, (int)list_case[j, i].transform.position.y + 0.5f);
                                place    = true;
                            }
                            else if (Niveau.grille[(int)(list_case[j, i].transform.position.x),
                                                   (int)(list_case[j, i].transform.position.y + 1)]
                                     .GetComponent <Case>().occupe == false)
                            {
                                position = new Vector2((int)list_case[j, i].transform.position.x + 0.5f, (int)list_case[j, i].transform.position.y + 1.5f);
                                place    = true;
                            }
                            else if (Niveau.grille[(int)(list_case[j, i].transform.position.x),
                                                   (int)(list_case[j, i].transform.position.y - 1)]
                                     .GetComponent <Case>().occupe == false)
                            {
                                position = new Vector2((int)list_case[j, i].transform.position.x + 0.5f, (int)list_case[j, i].transform.position.y - 0.5f);
                                place    = true;
                            }
                        }
                    }
                    numTour++;
                }
            }

            return(position);
        }
Example #5
0
        public void Produire(string nomUnite, bool[][] recherche)
        {
            Vector2 depart = new Vector2(transform.position.x - largeur / 2 - 0.5f,
                                         transform.position.y - hauteur / 2 - 1.5f);

            if (Niveau.grille[(int)depart.x, (int)depart.y].GetComponent<Case>().occupe == false)
            {
                //SCUnite = new Unite();
                //0=ours, 1=poulpe; 0=bon arme; 1 bon armure, 2 bon pv
                double[][] bonus = new double[2][];
                for (int i = 0; i < 2; i++)
                {
                    bonus[i] = new double[3];
                    for (int j = 0; j < 3; j++)
                    {
                        bonus[i][j] = 1;
                    }
                }
                if (recherche[0][0])
                {
                    bonus[0][0] = 1.3;
                }
                if (recherche[0][1])
                {
                    bonus[0][1] = 1.2;
                }
                if (recherche[1][0])
                {
                    bonus[1][0] = 1.3;
                }
                if (recherche[1][1])
                {
                    bonus[1][1] = 1.2;
                }

                switch (nomUnite)
                {
                    case "Collecteur_ours":
                        unite = Instantiate(Resources.Load("Prefab/Ours/Collecteur")) as GameObject;
                        SCUnite = unite.AddComponent<Unite>();
                        SCUnite.Initialize("Collecteur_ours#" + num, "Ours", "", 1, 5 * bonus[0][1], 1, 1, 1, 5, false, 5);
                        SCUnite.mouvement = 1;
                        num++;
                        unite.AddComponent<RuleBase>();
                        unite.AddComponent<State>();
                        unite.transform.position = PlacerUnite(unite);
                        engine = unite.AddComponent<InferenceEngine>();
                        engine.m_RuleBaseFilePath = "Collecteur";
                        engine.m_RuleBaseTick = (int)(Chargement_jeu.turnTimeStatic * 2000f);
                        break;
                        case "Collecteur_Poulpe":
                            unite = Instantiate(Resources.Load("Prefab/Poulpe/Collecteur")) as GameObject;
                            SCUnite = unite.AddComponent<Unite>();
                            SCUnite.Initialize("Collecteur_Poulpe#" + num, "Poulpe", "", 1, 5 * bonus[0][1], 1, 1, 1, 5, false, 5);
                            SCUnite.mouvement = 1;
                            num++;
                            unite.AddComponent<RuleBase>();
                            unite.AddComponent<State>();
                            unite.transform.position = PlacerUnite(unite);
                            engine = unite.AddComponent<InferenceEngine>();
                            engine.m_RuleBaseFilePath = "Collecteur";
                            engine.m_RuleBaseTick = (int)(Chargement_jeu.turnTimeStatic * 2000f);
                            break;
                    case "Ourson":
                        unite = Instantiate(Resources.Load("Prefab/Ours/Ourson")) as GameObject;
                        SCUnite = unite.AddComponent<Unite>();
                        SCUnite.Initialize("Ourson #" + num, "Ours", "", 1, 10 * bonus[0][1], 0, 1, 0, 10, false, 50);
                        SCUnite.attaque = new Attaque(1 * bonus[0][0], 0, 5, 0, "normal", 2);
                        SCUnite.mouvement = 2;
                        num++;
                        unite.AddComponent<RuleBase>();
                        unite.AddComponent<State>();
                        unite.transform.position = PlacerUnite(unite);
                        engine = unite.AddComponent<InferenceEngine>();
                        engine.m_RuleBaseFilePath = "unite";
                        engine.m_RuleBaseTick = (int)(Chargement_jeu.turnTimeStatic * 2000f);

                        break;
                    case "Ours Blanc":
                        unite = Instantiate(Resources.Load("Prefab/Ours/Ours Blanc")) as GameObject;
                        SCUnite = unite.AddComponent<Unite>();
                        SCUnite.Initialize("Ours Blanc #" + num, "Ours", "", 1, 10 * bonus[0][1], 0, 1, 0, 10, false, 150);
                        SCUnite.attaque = new Attaque(1 * bonus[0][0], 0, 5, 0, "normal", 2);
                        SCUnite.mouvement = 1;
                        num++;
                        unite.AddComponent<RuleBase>();
                        unite.AddComponent<State>();
                        unite.transform.position = PlacerUnite(unite);
                        engine = unite.AddComponent<InferenceEngine>();
                        engine.m_RuleBaseFilePath = "unite";
                        engine.m_RuleBaseTick = (int)(Chargement_jeu.turnTimeStatic * 2000f);

                        break;
                    case "Ours de guerre":
                        unite = Instantiate(Resources.Load("Prefab/Ours/Ours de guerre")) as GameObject;
                        SCUnite = unite.AddComponent<Unite>();
                        SCUnite.Initialize("Ours de guerre #" + num, "Ours", "", 1, 10 * bonus[0][1], 0, 1, 0, 10, false, 300);
                        SCUnite.attaque = new Attaque(1 * bonus[0][0], 0, 5, 0, "normal", 2);
                        SCUnite.mouvement = 1;
                        num++;
                        unite.AddComponent<RuleBase>();
                        unite.AddComponent<State>();
                        unite.transform.position = PlacerUnite(unite);
                        engine = unite.AddComponent<InferenceEngine>();
                        engine.m_RuleBaseFilePath = "unite";
                        engine.m_RuleBaseTick = (int)(Chargement_jeu.turnTimeStatic * 2000f);

                        break;
                    case "Poulpy":
                        unite = Instantiate(Resources.Load("Prefab/Poulpe/Poulpy")) as GameObject;
                        SCUnite = unite.AddComponent<Unite>();
                        SCUnite.Initialize("Poulpy #" + num, "Poulpe", "", 1, 8 * bonus[1][1], 10, 1, 0, 10, false, 50);
                        SCUnite.attaque = new Attaque(1 * bonus[1][0], 0, 5, 0, "normal", 2);
                        SCUnite.mouvement = 2;
                        num++;
                        unite.AddComponent<RuleBase>();
                        unite.AddComponent<State>();
                        unite.transform.position = PlacerUnite(unite);
                        engine = unite.AddComponent<InferenceEngine>();
                        engine.m_RuleBaseFilePath = "unite";
                        engine.m_RuleBaseTick = (int)(Chargement_jeu.turnTimeStatic * 2000f);

                        break;
                    case "Octopus":
                        unite = Instantiate(Resources.Load("Prefab/Poulpe/Octopus")) as GameObject;
                        SCUnite = unite.AddComponent<Unite>();
                        SCUnite.Initialize("Octopus #" + num, "Poulpe", "", 1, 8 * bonus[1][1], 10, 1, 0, 10, false, 150);
                        SCUnite.attaque = new Attaque(1 * bonus[1][0], 0, 5, 0, "normal", 2);
                        SCUnite.mouvement = 2;
                        num++;
                        unite.AddComponent<RuleBase>();
                        unite.AddComponent<State>();
                        unite.transform.position = PlacerUnite(unite);
                        engine = unite.AddComponent<InferenceEngine>();
                        engine.m_RuleBaseFilePath = "unite";
                        engine.m_RuleBaseTick = (int)(Chargement_jeu.turnTimeStatic * 2000f);

                        break;
                    case "Cyber-poulpe":
                        unite = Instantiate(Resources.Load("Prefab/Poulpe/Cyber-poulpe")) as GameObject;
                        SCUnite = unite.AddComponent<Unite>();
                        SCUnite.Initialize("Cyber-poulpe #" + num, "Poulpe", "", 1, 8 * bonus[1][1], 10, 1, 0, 10, false, 300);
                        SCUnite.attaque = new Attaque(1 * bonus[1][0], 0, 5, 0, "normal", 2);
                        SCUnite.mouvement = 1;
                        num++;
                        unite.AddComponent<RuleBase>();
                        unite.AddComponent<State>();
                        unite.transform.position = PlacerUnite(unite);
                        engine = unite.AddComponent<InferenceEngine>();
                        engine.m_RuleBaseFilePath = "unite";
                        engine.m_RuleBaseTick = (int)(Chargement_jeu.turnTimeStatic * 2000f);

                        break;
                    default:
                        Debug.Log("Nom d'unité inconnu, production annulée");
                        break;
                }

                for (int i = 0; i < SCUnite.hauteur; i++)
                {
                    for (int j = 0; j < SCUnite.largeur; j++)
                    {
                        SCUnite.list_case[i, j] = Niveau.grille[(int)(i + unite.transform.position.x - 0.5), (int)(j + unite.transform.position.y - 0.5)];
                        SCUnite.list_case[i, j].GetComponent<Case>().occupe = true;
                        SCUnite.list_case[i, j].GetComponent<Case>().element = unite;
                    }
                }

                if (SCUnite.camp == "Ours")
                {
                    Niveau.list_element[0].Add(unite);
                }
                else
                {
                    Niveau.list_element[1].Add(unite);
                }
            }
        }
        public override bool Execute()
        {
            ele = Go.GetComponent<Unite>();
            deplacement = ele.deplacement;
            mouvement = ele.mouvement;
            State etat = Go.GetComponent<State>();
            Variable var = new Variable();
            etat.GetVariable("prox", out var);
            if ((int)var.GetValue() == 1)
            {
                if (!calcule)
                {
                    direction = 1;
                    Vector2 res = FindRessource();
                    ele.deplacement = Niveau.boucle_path((int)this.gameObject.transform.position.x, (int)this.gameObject.transform.position.y, (int)res.x, (int)res.y);
                    deplacement = ele.deplacement;
                    calcule = true;
					init=1;
                }
            }
            else if ((int)var.GetValue() == 2)
            {
                if (!calcule)
                {
                    direction = 2;
                    Vector2 res = FindRessource();
                    ele.deplacement = Niveau.boucle_path((int)this.gameObject.transform.position.x, (int)this.gameObject.transform.position.y, (int)res.x, (int)res.y);
                    calcule = true;
                    if (Go.GetComponent<Element>().camp == "Ours")
                    {
                        Score.ressource_IA[0] += Unite.stockage*init;
						Score.ressourcediv_IA[0][0] += Unite.stockage*init * Batiment.aggressivite / 100;
						Score.ressourcediv_IA[0][1] += Unite.stockage*init * (1 - Batiment.aggressivite / 100) * Batiment.defense / 100;
						Score.ressourcediv_IA[0][2] += Unite.stockage*init * (1 - Batiment.aggressivite / 100) * Batiment.technologie / 100;

                    }
                    else if (Go.GetComponent<Element>().camp == "Poulpe")
                    {
						Score.ressource_IA[1] += Unite.stockage*init;
						Score.ressourcediv_IA[1][0] += Unite.stockage *init* Batiment.aggressivite / 100;
						Score.ressourcediv_IA[1][1] += Unite.stockage*init * (1 - Batiment.aggressivite / 100) * Batiment.defense / 100;
						Score.ressourcediv_IA[1][2] += Unite.stockage *init* (1 - Batiment.aggressivite / 100) * Batiment.technologie / 100;
                    }
                }
            }
            else if ((int)var.GetValue() == 0)
            {
                calcule = false;
            }
            if (deplacement != null)
            {

                if (deplacement.Count != 0)
                {
					for (int i = 0; i < ele.hauteur; i++)
					{
						for (int j = 0; j < ele.largeur; j++)
						{
							ele.list_case[i, j] = Niveau.grille[(int)(i + Go.transform.position.x - 0.5), (int)(j + Go.transform.position.y - 0.5)];
							ele.list_case[i, j].GetComponent<Case>().occupe = false;
							ele.list_case[i, j].GetComponent<Case>().element = null;
						}
					}

					StartCoroutine("MoveTowards");
                }
                else
                {
                    Vector2 res = FindRessource();
                    ele.deplacement = Niveau.boucle_path((int)this.gameObject.transform.position.x, (int)this.gameObject.transform.position.y, (int)res.x, (int)res.y);
                    mouvement = 0;
                }
            }
            return true;
        }