Example #1
0
 protected void CmdSetUnit(int x, int y)
 {
     if (y == GRID_HEIGHT)
     {
         previous_Space = bench[x];
     }
     else
     {
         previous_Space = grid[x, y];
     }
     unit_ToMove = previous_Space.unit.gameObject;
 }
Example #2
0
 //Add an element to the open list, sorting it by position relative to its
 //f cost
 private void AddElement(List <GridSpace> openList, GridSpace element)
 {
     for (int i = 0; i < openList.Count; i++)
     {
         if (element.f < openList[i].f)
         {
             openList.Insert(i, element);
             return;
         }
     }
     openList.Add(element);
 }
Example #3
0
        protected void CmdPlaceUnit(GameObject grid_Object)
        {
            GridSpace new_Spot  = grid_Object.GetComponent <GridSpace>();
            Character character = unit_ToMove.GetComponent <Character>();

            if (new_Spot.unit == null)
            {
                new_Spot.AddCharacter(character);
                previous_Space.RemoveCharacter();

                if (previous_Space.transform.position.z <= benchZPosition && new_Spot.transform.position.z > benchZPosition)
                {
                    BenchToField(bench_Units.IndexOf(character));
                }
                else if (previous_Space.transform.position.z > benchZPosition && new_Spot.transform.position.z <= benchZPosition)
                {
                    FieldToBench(field_Units.IndexOf(character));
                }

                TargetPlaceUnit(grid_Object);
                ResetHeldUnit();
            }
            else if (new_Spot != previous_Space)
            {
                Character previous_Unit = character;
                character = new_Spot.unit;

                if (previous_Space.transform.position.z <= -6.5f && new_Spot.transform.position.z > -6.5f)
                {
                    FieldToBench(field_Units.IndexOf(character));
                    BenchToField(bench_Units.IndexOf(previous_Unit));
                }
                else if (previous_Space.transform.position.z > -6.5f && new_Spot.transform.position.z <= -6.5f)
                {
                    BenchToField(bench_Units.IndexOf(character));
                    FieldToBench(field_Units.IndexOf(previous_Unit));
                }

                new_Spot.AddCharacter(previous_Unit);
                previous_Space.AddCharacter(character);

                TargetPlaceUnit(grid_Object);
                ResetHeldUnit();
            }
            else
            {
                previous_Space.ResetUnitPosition();
                TargetPlaceUnit(grid_Object);
                ResetHeldUnit();
            }
        }
Example #4
0
        //Move the character according to their path
        public bool Moving(int current_Distance)
        {
            //Debug.Log(next_Space);
            //If the character does not have a path
            if (path == null)
            {
                return(false);
            }
            if (Vector3.Distance(transform.position, next_Space.transform.position) <= 0.1)
            {
                transform.position = next_Space.transform.position;
                future_Distance    = (int)Vector2.Distance(grid_Position, target.grid_Position + target.future_Position);
                //If there are no more tiles to follow, or if the distance
                //between the target and this character grows,
                //Change path
                if (current_Distance <= range)
                {
                    FaceDirection(new Vector2(target.transform.position.x, target.transform.position.z));
                    ResetPath();
                    return(false);
                }
                if (path.Count == 0 || current_Distance >= future_Distance)
                {
                    ResetPath();
                    return(false);
                }

                //Get a new space to find
                next_Space.combat_Unit = null;
                next_Space             = path.Pop();

                //Change path if the next space is occupied
                if (next_Space.combat_Unit != null)
                {
                    ResetPath();
                    return(false);
                }

                //Add the character to the path
                next_Space.AddCombatCharacter(this);
                future_Position = next_Space.grid_Position;
                FaceDirection(new Vector2(next_Space.transform.position.x, next_Space.transform.position.z));
            }
            transform.position = Vector3.Lerp(transform.position, next_Space.transform.position, 0.1f);
            return(true);
        }
Example #5
0
        //protected override void CmdBenchToField(Character unit)
        //{
        //    bench_Units.Remove(unit);
        //    field_Units.Add(unit);
        //    foreach (Character c in field_Units)
        //    {
        //        if (unit.name == c.name && c != unit)
        //        {
        //            return;
        //        }
        //    }
        //    foreach (ATTRIBUTES o in unit.attributes)
        //    {
        //        if (p_Attributes.ContainsKey(o)) p_Attributes[o]++;
        //        else p_Attributes.Add(o, 1);
        //        CheckAttributes(o);
        //    }
        //}
        //
        //protected override void CmdFieldToBench(Character unit)
        //{
        //    field_Units.Remove(unit);
        //    bench_Units.Add(unit);
        //    foreach (Character c in field_Units)
        //    {
        //        if (unit.name == c.name && unit != c)
        //        {
        //            return;
        //        }
        //    }
        //    foreach (ATTRIBUTES o in unit.attributes)
        //    {
        //        if (p_Attributes.ContainsKey(o)) p_Attributes[o]--;
        //        CheckAttributes(o);
        //        if (p_Attributes[o] == 0) p_Attributes.Remove(o);
        //    }
        //}

        public void SetupGrid()
        {
            grid  = new GridSpace[GRID_WIDTH, GRID_HEIGHT];
            bench = new GridSpace[GRID_WIDTH];
            if (isServer)
            {
                RpcCreateBoard();
            }
            for (short i = 0; i < GRID_WIDTH; i++)
            {
                GameObject benchSpot = Instantiate <GameObject>(gridPrefab);
                benchSpot.transform.SetParent(transform);
                benchSpot.transform.SetPositionAndRotation(new Vector3(transform.position.x + i - 4, 0, transform.position.z + 6), Quaternion.Euler(Vector3.zero));
                NetworkServer.Spawn(benchSpot, connectionToClient);
                if (isServer)
                {
                    RpcSetBenchSpot(i, benchSpot);
                }
                bench[i] = benchSpot.GetComponent <GridSpace>();
                bench[i].SetGridPosition(new Vector2(i, GRID_HEIGHT));
                for (short j = 0; j < GRID_HEIGHT; j++)
                {
                    GameObject gridSpot = Instantiate <GameObject>(gridPrefab);
                    gridSpot.transform.SetParent(transform);
                    gridSpot.transform.SetPositionAndRotation(new Vector3(transform.position.x + i - 4, 0, transform.position.z + 8 + (j % GRID_HEIGHT)), Quaternion.Euler(Vector3.zero));
                    NetworkServer.Spawn(gridSpot, connectionToClient);
                    if (isServer)
                    {
                        RpcSetGridSpot(i, j, gridSpot);
                    }
                    grid[i, j] = gridSpot.GetComponent <GridSpace>();
                    grid[i, j].SetGridPosition(new Vector2(i, j));
                }
            }


            Character character = Instantiate <Character>(characterPrefab);

            character.transform.SetParent(transform);
            character.transform.rotation = Quaternion.Euler(Vector3.zero);
            NetworkServer.Spawn(character.gameObject);
            //CmdBenchToField(character);
            grid[7, 3].AddCharacter(character);
        }
Example #6
0
 //Reset the unit being held so that
 //a new one can be acquired
 private void ResetHeldUnit()
 {
     unit_ToMove    = null;
     previous_Space = null;
     dragging_Unit  = false;
 }
Example #7
0
        //CALLED EVERY FRAME
        public virtual void Update()
        {
            if (!isLocalPlayer)
            {
                return;
            }

            if (readyToSetup && grid == null)
            {
                CmdSetUpPlayerGrid();
            }
            //Check if the player is holding a unit and they clicked
            if (dragging_Unit)
            {
                //Put out raycast on Gridpositions
                LayerMask mask = 1 << 8; //Plane layer
                ProjectRay(mask);
                unit_ToMove.transform.position = hit.point;
                //Check if the unit we're holding is an item or character
                if (Input.GetMouseButtonDown(0))
                {
                    if (!unit_ToMove.GetComponent <Item>())
                    {
                        //Checks if we're trying to sell a unit by shooting out a graphical raycast at specific ui elements
                        mask = 1 << 10; //Grid layer
                        ProjectGraphicalRay();
                        if (ui_Results.Count != 0 && !unit_ToMove.GetComponent <Item>() && ui_Results[0].gameObject.name == "ShopBackground")
                        {
                            Character character = unit_ToMove.GetComponent <Character>();
                            SellUnit(character);
                        }
                        //If we hit anything with our initial raycast we want to place the unit there
                        else if (ProjectRay(mask))
                        {
                            CmdPlaceUnit(hit.transform.gameObject);
                        }
                        //If the raycast hits nothing we want to place the unit in its original position and reset the held unit
                        else
                        {
                            previous_Space.ResetUnitPosition();
                            ResetHeldUnit();
                        }
                    }
                    //If the unit we're holding is an item we go in here
                    else
                    {
                        //Checking if the player clicked on a character
                        mask = 1 << 9; //Character layer
                        if (ProjectRay(mask))
                        {
                            Character clickedChar = hit.transform.gameObject.GetComponent <Character>();
                            //Add item to characters list if there is room
                            PlaceItem(clickedChar);
                        }
                        //If we don't click on a unit, place the item back to its original spot
                        else
                        {
                            unit_ToMove.transform.position = previousItemSpot;
                            ResetHeldUnit();
                        }
                    }
                }
            }

            else if (Input.GetMouseButtonDown(0))
            {
                //If player left clicks while nothing is done here we do this
                LayerMask unitMask = 1 << 9; //Character layer

                //Checks if we clicked a character
                if (ProjectRay(unitMask))
                {
                    //Find the space occupied by the character
                    Character character = hit.transform.gameObject.GetComponent <Character>();

                    if (!character.GetComponent <NetworkIdentity>().hasAuthority)
                    {
                        return;
                    }
                    if (recentSpace != null)
                    {
                        Debug.Log(recentSpace.grid_Position);
                    }
                    int x = (int)character.grid_Position.x;
                    int y = (int)character.grid_Position.y;
                    if (y == GRID_HEIGHT)
                    {
                        previous_Space = bench[x];
                    }
                    else
                    {
                        previous_Space = grid[x, y];
                    }
                    unit_ToMove = previous_Space.unit.gameObject;

                    CmdSetUnit(x, y);

                    dragging_Unit = true;
                }
                //Checking if we clicked an item
                else if (ProjectRay(1 << 12))
                {
                    unit_ToMove   = hit.transform.gameObject;
                    dragging_Unit = true;
                }
            }
        }
Example #8
0
        //Perform an A* search to determine an optimal path to an un-specific target
        //based on the character's range
        private void FindTarget(Character character)
        {
            //Reset the grid
            for (short i = 0; i < 8; i++)
            {
                for (short j = 0; j < 8; j++)
                {
                    grid[j, i].ResetCosts();
                }
            }

            //Initialize the open and closed lists
            List <GridSpace> openList = new List <GridSpace>();

            bool[,] closedList = new bool[8, 8];

            //Get the first space which is the space currently occupied by
            //the character
            GridSpace space = grid[(int)character.grid_Position.x, (int)character.grid_Position.y];

            space.f = (int)Vector2.Distance(character.grid_Position, character.target.grid_Position);
            space.g = 0;
            space.h = 0;
            space.parent_Position = space.grid_Position;
            openList.Add(space);

            while (openList.Count > 0)
            {
                //Remove the space from the openlist and
                //add it to the closed list
                space = openList[0];
                openList.RemoveAt(0);
                int x = (int)space.grid_Position.x;
                int y = (int)space.grid_Position.y;
                closedList[x, y] = true;

                float g, f, h;

                //WEST SUCCESSOR
                if (IsValid(x - 1, y))
                {
                    if (IsOptimal(character.target.grid_Position, grid[x - 1, y].grid_Position, character.range))
                    {
                        grid[x - 1, y].parent_Position = space.grid_Position;
                        CalculatePath(character, new Vector2(x - 1, y));
                        return;
                    }
                    if (!closedList[x - 1, y])
                    {
                        g = grid[x, y].g + 1;
                        h = CalculateHeuristic(character.target.grid_Position, grid[x - 1, y].grid_Position);
                        f = g + h;

                        if (grid[x - 1, y].f > f)
                        {
                            UpdateSpace(x - 1, y, f, g, h, space.grid_Position);
                            AddElement(openList, grid[x - 1, y]);
                        }
                    }
                }
                //EAST SUCCESSOR
                if (IsValid(x + 1, y))
                {
                    if (IsOptimal(character.target.grid_Position, grid[x + 1, y].grid_Position, character.range))
                    {
                        grid[x + 1, y].parent_Position = space.grid_Position;
                        CalculatePath(character, new Vector2(x + 1, y));
                        return;
                    }
                    if (!closedList[x + 1, y])
                    {
                        g = grid[x, y].g + 1;
                        h = CalculateHeuristic(character.target.grid_Position, grid[x + 1, y].grid_Position);
                        f = g + h;

                        if (grid[x + 1, y].f > f)
                        {
                            UpdateSpace(x + 1, y, f, g, h, space.grid_Position);
                            AddElement(openList, grid[x + 1, y]);
                        }
                    }
                }
                //NORTH SUCCESSOR
                if (IsValid(x, y + 1))
                {
                    if (IsOptimal(character.target.grid_Position, grid[x, y + 1].grid_Position, character.range))
                    {
                        grid[x, y + 1].parent_Position = space.grid_Position;
                        CalculatePath(character, new Vector2(x, y + 1));
                        return;
                    }
                    if (!closedList[x, y + 1])
                    {
                        g = grid[x, y].g + 1;
                        h = CalculateHeuristic(character.target.grid_Position, grid[x, y + 1].grid_Position);
                        f = g + h;

                        if (grid[x, y + 1].f > f)
                        {
                            UpdateSpace(x, y + 1, f, g, h, space.grid_Position);
                            AddElement(openList, grid[x, y + 1]);
                        }
                    }
                }
                //SOUTH SUCCESSOR
                if (IsValid(x, y - 1))
                {
                    if (IsOptimal(character.target.grid_Position, grid[x, y - 1].grid_Position, character.range))
                    {
                        grid[x, y - 1].parent_Position = space.grid_Position;
                        CalculatePath(character, new Vector2(x, y - 1));
                        return;
                    }
                    if (!closedList[x, y - 1])
                    {
                        g = grid[x, y].g + 1;
                        h = CalculateHeuristic(character.target.grid_Position, grid[x, y - 1].grid_Position);
                        f = g + h;

                        if (grid[x, y - 1].f > f)
                        {
                            UpdateSpace(x, y - 1, f, g, h, space.grid_Position);
                            AddElement(openList, grid[x, y - 1]);
                        }
                    }
                }
                //NORTHEAST SUCCESSOR
                if (IsValid(x + 1, y + 1))
                {
                    if (IsOptimal(character.target.grid_Position, grid[x + 1, y + 1].grid_Position, character.range))
                    {
                        grid[x + 1, y + 1].parent_Position = space.grid_Position;
                        CalculatePath(character, new Vector2(x + 1, y + 1));
                        return;
                    }
                    if (!closedList[x + 1, y + 1])
                    {
                        g = grid[x, y].g + 1.414f;
                        h = CalculateHeuristic(character.target.grid_Position, grid[x + 1, y + 1].grid_Position);
                        f = g + h;

                        if (grid[x + 1, y + 1].f > f)
                        {
                            UpdateSpace(x + 1, y + 1, f, g, h, space.grid_Position);
                            AddElement(openList, grid[x + 1, y + 1]);
                        }
                    }
                }
                //NORTHWEST SUCCESSOR
                if (IsValid(x - 1, y + 1))
                {
                    if (IsOptimal(character.target.grid_Position, grid[x - 1, y + 1].grid_Position, character.range))
                    {
                        grid[x - 1, y + 1].parent_Position = space.grid_Position;
                        CalculatePath(character, new Vector2(x - 1, y + 1));
                        return;
                    }
                    if (!closedList[x - 1, y + 1])
                    {
                        g = grid[x, y].g + 1.414f;
                        h = CalculateHeuristic(character.target.grid_Position, grid[x - 1, y + 1].grid_Position);
                        f = g + h;

                        if (grid[x - 1, y + 1].f > f)
                        {
                            UpdateSpace(x - 1, y + 1, f, g, h, space.grid_Position);
                            AddElement(openList, grid[x - 1, y + 1]);
                        }
                    }
                }
                //SOUTHEAST SUCCESSOR
                if (IsValid(x + 1, y - 1))
                {
                    if (IsOptimal(character.target.grid_Position, grid[x + 1, y - 1].grid_Position, character.range))
                    {
                        grid[x + 1, y - 1].parent_Position = space.grid_Position;
                        CalculatePath(character, new Vector2(x + 1, y - 1));
                        return;
                    }
                    if (!closedList[x + 1, y - 1])
                    {
                        g = grid[x, y].g + 1.414f;
                        h = CalculateHeuristic(character.target.grid_Position, grid[x + 1, y - 1].grid_Position);
                        f = g + h;

                        if (grid[x + 1, y - 1].f > f)
                        {
                            UpdateSpace(x + 1, y - 1, f, g, h, space.grid_Position);
                            AddElement(openList, grid[x + 1, y - 1]);
                        }
                    }
                }
                //SOUTHWEST SUCCESSOR
                if (IsValid(x - 1, y - 1))
                {
                    if (IsOptimal(character.target.grid_Position, grid[x - 1, y - 1].grid_Position, character.range))
                    {
                        grid[x - 1, y - 1].parent_Position = space.grid_Position;
                        CalculatePath(character, new Vector2(x - 1, y - 1));
                        return;
                    }
                    if (!closedList[x - 1, y - 1])
                    {
                        g = grid[x, y].g + 1.414f;
                        h = CalculateHeuristic(character.target.grid_Position, grid[x - 1, y - 1].grid_Position);
                        f = g + h;

                        if (grid[x - 1, y - 1].f > f)
                        {
                            UpdateSpace(x - 1, y - 1, f, g, h, space.grid_Position);
                            AddElement(openList, grid[x - 1, y - 1]);
                        }
                    }
                }
            }
        }