private void ClearWave(Allegiance allegiance, int wave)
        {
            if (wave < 0)
            {
                return;
            }

            Dictionary <int, List <BaseCreature> > list;

            if (allegiance == Allegiance.Myrmidex)
            {
                list = MyrmidexTeam;
            }
            else
            {
                list = TribeTeam;
            }

            if (list.ContainsKey(wave))
            {
                ColUtility.ForEach(list[wave].Where(bc => bc.Alive), bc => bc.Delete());
                ColUtility.Free(list[wave]);
                list.Remove(wave);
            }
        }
Exemple #2
0
        public int GetFriendlyOnPad()
        {
            int result;

            if (this.OwnerIndex == -1 || !base.Level.Session.MatchSettings.TeamMode)
            {
                result = -1;
            }
            else
            {
                Allegiance allegiance = base.Level.Session.MatchSettings.Teams [this.OwnerIndex];
                using (List <Entity> .Enumerator enumerator = base.Level.Players.GetEnumerator()) {
                    while (enumerator.MoveNext())
                    {
                        Player player = (Player)enumerator.Current;
                        if (!player.Dead && player.Allegiance == allegiance && base.CollideCheck(player, this.Position - Vector2.UnitY))
                        {
                            result = player.PlayerIndex;
                            return(result);
                        }
                    }
                }
                result = -1;
            }
            return(result);
        }
 /// <summary>
 /// Enables the allegiance's cities to perform an action.
 /// </summary>
 private void ResetCityActions(Allegiance allegiance)
 {
     foreach (City city in MapManager.instance.cities)
     {
         city.ResetAction();
     }
 }
 /// <summary>
 /// Initialize unit using selected alllegiance.
 /// </summary>
 /// <param name="allegiance">Allegiance.</param>
 public void Initialize(Allegiance allegiance)
 {
     Allegiance = allegiance;
     flagColorRenderer.color = allegiance == Allegiance.Player ? Color.green : Color.red;
     CurrentHealth           = MaxHealth;
     MovementTilesInRange    = new HashSet <Tile>();
 }
Exemple #5
0
        public void Initialize(Creature template, Allegiance allegiance)
        {
            _template   = template;
            _allegiance = allegiance;

            Health = _template.InitialHealth;
        }
Exemple #6
0
        /// <summary>
        /// Called when a player joins/exits an Allegiance
        /// </summary>
        public static void Rebuild(Allegiance allegiance)
        {
            if (allegiance == null)
            {
                return;
            }

            RemoveCache(allegiance);

            // rebuild allegiance
            allegiance = GetAllegiance(allegiance.Monarch.Player);

            // relink players
            foreach (var member in allegiance.Members.Keys)
            {
                var player = PlayerManager.FindByGuid(member);
                if (player == null)
                {
                    continue;
                }

                LoadPlayer(player);
            }

            // update dynamic properties
            allegiance.UpdateProperties();
        }
Exemple #7
0
        public override void Deserialize(GenericReader reader)
        {
            base.Deserialize(reader);
            int v = reader.ReadInt();

            _AllegianceType = (Allegiance)reader.ReadInt();
        }
Exemple #8
0
        public override void Deserialize(GenericReader reader)
        {
            base.Deserialize(reader);
            reader.ReadInt();

            Allegiance = (Allegiance)reader.ReadInt();
        }
        public IActionResult Deny([FromRoute] int AllegianceId)
        {
            Allegiance Model = Context.Allegiances.Where(a => a.Id == AllegianceId).Single();

            Model.AlliedOrNot = FriendOrFo.ENEMY;
            Model.Accepted    = false;
            Model.Pending     = false;
            Context.Allegiances.Update(Model);
            Context.SaveChanges();
            Clan RequestingClan = Context.Clans.Where(c => c.Id == Model.ClanId).Single();
            Clan RequesteeClan  = Context.Clans.Where(c => c.Id == Model.ClanId_2).Single();
            User User           = Context.Users.Where(u => u.ClanId == RequestingClan.Id && u.Role == Clan.Roles.Founder).Single();

            if (User != null)
            {
                Notification NewNotification = new Notification()
                {
                    CreatedAt = DateTime.Now,
                    Text      = $"{RequesteeClan.Name} has denied your alliance request!",
                    Type      = NotificationType.CLAN,
                    UserId    = User.Id,
                    Unread    = true,
                };
                Context.Notifications.Add(NewNotification);
                Context.SaveChanges();
            }
            return(Ok(Model));
        }
Exemple #10
0
        /// <summary>
        /// Returns the full allegiance structure for any player
        /// </summary>
        /// <param name="player">A player at any level of an allegiance</param>
        public static Allegiance GetAllegiance(IPlayer player)
        {
            var monarch = GetMonarch(player);

            if (monarch == null)
            {
                return(null);
            }

            // is this allegiance already loaded / cached?
            if (Players.ContainsKey(monarch.Guid))
            {
                return(Players[monarch.Guid].Allegiance);
            }

            var allegiance = new Allegiance(monarch.Guid);

            if (allegiance.TotalMembers == 1)
            {
                return(null);
            }

            AddPlayers(allegiance);
            return(allegiance);
        }
Exemple #11
0
 /// <summary>
 /// Removes an Allegiance from the Players lookup table cache
 /// </summary>
 public static void RemoveCache(Allegiance allegiance)
 {
     foreach (var member in allegiance.Members)
     {
         Players.Remove(member.Key);
     }
 }
        public IActionResult New([FromBody] Allegiance Model)
        {
            Clan RequestingClan = Context.Clans.Where(c => c.Id == Model.ClanId).Single();
            Clan RequesteeClan  = Context.Clans.Where(c => c.Id == Model.ClanId_2).Single();

            if (RequesteeClan != null && RequestingClan != null)
            {
                Context.Allegiances.Add(Model);
                Context.SaveChanges();
                Notification NewNotification = new Notification()
                {
                    CreatedAt = DateTime.Now,
                    Text      = $"{RequestingClan.Name} has requested and Alliance with you!",
                    Type      = NotificationType.CLAN,
                    UserId    = (int)HttpContext.Session.GetInt32("UserId"),
                    Unread    = true,
                };
                Context.Notifications.Add(NewNotification);
                Context.SaveChanges();
                return(Ok(Model));
            }
            else
            {
                return(BadRequest("Missing or Invalid ClanId(s)"));
            }
        }
Exemple #13
0
 public MatchTeamsState(MatchTeams teams)
 {
     Player1Team = teams.player1Team;
     Player2Team = teams.player2Team;
     Player3Team = teams.player3Team;
     Player4Team = teams.player4Team;
 }
Exemple #14
0
    public CreatureData(BJCreature creature, int level, List <Skill> skills,
                        Item soulstone, RankColor rankColor, bool isSummoned)
    {
        Creature       = creature;
        Name           = creature.Name;
        Allegiance     = creature.Allegiance;
        Level          = level;
        Creature.Level = Level;
        // MaxHP = creature.MaxHP;
        // HP = creature.MaxHP;
        Attack = creature.BaseDamage;

        Soulstone      = soulstone;
        LevelCosts     = Player.Instance.DataBase.LevelCosts;
        LevelGoldCosts = Player.Instance.DataBase.LevelGoldCosts;
        StatNames      = new List <string> {
            "MaxHP", "Attack", "Armor", "Speed"
        };

        RankColor = rankColor;

        if (skills != null)
        {
            Skills = new List <Skill> (skills);
        }
        else
        {
            Skills = new List <Skill> ();
        }
        IsSummoned = isSummoned;
    }
 public RulerGivenSkillContainerSkill(IRulerGivenSkill InnerSkill, Allegiance al)
 {
     innerSkillType = InnerSkill.GetType();
     Allegiance = al;
     masterList = new Dictionary<Player, IRulerGivenSkill>();
     var trigger = new AutoNotifyPassiveSkillTrigger(
         this,
         DistributeSkills,
         TriggerCondition.OwnerIsSource
     ) { IsAutoNotify = false, AskForConfirmation = false };
     var trigger2 = new AutoNotifyPassiveSkillTrigger(
         this,
         (p, e, a) =>
         {
             if (a.Source.Allegiance == Allegiance && !masterList.ContainsKey(a.Source))
             {
                 DistributeSkills(Owner, null, null);
             }
             if (a.Source.Allegiance != Allegiance && masterList.ContainsKey(a.Source))
             {
                 ISkill skill = masterList[a.Source];
                 masterList.Remove(a.Source);
                 Game.CurrentGame.PlayerLoseAdditionalSkill(a.Source, skill, true);
             }
         },
         TriggerCondition.Global
     ) { IsAutoNotify = false, AskForConfirmation = false };
     Triggers.Add(GameEvent.PlayerGameStartAction, trigger);
     Triggers.Add(GameEvent.PlayerChangedAllegiance, trigger2);
     IsAutoInvoked = null;
     IsRulerOnly = true;
 }
Exemple #16
0
        /// <summary>
        /// Returns the full allegiance structure for any player
        /// </summary>
        /// <param name="player">A player at any level of an allegiance</param>
        public static Allegiance GetAllegiance(IPlayer player)
        {
            if (player == null)
            {
                return(null);
            }

            var monarch = GetMonarch(player);

            if (monarch == null)
            {
                return(null);
            }

            // is this allegiance already loaded / cached?
            if (Players.ContainsKey(monarch.Guid))
            {
                return(Players[monarch.Guid].Allegiance);
            }

            // try to load biota
            var allegianceID = DatabaseManager.Shard.BaseDatabase.GetAllegianceID(monarch.Guid.Full);
            var biota        = allegianceID != null?DatabaseManager.Shard.BaseDatabase.GetBiota(allegianceID.Value) : null;

            Allegiance allegiance;

            if (biota != null)
            {
                var entityBiota = ACE.Database.Adapter.BiotaConverter.ConvertToEntityBiota(biota);

                allegiance = new Allegiance(entityBiota);
            }
            else
            {
                allegiance = new Allegiance(monarch.Guid);
            }

            if (allegiance.TotalMembers == 1)
            {
                return(null);
            }

            if (biota == null)
            {
                allegiance           = WorldObjectFactory.CreateNewWorldObject("allegiance") as Allegiance;
                allegiance.MonarchId = monarch.Guid.Full;
                allegiance.Init(monarch.Guid);

                allegiance.SaveBiotaToDatabase();
            }

            AddPlayers(allegiance);

            //if (!Allegiances.ContainsKey(allegiance.Guid))
            //Allegiances.Add(allegiance.Guid, allegiance);
            Allegiances[allegiance.Guid] = allegiance;

            return(allegiance);
        }
Exemple #17
0
 public override void SetAllegiance(Allegiance allegiance)
 {
     base.SetAllegiance(allegiance);
     foreach (var attackComponent in AttackComponents)
     {
         attackComponent.SetAllegiance(allegiance);
     }
 }
        public IActionResult RemoveAllegiance([FromRoute] int AllegianceId)
        {
            Allegiance allegiance = Context.Allegiances.Where(a => a.Id == AllegianceId).Single();

            Context.Allegiances.Remove(allegiance);
            Context.SaveChanges();
            return(Ok());
        }
Exemple #19
0
 private void WriteAllegiance(Allegiance allegiance)
 {
     writer.Write("ally ");
     writer.Write(allegiance.T5Code);
     writer.Write(" ");
     writer.Write(allegiance.Name);
     writer.WriteLine();
 }
 public void GameOver(Allegiance winner)
 {
     mState = GameState.GameOver;
        // zu faul neue variablen einzuführen...
        // OptionsMenu = gewonnen
        // MainMenu = verloren
        mMenuState = winner == Allegiance.Player ? MenuState.OptionsMenu : MenuState.MainMenu;
 }
Exemple #21
0
 public Hero(string name, bool isMale, Allegiance a, int health, List<ISkill> skills)
 {
     Allegiance = a;
     Skills = skills;
     Name = name;
     MaxHealth = health;
     IsMale = isMale;
 }
Exemple #22
0
 public Hero(string name, bool isMale, Allegiance a, int health, params ISkill[] skills)
 {
     Allegiance = a;
     Skills = new List<ISkill>(skills);
     Name = name;
     MaxHealth = health;
     IsMale = isMale;
 }
Exemple #23
0
    public Emperor(string leaderName, Allegiance allegiance)
    {
        this.allegiance = allegiance;
        this.leaderName = leaderName;
        this.gold       = 100;

        this.brain = new EmperorBrain(this);
    }
Exemple #24
0
        public override bool TeamCheckForRoundOver(out Allegiance surviving)
        {
            if (this.Session.CurrentLevel.LivingPlayers == 0)
            {
                surviving = Allegiance.Neutral;
                return(true);
            }
            bool[]        array           = new bool[2];
            bool          gottaBustGhosts = ((MyMatchVariants)(this.Session.MatchSettings.Variants)).GottaBustGhosts;
            List <Entity> players         = this.Session.CurrentLevel[GameTags.Player];

            for (int i = 0; i < players.Count; i++)
            {
                MyPlayer player = (MyPlayer)players[i];
                if (!player.Dead || (gottaBustGhosts && player.spawningGhost))
                {
                    array[(int)player.Allegiance] = true;
                }
            }

            List <Entity> playerCorpses = this.Session.CurrentLevel[GameTags.Corpse];

            for (int i = 0; i < playerCorpses.Count; i++)
            {
                MyPlayerCorpse playerCorpse = (MyPlayerCorpse)playerCorpses[i];
                if (playerCorpse.Revived || (gottaBustGhosts && playerCorpse.spawningGhost))
                {
                    array[(int)playerCorpse.Allegiance] = true;
                }
            }

            if (gottaBustGhosts && players.Count >= 1)
            {
                List <Entity> playerGhosts = this.Session.CurrentLevel[GameTags.PlayerGhost];
                for (int i = 0; i < playerGhosts.Count; i++)
                {
                    PlayerGhost playerGhost = (PlayerGhost)playerGhosts[i];
                    if (playerGhost.State != 3)
                    {                     // Ghost not dead
                        array[(int)playerGhost.Allegiance] = true;
                    }
                }
            }

            if (array[0] == array[1])
            {
                surviving = Allegiance.Neutral;
            }
            else if (array[0])
            {
                surviving = Allegiance.Blue;
            }
            else
            {
                surviving = Allegiance.Red;
            }
            return(!array[0] || !array[1]);
        }
Exemple #25
0
    public void AddUnits(UnitType type, Vector3 location, int count, Allegiance allegiance)
    {
        if (count == 0)
        {
            return;
        }

        if (mSquadMembers == null)
        {
            mSquadMembers = new List <Unit>();
        }

        mAllegiance = allegiance;

        this.transform.position = location;

        GameObject unitPrefab = TextureResource.GetUnitPrefab(type, (allegiance == Allegiance.Rodelle));

        List <Vector3> randomPositions = this.RandomSectionLocations(count, kSquadMemberWidth * 1.5f);

        for (int i = 0; i < count; ++i)
        {
            // instantiate the unit from the prefab
            GameObject o = (GameObject)Instantiate(unitPrefab);
            Unit       u = (Unit)o.GetComponent <Unit>();
            u.Squad = this;
            mSquadMembers.Add(u);
            u.Allegiance = mAllegiance;

            // offset from squad center
            Vector3 memberPosition = this.transform.position;
            memberPosition      += randomPositions [i];
            u.transform.position = memberPosition;
        }

        float squadSpeed = UnitStats.GetStat(SquadLeader.UnitType, UnitStat.MovementSpeed);

        // Sets the speed of the squad to the speed of the squad leader
        for (int i = 0; i < mSquadMembers.Count; ++i)
        {
            // TODO refactor this process. Remove the public access to MoveSpeed and implement a better method of
            // modifying a unit's base stats
            mSquadMembers[i].MoveSpeed = squadSpeed;
        }

        if (SquadLeader.Allegiance == Allegiance.AI) // Reduce the sight range of armed enemy peasants
        {
            SquadLeader.SightRange = UnitStats.GetStat(UnitType.Peasant, UnitStat.SightRange);
        }

        float sightRadius = SquadLeader.SightRange;

        this.GetComponent <CircleCollider2D> ().radius            = 3;
        this.GetComponent <SpriteRenderer>().transform.localScale = new Vector3(sightRadius / 3, sightRadius / 3, 0f);

        this.SetDestination(this.RallyPoint);
        this.ShowSelector(false);
    }
Exemple #26
0
 /// <summary>
 /// Creates a minion which automatically has a starting planet and a target planet.
 /// </summary>
 /// <param name="initialContainer"></param>
 /// <param name="targetContainer"></param>
 /// <param name="allegiance"></param>
 /// <param name="count">The amount of minions that are covered by this game object</param>
 public Minion(IMinionContainer initialContainer, IMinionContainer targetContainer, Allegiance allegiance, int count)
     : base(initialContainer.Position, allegiance)
 {
     Count = count;
       mTargetReached = false;
       mTargetContainer = targetContainer;
       mMovement = new MinionMovement(initialContainer, targetContainer, this);
       mVisibility = new Visibility(this);
 }
        public void OnTeamRevive(Player player)
        {
            Allegiance allegiance = default(Allegiance);

            if (!((MyRoundLogic)base.Session.RoundLogic).TeamCheckForRoundOver(out allegiance))
            {
                base.Session.CurrentLevel.Ending = false;
            }
        }
 public void SwapTurnIndicator(Allegiance newTeamTurn)
 {
     HideTurnIndicator(() =>
     {
         m_TurnIndicator.UpdateTurnIndicator(newTeamTurn);
         m_TurnIndicatorImage.color = m_TurnIndicatorColors[(int)newTeamTurn];
         ShowTurnIndicator();
     });
 }
Exemple #29
0
 private MyPlayerCorpse(string corpseSpriteID, Allegiance teamColor, Vector2 position, Facing facing, int playerIndex, int killerIndex) : base(corpseSpriteID, teamColor, position, facing, playerIndex, killerIndex)
 {
     // ADDED--
     if (this.TeamColor != teamColor)
     {
         teamColor = this.TeamColor;
     }
     // --ADDED
 }
Exemple #30
0
 public Entity SetAllegiance(Allegiance allegiance)
 {
     Allegiance = allegiance;
     foreach (var component in Components)
     {
         component.Value.SetAllegiance(Allegiance);
     }
     return(this);
 }
Exemple #31
0
 public Hero(string name, bool isMale, Allegiance a, int health, params ISkill[] skills)
 {
     Allegiance      = a;
     Skills          = new List <ISkill>(skills);
     Name            = name;
     MaxHealth       = health;
     IsMale          = isMale;
     HeroConvertFrom = string.Empty;
 }
        public IEnumerable <PlayerMobile> GetPlayers(Allegiance allegiance)
        {
            if (BattleRegion == null)
            {
                return(null);
            }

            return(BattleRegion.GetEnumeratedMobiles().OfType <PlayerMobile>().Where(p => MyrmidexInvasionSystem.IsAlliedWith(p, allegiance)));
        }
Exemple #33
0
        public Predator(Vector2 initialPosition, Allegiance allegiance)
            : base(initialPosition, allegiance)
        {
            Health = GlobalValues.GetInstance().PredatorHealth;

              mMovement = new FreeMovement(this);
              mSpaceshipAttackBehaviour = new SpaceshipAttackBehaviour(this);
              mMinionAttackBehaviour = new MinionAttackBehaviour(this);
              mVisibility = new Visibility(this);
        }
Exemple #34
0
    public CardData(string name, Allegiance allegiance, int initiative, int hp, List <CardAbility> abilities, CardAbility[] slottedAbilities)
    {
        _name           = name;
        _allegiance     = allegiance;
        _baseInitiative = initiative;
        _baseHp         = hp;

        _baseAbilities    = abilities;
        _slottedAbilities = slottedAbilities;
    }
Exemple #35
0
        public Planet(Vector2 initialPosition, Allegiance allegiance, PlanetSize size, int numberOfMinions)
            : base(initialPosition, allegiance)
        {
            MinionIncrementPerSecond = Global.MinionIncrementPerSecond[size];
              mSize = size;
              Shield = 0;
              MinionCount = numberOfMinions;

              mObstruction = new Obstruction(initialPosition, CollisionRadius);
              mVisibility = new Visibility(this);
        }
Exemple #36
0
        public static List <Group> ParseArmy(string armyDefinition, Allegiance allegiance)
        {
            var army  = new List <Group>();
            var lines = armyDefinition.Trim().Split("\n");
            var i     = 0;

            // First line contains the army's name - skip
            foreach (var line in lines.Skip(1))
            {
                var regex = new Regex(@"(\d+) units each with (\d+) hit points (\((.*)\) )?with an attack that does (\d+) (\w+) damage at initiative (\d+)");
                var match = regex.Match(line.Trim());

                var unitCount    = int.Parse(match.Groups[1].Value);
                var hitPoints    = int.Parse(match.Groups[2].Value);
                var attackDamage = int.Parse(match.Groups[5].Value);
                var initiative   = int.Parse(match.Groups[7].Value);

                var attackType = ParseAttackType(match.Groups[6].Value);

                var group = new Group
                {
                    Allegiance   = allegiance,
                    Id           = i,
                    UnitCount    = unitCount,
                    HitPoints    = hitPoints,
                    AttackDamage = attackDamage,
                    Initiative   = initiative,
                    AttackType   = attackType
                };

                // Immunities and weaknesses are hard to regex.
                // One, both or neither may be present, and the order is unpredictable.
                var immunitiesAndWeaknesses = match.Groups[4].Value;
                var parts        = immunitiesAndWeaknesses.Split("; ");
                var immunityPart = parts.SingleOrDefault(p => p.Contains("immune to"));
                var weaknessPart = parts.SingleOrDefault(p => p.Contains("weak to"));

                if (immunityPart != null)
                {
                    group.Immunities = immunityPart.Replace("immune to ", "").Split(", ").Select(ParseAttackType).Aggregate((at, at2) => at | at2);
                }

                if (weaknessPart != null)
                {
                    group.Weaknesses = weaknessPart.Replace("weak to ", "").Split(", ").Select(ParseAttackType).Aggregate((at, at2) => at | at2);
                }

                army.Add(group);

                i++;
            }

            return(army);
        }
Exemple #37
0
    /*
     * //Needs to happen in GameSetup
     * void Start () {
     *  resourceDictionary = new Dictionary<Allegiance, int>();
     *  resourceDictionary.Add(Allegiance.Team1, 0);
     *  resourceDictionary.Add(Allegiance.Team2, 0);
     *  Display = "Resources: ";
     *  DisplayAlt = "Enemy: ";
     *  countText = GameObject.Find("CountText").GetComponent<Text>();
     *  countTextAlt = GameObject.Find("EnemyCountText").GetComponent<Text>();
     *  SetResourceText(Allegiance.Team1);
     *  SetResourceText(Allegiance.Team2);
     * }
     */

    // Create a standalone function that can update the 'countText' UI and check if the required amount to win has been achieved
    public static void SetResourceText(Allegiance allegience)
    {
        if (allegience == Allegiance.Team1)
        {
            countText.text = Display + resourceDictionary[allegience].ToString();
        }
        else
        {
            countTextAlt.text = DisplayAlt + resourceDictionary[allegience].ToString();
        }
    }
Exemple #38
0
    public void GetAllSquads(Allegiance allegiance)
    {
        this.squads.Clear();

        foreach (Squad s in GameObject.FindObjectsOfType<Squad>())
        {
            if (s.squadAllegiance == allegiance)
            {
                this.squads.Add(s);
            }
            this.squads = squads.OrderBy(go => go.name).ToList();
        }
        ///TODO Sort squads by numeric order in gameobjects names
    }
Exemple #39
0
 public DeathStar(Vector2 initialPosition, Allegiance allegiance, int minionCount)
     : base(initialPosition, allegiance)
 {
     MinionCount = minionCount;
       mMovementMode = false;
       Shield = 0;
       AttackTimer = 0;
       mSpaceshipAttackMode = false;
       mMovementMode = false;
       mPlanetAttackMode = false;
       mSpaceshipAttackBehaviour = new SpaceshipAttackBehaviour(this);
       mPlanetAttackBehaviour = new PlanetAttackBehaviour(this, AttackSpeedPlanet);
       mMovement = new FreeMovement(this);
       mVisibility = new Visibility(this);
 }
Exemple #40
0
	// Use this for initialization
	void Start () 
    {
        this.energy = 100;

        this.allegiance = this.GetComponent<AllegianceDesignator>().Allegiance;
        this.energyConsum = new EnergyConsumtionMsg()
        {
            Allegiance = allegiance,
            EnergyConsumed = 0,
            Station = Stations.Pilot
        };

        this.sendConsumtionAt = Time.time + CONSUMTION_SEND_RATE;

        CoreNetwork.Instance.Subscribe(this);
    }
 public void ChangeAllegiance(IGameObject unit, Allegiance newAllegiance)
 {
     if (unit is IVisible)
     {
         IVisible visible = (IVisible) unit;
         Allegiance oldAllegiance = visible.Allegiance;
         if (oldAllegiance != Allegiance.Player)
             PlayerFogManager.UnregisterUnit(visible);
         if (oldAllegiance != Allegiance.Computer)
             PcFogManager.UnregisterUnit(visible);
         if (newAllegiance != Allegiance.Player)
             PlayerFogManager.RegisterUnit(visible);
         if (newAllegiance != Allegiance.Computer)
             PcFogManager.RegisterUnit(visible);
     }
 }
 public void trigger(Allegiance allIn)
 {
     if (allIn == allegance)
     {
         intensity+=intensityIncrement;
     }
     else
     {
         intensity-=intensityIncrement;
         if (intensity < 0)
         {
             allegance = allIn;
             intensity = intensityIncrement;
         }
     }
 }
    Allegiance? handleAllegiance(Allegiance allegianceIn)
    {
        List<Allegiance> allegianceKeys = new List<Allegiance>(allegiances.Keys);
        foreach(Allegiance allegiance in allegianceKeys )
        {
            if (allegiance == allegianceIn)
                allegiances[allegiance] = allegiances[allegiance] + allegianceIncValue;
            else
                allegiances[allegiance] = allegiances[allegiance] - allegianceDecValue ;
            Mathf.Clamp(allegiances[allegiance], 0f, 100f);
        }

        if ( allegiances[allegianceIn] > allegianceThreshold )
            return allegianceIn;
        else
            return null;
    }
Exemple #44
0
    // Use this for initialization
    void Start()
    {
        ui = this.GetComponent<UIController> ();

        if(GameObject.Find ("Settings") != null){
            myAllegiance = GameObject.Find ("Settings").GetComponent<Settings> ().playerAllegiances [this.GetComponent<PlayerController> ().player-1];
            //Debug.Log(string.Format("{0}_{1}", this.GetComponent<PlayerController> ().player,myAllegiance));
        }
        this.GetComponent<SpriteRenderer> ().sprite = conf.Sprite [Array.IndexOf (conf.Allegiance, myAllegiance)];
        this.BaseSpace.setAllegiance(this.myAllegiance);
        this.transform.position = this.BaseSpace.transform.position;
        try{
            this.GetComponent<PlayerController> ().startAnimation ();
        }catch(Exception e){

        }
    }
Exemple #45
0
 public override List<int> GetPlayersOfAllegiance(Allegiance allegiance)
 {
     List<int> list = new List<int>();
     if ((this.player1Team == allegiance) && TFGame.Players[0])
     {
         list.Add(0);
     }
     if ((this.player2Team == allegiance) && TFGame.Players[1])
     {
         list.Add(1);
     }
     if ((this.player3Team == allegiance) && TFGame.Players[2])
     {
         list.Add(2);
     }
     if ((this.player4Team == allegiance) && TFGame.Players[3])
     {
         list.Add(3);
     }
     if ((this.player5Team == allegiance) && TFGame.Players[4])
     {
         list.Add(4);
     }
     if ((this.player6Team == allegiance) && TFGame.Players[5])
     {
         list.Add(5);
     }
     if ((this.player7Team == allegiance) && TFGame.Players[6])
     {
         list.Add(6);
     }
     if ((this.player8Team == allegiance) && TFGame.Players[7])
     {
         list.Add(7);
     }
     return list;
 }
Exemple #46
0
 private void WriteAllegiance(Allegiance allegiance)
 {
     writer.Write("ally ");
     writer.Write(allegiance.T5Code);
     writer.Write(" ");
     writer.Write(allegiance.Name);
     writer.WriteLine();
 }
Exemple #47
0
 protected Spaceship(Vector2 position, Allegiance allegiance)
     : base(position, allegiance)
 {
     Halt();
       AttackTimer = 0;
 }
Exemple #48
0
 /// <summary>Called whenever a unit changes allegiance. Unit still has
 /// old allegiance at call.</summary>
 public void AllegianceChanged(IGameObject unit, Allegiance newAllegiance)
 {
     if (unit.Allegiance != Allegiance.Computer && newAllegiance == Allegiance.Computer)
         AddAiUnit(unit);
     else if (unit.Allegiance == Allegiance.Computer && newAllegiance != Allegiance.Computer)
         RemoveAiUnit(unit);
 }
Exemple #49
0
 public GameObject(Vector2 initialPosition, Allegiance allegiance)
 {
     Position = initialPosition;
       Allegiance = allegiance;
       Alive = true;
 }
Exemple #50
0
        public override Allegiance this[int index]
        {
            get
            {
                switch (index)
                {
                    case -1:
                        return Allegiance.Red;

                    case 0:
                        return this.player1Team;

                    case 1:
                        return this.player2Team;

                    case 2:
                        return this.player3Team;

                    case 3:
                        return this.player4Team;

                    case 4:
                        return this.player5Team;

                    case 5:
                        return this.player6Team;

                    case 6:
                        return this.player7Team;

                    case 7:
                        return this.player8Team;
                }
                throw new Exception("Index out of bounds!");
            }
            set
            {
                switch (index)
                {
                    case 0:
                        this.player1Team = value;
                        return;

                    case 1:
                        this.player2Team = value;
                        return;

                    case 2:
                        this.player3Team = value;
                        return;

                    case 3:
                        this.player4Team = value;
                        return;

                    case 4:
                        this.player5Team = value;
                        return;

                    case 5:
                        this.player6Team = value;
                        return;

                    case 6:
                        this.player7Team = value;
                        return;

                    case 7:
                        this.player8Team = value;
                        return;
                }
                throw new Exception("Index out of bounds!");
            }
        }
Exemple #51
0
 public override int GetAmountOfPlayersOfAllegiance(Allegiance allegiance)
 {
     int num = 0;
     if ((this.player1Team == allegiance) && TFGame.Players[0])
     {
         num++;
     }
     if ((this.player2Team == allegiance) && TFGame.Players[1])
     {
         num++;
     }
     if ((this.player3Team == allegiance) && TFGame.Players[2])
     {
         num++;
     }
     if ((this.player4Team == allegiance) && TFGame.Players[3])
     {
         num++;
     }
     if ((this.player5Team == allegiance) && TFGame.Players[4])
     {
         num++;
     }
     if ((this.player6Team == allegiance) && TFGame.Players[5])
     {
         num++;
     }
     if ((this.player7Team == allegiance) && TFGame.Players[6])
     {
         num++;
     }
     if ((this.player8Team == allegiance) && TFGame.Players[7])
     {
         num++;
     }
     return num;
 }
 public void setAllegiance(Allegiance a)
 {
     this.Allegiance = a;
     this.GetComponentInChildren<BannerSelector> ().SetBanner (conf.CrestSprite[Array.IndexOf(conf.Allegiance, this.Allegiance)]);
 }
Exemple #53
0
 public MyMatchTeams(Allegiance start)
     : base(start)
 {
     this.player1Team = this.player2Team = this.player3Team = this.player4Team = this.player5Team = this.player6Team = this.player7Team = this.player8Team = start;
 }
Exemple #54
0
	// Use this for initialization
	void Start () 
    {
        this.allegiance = this.GetComponent<AllegianceDesignator>().Allegiance;

        this.nextTargetsUpdate = Time.time + UPDATE_SEND_RATE;
	}
Exemple #55
0
 public MyPlayer(int playerIndex, Vector2 position, Allegiance allegiance, Allegiance teamColor, PlayerInventory inventory, Player.HatStates hatState, bool frozen, bool flash, bool indicator)
     : base(playerIndex, position, allegiance, teamColor, inventory, hatState, frozen, flash, indicator)
 {
 }
Exemple #56
0
        // Stats for conquered Planets
        public void PlanetAllegianceChange(Allegiance currentAllegiance, Allegiance newAllegiance)
        {
            //  Debug.WriteLine("Planet Allegiance Changed");

              // Player is attacking
              if (newAllegiance == Allegiance.Player)
              {
            if (currentAllegiance == Allegiance.Neutral)
            {
               //   Debug.WriteLine("Player conquered natural planet");
              mConqueredNeutralPlanetsPlayer++;
            }
            if (currentAllegiance == Allegiance.Computer)
            {
               //   Debug.WriteLine("Player conquered enemy planet");
              mConqueredEnemyPlanetsPlayer++;
            }
            if (currentAllegiance == Allegiance.Player)
              Debug.WriteLine("BUG: This should never happen.");
              }

              // Computer is attacking
              else if (newAllegiance == Allegiance.Computer)
              {
            if (currentAllegiance == Allegiance.Neutral)
            {
            //  Debug.WriteLine("AI conquered neutral planet.");
              mConqueredNeutralPlanetsKi++;
            }
            if (currentAllegiance == Allegiance.Player)
            {
            //  Debug.WriteLine("AI conquered player planet.");
              mConqueredEnemyPlanetsKi++;
            }
              }
        }
Exemple #57
0
            private void WriteBorder(Border border, Allegiance alleg)
            {
                if (border.ShowLabel && (border.Label != null || alleg != null))
                {
                    writer.Write("label ");
                    writer.Write(border.LabelPositionHex);
                    writer.Write(" ");
                    writer.Write(border.Label ?? alleg.Name);
                    writer.WriteLine();
                }

                writer.Write("border ");
                writer.Write(border.PathString);

                SectorStylesheet.StyleResult ssr = sector.ApplyStylesheet("border", alleg?.T5Code);
                Color? color = border.Color ?? ssr.GetColor("color");
                if (color.HasValue)
                {
                    writer.Write(" ");
                    writer.Write(ColorTranslator.ToHtml(color.Value).ToLowerInvariant());
                }
                writer.WriteLine();
            }
Exemple #58
0
    void Awake()
    {
        // Player not found
        if (!target1) {
            Debug.Log("Player 1 not found!");
        } else if (!target2) {
            Debug.Log("Player 2 not found!");
        }

        // Grab Animation component and keep a reference to it
        anim = GetComponent<Animator>();

        // No Animator component found
        if (!anim)
            Debug.Log("Animator not found!");

        // Grab NavMeshAgent component and keep a reference to it
        navAgent = GetComponent<NavMeshAgent>();

        // No NavMeshAgent component found
        if (!navAgent)
            Debug.Log("NavMeshAgent not found!");

        scoreScript = gameManager.GetComponent<GameManager>();

        allegiance = Allegiance.Neutral;

        gameObject.transform.position = neutralSpawns[Random.Range(0, 6)].position;
    }
Exemple #59
0
    void OnTriggerEnter(Collider c)
    {
        if (c.gameObject.CompareTag("Projectile")) {
            string killer = c.gameObject.GetComponent<Projectile>().shooter;
            if ((killer == "Player" && allegiance == Allegiance.Red) ||
                (killer == "Player2" && allegiance == Allegiance.Blue) ||
                (allegiance == Allegiance.Neutral && (killer == "Player" || killer == "Player2"))) {
                health -= c.gameObject.GetComponent<Projectile>().projectileDamage;
                bulletHit.Play();

                if (health <= 0 && !dead) {
                    dead = true;

                    if (allegiance == Allegiance.Neutral) {
                        if (killer == "Player") {
                            scoreScript.blueScore++;
                            allegiance = Allegiance.Blue;
                        } else if (killer == "Player2") {
                            scoreScript.redScore++;
                            allegiance = Allegiance.Red;
                        }
                    } else {
                        allegiance = Allegiance.Neutral;

                        if (killer == "Player") {
                            scoreScript.blueScore += 2;
                        } else if (killer == "Player2") {
                            scoreScript.redScore += 2;
                        }
                    }
                }
            }
        }
    }
 public void AllegianceChanged(IVisible unit, Allegiance newAllegiance)
 {
     Point sector = GetSector(unit.Position);
     UpdateCounters(unit, sector.X, sector.Y, -1);
     UpdateCounters(unit, newAllegiance, sector.X, sector.Y, +1);
 }