Exemple #1
0
    /*
     *
     *
     *
     */

    public override void OnDamageInflicted(Combat combat, AnimationData currentData)
    {
        //if(true)
        if (ConditionasMet(combat, currentData))
        {
            Skill    s = Globals.campaign.contentLibrary.skillDatabase.GetCopy(skillIDToUse);
            TileNode node;

            if (castOnTarget)
            {
                node = currentData.DestNode;
            }
            else
            {
                node = currentData.sourceNode;
            }

            //  Look at the combat class
            //  think about how to add stuff to the combate node map
            //  I think we all we need to do here is add the approiate animatino data

            AnimationData data = AnimationData.NewAntionData(s, currentData.sourceNode, node);
            combat.animationQueue.Enqueue(data);

            /*
             *
             */
        }
    }
    public override IEnumerator ExecuteAction(Actor source, BoardManager bm)
    {
        bm.Selector.MoveTo(moveTarget.data.posX, moveTarget.data.posY);
        //move to the target tile
        int pathLeng = MoveToTarget(source, bm, moveTarget.data.posX, moveTarget.data.posY);

        // use skill
        Combat c = new Combat(source);

        yield return(new WaitForSeconds(waitTime * pathLeng));

        AnimationData data = AnimationData.NewAntionData(skillToUse,
                                                         Globals.GetBoardManager().pathfinding.GetTileNode(source),
                                                         skillTarget);


        bm.tileSelection.ClearAllRange();
        //AttackRange(bm, source);

        bm.tileSelection.PopulateMovementRange(
            bm.pathfinding.GetSkillRange(skillToUse, source, source.GetPosX(), source.GetPosY()));
        bm.ui.SkillInUseName.InitLabel(skillToUse.GetName());


        bm.Selector.MoveTo(skillTarget.data.posX, skillTarget.data.posY);
        yield return(new WaitForSeconds(.75f));

        bm.tileSelection.ClearAllRange();

        //targeted tiles
        List <TileNode> nodesInRange = skillToUse.GetTargetedTiles(source, skillTarget);

        bm.tileSelection.PopulateAttackRange(nodesInRange);
        yield return(new WaitForSeconds(.75f));

        //targeted tiles cleared
        bm.tileSelection.ClearAllRange();

        bm.ui.SkillInUseName.ToggleOff();
        c.animationDatas.Add(data);

        ///HACK
        ///This is hacked as f**k

        source.Wait();
        bm.inputFSM.SwitchState(new PlayingAnimationInputState(bm, c));
        bm.turnManager.CalculateFastest();

        /*
         * c.animationDatas.Add(data);
         *
         * c.UseSkill();
         * c.PayCostsCDAttack();
         * source.Wait();
         *
         *
         * bm.turnManager.CalculateFastest(); //this is when the state machine changes
         */
    }
Exemple #3
0
    public Combat(Actor source, Skill skill, TileNode center, TileNode startNode)
    {
        this.source = source;
        this.center = center;

        //targets = skill.GetFinalTargetedTiles(source, center);
        animationDatas = new List <AnimationData>();

        actorDamageMap = new List <CombatNode>();

        foreach (string item in skill.animControllerID)
        {
            animationDatas.Add(AnimationData.NewAntionData(skill, startNode, center));
        }
    }
Exemple #4
0
    public override void ProcessInput()
    {
        //display current skill range;

        if (range[selector.mapPosX, selector.mapPosY])
        {
            if (selector.ChangedPosition())
            {
                List <TileNode> nodes = currentSkill.GetTargetedTiles(currentActor, pathfinding.GetTileNode(selector.mapPosX, selector.mapPosY));

                if (nodes == null)
                {
                    return;
                }

                selection.PopulateSkillEffect(nodes);
                previewManager.ClearPreview();

                TileNode node = pathfinding.GetTileNode(selector.mapPosX, selector.mapPosY);

                if (combat == null)
                {
                    combat = new Combat(currentActor);
                }
                else
                {
                    combat.source = currentActor;
                }

                AnimationData data = AnimationData.NewAntionData(currentSkill, boardManager.pathfinding.GetTileNode(currentActor), node);

                previewManager.InitPreview(combat.DisplayCombatPreview(data));

                selector.posChanged = false;
            }
        }

        selector.ProccessInput(inputHandler);



        if (inputHandler.IsKeyPressed(KeyBindingNames.Select) || Input.GetMouseButtonDown(0))
        {
            if (range[selector.mapPosX, selector.mapPosY])
            {
                // We could move this stuff to the animation state to make sure that the
                // animations line up with the animations
                //
                TileNode      node = pathfinding.GetTileNode(selector.mapPosX, selector.mapPosY);
                AnimationData data = new AnimationData();
                data.skillUsed  = currentSkill;
                data.DestNode   = node;
                data.sourceNode = startNode;
                combat.animationDatas.Add(data);

                //combat.PoopulateCombat(data);

                if (currentSkill is Skill)
                {
                    Skill temp = currentSkill as Skill;

                    if (temp.nextSkill != null)
                    {
                        selection.ClearMovementRange();

                        if (temp.nextSkill.useActorSource)
                        {
                            node = pathfinding.GetTileNode(currentActor);
                        }
                        temp = Globals.campaign.contentLibrary.skillDatabase.GetData(temp.nextSkill.skillKey);

                        inputFSM.SwitchState(new AbilityInUseState(boardManager, currentActor, node, temp, combat));
                    }
                    else
                    {
                        PlayAnimations();
                    }
                }
                else
                {
                    PlayAnimations();
                }
            }
        }
        else if (Input.GetKeyDown(KeyCode.Q))
        {
            previewManager.ShiftUp();
        }
        else if (Input.GetKeyDown(KeyCode.E))
        {
            previewManager.ShfitDown();
        }
        else if (inputHandler.IsKeyPressed(KeyBindingNames.Cancel) || Input.GetMouseButtonDown(1))
        {
            inputFSM.SwitchState(new UsersTurnState(boardManager));

            // selector.MoveTo(currentActor.GetPosX(), currentActor.GetPosY());
        }
    }
Exemple #5
0
    public override IEnumerator CalculateActions(List <AIAction> validActions, BoardManager gm, Actor ai)
    {
        if (ai.CanAttack())
        {
            List <TileNode> movementNodes = GetTileNodeMovementRange(gm, ai);

            /// Store the actual position of the ai so that we can restore it later
            int originalX = ai.GetPosX();
            int originalY = ai.GetPosY();


            //Just going to get skills for now, expand to equipment and inventory
            //
            List <Skill> avaliableSkills = ai.actorData.JobDataState.GetAllSkillsOffCoolDown(ai);



            //stress test more skills
            // 7 * 3 = 21 skills to consider
            // a little inaccurate since coping this many skills would take more time than just processing them but ya know
            //
            Debug.Log("Skill count: " + avaliableSkills.Count);

            // So we're going to cycle through the possible movement options
            // use that as the source to find the range for each target type
            // use each node in that range for the target of each type

            //foreach tilenode                                   /pretend we moved there
            //foreach skill                                      /pretend we used that skill from there to find a rance
            //foreach tilenode in range                         /pretend we used the skill
            //record the combat data for that skill used

            int n = 0;

            //cycle through every place we can move
            foreach (TileNode movementOption in movementNodes)
            {
                // Basically we need to actually change the positional data of the ai to
                // accurately predict the best ability to use

                //We should also be checking if the unit is calculating from the area tha tit's starting from
                if (movementOption.data.posX == originalX && movementOption.data.posY == originalY)
                {
                    Debug.Log("Calculating from starting position");
                }


                ai.actorData.gridPosX = movementOption.data.posX;
                ai.actorData.gridPosY = movementOption.data.posY;

                //this might serve some purpose that i don't understand
                // yield return null;


                //cycle through every skill that can be used
                foreach (Skill skillOption in avaliableSkills)
                {
                    //find the range of the skill
                    // Get a list of tiles associated with that skill's range
                    //
                    List <TileNode> nodesInRange = gm.pathfinding.GetNodes(
                        gm.pathfinding.ValidBFS(skillOption, movementOption, ai
                                                ));

                    //gm.tileSelection.PopulateAttackRange(nodesInRange);

                    foreach (TileNode nodeInSkillrange in nodesInRange) //should be valid targets for the skill based on when it's being used from
                    {
                        /// So now we are cycling through a list of valid targets,
                        /// so we'll use the skill on this target and calculate the score
                        ///

                        //yield return null;
                        Combat testCombat = new Combat(ai);


                        AnimationData animationData = AnimationData.NewAntionData(skillOption, gm.pathfinding.GetTileNode(ai), nodeInSkillrange);
                        testCombat.animationDatas.Add(animationData);
                        testCombat.PoopulateCombat(animationData);

                        // So now we have a combat damage map we can use to determine the score and create an action



                        //check to make sure there is an actor here and that the actor is player controlled
                        // so we dont just randomaly blow up our own ppl
                        // further work: give negative score if allied units would be damaged?

                        AttackEnemyAction action = new AttackEnemyAction(nodeInSkillrange, movementOption, ai, skillOption);


                        CalculateDamageScore(testCombat, action);

                        CalcuateTileCost(movementOption, ai, action);
                        CalculateBuffScore(testCombat, action);
                        CacluateSummonScore(testCombat, action);

                        validActions.Add(action); //make this is like a heap or something later

                        /*
                         * if (score != 0)
                         * {
                         *  Debug.Log("Target Node: " + nodeInSkillrange.data.posX + ", " + nodeInSkillrange.data.posY +
                         *  ".  Skilled Used: " + skillOption.GetKey() +
                         *  ". Move Target: " + movementOption.data.posX + ", " + movementOption.data.posY +
                         *  "Score: " + action.GetScore());
                         * }*/
                    }
                }
            }

            //Debug.Log("Time compexity kinda: " + n);

            //POTENTIAL OPTIMIZATION: we theoretically know the ranges of skills and the aoe of there target
            //types so maybe we can just do math to cut out tiles where we know there wont be anything

            //Set the position back to where the actor ACTUALLY is
            ai.actorData.gridPosX = originalX;
            ai.actorData.gridPosY = originalY;

            //yield return null;
        }

        yield return(null);
    }