/// <summary> /// Updates the image of the army and the number of units in it /// Usually called after the underlying model is updated /// </summary> private void Update() { UnitType armyRepresentative = GameUtils.GetRepresentative(_model.GetUnits()); _armyImage.material.mainTexture = SpriteCollectionManager.GetTextureByName(armyRepresentative.GetName()); _quantityField.text = _model.GetUnitsCount().ToString(); }
/// <summary> /// Add an army movement order to the current collection of orders /// </summary> /// <param name="order">The new army movement order</param> /// <returns>Whether the order was added successfully</returns> public bool AddArmyMovementOrder(ArmyMovementOrder order) { // clone order's units as removing them from their location // may result in the order's unit list to become empty List <Unit> orderUnits = order.GetUnits(); List <Unit> movingUnits = new List <Unit>(); for (int i = 0; i < orderUnits.Count; i++) { movingUnits.Add(new Unit(orderUnits[i])); } order.GetOrigin().RemoveUnits(order.GetUnits()); order.SetUnits(movingUnits); return(_movementOrders.AddArmyMovementOrder(order)); }
/// <summary> /// Add an army movement order to the collection /// </summary> /// <param name="order">Army movement order to add to the collection</param> /// <returns>True if the order was added, false if another order with the same origin and destination was found and updated</returns> public bool AddArmyMovementOrder(ArmyMovementOrder order) { for (int i = 0; i < _orders.Count; i++) { if (_orders[i].GetOrigin() == order.GetOrigin() && _orders[i].GetDestination() == order.GetDestination()) { _orders[i].AddUnits(order.GetUnits()); return(false); } } _orders.Add(order); return(true); }
/// <summary> /// Update an existing army movement order with a new list of units /// </summary> /// <param name="order">The army movement order</param> /// <param name="newUnits">The list of units to include into the army movement order</param> /// <param name="totalQty">The total number of combatants among the new units</param> /// totalQty is added to save time calculating it - the caller can just pass it in public void UpdateArmyMovementOrderUnits(ArmyMovementOrder order, List <Unit> newUnits, int totalQty) { // return units back to the province they were leaving order.GetOrigin().AddUnits(order.GetUnits()); if (totalQty > 0) { // remove new units from the provine and add them to the move order order.GetOrigin().RemoveUnits(newUnits); order.SetUnits(newUnits); } else { // no units involved - just nix the order _movementOrders.GetAllOrders().Remove(order); } }
/// <summary> /// Add an army movement order to the attack plan /// </summary> /// <param name="order">Movement order for an army joining the attack</param> public void AddMovementOrder(ArmyMovementOrder order) { if (_province == order.GetDestination()) { _orders.Add(order); if (!_areHeroesInvolved) { List <Unit> attackers = order.GetUnits(); for (int i = 0; i < attackers.Count; i++) { _areHeroesInvolved = _areHeroesInvolved || attackers[i].GetUnitType().IsHero(); } } } else { FileLogger.Error("AI", "Trying to add an order to move to " + order.GetDestination().GetName() + " to a plan to attack " + _province.GetName()); } }