Exemple #1
0
        /// <summary>
        /// Executes when the user wants to display the current combats
        /// </summary>
        public void ExecuteCombatResolution()
        {
            if (GUIRoutines.guiList.Count == 0)
            {
                if (GlobalDefinitions.allCombats.Count > 0)
                {
                    // Turn off the button
                    GameObject.Find("ResolveCombatButton").GetComponent <Button>().interactable = false;

                    CombatResolutionRoutines.CombatResolutionDisplay();

                    // When this is called by the AI then the line below end up calling two guis when the command file is being read
                    if (!GlobalDefinitions.AICombat)
                    {
                        GlobalDefinitions.WriteToCommandFile(GlobalDefinitions.DISPLAYCOMBATRESOLUTIONKEYWORD);
                    }
                }
                else
                {
                    GlobalDefinitions.GuiUpdateStatusMessage("No combats have been assigned therefore there is nothing to resolve");
                }
            }
            else
            {
                GlobalDefinitions.GuiUpdateStatusMessage("Resolve the currently displayed menu before trying to bring up combat display");
            }
        }
Exemple #2
0
        /// <summary>
        /// This routine is what processes the message received from the opponent computer or from the saved command file when restarting a game
        /// </summary>
        /// <param name="message"></param>
        public static void ProcessCommand(string message)
        {
            char[]   delimiterChars = { ' ' };
            string[] switchEntries  = message.Split(delimiterChars);

            string[] lineEntries = message.Split(delimiterChars);
            // I am going to use the same routine to read records that is used when reading from a file.
            // In order to do this I need to drop the first word on the line since the files don't have key words
            for (int index = 0; index < (lineEntries.Length - 1); index++)
            {
                lineEntries[index] = lineEntries[index + 1];
            }

            switch (switchEntries[0])
            {
            case GlobalDefinitions.PLAYSIDEKEYWORD:
                if (switchEntries[1] == "German")
                {
                    GlobalDefinitions.sideControled = GlobalDefinitions.Nationality.German;
                }
                else
                {
                    GlobalDefinitions.sideControled = GlobalDefinitions.Nationality.Allied;
                }
                break;

            case GlobalDefinitions.PASSCONTROLKEYWORK:
                GlobalDefinitions.SwitchLocalControl(true);
                GlobalDefinitions.WriteToLogFile("processNetworkMessage: Message received to set local control");
                break;

            case GlobalDefinitions.SETCAMERAPOSITIONKEYWORD:
                Camera.main.transform.position = new Vector3(float.Parse(switchEntries[1]), float.Parse(switchEntries[2]), float.Parse(switchEntries[3]));
                Camera.main.GetComponent <Camera>().orthographicSize = float.Parse(switchEntries[4]);
                break;

            case GlobalDefinitions.MOUSESELECTIONKEYWORD:
                if (switchEntries[1] != "null")
                {
                    GameControl.inputMessage.GetComponent <InputMessage>().hex = GameObject.Find(switchEntries[1]);
                }
                else
                {
                    GameControl.inputMessage.GetComponent <InputMessage>().hex = null;
                }

                if (switchEntries[2] != "null")
                {
                    GameControl.inputMessage.GetComponent <InputMessage>().unit = GameObject.Find(switchEntries[2]);
                }
                else
                {
                    GameControl.inputMessage.GetComponent <InputMessage>().unit = null;
                }

                GameControl.gameStateControlInstance.GetComponent <GameStateControl>().currentState.executeMethod(GameControl.inputMessage.GetComponent <InputMessage>());
                break;

            case GlobalDefinitions.MOUSEDOUBLECLICKIONKEYWORD:
                GlobalDefinitions.Nationality passedNationality;

                if (switchEntries[2] == "German")
                {
                    passedNationality = GlobalDefinitions.Nationality.German;
                }
                else
                {
                    passedNationality = GlobalDefinitions.Nationality.Allied;
                }


                if (GlobalDefinitions.selectedUnit != null)
                {
                    GlobalDefinitions.UnhighlightUnit(GlobalDefinitions.selectedUnit);
                }
                foreach (Transform hex in GameObject.Find("Board").transform)
                {
                    GlobalDefinitions.UnhighlightHex(hex.gameObject);
                }
                GlobalDefinitions.selectedUnit = null;


                GameControl.movementRoutinesInstance.GetComponent <MovementRoutines>().CallMultiUnitDisplay(GameObject.Find(switchEntries[1]), passedNationality);
                break;

            case GlobalDefinitions.DISPLAYCOMBATRESOLUTIONKEYWORD:
                CombatResolutionRoutines.CombatResolutionDisplay();
                break;

            case GlobalDefinitions.NEXTPHASEKEYWORD:
                GameControl.gameStateControlInstance.GetComponent <GameStateControl>().currentState.ExecuteQuit();
                break;

            case GlobalDefinitions.EXECUTETACTICALAIROKKEYWORD:
                TacticalAirToggleRoutines.TacticalAirOK();
                break;

            case GlobalDefinitions.ADDCLOSEDEFENSEKEYWORD:
                GameObject.Find("CloseDefense").GetComponent <TacticalAirToggleRoutines>().AddCloseDefenseHex();
                break;

            case GlobalDefinitions.CANCELCLOSEDEFENSEKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <TacticalAirToggleRoutines>().CancelCloseDefense();
                break;

            case GlobalDefinitions.LOCATECLOSEDEFENSEKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <TacticalAirToggleRoutines>().LocateCloseDefense();
                break;

            case GlobalDefinitions.ADDRIVERINTERDICTIONKEYWORD:
                GameObject.Find("RiverInterdiction").GetComponent <TacticalAirToggleRoutines>().AddRiverInterdiction();
                break;

            case GlobalDefinitions.CANCELRIVERINTERDICTIONKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <TacticalAirToggleRoutines>().CancelRiverInterdiction();
                break;

            case GlobalDefinitions.LOCATERIVERINTERDICTIONKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <TacticalAirToggleRoutines>().LocateRiverInterdiction();
                break;

            case GlobalDefinitions.ADDUNITINTERDICTIONKEYWORD:
                GameObject.Find("UnitInterdiction").GetComponent <TacticalAirToggleRoutines>().AddInterdictedUnit();
                break;

            case GlobalDefinitions.CANCELUNITINTERDICTIONKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <TacticalAirToggleRoutines>().CancelInterdictedUnit();
                break;

            case GlobalDefinitions.LOCATEUNITINTERDICTIONKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <TacticalAirToggleRoutines>().LocateInterdictedUnit();
                break;

            case GlobalDefinitions.TACAIRMULTIUNITSELECTIONKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <TacticalAirToggleRoutines>().MultiUnitSelection();
                break;

            case GlobalDefinitions.MULTIUNITSELECTIONKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <Toggle>().isOn = true;
                break;

            case GlobalDefinitions.MULTIUNITSELECTIONCANCELKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <MultiUnitMovementToggleRoutines>().CancelGui();
                break;

            case GlobalDefinitions.LOADCOMBATKEYWORD:
                GameObject GUIButtonInstance = new GameObject("GUIButtonInstance");
                GUIButtonInstance.AddComponent <GUIButtonRoutines>();
                GUIButtonInstance.GetComponent <GUIButtonRoutines>().LoadCombat();
                break;

            case GlobalDefinitions.SETCOMBATTOGGLEKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <Toggle>().isOn = true;
                break;

            case GlobalDefinitions.RESETCOMBATTOGGLEKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <Toggle>().isOn = false;
                break;

            case GlobalDefinitions.COMBATGUIOKKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <CombatGUIOK>().OkCombatGUISelection();
                break;

            case GlobalDefinitions.COMBATGUICANCELKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <CombatGUIOK>().CancelCombatGUISelection();
                break;

            case GlobalDefinitions.ADDCOMBATAIRSUPPORTKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <Toggle>().isOn = true;
                break;

            case GlobalDefinitions.REMOVECOMBATAIRSUPPORTKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <Toggle>().isOn = false;
                break;

            case GlobalDefinitions.COMBATRESOLUTIONSELECTEDKEYWORD:
                // Load the combat results; the die roll is on the Global variable
                //GlobalDefinitions.writeToLogFile("Die Roll 1 = " + GlobalDefinitions.dieRollResult1);
                //GlobalDefinitions.writeToLogFile("Die Roll 2 = " + GlobalDefinitions.dieRollResult2);
                GameObject.Find(switchEntries[1]).GetComponent <CombatResolutionButtonRoutines>().ResolutionSelected();
                break;

            case GlobalDefinitions.COMBATLOCATIONSELECTEDKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <CombatResolutionButtonRoutines>().LocateAttack();
                break;

            case GlobalDefinitions.COMBATCANCELKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <CombatResolutionButtonRoutines>().CancelAttack();
                break;

            case GlobalDefinitions.COMBATOKKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <CombatResolutionButtonRoutines>().Ok();
                break;

            case GlobalDefinitions.CARPETBOMBINGRESULTSSELECTEDKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <Toggle>().isOn = true;
                break;

            case GlobalDefinitions.RETREATSELECTIONKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <Toggle>().isOn = true;
                break;

            case GlobalDefinitions.SELECTPOSTCOMBATMOVEMENTKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <Toggle>().isOn = true;
                break;

            case GlobalDefinitions.DESELECTPOSTCOMBATMOVEMENTKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <Toggle>().isOn = false;
                break;

            case GlobalDefinitions.ADDEXCHANGEKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <Toggle>().isOn = true;
                break;

            case GlobalDefinitions.REMOVEEXCHANGEKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <Toggle>().isOn = false;
                break;

            case GlobalDefinitions.OKEXCHANGEKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <ExchangeOKRoutines>().ExchangeOKSelected();
                break;

            case GlobalDefinitions.POSTCOMBATOKKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <PostCombatMovementOkRoutines>().ExecutePostCombatMovement();
                break;

            case GlobalDefinitions.DISPLAYALLIEDSUPPLYKEYWORD:
                if (switchEntries[1] == "True")
                {
                    GameControl.supplyRoutinesInstance.GetComponent <SupplyRoutines>().CreateSupplySourceGUI(true);
                }
                else
                {
                    GameControl.supplyRoutinesInstance.GetComponent <SupplyRoutines>().CreateSupplySourceGUI(false);
                }
                break;

            case GlobalDefinitions.SETSUPPLYKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <Toggle>().isOn = true;
                break;

            case GlobalDefinitions.RESETSUPPLYKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <Toggle>().isOn = false;
                break;

            case GlobalDefinitions.LOCATESUPPLYKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <SupplyButtonRoutines>().LocateSupplySource();
                break;

            case GlobalDefinitions.OKSUPPLYKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <SupplyButtonRoutines>().OkSupply();
                break;

            case GlobalDefinitions.OKSUPPLYWITHENDPHASEKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <SupplyButtonRoutines>().OkSupplyWithEndPhase();
                break;

            case GlobalDefinitions.CHANGESUPPLYSTATUSKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <Toggle>().isOn = true;
                break;

            case GlobalDefinitions.YESBUTTONSELECTEDKEYWORD:
                GameObject.Find("YesButton").GetComponent <YesNoButtonRoutines>().YesButtonSelected();
                break;

            case GlobalDefinitions.NOBUTTONSELECTEDKEYWORD:
                GameObject.Find("NoButton").GetComponent <YesNoButtonRoutines>().NoButtonSelected();
                break;

            case GlobalDefinitions.SAVEFILENAMEKEYWORD:
                if (File.Exists(GameControl.path + "TGCOutputFiles\\TGCRemoteSaveFile.txt"))
                {
                    File.Delete(GameControl.path + "TGCOutputFiles\\TGCRemoteSaveFile.txt");
                }
                break;

            case GlobalDefinitions.SENDSAVEFILELINEKEYWORD:
                using (StreamWriter saveFile = File.AppendText(GameControl.path + "TGCOutputFiles\\TGCRemoteSaveFile.txt"))
                {
                    for (int index = 1; index < (switchEntries.Length); index++)
                    {
                        saveFile.Write(switchEntries[index] + " ");
                    }
                    saveFile.WriteLine();
                }
                break;

            case GlobalDefinitions.PLAYNEWGAMEKEYWORD:
                GameControl.gameStateControlInstance.GetComponent <GameStateControl>().currentState = GameControl.setUpStateInstance.GetComponent <SetUpState>();
                GameControl.gameStateControlInstance.GetComponent <GameStateControl>().currentState.Initialize();

                // Set the global parameter on what file to use, can't pass it to the executeNoResponse since it is passed as a method delegate elsewhere
                GlobalDefinitions.germanSetupFileUsed = Convert.ToInt32(switchEntries[1]);

                GameControl.setUpStateInstance.GetComponent <SetUpState>().ExecuteNewGame();
                break;

            case GlobalDefinitions.INVASIONAREASELECTIONKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <Toggle>().isOn = true;
                break;

            case GlobalDefinitions.CARPETBOMBINGSELECTIONKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <Toggle>().isOn = true;
                break;

            case GlobalDefinitions.CARPETBOMBINGLOCATIONKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <CarpetBombingToggleRoutines>().LocateCarpetBombingHex();
                break;

            case GlobalDefinitions.CARPETBOMBINGOKKEYWORD:
                GameObject.Find(switchEntries[1]).GetComponent <CarpetBombingOKRoutines>().CarpetBombingOK();
                break;

            case GlobalDefinitions.DIEROLLRESULT1KEYWORD:
                GlobalDefinitions.dieRollResult1 = Convert.ToInt32(switchEntries[1]);
                break;

            case GlobalDefinitions.DIEROLLRESULT2KEYWORD:
                GlobalDefinitions.dieRollResult2 = Convert.ToInt32(switchEntries[1]);
                break;

            case GlobalDefinitions.UNDOKEYWORD:
                GameControl.GUIButtonRoutinesInstance.GetComponent <GUIButtonRoutines>().ExecuteUndo();
                break;

            case GlobalDefinitions.CHATMESSAGEKEYWORD:
                string chatMessage = "";
                for (int index = 0; index < (switchEntries.Length - 1); index++)
                {
                    chatMessage += switchEntries[index + 1] + " ";
                }
                GlobalDefinitions.WriteToLogFile("Chat message received: " + chatMessage);
                GlobalDefinitions.AddChatMessage(chatMessage);
                break;
            //case GlobalDefinitions.SENDTURNFILENAMEWORD:
            //    // This command tells the remote computer what the name of the file is that will provide the saved turn file

            //    // The file name could have ' ' in it so need to reconstruct the full name
            //    string receivedFileName;
            //    receivedFileName = switchEntries[1];
            //    for (int i = 2; i < switchEntries.Length; i++)
            //        receivedFileName = receivedFileName + " " + switchEntries[i];

            //    GameControl.fileTransferServerInstance.GetComponent<FileTransferServer>().InitiateFileTransferServer();
            //    GlobalDefinitions.WriteToLogFile("Received name of save file, calling FileTransferServer: fileName = " + receivedFileName + "  path to save = " + GameControl.path);
            //    GameControl.fileTransferServerInstance.GetComponent<FileTransferServer>().RequestFile(TransportScript.remoteComputerIPAddress, receivedFileName, GameControl.path, true);
            //    break;

            case GlobalDefinitions.DISPLAYALLIEDSUPPLYRANGETOGGLEWORD:
                if (GameObject.Find("AlliedSupplyToggle").GetComponent <Toggle>().isOn)
                {
                    GameObject.Find("AlliedSupplyToggle").GetComponent <Toggle>().isOn = false;
                }
                else
                {
                    GameObject.Find("AlliedSupplyToggle").GetComponent <Toggle>().isOn = true;
                }
                break;

            case GlobalDefinitions.DISPLAYGERMANSUPPLYRANGETOGGLEWORD:
                if (GameObject.Find("GermanSupplyToggle").GetComponent <Toggle>().isOn)
                {
                    GameObject.Find("GermanSupplyToggle").GetComponent <Toggle>().isOn = false;
                }
                else
                {
                    GameObject.Find("GermanSupplyToggle").GetComponent <Toggle>().isOn = true;
                }
                break;

            case GlobalDefinitions.DISPLAYMUSTATTACKTOGGLEWORD:
                if (GlobalDefinitions.MustAttackToggle.GetComponent <Toggle>().isOn)
                {
                    GlobalDefinitions.MustAttackToggle.GetComponent <Toggle>().isOn = false;
                }
                else
                {
                    GlobalDefinitions.MustAttackToggle.GetComponent <Toggle>().isOn = true;
                }
                break;

            case GlobalDefinitions.TOGGLEAIRSUPPORTCOMBATTOGGLE:
            {
                if (GlobalDefinitions.combatAirSupportToggle != null)
                {
                    if (GlobalDefinitions.combatAirSupportToggle.GetComponent <Toggle>().isOn)
                    {
                        GlobalDefinitions.combatAirSupportToggle.GetComponent <Toggle>().isOn = false;
                    }
                    else
                    {
                        GlobalDefinitions.combatAirSupportToggle.GetComponent <Toggle>().isOn = true;
                    }
                }
                break;
            }

            case GlobalDefinitions.TOGGLECARPETBOMBINGCOMBATTOGGLE:
            {
                if (GlobalDefinitions.combatCarpetBombingToggle != null)
                {
                    if (GlobalDefinitions.combatCarpetBombingToggle.GetComponent <Toggle>().isOn)
                    {
                        GlobalDefinitions.combatCarpetBombingToggle.GetComponent <Toggle>().isOn = false;
                    }
                    else
                    {
                        GlobalDefinitions.combatCarpetBombingToggle.GetComponent <Toggle>().isOn = true;
                    }
                }
                break;
            }

            case GlobalDefinitions.DISCONNECTFROMREMOTECOMPUTER:
            {
                // Quit the game and go back to the main menu
                GameObject guiButtonInstance = new GameObject("GUIButtonInstance");
                guiButtonInstance.AddComponent <GUIButtonRoutines>();
                guiButtonInstance.GetComponent <GUIButtonRoutines>().YesMain();
                break;
            }

            case GlobalDefinitions.ALLIEDREPLACEMENTKEYWORD:
                GameControl.movementRoutinesInstance.GetComponent <MovementRoutines>().SelectAlliedReplacementUnit(GameObject.Find(switchEntries[1]));
                break;

            case GlobalDefinitions.GERMANREPLACEMENTKEYWORD:
                GameControl.movementRoutinesInstance.GetComponent <MovementRoutines>().SelectGermanReplacementUnit(GameObject.Find(switchEntries[1]));
                break;

            case GlobalDefinitions.AGGRESSIVESETTINGKEYWORD:
                GlobalDefinitions.aggressiveSetting = Convert.ToInt32(switchEntries[1]);
                break;

            case GlobalDefinitions.DIFFICULTYSETTINGKEYWORD:
                GlobalDefinitions.difficultySetting = Convert.ToInt32(switchEntries[1]);
                break;

            default:
                GlobalDefinitions.WriteToLogFile("processCommand: Unknown network command received: " + message);
                break;
            }
        }
        /// <summary>
        /// Called from the combat resolution gui to cancel a combat - determined by the combatResoultionArrayIndex loaded
        /// </summary>
        public void CancelAttack()
        {
            GlobalDefinitions.WriteToCommandFile(GlobalDefinitions.COMBATCANCELKEYWORD + " " + name);

            // Since we are going to reset the mustBeAttackedUnits list I need to clear out all the highlighting since
            // there are cases where units were added to the list because of cross river attacks but haven't been assigned
            // to a combat yet.  If I don't clear highlighting here they won't be reset because they aren't mustBeAttackedUnits anymore

            foreach (GameObject unit in curentCombat.GetComponent <Combat>().defendingUnits)
            {
                unit.GetComponent <UnitDatabaseFields>().isCommittedToAnAttack = false;
                GlobalDefinitions.UnhighlightUnit(unit);
            }

            foreach (GameObject unit in curentCombat.GetComponent <Combat>().attackingUnits)
            {
                unit.GetComponent <UnitDatabaseFields>().isCommittedToAnAttack = false;
                GlobalDefinitions.UnhighlightUnit(unit);
            }

            // Check if we need to give a air mission back
            if (curentCombat.GetComponent <Combat>().attackAirSupport)
            {
                GlobalDefinitions.tacticalAirMissionsThisTurn--;
            }

            // Need to check if we need to give back carpet bombing
            if (curentCombat.GetComponent <Combat>().carpetBombing)
            {
                GlobalDefinitions.carpetBombingUsedThisTurn = false;
                GlobalDefinitions.numberOfCarpetBombingsUsed--;
                curentCombat.GetComponent <Combat>().carpetBombing = false;
                curentCombat.GetComponent <Combat>().defendingUnits[0].GetComponent <UnitDatabaseFields>().occupiedHex.GetComponent <HexDatabaseFields>().carpetBombingActive = false;
            }

            GlobalDefinitions.allCombats.Remove(curentCombat);

            // Need to get rid of all the buttons and toggles in the remaining combats since they will be regenerated
            foreach (GameObject combat in GlobalDefinitions.allCombats)
            {
                DestroyImmediate(combat.GetComponent <Combat>().locateButton);
                DestroyImmediate(combat.GetComponent <Combat>().resolveButton);
                DestroyImmediate(combat.GetComponent <Combat>().cancelButton);
                DestroyImmediate(combat.GetComponent <Combat>().airSupportToggle);
            }

            GUIRoutines.RemoveGUI(GlobalDefinitions.combatResolutionGUIInstance);

            if ((GameControl.gameStateControlInstance.GetComponent <GameStateControl>().currentState.name == "alliedCombatStateInstance") ||
                (GameControl.gameStateControlInstance.GetComponent <GameStateControl>().currentState.name == "germanCombatStateInstance") ||
                GlobalDefinitions.MustAttackToggle.GetComponent <Toggle>().isOn)
            {
                CombatRoutines.CheckIfRequiredUnitsAreUncommitted(GameControl.gameStateControlInstance.GetComponent <GameStateControl>().currentState.currentNationality, true);
            }
            else
            {
                CombatRoutines.CheckIfRequiredUnitsAreUncommitted(GameControl.gameStateControlInstance.GetComponent <GameStateControl>().currentState.currentNationality, false);
            }

            if (GlobalDefinitions.allCombats.Count > 0)
            {
                CombatResolutionRoutines.CombatResolutionDisplay();
            }
            else
            {
                // If the last battle has been canceled then turn the button back on
                GameObject.Find("ResolveCombatButton").GetComponent <Button>().interactable = true;
            }
        }