Exemple #1
0
 public void cbOnEndTurn(Object target, object[] args)
 {
     ContSkillEngine.Get().AddExec(new ExecLoseLife(chrSource, chrTarget, nLifeLoss)
     {
         sLabel = "Get me a cleanser booster!"
     });
 }
    public override void OnEnter()
    {
        //First, increase the fatigue value of the character
        ContSkillEngine.Get().AddExec(new ExecChangeFatigue(null, chrOwner, nStunAmount, false));

        //Then, add a replacement effect to cancel out any further stuns that we would take
        repStun = new Replacement()
        {
            //The list of replacement effects we'll include ourselves in
            lstExecReplacements = ExecStun.lstAllFullReplacements,

            //Note that the parameter type is the generic Executable
            // - should cast to the proper type if further checking is required
            shouldReplace = (Executable exec) => {
                Debug.Assert(typeof(ExecStun) == exec.GetType());

                //replace only if the stunned character will be the character this effect is on
                return(((ExecStun)exec).chrTarget == this.chrOwner);
            },

            //Just replace the executable with a completely new null executable
            execReplace = (Executable exec) => new ExecNull(exec.chrSource)
        };

        //Register this replacement effect so that it will take effect
        Replacement.Register(repStun);

        //Let observers know to start paying attention to the fatigue value now
        // and to clear out any channeling time (if applicable)
        chrOwner.subFatigueChange.NotifyObs();
        chrOwner.subChannelTimeChange.NotifyObs();
    }
    public override void ChangeChanneltime(int _nChange)
    {
        if (chrOwner.bDead)
        {
            Debug.Log("Tried to change channeltime, but " + chrOwner.sName + " is dead");
            return;
        }

        //We can actually reduce the channel time if we're in this state

        if (_nChange + nChannelTime < 0)
        {
            nChannelTime = 0;
        }
        else
        {
            nChannelTime += _nChange;
        }

        Debug.Log("Channel time changed to " + nChannelTime);
        //If, for any reason, we've now been put to 0 channeltime, then our channel completes
        // and we transition to the fatigued state
        if (nChannelTime == 0)
        {
            Debug.Log("Naturally completed the channel, so pushing ExecCompleteChannel");
            ContSkillEngine.Get().AddExec(new ExecCompleteChannel(null, chrOwner));
        }
    }
    public void ApplyBuff(Chr chrAlly)
    {
        //Make sure we are buffing an ally and not ourselves
        if (chrAlly == this.chrTarget)
        {
            return;
        }

        //Don't target dead characters
        if (chrAlly.bDead)
        {
            Debug.LogError("Attempting to buff a dead character - shouldn't have been supplied as an active character");
            return;
        }

        //So we're sure we're buffing a valid character at this point

        ContSkillEngine.Get().AddExec(new ExecApplySoulChr(chrSource, chrAlly,
                                                           new SoulChangePower(chrSource, chrAlly, skillSource, nPowerGain, 1)
        {
            //Set up the hidden soul effect that's buffing the ally's power
            bRemoveOnChrSourceDeath = true
        })
        {
            //Set up the properties of the soul application executable
            sLabel = chrAlly.sName + " is inspired by " + this.chrSource.sName
        });
    }
 public void GainLife()
 {
     ContSkillEngine.Get().AddExec(new ExecHeal(chrTarget, chrTarget, heal)
     {
         arSoundEffects = new SoundEffect[] { new SoundEffect("PitBeast/sndSadism", 1.067f) },
         sLabel         = "ooh it hurts so good"
     });
 }
    public void OnMouseDown()
    {
        //Let the skill engine know that it can start the match
        ContSkillEngine.Get().StartMatchLoop();

        //disable ourselves since we're not needed anymore (and since we don't want to allow double-clicking)
        this.gameObject.SetActive(false);
    }
Exemple #7
0
 //Only want the damage to go off if the soul effect expires naturally
 public override void ExpirationEffect()
 {
     ContSkillEngine.Get().AddExec(new ExecDealDamage(chrSource, chrTarget, dmg)
     {
         arSoundEffects = new SoundEffect[] { new SoundEffect("Saiko/sndStickyBombDetonate", 3.1f) },
         sLabel         = "Ai-same-CRIER, aibu-save-LIAR"
     });
 }
    public void cbOnEndTurn(Object target, object[] args)
    {
        Debug.Log("We have been triggered at the end of turn to add a burn damage exec");

        ContSkillEngine.Get().AddExec(new ExecDealDamage(this.chrSource, this.chrTarget, new Damage(dmg))
        {
            sLabel = "Taking damage from Burn effect"
        });
    }
Exemple #9
0
    public void GiveManaToAllPlayers()
    {
        //Give the mana to each player as specified by the ContManaDistributer
        for (int i = 0; i < Match.Get().nPlayers; i++)
        {
            Player plyrToGive = Match.Get().arPlayers[i];

            ContSkillEngine.Get().AddExec(new ExecChangeMana(null, plyrToGive, ContManaDistributer.Get().GetCurrentTurnStartManaForPlayer(plyrToGive)));
        }
    }
    public override void Recharge()
    {
        if (chrOwner.bDead)
        {
            Debug.Log("Tried to recharge, but " + chrOwner.sName + " is dead");
            return;
        }

        //If we're channeling, instead of reducing fatigue, we only reduce the channel time
        ContSkillEngine.Get().AddExec(new ExecChangeChannel(null, chrOwner, -1));
    }
    //All that chooseskills needs to do is store the selection information for the
    // chosen skill so that ContTurns->FinishedTurnPhase can post this information to the master
    public override void ExecuteEffect()
    {
        //Get the character that is currently set to be acting next
        Chr chrActing = ContTurns.Get().GetNextActingChr();

        //Fill the current matchinputtofill with a new blank skill selection request
        ContSkillEngine.Get().matchinputToFillOut = new InputSkillSelection(chrActing.plyrOwner.id, chrActing, null);

        //Note that since matchinputToFillOut is 'raised' by being non-null, then we'll stop evaluating executables until we
        //  receive completed input from the active player
    }
    public void SetTurnState(STATETURN _curStateTurn)
    {
        OnLeavingState(curStateTurn);

        curStateTurn = _curStateTurn;

        switch (curStateTurn)
        {
        case STATETURN.RECHARGE:

            ContSkillEngine.Get().AddExec(new ExecTurnRecharge(_chrSource: null));

            break;

        case STATETURN.READY:

            ContSkillEngine.Get().AddExec(new ExecTurnReady(_chrSource: null));

            break;

        case STATETURN.REDUCECOOLDOWNS:

            ContSkillEngine.Get().AddExec(new ExecTurnReduceCooldowns(_chrSource: null));

            break;

        case STATETURN.GIVEMANA:

            ContSkillEngine.Get().AddExec(new ExecTurnGiveMana(_chrSource: null));

            break;


        case STATETURN.TURNSTART:

            ContSkillEngine.Get().AddExec(new ExecTurnStartTurn(_chrSource: null));

            break;

        case STATETURN.CHOOSESKILL:

            ContSkillEngine.Get().AddExec(new ExecTurnChooseSkills(_chrSource: null));

            break;

        case STATETURN.TURNEND:

            ContSkillEngine.Get().AddExec(new ExecTurnEndTurn(_chrSource: null));

            break;
        }
    }
    public virtual IEnumerator PlayAnimations()
    {
        if (fDelay == 0f)
        {
            yield break;
        }

        //By default, we'll just start a timer with an appropriate label, then wait for it to finish

        ContSkillEngine.Get().SpawnTimer(fDelay, sLabel);

        yield return(new WaitForSeconds(fDelay));
    }
        public override void ClauseEffect(InputSkillSelection selections)
        {
            //Check if the character has any fatigue already
            if (skill.chrOwner.nFatigue == 0)
            {
                //If not, then give them the rest fatigue
                ContSkillEngine.Get().AddExec(new ExecChangeFatigue(skill.chrOwner, skill.chrOwner, nRestFatigue, false)
                {
                    sLabel = "Resting"
                });
            }

            skill.chrOwner.SetStateReadiness(new StateFatigued(skill.chrOwner));
        }
    //This is called if we've cleared out processing the current part of the turn,
    // so we should send a signal to the master letting them know that this player is done that
    // phase of the turn.
    public void FinishedTurnPhase()
    {
        if (ContSkillEngine.Get().AreStacksEmpty() == false)
        {
            Debug.LogError("There's still more to evaluate on the stacks, so we can't finish the turn yet");
            return;
        }
        if (ContSkillEngine.bDEBUGENGINE)
        {
            Debug.Log("Finished the turn phase: " + curStateTurn);
        }

        //Move to the next phase of the turn
        SetTurnState(GetNextPhase(curStateTurn));
    }
Exemple #16
0
 public void RechargeSkills()
 {
     //Only bother recharging the active skills since those will be the only ones that can be on cooldown
     for (int i = 0; i < Chr.nEquippedCharacterSkills; i++)
     {
         //Only reduce the cooldown if it is not currently off cooldown
         if (arSkillSlots[i].nCooldown > 0)
         {
             ContSkillEngine.Get().AddExec(new ExecChangeCooldown(null, arSkillSlots[i], -1)
             {
                 fDelay = ContTime.fDelayMinorSkill
             });
         }
     }
 }
Exemple #17
0
    public void FinishSelections()
    {
        //Only allow manual selections when the local player is human
        Debug.Assert(ContTurns.Get().GetNextActingChr().plyrOwner.inputController.GetInputType() == LocalInputType.InputType.HUMAN,
                     "Error - can only submit skills for locally-owned >human<'s characters");

        Debug.Assert(NetworkMatchSetup.IsLocallyOwned(ContTurns.Get().GetNextActingChr().plyrOwner.id),
                     "Error - can only submit skills for >locally-owned< human's characters");

        //By this point, we have built up our local selectionsInProgress skill selection into a valid selection of targets,
        // so let's pass a reference into the Skill Engine's matchinputToFillOut so it can be submitted
        ContSkillEngine.Get().matchinputToFillOut = selectionsInProgress;

        NetworkMatchSender.Get().SendNextInput(ContSkillEngine.Get().matchinputToFillOut);

        //Clean up the selection process (clears out the stored selections structure, sends notifications, etc.)
        ExitSelectionsProcess();
    }
    public override void Ready()
    {
        if (chrOwner.bDead)
        {
            Debug.Log("Tried to Ready, but " + chrOwner.sName + " is dead");
            return;
        }

        if (chrOwner.nFatigue == 0)
        {
            //Then transition to the ready state

            //Leave the source as null since it's just the game rules causing the readying
            ContSkillEngine.Get().AddExec(new ExecReadyChar(null, chrOwner)
            {
                fDelay = ContTime.fDelayStandard,
                sLabel = chrOwner.sName + " is Readying"
            });
        }
    }
    public void SubmitNextSkill()
    {
        Debug.Assert(ContSkillEngine.Get().matchinputToFillOut != null, "AI input was asked to submit an input, but we're not locally waiting on any input");
        Debug.AssertFormat(ContSkillEngine.Get().matchinputToFillOut.iPlayerActing == plyrOwner.id,
                           "Scripted input was asked to submit an input for player {0}, but this controller is for player {1}",
                           ContSkillEngine.Get().matchinputToFillOut.iPlayerActing, plyrOwner.id);

        //Just randomly select an input that would work for the pending match input
        ContSkillEngine.Get().matchinputToFillOut.FillRandomly();


        //Double check that the input that we're planning to submit is actually valid
        if (ContSkillEngine.Get().matchinputToFillOut.CanLegallyExecute() == false)
        {
            Debug.LogErrorFormat("Warning - resetting input to default since an illegal input {0} was attempted", ContSkillEngine.Get().matchinputToFillOut);
            //If it wasn't legal, then reset it to some default failsafe that is guaranteed to be legal
            ContSkillEngine.Get().matchinputToFillOut.ResetToDefaultInput();
        }

        //By this point, we have a valid input, so let's submit it
        NetworkMatchSender.Get().SendNextInput(ContSkillEngine.Get().matchinputToFillOut);
    }
    public void SubmitNextSkill()
    {
        Debug.Assert(ContSkillEngine.Get().matchinputToFillOut != null, "Scripted input was asked to submit an input, but we're not locally waiting on any input");
        Debug.AssertFormat(ContSkillEngine.Get().matchinputToFillOut.iPlayerActing == plyrOwner.id,
                           "Scripted input was asked to submit an input for player {0}, but this script is for player {1}",
                           ContSkillEngine.Get().matchinputToFillOut.iPlayerActing, plyrOwner.id);


        //If we already used all of the inputs in our script, then we should change our inputtype to something more flexible
        if (nInputIndex >= lstInputScript.Count)
        {
            Debug.LogFormat("Finished scripted input for Player {0} - switching to type {1}", plyrOwner, inputtypeToSwitchTo);

            plyrOwner.SetInputType(inputtypeToSwitchTo);

            plyrOwner.inputController.StartSelection();

            return;
        }

        //If we still have inputs in our script, take the appropriate one
        ContSkillEngine.Get().matchinputToFillOut = lstInputScript[nInputIndex];

        //Double check that the input that we're planning to submit is actually valid
        if (ContSkillEngine.Get().matchinputToFillOut.CanLegallyExecute() == false)
        {
            Debug.LogErrorFormat("Warning - resetting input to default since an illegal input {0} was attempted", ContSkillEngine.Get().matchinputToFillOut);
            //If it wasn't legal, then reset it to some default failsafe that is guaranteed to be legal
            ContSkillEngine.Get().matchinputToFillOut.ResetToDefaultInput();
        }

        //Since we've grabbed this input, advance our index to be ready for the next requested input
        nInputIndex++;

        //By this point, we have a valid input, so let's submit it
        NetworkMatchSender.Get().SendNextInput(ContSkillEngine.Get().matchinputToFillOut);
    }
 //Called at the beginning of turn to reduce fatigue
 public virtual void Recharge()
 {
     //By default, we just reduce fatigue by 1 (with the beginning of turn flag)
     ContSkillEngine.Get().AddExec(new ExecChangeFatigue(null, chrOwner, -1, true));
 }
Exemple #22
0
    public void ChooseSkillToSelect(Skill _skillSelected)
    {
        // When we've clicked a skill, try to use that skill
        // There's a bunch of checks we have to do for this though first to ensure we should be selecting this skill

        // Check if we're already in the process of selecting for a skill
        if (selectionsInProgress != null)
        {
            Debug.Log("We are already in the process of selecting targets for a skill, so we can't start the selections process for another skill");
            return;
        }

        if (ContSkillEngine.Get().matchinputToFillOut == null)
        {
            Debug.Log("Can't select a skill since we're not waiting on any input right now");
            return;
        }

        //If the skill we've selected doesn't belong to the next acting character, then we can't proceed with selecting it
        if (ContSkillEngine.Get().matchinputToFillOut.iPlayerActing != _skillSelected.chrOwner.plyrOwner.id)
        {
            Debug.Log("Can't select skills for a character who isn't currently acting");
            return;
        }

        // If this skill isn't owned by a locally-controlled client, then reject this selection
        if (_skillSelected.chrOwner.plyrOwner.inputController == null)
        {
            Debug.Log("We can't select skills for a character we don't locally control");
            return;
        }

        // Check if it's actually got a LocalInputType that will allow us to select a skill
        // (i.e., if we have asked this locally-controlled client to select a skill for us
        if (_skillSelected.chrOwner.plyrOwner.inputController.CanProceedWithSkillSelection() == false)
        {
            Debug.Log("This character is owned by a local player, but selecting targets for a new skill is not available currently");
            return;
        }

        if (((InputSkillSelection)ContSkillEngine.Get().matchinputToFillOut).chrActing != _skillSelected.chrOwner)
        {
            Debug.Log("Can't start selections for a character who's not expected to be acting now");
            return;
        }

        // Check if it's on cooldown
        if (_skillSelected.skillslot.IsOffCooldown() == false)
        {
            Debug.Log("We can't use a skill that's on cooldown");
            return;
        }

        if (!_skillSelected.chrOwner.curStateReadiness.CanSelectSkill(_skillSelected))
        {
            Debug.Log("We can't use a skill right now cause the character's readiness state doesn't allow it"); //(like trying to use a second active)
            return;
        }

        //Initiallize our local selectionsInProgress to be choosing selections for the targets of the provided skill
        selectionsInProgress = new InputSkillSelection(_skillSelected.chrOwner.plyrOwner.id, _skillSelected.chrOwner, _skillSelected.skillslot);

        //Lock character selections (can unlock as needed depending on which targetting type we need to do)
        bCanSelectCharacters = false;

        //Set our character-highlighting state to just be idle
        SetState(new StateTargetIdle());

        //Transition to the appropriate state for gettings the selections for the first required target (likely mana cost payment)
        EnterNextSelectionState();
    }