Exemple #1
0
 //Liaison avec le script Action
 public void DrawSpyResult(int info, ResultType resultType, Espion spy, Villes town)
 {
     if (resultType == ResultType.GARNISON)
     {
         Notifications.SetActive(true);
         GarnisonText.transform.parent.gameObject.SetActive(true);
         ReturnFromNotificationButton.SetActive(true);
         CityInfoPanel.SetActive(false);
         GarnisonText.text = "Votre espion " + spy.namePerso + " revient victorieux de sa mission d'espionnage dans la ville " + town.nameVilles + ". Il y a découvert l'étendue des forces présentes : " + info + " hommes.";
     }
     else if (resultType == ResultType.GOLD)
     {
         Notifications.SetActive(true);
         GoldText.transform.parent.gameObject.SetActive(true);
         ReturnFromNotificationButton.SetActive(true);
         CityInfoPanel.SetActive(false);
         GoldText.text = "Votre espion " + spy.namePerso + " revient victorieux de sa mission d'espionnage dans la ville " + town.nameVilles + ". Il y a découvert l'étendue des richesses présentes : " + info + " Or.";
     }
     else if (resultType == ResultType.DEADSPY)
     {
         Notifications.SetActive(true);
         DeadSpyText.transform.parent.gameObject.SetActive(true);
         ReturnFromNotificationButton.SetActive(true);
         CityInfoPanel.SetActive(false);
         DeadSpyText.text = "Votre espion " + spy.namePerso + " n'est jamais revenu de sa mission d'espionnage dans la ville " + town.nameVilles + ".";
     }
     addEspionnageToHistoriqueList(info, resultType, spy, town);
 }
Exemple #2
0
 public Espion(Espion spion) : base(spion.namePerso)
 {
     owned       = false;
     fuite       = spion.fuite;
     perception  = spion.perception;
     discretion  = spion.discretion;
     description = spion.description;
 }
Exemple #3
0
 // supprime l'élément de la liste en cas d'égalité sur le nom
 public void delEspion(Espion espion)
 {
     for (int i = 0; i < espion_list.Capacity; i++)
     {
         if (espion_list[i].namePerso == espion.namePerso)
         {
             espion_list.RemoveAt(i);
             break;
             // on break car on est sûr de supprimer au maximum un seul espion, et la longueur de la liste a diminué de 1 après la suppression, donc erreur de pointeur si on continue
         }
     }
 }
Exemple #4
0
 void addEspionnageToHistoriqueList(int info, ResultType resultType, Espion spy, Villes town)
 {
     if (resultType == ResultType.GOLD)
     {
         historiqueList.Add(town.nameVilles + " possède " + town.gold_known.value_known + " Or. Merci " + spy.namePerso + ".");
     }
     else if (resultType == ResultType.GARNISON)
     {
         historiqueList.Add(town.nameVilles + " possède " + town.garni_known.value_known + " hommes. Merci " + spy.namePerso + ".");
     }
     else if (resultType == ResultType.DEADSPY)
     {
         historiqueList.Add(spy.namePerso + ", " + town.nameVilles + ", RIP.");
     }
 }
Exemple #5
0
 public void DrawSpySpecial(string info, ResultType resultType, Espion spy, Villes town)
 {
     Notifications.SetActive(true);
     if (resultType == ResultType.KNIGHTS)
     {
         IsKnightNotificationPanel.SetActive(true);
         IsKnightNotificationPanel.GetComponentInChildren <Text>().text = info;
     }
     else if (resultType == ResultType.TREBUCHET)
     {
         IsTrebuchetNotificationPanel.SetActive(true);
         IsTrebuchetNotificationPanel.GetComponentInChildren <Text>().text = info;
     }
     else if (resultType == ResultType.EVENT)
     {
         IsEventNotificationPanel.SetActive(true);
         IsEventNotificationPanel.GetComponentInChildren <Text>().text = info;
     }
 }
Exemple #6
0
    public void Espionnage(Drakkar joueur, Espion spy, Villes town, Time time)
    {
        if (town.perception > spy.discretion)
        {
            time.max_turn -= 1;
            if (town.capture > spy.fuite)
            {
                //Urgal : delete espion
                joueur.delEspion(spy);
                UIManager.DrawSpyResult(0, ResultType.DEADSPY, spy, town);
            }
            else
            {
                getinfo(town, spy, time);
                //todo faire la distinction de cas
            }
        }
        else
        {
            getinfo(town, spy, time);
        }

        timeScript.updateTurn(gameManager);
    }
Exemple #7
0
    public void getinfo(Villes town, Espion spy, Time time)
    {
        int quality = 20 - spy.perception;
        int info    = UnityEngine.Random.Range(1, 3);

        if (info == 1)
        {
            town.garni_known.is_known   = true;
            town.garni_known.turn_known = time.currentTurn;
            float percent = (float)town.garnison.number / 100f;
            int   success = UnityEngine.Random.Range(100 - quality, 100 + quality);
            town.garni_known.value_known = (int)Math.Floor((float)success * percent);
            //Urgal : espionnage de la garnison
            UIManager.DrawSpyResult(town.garni_known.value_known, ResultType.GARNISON, spy, town);
        }
        else
        {
            town.gold_known.is_known   = true;
            town.gold_known.turn_known = time.currentTurn;
            float percent = town.gold / 100;
            int   success = UnityEngine.Random.Range(100 - quality, 100 + quality);
            town.gold_known.value_known = (int)Math.Floor(success * percent);
            //Urgal : espionnage de l'or
            UIManager.DrawSpyResult(town.gold_known.value_known, ResultType.GOLD, spy, town);
        }
        if (town.is_knights)
        {
            //todo urgal, add message knights
            string descr = ""; //"Blabla Knights";
            UIManager.DrawSpySpecial(descr, ResultType.KNIGHTS, spy, town);
        }
        if (town.is_trebuchet)
        {
            //todo urgal, add message trebuchet
            string descr = ""; //"Blabla Trebuchet";
            UIManager.DrawSpySpecial(descr, ResultType.TREBUCHET, spy, town);
        }
        if (town.is_event)
        {
            //todo urgal
            string descr = time.getdescrpevent(town.current_event);
            UIManager.DrawSpySpecial(descr, ResultType.EVENT, spy, town);
            switch (town.current_event)
            {
            case 1:
                SoundManager.PlayBruitage("mariage");
                break;

            case 2:
                SoundManager.PlayBruitage("event");
                break;

            case 3:
                SoundManager.PlayBruitage("priest");
                break;

            case 4:
                SoundManager.PlayBruitage("event");
                break;

            case 5:
                SoundManager.PlayBruitage("hollandais");
                break;

            default:
                SoundManager.PlayBruitage("event");
                break;
            }
        }
        else
        {
            SoundManager.PlayBruitage("espionnage");
        }
    }
Exemple #8
0
    // Use this for initialization
    void Start()
    {
        Villages = GameObject.Find("Villages");
        //init du roi
        king = false;

        SoundManager.PlayMusique("main");

        // init des espions
        Espion Blake    = new Espion(2, 15, 3, "Blake", "Un espion assez compétent et discret, mais au charisme d’un hanneton malade. A tendance à attirer les problèmes mais compense par sa vitesse de course.");
        Espion Sammy    = new Espion(4, 18, 0, "Sammy", "Vient au calme, voit bien et pars vite, sans se soucier d’avoir été vu par 99% de la ville. Forcément, l'intérêt des infos ramenées est proportionnel à la méfiance générée chez les gueux.");
        Espion Willy    = new Espion(1, 10, 2, "Willy", "Homme à l’origine douteuse se prétendant espion. Il est plutôt médiocre, mais à le mérite d’être volontaire. Willy a des spasmes étranges et parle parfois à Willy.");
        Espion Flantier = new Espion(0, 13, 3, "Flantier", "Travaillant toujours avec classe et élégance, cet espion qui a bien roulé sa bosse connaît les ficelles du métier. Cependant, ses capacités de fuite et d’intimidation sont grandement compromises à cause de son âge avancé.");

        List <Espion> ShopList = new List <Espion>(3);

        int randEspion = UnityEngine.Random.Range(0, 4);

        switch (randEspion)
        {
        case 0:
            drakkar.espion_list.Add(Blake);
            ShopList.Add(Sammy);
            ShopList.Add(Willy);
            ShopList.Add(Flantier);
            UImanager.EspionOwnedDisplayStart();
            break;

        case 1:
            drakkar.espion_list.Add(Sammy);
            ShopList.Add(Blake);
            ShopList.Add(Willy);
            ShopList.Add(Flantier);
            UImanager.EspionOwnedDisplayStart();
            break;

        case 2:
            drakkar.espion_list.Add(Willy);
            ShopList.Add(Sammy);
            ShopList.Add(Blake);
            ShopList.Add(Flantier);
            UImanager.EspionOwnedDisplayStart();
            break;

        case 3:
            drakkar.espion_list.Add(Flantier);
            ShopList.Add(Sammy);
            ShopList.Add(Willy);
            ShopList.Add(Blake);
            UImanager.EspionOwnedDisplayStart();
            break;
        }

        // init des villes
        Soldat knights   = new Soldat(3, 3, 4, 2, 20, "Chevaliers Errants");
        Soldat trebuchet = new Soldat(20, 1, 20, 15, 1, "Trébuchet");
        Soldat no_one    = new Soldat(0, 0, 0, 0, 0, "personne");

        TownList = new List <Villes>();

        // listes des noms
        List <string> nameList = new List <string>
        {
            "city 1", "city 2", "city 3",
            "city 4", "city 5", "city 6",
            "city 7", "city 8", "city 9",
            "city 10", "city 11", "city 12"
        };

        // liste des nombres de garnisons à répartir
        List <int> nbrList = new List <int>
        {
            80, 85, 90,
            95, 100, 105,
            110, 115, 120,
            125, 130, 150
        };

        List <int> posList = new List <int>
        {
            0, 1, 2,
            3, 4, 5,
            6, 7, 8,
            9, 10, 11
        };

        List <int> spotList = new List <int>
        {
            0, 1, 2,
            3, 4, 5,
            6, 7, 8,
            9, 10, 11,
            12, 13, 14,
            15, 16, 17,
            18, 19
        };

        for (int i = 0; i < nameList.Count; i++)
        {
            // rand garnisons
            int randGarn = UnityEngine.Random.Range(0, nbrList.Count);
            int garnNum  = nbrList[randGarn];
            nbrList.RemoveAt(randGarn);

            Soldat garnison = new Soldat(1, 1, 2, 1, garnNum, "Garnisons");

            // rand fortification
            int Fortif     = 0;
            int randFortif = UnityEngine.Random.Range(0, 3);
            switch (randFortif)
            {
            case 0:
                Fortif = 0;
                break;

            case 1:
                Fortif = 1;
                break;

            case 2:
                Fortif = 2;
                break;
            }

            // rand productivity
            int   randProd = UnityEngine.Random.Range(0, 3);
            float Prod     = 0.0f;
            switch (randProd)
            {
            case 0:
                Prod = 0.98f;
                break;

            case 1:
                Prod = 1.00f;
                break;

            case 2:
                Prod = 1.02f;
                break;
            }

            // rand capture
            int randCapt = UnityEngine.Random.Range(0, 4);
            int Capt     = randCapt + 1;

            // rand perception
            int randPerc = UnityEngine.Random.Range(0, 4);
            int Perc     = randPerc;

            // rand gold
            int randGold = UnityEngine.Random.Range(40, 76);
            int Gold     = randGold * 1000;

            // rand pos
            int randPos = UnityEngine.Random.Range(0, posList.Count);
            int Pos     = posList[randPos];
            posList.RemoveAt(randPos);

            int rand     = UnityEngine.Random.Range(0, spotList.Count);
            int childNum = spotList[rand];
            spotList.RemoveAt(rand);

            Villes city = Villages.transform.GetChild(childNum).gameObject.AddComponent <Villes>() as Villes;
            city.set(nameList[i], Fortif, Gold, garnison, Capt, Perc, Prod, no_one, no_one, Pos);


            // ajout de la ville créée à la liste
            TownList.Add(city);
            UImanager.InstantiateCity(city);
        }
        int trebuchet_city = UnityEngine.Random.Range(0, 11);

        TownList[trebuchet_city].trebuchet    = trebuchet;
        TownList[trebuchet_city].is_trebuchet = true;

        int knight_start_city = UnityEngine.Random.Range(0, 11);

        TownList[knight_start_city].knights    = knights;
        TownList[knight_start_city].is_knights = true;

        // METTRE UN TIME ICI

        // Generateur de logs pour test

        /*
         * string lines = "";
         *
         *  for (int k = 0; k < TownList.Count; k++)
         *  {
         *      Villes city = TownList[k];
         *      lines = lines + city.nameVilles + ": fortif = " + city.fortification.ToString() + ", gold = " + city.gold.ToString() + ", garnisons = " + city.garnison.number.ToString() + ", capture = " + city.capture.ToString() + ", perception = "
         + city.perception.ToString() + ", productivity = " + city.productivity.ToString() + ", pos = " + city.pos.ToString() + ", knights" + city.is_knights.ToString()  + ", trebuchet" + city.is_trebuchet.ToString() +"\r\n";
         +  }
         +
         +
         +
         + // Write the string to a file.
         + /*System.IO.StreamWriter file = new System.IO.StreamWriter("C:\\Users\\jean claude\\Desktop\\JIN\\test.txt");
         + file.WriteLine(lines);
         +
         + file.Close();*/
    }
Exemple #9
0
 public void recrutEspion(Drakkar drakkar, Espion espion, int costEspion)
 {
     drakkar.gold -= costEspion;
     drakkar.espion_list.Add(espion);
 }