Exemple #1
0
 public static bool CheckIfLastAttacker()
 {
     if (TurnManager.Instance.CurrentPhase == TurnPhases.Attack)
     {
         foreach (UnitScript ally in Player.Players[TurnManager.Instance.PlayerHavingTurn].PlayerUnits)
         {
             if (ally.hasAttacked == false && ally.CheckIfIsInCombat())
             {
                 return(false);
             }
         }
         PopupTextController.AddPopupText("No more units can attack!", PopupTypes.Info);
         return(true);
     }
     if (TurnManager.Instance.CurrentPhase == TurnPhases.Shooting)
     {
         foreach (UnitScript ally in Player.Players[TurnManager.Instance.PlayerHavingTurn].PlayerUnits)
         {
             if (ally.GetComponent <ShootingScript>() != null && ally.GetComponent <ShootingScript>().CanShoot)
             {
                 return(false);
             }
         }
         PopupTextController.AddPopupText("No more units can shoot!", PopupTypes.Info);
         return(true);
     }
     return(false);
 }
Exemple #2
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        /// <summary>
        /// Selects a random unit that still has actions this phase
        /// </summary>
        public void SelectRandomUnit()
        {
            if (type != PlayerType.Local)
            {
                return;
            }
            List <Unit> PossibleUnits = new List <Unit>();

            foreach (Unit unit in playerUnits)
            {
                if (unit.CanAttackOrMoveNow())
                {
                    PossibleUnits.Add(unit);
                }
            }

            if (PossibleUnits.Count > 0)
            {
                SelectUnit(PossibleUnits[UnityEngine.Random.Range(0, PossibleUnits.Count)]);
            }
            else
            {
                PopupTextController.AddPopupText("No more units ot act!", PopupTypes.Info);
            }
        }
Exemple #3
0
 public bool CanAttackDestructible(DestructibleScript target, bool showText)
 {
     if (CheckIfIsInCombat() && Input.GetMouseButtonDown(0) && showText)
     {
         PopupTextController.AddPopupText("Cannot destroy objects while in combat!", PopupTypes.Info);
     }
     return(StandsNextToDestructible(target) && hasAttacked == false && CheckIfIsInCombat() == false && TurnManager.Instance.CurrentPhase == TurnPhases.Attack);
 }
Exemple #4
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    public void DoAI()
    {
        //First, find who can we move! AND if nobody, then we pass turn
        Queue <UnitScript> unitsToMove = GetPossibleUnits();

        if (unitsToMove != null && unitsToMove.Count > 0)
        {
            UnitScript currentUnit = unitsToMove.Dequeue();
            if (IsInInfiniteLoop(currentUnit))
            {
                PopupTextController.AddPopupText("Bug appeared! Tell Dogo about it!", PopupTypes.Info);
                Log.SpawnLog("An AI - bug happenned. Please tell Dogo about it.");
                GameStateManager.NextPhase();
                return;
            }
            LastThreeSelectedUnits.Add(currentUnit);
            if (LastThreeSelectedUnits.Count > 3)
            {
                LastThreeSelectedUnits.RemoveAt(0);
            }
            MouseManager.Instance.SelectAUnit(currentUnit, true);

            ///////////////////// ABILITIES HERE//////////////////////////////
            // Here we should check if we want to use an active ability!
            if (CheckIfGoodToUseAbility(currentUnit))
            {
                CombatController.Instance.MakeAIWait(3f);
                return;
            }


            //Debug.Log("Starting evaluating");
            AI_Controller.Instance.EvaluateTiles(this, currentUnit, GetPossibleMoves(currentUnit, true));
            //Debug.Log("Finished evaluating");
            if (AI_Controller.tilesAreEvaluated)
            {
                var kvp = GetTheMove(currentUnit, EvaluatedTiles);
                if (this is AI_Base_Attack)
                {
                    CameraController.Instance.SetCamToU(currentUnit);
                }
                else if (this is AI_Base_Movement && (kvp.Key != null))
                {
                    CameraController.Instance.SetCamToU(currentUnit, currentUnit.transform.position != kvp.Key.transform.position);
                }
                PerformTheAction(currentUnit, kvp);
            }
        }
        if (this is AI_Attack)
        {
            CombatController.Instance.MakeAIWait(3f);
        }
        else
        {
            CombatController.Instance.MakeAIWait(1f);
        }
    }
 public virtual void Attack(IDamageable target)
 {
     BattlescapeGraphics.ColouringTool.UncolourAllTiles();
     targetObject = target;
     if (sourceUnit.GetMyOwner().HasAttacksOrMovesLeft() == false)
     {
         PopupTextController.AddPopupText("No more units can attack!", PopupTypes.Info);
     }
 }
Exemple #6
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 public void RegenerateDefenceOutOfCombat()
 {
     if (CurrentDefence < Defence && DefenceReduction > 0)
     {
         CurrentDefence++;
         DefenceReduction--;
         PopupTextController.AddPopupText("Regenerate!", PopupTypes.Stats);
         Log.SpawnLog(name + " regenerates 1 point of defence.");
     }
 }
Exemple #7
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 public void CheckIfAnyMoreUnitsToMove()
 {
     foreach (UnitScript ally in Player.Players[TurnManager.Instance.PlayerHavingTurn].PlayerUnits)
     {
         if (CanUnitMoveAtAll(ally.GetComponent <UnitMovement>()))
         {
             return;
         }
     }
     PopupTextController.AddPopupText("No more units to move!", PopupTypes.Info);
 }
Exemple #8
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    public void PoisonEffect()
    {
        GetComponentInChildren <AnimController>().AnimateWound();
        PopupTextController.AddPopupText("Poison!!", PopupTypes.Info);
        Log.SpawnLog("Poison affects " + name + "!");
        if (PoisonCounter >= 4)
        {
            CurrentHP--;
            Log.SpawnLog(name + " gets 1 point of damage from poison!");
        }

        CurrentDefence--;
        PoisonCounter--;
    }
Exemple #9
0
 public void SetNewTurn(bool isRealGame)
 {
     if (NewTurnEvent != null)
     {
         NewTurnEvent();
     }
     text1.isOff = false;
     text2.isOff = false;
     SwitchPlayerHavingTurn();
     CurrentPhase = TurnPhases.Movement;
     if (GameStateManager.Instance.IsCurrentPlayerAI())
     {
         Debug.Log("New AI turn.");
     }
     if (isRealGame)
     {
         turnSource.Play();
         TurnCount++;
         if (TurnCount > 16)
         {
             PopupTextController.AddPopupText("Time is up!", PopupTypes.Stats);
         }
         else if (TurnCount == 16)
         {
             PopupTextController.AddPopupText("Final Turn!", PopupTypes.Damage);
             Log.SpawnLog("The last turn of the game has begun!");
             Log.SpawnLog("Movement phase begins.");
         }
         else if (TurnCount >= 11)
         {
             PopupTextController.AddPopupText("Remaining turns: " + (16 - TurnCount).ToString() + "!", PopupTypes.Damage);
             Log.SpawnLog("New turn. Remaining turns: " + (16 - TurnCount).ToString() + ".");
             Log.SpawnLog("Movement phase begins.");
         }
         else if (TurnCount > 1)
         {
             PopupTextController.AddPopupText("New Turn!", PopupTypes.Info);
             Log.SpawnLog("New turn.");
             Log.SpawnLog("Movement phase begins.");
         }
         else
         {
             PopupTextController.AddPopupText("Press Escape to see Victory Conditions!", PopupTypes.Info);
             Log.SpawnLog("Prepare for the Battle! Press Escape to see Victory Conditions!");
             Log.SpawnLog("Movement phase begins.");
         }
     }
     StartCoroutine(SetColour());
 }
Exemple #10
0
        public override void ModifyAttack(IDamageable target, int damageToTarget)
        {
            List <IDamageable> alreadyDamaged = new List <IDamageable>();

            foreach (Tile tile in target.currentPosition.closeNeighbours)
            {
                if (tile.GetMyDamagableObject() != null && alreadyDamaged.Contains(tile.GetMyDamagableObject()) == false)
                {
                    PopupTextController.AddPopupText("-" + splashDamage, PopupTypes.Damage);
                    Unit owner = buffGroup.owner as Unit;
                    tile.GetMyDamagableObject().TakeDamage(owner, splashDamage);
                    alreadyDamaged.Add(tile.GetMyDamagableObject());
                }
            }
        }
Exemple #11
0
    void CheckForInput()
    {
        if (GameStateManager.Instance.IsCurrentPlayerLocal() == false)
        {
            return;
        }
        if (Helper.IsOverNonHealthBarUI())
        {
            return;
        }
        if (GameStateManager.Instance.GameState == GameStates.AttackState && Input.GetMouseButtonDown(0) && MouseManager.Instance.SelectedUnit != null && MouseManager.Instance.MouseoveredUnit != null && MouseManager.Instance.SelectedUnit.EnemyList.Contains(MouseManager.Instance.MouseoveredUnit) && !MouseManager.Instance.SelectedUnit.hasAttacked && MouseManager.Instance.SelectedUnit.CanAttack)
        {
            SendCommandToAttack(MouseManager.Instance.SelectedUnit, MouseManager.Instance.MouseoveredUnit, false, !MouseManager.Instance.SelectedUnit.isStoppingRetaliation && MouseManager.Instance.MouseoveredUnit.DoesRetaliate);
            MouseManager.Instance.SelectedUnit.hasAttacked = true;
        }
        if (GameStateManager.Instance.GameState == GameStates.AttackState && Input.GetMouseButtonDown(0) && MouseManager.Instance.SelectedUnit != null && MouseManager.Instance.MouseoveredUnit != null && MouseManager.Instance.SelectedUnit.EnemyList.Contains(MouseManager.Instance.MouseoveredUnit.GetComponent <UnitScript>()) && !MouseManager.Instance.SelectedUnit.hasAttacked && MouseManager.Instance.SelectedUnit.CanAttack == false)
        {
            PopupTextController.AddPopupText("This unit cannot attack!", PopupTypes.Info);
        }
        //THIS below is just for testing and allows to shoot with Z key. XD. Its just for quick testing if a shot works ;) REAL shooting exists inside ShootingScript currently apparently

        /*if (MouseManager.Instance.SelectedUnit != null && MouseManager.Instance.SelectedUnit.GetComponent<ShootingScript>() != null && Input.GetKeyDown(KeyCode.Z) && MouseManager.Instance.MouseoveredUnit != null && Application.isEditor)
         * {
         *  Shoot(MouseManager.Instance.SelectedUnit, MouseManager.Instance.MouseoveredUnit, false);
         * }*/
        if (GameStateManager.Instance.GameState == GameStates.AttackState && Input.GetMouseButtonDown(0) && MouseManager.Instance.SelectedUnit != null && MouseManager.Instance.mouseoveredDestructible != null && MouseManager.Instance.SelectedUnit.CanAttackDestructible(MouseManager.Instance.mouseoveredDestructible.GetComponent <DestructibleScript>(), true))
        {
            if (GameStateManager.Instance.MatchType == MatchTypes.Online)
            {
                photonView.RPC
                (
                    "RPCMeleeAttackObstacle",
                    PhotonTargets.All,
                    Mathf.RoundToInt(MouseManager.Instance.SelectedUnit.transform.position.x),
                    Mathf.RoundToInt(MouseManager.Instance.SelectedUnit.transform.position.z),
                    Mathf.RoundToInt(MouseManager.Instance.mouseoveredDestructible.transform.position.x),
                    Mathf.RoundToInt(MouseManager.Instance.mouseoveredDestructible.transform.position.z)
                );
            }
            else
            {
                MeleeAttackObstacle(MouseManager.Instance.SelectedUnit, MouseManager.Instance.mouseoveredDestructible.GetComponent <DestructibleScript>());
            }
        }
    }
Exemple #12
0
 void SetNextPhase(bool didAI)
 {
     if ((GameStateManager.Instance.IsCurrentPlayerAI() == true && didAI == false) || (GameStateManager.Instance.IsCurrentPlayerAI() == false && didAI == true) || CurrentPhase == TurnPhases.Enemy || GameStateManager.Instance.GameState == GameStates.AnimatingState)
     {
         return;
     }
     if (CurrentPhase == TurnPhases.Movement)
     {
         TileColouringTool.UncolourAllTiles();
         PopupTextController.AddPopupText("Next Phase!", PopupTypes.Info);
         Log.SpawnLog("Shooting phase begins.");
         PathCreator.Instance.ClearPath();
         ShootingPhase();
     }
     else if (CurrentPhase == TurnPhases.Shooting)
     {
         PopupTextController.AddPopupText("Next Phase!", PopupTypes.Info);
         Log.SpawnLog("Attack phase begins.");
         AttackPhase();
     }
 }
Exemple #13
0
    IEnumerator CheckForBackstabsInCoroutine()
    {
        IsTimeForBackstabs = true;
        quittingUnit       = MouseManager.Instance.SelectedUnit;
        List <UnitScript> enemies = quittingUnit.EnemyList;

        for (int i = 0; i < enemies.Count; i++)
        {
            UnitScript enemy = enemies[i];
            int        roll  = UnityEngine.Random.Range(0, 100);
            if (quittingUnit.QuitCombatPercent < roll)
            {
                CombatController.Instance.SendCommandToAttack(enemy, quittingUnit, false, false);
                yield return(new WaitForSeconds(2f));

                if (quittingUnit.CurrentHP <= 0)
                {
                    break;
                }
            }
            else
            {
                PopupTextController.AddPopupText("Miss!", PopupTypes.Info);
                if (GameStateManager.Instance.MatchType == MatchTypes.Online)
                {
                    Log.NetworkSpawnLog(quittingUnit.name + " escaped from combat succesfully!");
                }
                else
                {
                    Log.SpawnLog(quittingUnit.name + " escaped from combat succesfully!");
                }
            }
            if (quittingUnit == null)
            {
                yield return(null);
            }
        }
        IsTimeForBackstabs = false;
        CommandFinishQuitCombat(quittingUnit.CurrentHP <= 0);
    }
Exemple #14
0
    void SelectNextAvailableUnit()
    {
        List <UnitScript> AllUnits      = new List <UnitScript>(VictoryLossChecker.GetMyUnitList());
        List <UnitScript> PossibleUnits = new List <UnitScript>();

        foreach (UnitScript unit in AllUnits)
        {
            if (GameStateManager.Instance.CanUnitActInThisPhase(unit))
            {
                PossibleUnits.Add(unit);
            }
        }

        if (PossibleUnits.Count > 0)
        {
            SelectAUnit(PossibleUnits[Random.Range(0, PossibleUnits.Count)], true);
        }
        else
        {
            PopupTextController.AddPopupText("No more units ot act!", PopupTypes.Info);
        }
    }
Exemple #15
0
    public static bool IsInLineOfSight(Vector3 start, Vector3 target, bool showNoPopup)
    {
        Vector3 startPos  = start /*+Vector3.up * 0.01f*/;
        Vector3 endPos    = target /*+Vector3.up * 0.01f*/;
        Vector3 direction = endPos - startPos;

        foreach (RaycastHit hit in Physics.RaycastAll(startPos, direction, Vector3.Distance(startPos, endPos) + 0.01f))
        {
            if (hit.collider.transform.gameObject.tag == "Tile")
            {
                if (hit.collider.transform.gameObject.GetComponent <Tile>().isShootable == false)
                {
                    if (Input.GetMouseButtonDown(0) && showNoPopup == false)
                    {
                        PopupTextController.AddPopupText("Can not shoot through this obstacle!", PopupTypes.Info);
                    }
                    return(false);
                }
            }
        }
        return(true);
    }
Exemple #16
0
        //in the future most likely more functions might want to do things OnAttack - abilities and so on
        //public event Action<Unit, Unit, int> AttackEvent;


        //if damage is 0, it's a miss, if it's somehow TOTALLY blocked it could be negative maybe or just not send this.
        public void HitTarget(IDamageable target, Damage damage)
        {
            foreach (AbstractAttackModifier modifier in modifiers)
            {
                modifier.ModifyDamage(damage);
            }
            foreach (AbstractAttackModifier modifier in modifiers)
            {
                modifier.ModifyAttack(target, damage);
            }
            PlayerInput.instance.isInputBlocked = false;
            if (damage == 0)
            {
                StatisticChangeBuff defenceDebuff = Instantiate(Resources.Load("Buffs/MechanicsBuffs/Combat Wound") as GameObject).GetComponent <StatisticChangeBuff>();
                defenceDebuff.ApplyOnTarget(target);
                LogConsole.instance.SpawnLog(this.info.unitName + " attacks " + target.GetMyName() + ", but misses completely!");
                LogConsole.instance.SpawnLog(target.GetMyName() + " loses 1 point of Defence temporarily.");
                PopupTextController.AddPopupText("-1 Defence", PopupTypes.Stats);
            }
            else if (damage > 0)
            {
                LogConsole.instance.SpawnLog(this.info.unitName + " deals " + damage + " damage to " + target.GetMyName() + "!");
                PopupTextController.AddPopupText("-" + damage, PopupTypes.Damage);
                target.TakeDamage(this, damage);
                foreach (AbstractBuff buff in target.buffs.FindAllBuffsOfType("Combat Wound"))
                {
                    buff.RemoveFromTargetInstantly();
                }
            }
            if (target is Unit)
            {
                var targetUnit = target as Unit;
                if (targetUnit.CanRetaliate(this) && owner.type != PlayerType.Network)
                {
                    Networking.instance.SendCommandToGiveChoiceOfRetaliation(targetUnit, this);
                }
            }
        }
Exemple #17
0
    public bool DealDamage(UnitScript attacker, UnitScript target, int damage, bool isPoisoned, bool Retaliatable, int hits)
    {
        if (CheckIfDamageBlocked(attacker, target))
        {
            PopupTextController.AddPopupText("Blocked!", PopupTypes.Damage);
            Log.SpawnLog(attacker.name + " attacks " + target.name + " but the attack gets blocked!");
        }

        if (hits >= 2)
        {
            Log.SpawnLog(attacker.name + " attacks " + target.name + "! " + damage + " point(s) of damage is dealt.");
            PopupTextController.AddParalelPopupText("-" + damage.ToString(), PopupTypes.Damage);
        }
        if (hits <= 1)
        {
            Log.SpawnLog(attacker.name + " attacks " + target.name + ", but only reduces their Defence by 1!");
            // PopupTextController.AddParalelPopupText("Hit!", PopupTypes.Info);
            PopupTextController.AddParalelPopupText("-1 Defence", PopupTypes.Stats);
        }

        /*if (hits == 0)
         * {
         *  Log.SpawnLog(attacker.name + " attacks " + target.name + ", but misses completely.");
         *  PopupTextController.AddPopupText("Miss!", PopupTypes.Info);
         * }*/
        bool isShot = attacker.isRanged && (GameStateManager.Instance.GameState != GameStates.RetaliationState && GameStateManager.Instance.GameState != GameStates.AttackState) == false;

        bool didDie = target.DealDamage(damage, hits > 0, isPoisoned, isShot);

        if (target.CanCurrentlyRetaliate && target.CurrentHP > 0 && Retaliatable && Player.IsPlayerLocal(target.PlayerID))
        {
            GameStateManager.Instance.StartRetaliationChoice();
        }

        return(didDie);
    }
Exemple #18
0
    public void ToggleHighlight()
    {
        bool thereIsAUnitWhoCanMove = false;

        if (toggle == false)
        {
            foreach (Tile tile in Map.Board)
            {
                if (tile.isBeingColoredByNormalHighlighter)
                {
                    tile.isBeingColoredByNormalHighlighter        = false;
                    tile.GetComponent <Renderer>().material.color = Color.white;
                }
            }
        }
        else
        {
            if (TurnManager.Instance.CurrentPhase == TurnPhases.Movement && (GameStateManager.Instance.GameState == GameStates.IdleState || GameStateManager.Instance.GameState == GameStates.MoveState))
            {
                foreach (Tile tile in Map.Board)
                {
                    if (tile.myUnit != null && tile.myUnit.PlayerID == TurnManager.Instance.PlayerToMove && MovementQuestions.Instance.CanUnitMoveAtAll(tile.myUnit.GetComponent <UnitMovement>()) == true)
                    {
                        tile.GetComponent <Renderer>().material.color = Color.green;
                        tile.isBeingColoredByNormalHighlighter        = true;
                        thereIsAUnitWhoCanMove = true;
                    }
                }
                if (thereIsAUnitWhoCanMove == false && isPressingControl == false && TurnManager.Instance.TurnCount > 0)
                {
                    PopupTextController.AddPopupText("No more units can move!", PopupTypes.Info);
                }
            }

            if (TurnManager.Instance.CurrentPhase == TurnPhases.Shooting && (GameStateManager.Instance.GameState == GameStates.IdleState || GameStateManager.Instance.GameState == GameStates.ShootingState))
            {
                foreach (Tile tile in Map.Board)
                {
                    if (tile.myUnit != null && tile.myUnit.PlayerID == TurnManager.Instance.PlayerToMove && tile.myUnit.isRanged && tile.myUnit.GetComponent <ShootingScript>().CanShoot == true)
                    {
                        tile.GetComponent <Renderer>().material.color = Color.green;
                        tile.isBeingColoredByNormalHighlighter        = true;
                        thereIsAUnitWhoCanMove = true;
                    }
                }
                if (thereIsAUnitWhoCanMove == false && isPressingControl == false && TurnManager.Instance.TurnCount > 0)
                {
                    PopupTextController.AddPopupText("No more units can shoot!", PopupTypes.Info);
                }
            }
            else if (TurnManager.Instance.CurrentPhase == TurnPhases.Attack && (GameStateManager.Instance.GameState == GameStates.IdleState || GameStateManager.Instance.GameState == GameStates.AttackState))
            {
                foreach (Tile tile in Map.Board)
                {
                    if (tile.myUnit != null && tile.myUnit.PlayerID == TurnManager.Instance.PlayerToMove && tile.myUnit.hasAttacked != true && tile.myUnit.CanAttack && tile.myUnit.CheckIfIsInCombat() == true)
                    {
                        tile.GetComponent <Renderer>().material.color = Color.green;
                        tile.isBeingColoredByNormalHighlighter        = true;
                        thereIsAUnitWhoCanMove = true;
                    }
                }
                if (thereIsAUnitWhoCanMove == false && isPressingControl == false && TurnManager.Instance.TurnCount > 0)
                {
                    PopupTextController.AddPopupText("No more units can attack!", PopupTypes.Info);
                }
            }
            isPressingControl = true;
        }
    }
Exemple #19
0
 void SendLogs()
 {
     PopupTextController.AddPopupText("No more arrows!", PopupTypes.Info);
     Log.SpawnLog("Hunter has no more arrows!");
 }
Exemple #20
0
 public void GetPoisoned(int value)
 {
     PoisonCounter += value;
     PopupTextController.AddPopupText("Poison!!", PopupTypes.Info);
     Log.SpawnLog(name + " gets poisoned!");
 }