Exemple #1
0
    public void InstantiatePrefab(Vector3 location, RUnit unit)
    {
        GameObject newGameObject;

        if (unit.unitType == UnitType.Army)
        {
            newGameObject = ArmyPrefab;
        }
        else if (unit.unitType == UnitType.Fortress)
        {
            newGameObject = FortressPrefab;
        }
        else if (unit.unitType == UnitType.Spy)
        {
            newGameObject = SpyPrefab;
        }
        else
        {
            newGameObject = ArmyPrefab;
        }


        Transform parent = this.transform;

        GameObject newUnit = Instantiate(newGameObject, location, Quaternion.identity, parent);

        gameController.SyncSceneUnitToDictionaryUnit(unit, newUnit);
    }
Exemple #2
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 public void SetUnitHUDValues(RUnit unit)
 {
     unitHUDType.text           = unit.unitType.ToString();
     unitHUDStrength.text       = "Strength: " + unit.strength.ToString();
     unitHUDMoves.text          = "Moves Left: " + unit.numMoves.ToString();
     unitHUDDefensiveBonus.text = "Defensive Bonus: " + unit.defensiveBonus.ToString();
 }
Exemple #3
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    void SelectThisUnit()
    {
        RUnit squareDictionaryRunit = gameController.game.squareDictionary [coords].unitOccupyingSquare;

        board.DeselectPiece();          //deslect the original piece, hide the movement squares etc.
        InstantiateUnitMount();         //create the spinning gold circle that shows what unit is selected

        //select the unit in gameController
        gameController.selectedUnit       = squareDictionaryRunit;
        gameController.unitSelected       = true;
        gameController.selectedGameObject = this.gameObject;

        //update the unit HUD and show it
        uiController.SetUnitHUDValues(squareDictionaryRunit);
        uiController.ShowHUD(uiController.UnitHUD);

        //If the unit has a move left, show possible squares, if not flash red on the unitHUD number of moves.
        if (numMoves > 0)
        {
            int[] intCoords = gameController.ConvertStringToArray(squareDictionaryRunit.coords, 2);
            board.ShowPossibleSquares(intCoords, squareDictionaryRunit);
        }
        else
        {
            StartCoroutine(uiController.MakeTextFlashRed(uiController.unitHUDMoves));
            Debug.Log("You don't have enough moves left for this piece");
        }
    }
Exemple #4
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    public void PlaceUnit(RUnit unit)
    {
        int[]        coords      = gameController.ConvertStringToArray(unit.coords, 2);
        RArmySpawner armySpawner = unit.allegiance == Mark.CON ? CONArmySpawner : USArmySpawner;
        Vector3      location    = new Vector3(coords [0] + 0.5f, 0.05f, coords [1] + 0.5f);

        armySpawner.InstantiatePrefab(location, unit);
    }
Exemple #5
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	public void DestroyUnitByUnitDictionary(RUnit unitToDestroy){
		RUnit[] allUnits = FindObjectsOfType<RUnit> ();

		foreach (RUnit thisUnit in allUnits) {
			if (thisUnit.coords == unitToDestroy.coords) {
				Destroy (thisUnit.gameObject);
			}
		}
	}
Exemple #6
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	public void SyncSceneUnitToDictionaryUnit(RUnit squareDictionaryRUnit, GameObject unitInScene){
		UnitObject unitInstanceInScene = unitInScene.GetComponent<UnitObject> ();

		unitInstanceInScene.allegiance = squareDictionaryRUnit.allegiance;
		unitInstanceInScene.coords = squareDictionaryRUnit.coords;
		unitInstanceInScene.numMoves = squareDictionaryRUnit.numMoves;
		unitInstanceInScene.unitType = squareDictionaryRUnit.unitType;
		unitInstanceInScene.defensiveBonus = squareDictionaryRUnit.defensiveBonus;
		unitInstanceInScene.strength = squareDictionaryRUnit.strength;
	}
Exemple #7
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	public GameObject FindSceneUnitGameObjectBySquareDictionaryRUnit(RUnit unitToFind){
		RUnit[] allUnits = FindObjectsOfType<RUnit> ();
		foreach (RUnit thisUnit in allUnits) {
			if (thisUnit.coords == unitToFind.coords) {
				//Debug.Log ("successfully found gameobject");
				return thisUnit.gameObject;

			}
		}
		Debug.Log ("did not find a gameobject of the coords " + unitToFind.coords);
		return null;
	}
Exemple #8
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        public void MovePiece(RUnit pieceToMove, string coordsToMoveTo)
        {
            string originalCoords = pieceToMove.coords;

            squareDictionary [coordsToMoveTo].unitOccupyingSquare           = pieceToMove;
            squareDictionary [coordsToMoveTo].squareOccupied                = true;
            squareDictionary [coordsToMoveTo].unitOccupyingSquare.coords    = coordsToMoveTo;
            squareDictionary [coordsToMoveTo].unitOccupyingSquare.numMoves -= 1;

            squareDictionary[originalCoords].unitOccupyingSquare = null;
            squareDictionary [originalCoords].squareOccupied     = false;
            //Debug.Log ("Unit has been moved from " + selectedPieceCoords + " to " + squareClickedCoords + " and this is confirmed in the squareDictionary because the new square we clicked on has this unit on it " + squareDictionary [squareClickedCoords].unitOccupyingSquare + " and the original square is now empty (false if true) " + squareDictionary [selectedPieceCoords].squareOccupied);
        }
Exemple #9
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        public void MergePiece(string coordsOfOriginalPiece, string coordsOfPieceToMergeWith)
        {
            RUnit mergePiece    = squareDictionary [coordsOfPieceToMergeWith].unitOccupyingSquare;
            RUnit originalPiece = squareDictionary [coordsOfOriginalPiece].unitOccupyingSquare;

            if (mergePiece.numMoves > 0 && originalPiece.numMoves > 0)
            {
                mergePiece.strength += originalPiece.strength;
                mergePiece.numMoves -= 1;
            }

            DestroyPiece(coordsOfOriginalPiece);
        }
Exemple #10
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	public void CheckDefensiveBonus(RUnit squareDictionaryUnit){
		if (game.squareDictionary [squareDictionaryUnit.coords].isCitySquare) {
			int defensiveBonus = game.squareDictionary [squareDictionaryUnit.coords].cityOccupyingSquare.baseDefence;

			squareDictionaryUnit.AddDefensiveBonus (defensiveBonus);

		} else {
			squareDictionaryUnit.RemoveDefensiveBonus ();

		}

		SyncSceneUnitToDictionaryUnit (squareDictionaryUnit, FindSceneUnitGameObjectBySquareDictionaryRUnit (squareDictionaryUnit));

	}
Exemple #11
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    IEnumerator DequeuePieces()
    {
        foreach (KeyValuePair <string, int[]> keyValue in enquedPieceMovement)
        {
            string originalCoords = keyValue.Key;
            int[]  coordsToMoveTo = keyValue.Value;
            Debug.Log("dequeue pieces" + "original coords: " + originalCoords + " , coordsToMoveTo: " + coordsToMoveTo[0] + " , " + coordsToMoveTo[1]);
            RUnit      unit             = gameController.game.squareDictionary [originalCoords].unitOccupyingSquare;
            GameObject gameObjectOfUnit = gameController.FindSceneUnitGameObjectBySquareDictionaryRUnit(unit);
            yield return(StartCoroutine(WaitAndMove(1.0f, gameObjectOfUnit, coordsToMoveTo)));
        }
        ClearEnqueuedItems();
        yield return(StartCoroutine(WaitAndRefreshBoard(1.0f)));

        uiController.ToggleShowPreventUserInputPanel("");          //Should toggle off
    }
Exemple #12
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    //DEBUG ZONE

    public void InstantiateConUnit(string coords)
    {
        //allows creation of CON units from the UI
        RBoard board = FindObjectOfType <RBoard> ();

        if (gameController.game.squareDictionary [coords].squareOccupied)
        {
            Debug.Log("ERROR: can't create unit here as it is already occupied!");
        }
        else
        {
            gameController.game.ConstructNewUnit(coords, RLookout.Mark.CON, RLookout.UnitType.Army, 5000);
            RUnit newUnit = gameController.game.squareDictionary [coords].unitOccupyingSquare;
            board.PlaceUnit(newUnit);
            board.RegenerateFogOfWar();
        }
    }
Exemple #13
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    public void DestroyPiece(string coords)
    {
        RUnit squareUnit = gameController.game.squareDictionary [coords].unitOccupyingSquare;

        RUnit[]    allunits = FindObjectsOfType <RUnit> ();
        GameObject theUnit  = null;

        foreach (RUnit unit in allunits)
        {
            if (unit.coords == squareUnit.coords)
            {
                theUnit = unit.gameObject;
            }
        }

        Destroy(theUnit);
    }
Exemple #14
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//	public IEnumerator CoroutineMoveTowards (int[] intCoords){
//		yield return new WaitForSeconds (3);
//		Debug.Log ("coroutineMoveTowardscalled");
//		float[] newCords = new float[2];
//		newCords [0] = intCoords [0] + 0.5f;
//		newCords [1] = intCoords [1] + 0.5f;
//
////		moveToCoords[0] = intCoords[0] + 0.5f;
////		moveToCoords[1] = intCoords[1] + 0.5f;
//		startMoving = true;
//
//		if (startMoving) {
//			float step = speed * Time.deltaTime;
//			Vector3 TargetPosition = new Vector3 (newCords [0], 0.05f, newCords [1]);
//			transform.position = Vector3.MoveTowards (transform.position, TargetPosition, step);
//
//			if (transform.position == TargetPosition) {
//				startMoving = false;
//				moveToCoords = null;
//
//			}
//
//		}
//
//	}

    public void SplitUnit()
    {
        Debug.Log("Unit split requested");
        RUnit squareDictionaryRUnit = gameController.FindSquareDictionrayUnitByCoords(coords);

        strength = strength / 2;
        squareDictionaryRUnit.strength = strength;

        //Get a random square that is available for this unit to move into , in order to instantiate the new piece into.
        int[]  coordsToInstantiateSplitUnit       = board.possibleMovementCoords [Random.Range(0, board.possibleMovementCoords.Count)]; // get a random avaialbe square that this piece could have moved into that we can place the piece in,
        string stringCoordsToInstantiateSplitUnit = gameController.ConvertArrayToString(coordsToInstantiateSplitUnit);                  //convert these coords to string

        gameController.game.ConstructNewUnit(stringCoordsToInstantiateSplitUnit, allegiance, unitType, strength);                       //create a new unit in the SquareDictionary
        gameController.game.squareDictionary [stringCoordsToInstantiateSplitUnit].unitOccupyingSquare.numMoves = 0;                     // set the new units numMOves to 0;
        board.PlaceUnit(gameController.game.squareDictionary [stringCoordsToInstantiateSplitUnit].unitOccupyingSquare);                 // and now instantiate this piece on the actual board
        board.RegenerateFogOfWar();                                                                                                     //regenerate fog of war (as the unit might have been placed on the border

        //Take a move and sync this unit to the game.squareDictionary RUnit.
        squareDictionaryRUnit.numMoves -= 1;                                                  //take a move
        gameController.SyncSceneUnitToDictionaryUnit(squareDictionaryRUnit, this.gameObject); // and sync this unit's value to the dictionary above.

        board.DeselectPiece();                                                                //clear the selector squares, hide the UnitHUD and deselect the unit in gameController.
    }
Exemple #15
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        public void ConstructNewUnit(string Coords, Mark allegiance, UnitType unitType, int strength)
        {
            //GameObject obj = new GameObject ();
            RUnit newUnit = new RUnit();

            newUnit.allegiance = allegiance;
            newUnit.strength   = strength;
            newUnit.unitType   = unitType;
            newUnit.coords     = Coords;
            //newUnit.name = "New " + allegiance.ToString () + " Army";

            if (unitType == UnitType.Army)
            {
                newUnit.numMoves = 1;
            }
            else if (unitType == UnitType.Fortress)
            {
                newUnit.numMoves = 0;
            }
            else if (unitType == UnitType.None)
            {
                newUnit.numMoves = 0;
            }
            else if (unitType == UnitType.Spy)
            {
                newUnit.numMoves = 2;
            }
            else
            {
                Debug.Log("RGame says that you haven't defined the number of moves for the unit type you are trying to construct in ConstructNewUnit. The unitType is " + unitType);
            }

            squareDictionary [Coords].unitOccupyingSquare = newUnit;
            squareDictionary [Coords].squareOccupied      = true;
            //Debug.Log ("this is new" + squareDictionary [Coords].squareOccupied);
            //Debug.Log("Construct New Unit: " + squareDictionary[Coords].unitOccupyingSquare.ToString());
        }
Exemple #16
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	void OnBoardSquareClicked(object args){
		//the args are teh coords of the square clicked on. 
		Debug.Log ("onboardsquareclicked");
		if (!enqueueSystem.preventInput) { //prevents bug where user could click in a millisecond before the prevent input panel came up. This panel comes up to prevent user from taking moves before ethey's seen the other player's moves.

			int[] squareClickedIntCoords = (int[]) args; 
			string squareClickedStringCoords = ConvertArrayToString (squareClickedIntCoords);
			//Debug.Log ("boardsquareclicked and enque system hasn't prevented input");
			if (unitSelected) {
				//	Debug.Log ("unit selected");
				// A piece is currently selected

				if (game.control == localPlayerController.myAllegiance) { //if it is my turn;
					//	Debug.Log (" a piece is selected");

					for (int i = 0; i < board.possibleMovementCoords.Count; i++) {  //if there is a square which this piece can move to

						int[] possibleMovementCoords = board.possibleMovementCoords [i];
						if (possibleMovementCoords [0] == squareClickedIntCoords [0] && possibleMovementCoords [1] == squareClickedIntCoords [1]) {
							//Move piece to location

							GameObject gameObjectRunitOfSelectedPiece = FindSceneUnitGameObjectBySquareDictionaryRUnit (selectedUnit);
							enqueueSystem.enquedPieceMovement.Add (selectedUnit.coords, squareClickedIntCoords); //enqueues movement for next player so they can see what moves the enemy took;
							selectedGameObject.GetComponent<UnitObject> ().MoveTowardsAPlace (squareClickedIntCoords); //physicallymoveunit
							game.MovePiece (selectedUnit, squareClickedStringCoords); //move the unit in the unitDictionary - may be worth putting this in its own method here.
							SyncSceneUnitToDictionaryUnit (selectedUnit, selectedGameObject); //syncs the values in the Runit component on the board with the SquareDictionary values in the Game. 
							CheckDefensiveBonus (selectedUnit);
							board.DeselectPiece (); //hides the unit info HUD, deselects the piece in here and sets the gameController unitSelected values etc to null;
							game.CheckForGameOver (); 

						}
					}

					for (int i = 0; i < board.mergeableSquareCoords.Count; i++) {

						int[] intArray = board.mergeableSquareCoords [i];
						if (intArray [0] == squareClickedIntCoords [0] && intArray [1] == squareClickedIntCoords [1]) {

							//Debug.Log("merge piece requested");
							mergeUnit = FindSquareDictionrayUnitByCoords(squareClickedStringCoords);
							//Debug.Log (mergeUnit.coords + " merge unit coords are this and is there a unit occupying square? " + game.squareDictionary[stringCoords].squareOccupied + " and stringcoords are " + stringCoords);

							if (selectedUnit.numMoves > 0 && mergeUnit.numMoves > 0) {

								//tells UI controlelr to request merge or not.						
								UnityAction mergeAction = new UnityAction (() => {
									uiController.MergeUnits (); //hides hUD and calls Gamecontroller.MergeUnits
								});

								UnityAction cancelAction = new UnityAction (() => {
									uiController.CancelInput();	//cancels the merge;
								});

								uiController.PromptUser("Do you want to merge units of strength " + selectedUnit.strength + " and  new unit " + mergeUnit.strength + "?", mergeAction, cancelAction);
							} else {
								uiController.SetBasicInfoText ("Both units don't have enough moves to merge!", "Sorry!");
								uiController.ShowHUD (uiController.BasicInfoPopup);
							}
						}
					}
					for (int i = 0; i < board.battleSquareCoords.Count; i++) { //loop through all the squares that have been identified as battle squares
						int[] thisSquareIntCoords = board.battleSquareCoords [i];  //the coords of this partciular battle square

						if (thisSquareIntCoords [0] == squareClickedIntCoords [0] && thisSquareIntCoords [1] == squareClickedIntCoords [1]) { //if this is the same square that has been clicked on
							enqueueSystem.enquedPieceMovement.Add (selectedGameObject.GetComponent<RUnit> ().coords, squareClickedIntCoords); 
							selectedGameObject.GetComponent<UnitObject> ().MoveTowardsAPlace (squareClickedIntCoords);
							Debug.Log ("battle square coords are " + ConvertArrayToString(squareClickedIntCoords));
							selectedGameObject.GetComponent<UnitObject> ().ShowBattle (squareClickedIntCoords);


							RUnit defender = FindSquareDictionrayUnitByCoords (squareClickedStringCoords);
							RUnit attacker = selectedUnit;
							Mark battleWinner = game.DoBattle (attacker, defender);

							int defenderStartStrength = defender.strength;
							int attackerStartStrength = attacker.strength;

							if (battleWinner == attacker.allegiance) {
								//then it is the attacker that has won

								Battle thisBattle =	game.battleHistory [game.battleHistory.Count - 1];
								uiController.SetBasicInfoText ("Glorious Victory! Your losses were " + thisBattle.GetLossLevel (attacker.allegiance) + "!", "For God and Country!!");

								uiController.ShowHUD (uiController.BasicInfoPopup);
								uiController.HideHUD (uiController.UnitHUD);
								DestroyUnitByUnitDictionary (defender);
								CheckDefensiveBonus (attacker); //as the attacker may have just taken over a city, check their defensive bonus;
								SyncSceneUnitToDictionaryUnit (attacker, selectedGameObject);

							} else if (battleWinner == Mark.None) {

								Battle thisBattle = game.battleHistory [game.battleHistory.Count - 1];
								uiController.SetBasicInfoText ("Stalemate! Your losses were " + thisBattle.GetLossLevel (attacker.allegiance) + ". Spies report that enemy losses were " + thisBattle.GetLossLevel(defender.allegiance), "Okay");
								uiController.ShowHUD (uiController.BasicInfoPopup);
								uiController.HideHUD (uiController.UnitHUD);
								Debug.Log ("stalemate and attacker original coords are " + attacker.coords);

								int[] coordsToMoveTo = new int[2];
								coordsToMoveTo = ConvertStringToArray(attacker.coords, 2);

								selectedGameObject.GetComponent<UnitObject> ().MoveTowardsAPlace (coordsToMoveTo);
								SyncSceneUnitToDictionaryUnit (attacker, selectedGameObject);
								SyncSceneUnitToDictionaryUnit (defender, FindSceneUnitGameObjectBySquareDictionaryRUnit (defender));

							}else{
								uiController.SetBasicInfoText ("Disaster! Your troops have been routed!", "Retreat!");
								uiController.ShowHUD (uiController.BasicInfoPopup);
								DestroyUnitByUnitDictionary (attacker);
								SyncSceneUnitToDictionaryUnit (defender, FindSceneUnitGameObjectBySquareDictionaryRUnit (defender));
							}

							board.DeselectPiece ();
							game.CheckForGameOver ();
						}
					}
					// a piece is currently selected



				}
			}

		}

		board.RegenerateFogOfWar ();
		CheckCityOccupiedStatus ();
	}
Exemple #17
0
    public void ShowPossibleSquares(int[] intCoords, RUnit unit)
    {
        //After clicking on one of your units, show the squares that you can move to, take and merge with.
        //Debug.Log ("Show Possible Squares called");

        ClearAllSelectorSquares();          // if any are already instantiated for any reason, clear this and the lists that contain the movement squares etc.
        GameObject selectionSquare;


        if (unit.unitType == UnitType.Army)
        {
            for (int x = -1; x <= 1; x++)
            {
                for (int z = -1; z <= 1; z++)
                {
                    Vector3 selectorCoord = new Vector3();

                    selectorCoord.x = intCoords [0] + x + 0.5f;
                    selectorCoord.z = intCoords [1] + z + 0.5f;

                    int[] positionCoords = new int[] { intCoords[0] + x, intCoords[1] + z };

                    string coordsAsString = gameController.ConvertArrayToString(positionCoords);

                    if (selectorCoord.x < 0.5f || selectorCoord.z < 0.5f || selectorCoord.x > gameController.game.boardWidth || selectorCoord.z > gameController.game.boardHeight)
                    {
                        // don't instantiate out of range ie. do nothing (return cancels the loop)
                    }
                    else if (gameController.game.squareDictionary [coordsAsString].squareOccupied)
                    {
                        //if there is a unit there
                        if (gameController.game.squareDictionary [coordsAsString].unitOccupyingSquare.allegiance == unit.allegiance && gameController.game.squareDictionary [coordsAsString].unitOccupyingSquare.unitType == UnitType.Army)
                        {
                            //if it is a unit of my allegiance there

                            if (unit.coords != coordsAsString)
                            {
                                //stops a blue square forming on original position;
                                selectionSquare = blueSelectionSquarePrefab;

                                mergeableSquareCoords.Add(positionCoords);
                                GameObject newUnit = Instantiate(selectionSquare, selectorCoord, Quaternion.identity, selectionSquaresSpawner);
                                newUnit.tag = "selectorSquare";
                            }
                            else
                            {
                                //if we want to instantiate a special square that says where it came from.
                            }
                        }
                        else if (gameController.game.squareDictionary [coordsAsString].unitOccupyingSquare.allegiance == unit.allegiance && gameController.game.squareDictionary [coordsAsString].unitOccupyingSquare.unitType == UnitType.Fortress)
                        {
                            //If the unit in that space is a fortress of my allegiance then do nothing
                        }
                        else
                        {
                            //if it is an enemy unit there
                            selectionSquare = redSelectionSquarePrefab;
                            battleSquareCoords.Add(positionCoords);
                            GameObject newUnit = Instantiate(selectionSquare, selectorCoord, Quaternion.identity, selectionSquaresSpawner);
                            newUnit.tag = "selectorSquare";
                        }
                    }
                    else
                    {
                        //there is no unit there and it is a moveable square
                        selectionSquare = greenSelectionSquarePrefab;
                        GameObject newUnit = Instantiate(selectionSquare, selectorCoord, Quaternion.identity, selectionSquaresSpawner);
                        newUnit.tag = "selectorSquare";
                        possibleMovementCoords.Add(positionCoords);
                    }
                }
            }
        }
    }
Exemple #18
0
        public Mark DoBattle(RUnit attacker, RUnit defender)
        {
            //Definitions
            Mark battleWinner = Mark.None;             //overall winner (can be stalemate)
//			Mark winner = Mark.None; //nominal winner (i.e. they lost fewer troops)
//			Mark loser = Mark.None; //nominalloser

            string attackerCoords = attacker.coords;
            string defenderCoords = defender.coords;

            Battle newBattle = new Battle();

            //Set relative strengths of attacker and defender. Defenders might have an additional defensive bonus in place (e.g. if in a city).
            int attackerStrength = attacker.strength;
            int defenderStrength = defender.strength + defender.defensiveBonus;

            Debug.Log("attacker strength is " + attackerStrength + " and defender strength is " + defenderStrength);
            //Set the advantage multipliers. By default attacker is set to 1 and defender is set to 1.333 to simulate defensive bonus
            // the attackers multiplier could be changed by other factors (e.g. leadership etc) in future.
            float attackerAdvantageMultiplier = 1f;
            float defenderAdvantageMultiplier = 4f / 3f;

            Debug.Log("attacker advantage  is " + attackerAdvantageMultiplier + " and defender advantage is " + defenderAdvantageMultiplier);

            // randomizers give a random advantage to either defender or attacker and are separated in case we wish to further give more advantages
            float attackerRandomizer = Random.Range(0.1f, 10f);
            float defenderRandomizer = Random.Range(0.1f, 10f);

            Debug.Log("attacker randomizer is " + attackerRandomizer + " and defender randomizer is " + defenderRandomizer);


            //Odds are the relative proporiton of strength once al the above variables are added in.
            // For now it is based aroudn the attacker strength divided by defender strength times by multiplier and randomizer.
            float attackerOdds = ((0.5f * (attackerStrength / defenderStrength)) * attackerAdvantageMultiplier) * attackerRandomizer;
            float defenderOdds = ((0.5f * (defenderStrength / attackerStrength)) * defenderAdvantageMultiplier) * defenderRandomizer;

            Debug.Log("Attacker odds are: " + attackerOdds + " but defender odds are " + defenderOdds);

            //defines the nominal winner (i.e. who technically lost fewer percent of troops) - N.B. not the Battle winner (as an indecisive victory has the same technical effect as a stalemate).
//			if (attackerOdds > defenderOdds) {
//				//Then it is an attacker win;
//				winner = attacker.allegiance;
//				loser = defender.allegiance;
//
//			} else {
//				//Then it is a defefnder win;
//				winner = defender.allegiance;
//				loser = attacker.allegiance;
//			}

            //To determine the proportion of losses in line with caclulated odds, identify what prportion of the total both are as a percentage
            //N.B. may want to throw a further randomizer in there so it is not always in total proprtion ( to allow for pyhrric victories etc).
            float totalOddsValue  = attackerOdds + defenderOdds;
            float attackerPercent = (attackerOdds / totalOddsValue);
            float defenderPercent = (defenderOdds / totalOddsValue);


            //if the attacker has lost 90% of it is troops, destroy the unit.
            if (attackerPercent < 0.1)
            {
                DestroyPiece(attacker.coords);
                battleWinner = defender.allegiance;

                //if the defender has lost 90% of its troops, destroy the unit and declare attacker the battle winner
            }
            else if (defenderPercent < 0.1)
            {
                battleWinner = defender.allegiance;
                DestroyPiece(defender.coords);
                MovePiece(attacker, defender.coords);
            }
            else
            {
                //it was really a stalemate rather than an outright win, though there is a nominal winner.
                battleWinner      = Mark.None;
                attacker.strength = Mathf.RoundToInt(attackerStrength * attackerPercent);

                defender.strength = Mathf.RoundToInt(defenderStrength * defenderPercent);
            }

            //create a "Battle" instance, and set relative loss levles for each player.
            // add the battle to a list of battles (BattleHistory) so that we can access this info whenever we want.
            newBattle.SetWinner(battleWinner);
            newBattle.SetBattleTime();
            newBattle.SetLosses(attacker.allegiance, Mathf.RoundToInt((1 - attackerPercent) * attackerStrength), attacker.strength);
            newBattle.SetLosses(defender.allegiance, Mathf.RoundToInt((1 - defenderPercent) * defenderStrength), defender.strength);

            battleHistory.Add(newBattle);

            return(battleWinner);
        }