/// <summary>
        /// Checks the necessary conditions to perform split.
        /// If satisfied, returns true and performs split.
        /// Otherwise, returns false.
        /// If split is performed, the frame moves to the newly created army.
        /// </summary>
        private bool ProcessSplitClickOnAdjacent(IntVector2 position)
        {
            //We must have a chosen army, active split mode,
            //target position should be reachable from the chosen one and should not be a pass,
            //we must not overcome the limit of our armies on the board.
            if (chosenArmyItem == null ||
                !splitButtonClicked ||
                boardStorage.GetBonusItem(position) is Pass ||
                !ReachableFromChosen(position))
            {
                return(false);
            }

            if (boardStorage.FindPlayerArmies(playerType).Count >= MAX_ARMIES)
            {
                //An attempt to create too many armies.
                armyText.DisplayMaximumArmiesOnBoard();
                return(false);
            }

            //All conditions satisfied, perform split.
            ProcessSplit(chosenArmyPosition, position);
            SetActiveFrame(position);
            SetSplitModeActive(false);
            chosenArmyItem     = null;
            chosenArmyPosition = null;
            return(true);
        }
        /// <summary>
        /// Creates an icon by the given sprite (it is inactive at this point) and fills the given cell with
        /// created ArmyStorageItem.
        /// </summary>
        private void CompleteArmyCellInitialization(BoardStorageItem[,] currentBoardTable, int col, int row,
                                                    Army currentArmy, Sprite currentSprite)
        {
            var iconGO = InstantiateIcon(currentSprite);

            iconGO.SetActive(false);
            currentBoardTable[col, row] = new ArmyStorageItem(currentArmy, iconGO);
        }
 /// <summary>
 /// Clears all move state.
 /// Clears the army text and disables the current frame (if exists).
 /// </summary>
 private void ClearMoveState()
 {
     SetActiveFrame(null);
     armyText.Clear();
     chosenArmyItem        = null;
     currentTargetPosition = null;
     currentMover          = null;
     chosenArmyPosition    = null;
     SetSplitModeActive(false);
 }
        /// <summary>
        /// Processes the single click.
        /// Updates move state if necessary.
        /// </summary>
        private void ProcessAction(IntVector2 position)
        {
            var chooseOrMoveClick = false;

            if (boardStorage.GetItem(position) is ArmyStorageItem)
            {
                //Click on a cell with an army.
                if (!ProcessClickOnArmy(position, ref chooseOrMoveClick))
                {
                    //Nothing to do, repeated click on the same army.
                    return;
                }
            }
            else
            {
                //Click on an empty cell.
                armyText.Clear();
                SetActiveFrame(null);
                if (ProcessSplitClickOnAdjacent(position))
                {
                    //It was a click on an empty cell in a split mode, already processed.
                    return;
                }
            }

            if (ProcessMoveClickOnAdjacent(position))
            {
                //It was a click on adjacent with the chosen cell, so army move was processed.
                //Note that adjacent cell can be both empty or with an army.
                //That is why we have this condition separate with the previous one.
                return;
            }

            if (!chooseOrMoveClick)
            {
                //It was not click to choose or move an army.
                //So drop the current state.
                chosenArmyItem     = null;
                chosenArmyPosition = null;

                //We process the pass only if it was not move click on it.
                if (boardStorage.GetBonusItem(position) is Pass)
                {
                    //It was a simple click on a pass since we have already processed any army move.
                    //So just change the current block.
                    var pass = boardStorage.GetBonusItem(position) as Pass;
                    pass.ChangeBlock();
                }
            }

            //Split mode is active only during the next click.
            SetSplitModeActive(false);
        }
        /// <summary>
        /// Determines whether the click was a chose click and remembers the clicked army, if so
        /// and if this army belongs to the player and is active.
        /// If it was an enemy army or an inactive army, drops the possibly previously chosen army.
        /// If it was not a choose click, nothing changes.
        /// Returns true if it was choose or move click.
        /// </summary>
        private bool ProcessChooseClick(IntVector2 position, ArmyStorageItem clickedArmyItem)
        {
            if (clickedArmyItem.Army.PlayerType != playerType || !((UserArmy)clickedArmyItem.Army).IsActive())
            {
                //A clicked army does not belong to the player or is inactive.
                return(false);
            }

            if (chosenArmyItem != null && ReachableFromChosen(position))
            {
                //It was a move click. Will be processed further.
                return(true);
            }

            //Remember the clicked army, it was a choose click.
            chosenArmyItem     = clickedArmyItem;
            chosenArmyPosition = position;
            return(true);
        }
Exemple #6
0
        private bool GetArmyColor(ArmyStorageItem armyItem, out Color color)
        {
            color = Color.clear;
            if (armyItem.Army is UserArmy userArmy)
            {
                color = GetUserArmyFrameColor(userArmy);
            }
            else if (armyItem.Army is NeutralFriendlyArmy)
            {
                color = neutralFriendlyArmyFrameColor;
            }
            else if (armyItem.Army is NeutralAggressiveArmy)
            {
                color = neutralAggressiveArmyFrameColor;
            }
            else
            {
                //Something strange on this cell.
                return(false);
            }

            return(true);
        }
 /// <summary>
 /// Transfers the given army and changes block.
 /// Removes the given army from the current block, changes the block and places the army to the new block.
 /// </summary>
 public void PassArmy(ArmyStorageItem army)
 {
     boardManager.GetCurrentBlock().SetItem(FromPosition, null);
     ChangeBlock();
     boardManager.GetCurrentBlock().SetItem(ToPosition, army);
 }
Exemple #8
0
 public ItemAndPosition(ArmyStorageItem item, Cell cell)
 {
     Item = item;
     Cell = cell;
 }