Esempio n. 1
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    /// <summary>
    /// Pick up a tile from the store
    /// </summary>
    /// <param name="gridPos">Which tile we clicked</param>
    public override void PickupTile(Vector2 gridPos)
    {
        // During the place state, player cannot pick tiles up from the store
        if (StateManager.State == GameState.PLACE_STATE)
        {
            return;
        }

        // During the buy phase
        ATile tile = grid[(int)gridPos.x, (int)gridPos.y];

        if (tile == null)
        {
            return;
        }

        // The player can only pick tiles up if they have the funds for it
        if (StateManager.ActivePlayer.CanAfford(tile.Price))
        {
            GivePlayerTile(tile.name);
        }
        else
        {
            Extensions.DoPopUp("Insufficient funds", 2);
        }
    }
Esempio n. 2
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    /// <summary>
    /// Place a tile onto the board
    /// </summary>
    /// <param name="tile">The tile to be place onto the board</param>
    /// <returns></returns>
    public override bool PlaceTile(ATile tile)
    {
        // During the buy phase, placing a tile removes its cost from the debt of the active player, and destroys the tile
        if (StateManager.State == GameState.BUY_STATE)
        {
            StateManager.ActivePlayer.Debt += tile.Price;
            Destroy(tile.gameObject);
        }

        // During the place phase, placing a tile deletes it if its owner is not the active player
        else
        {
            if (tile.owner != StateManager.ActivePlayer)
            {
                Destroy(tile.gameObject);
                StateManager.ActionCounter--;
            }
            else
            {
                Extensions.DoPopUp("Cannot Destroy own tiles", 2);
            }
        }

        // We succesfully placed the tile in the store
        return(true);
    }
Esempio n. 3
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    void Update()
    {
        switch (_state)
        {
        case EUnitState.Stop:
            break;

        case EUnitState.Move:
            MajActualFloor();
            _currentTileId = MajCurrentTileId(_currentTileId, _currentTile);
            _nextTile      = GetNexTile(_currentTileId);
            if (_nextTile != null)
            {
                MoveToTile(_nextTile);
            }
            break;

        case EUnitState.SearchPath:
            MajActualFloor();
            if (PathData != null && _currentTile != null)
            {
                _pathToFollow = FloorManager.Instance.GetPath(_currentTile, PathData.destinationTile);
                SetOnTopOfObject(_currentTile.transform);
                _state = EUnitState.Move;
            }
            else
            {
                Debug.Log("No path data or currentTile for this Unit : " + this.name);
            }
            break;
        }
    }
Esempio n. 4
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 internal void OnDestinationReach(ATile a_destinationReach)
 {
     if (a_destinationReach.Equals(PathData.destinationTile))
     {
         Destroy(this.gameObject);
     }
 }
Esempio n. 5
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    /// <summary>
    /// Pick a tile up from the board
    /// </summary>
    /// <param name="gridPos">The position in the grid of the tile we want to pick up</param>
    public override void PickupTile(Vector2 gridPos)
    {
        ATile tile = grid[(int)gridPos.x, (int)gridPos.y];

        if (tile == null)
        {
            return;
        }

        // We cannot pick tiles up if we are in the buy phase, or if we own them, but didn't place them this week
        if (StateManager.State == GameState.BUY_STATE ||
            (tile.owner == StateManager.ActivePlayer &&
             tile.placedWeek != StateManager.WeekCounter))
        {
            return;
        }

        // Taking a tile back takes back an action.
        if (tile.owner == StateManager.ActivePlayer)
        {
            StateManager.ActionCounter++;
        }

        // Remove the reward of the placed tile from the rewards that player gets every turn.
        tile.owner.Reward -= tile.Reward;

        base.PickupTile(gridPos);
    }
Esempio n. 6
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    /// <summary>
    /// Place a tile onto the board
    /// </summary>
    /// <param name="tile">The tile to be place onto the board</param>
    /// <returns></returns>
    public override bool PlaceTile(ATile tile)
    {
        // Prevent illegal placing
        if (StateManager.State == GameState.BUY_STATE || !base.PlaceTile(tile))
        {
            return(false);
        }

        // Placing a tile takes an action
        StateManager.ActionCounter--;

        tile.tilePositionState = TilePositionState.Board;

        // Tiles can be freely picked up if they were placed by the player this turn. Otherwise you can only pick up opponents tiles to destroy them.
        if (tile.owner == StateManager.ActivePlayer)
        {
            tile.placedWeek = StateManager.WeekCounter;
        }

        // Add the reward of the placed tile to the rewards that player gets every turn.
        tile.owner.Reward += tile.Reward;

        // We succeeded in placing the tile
        return(true);
    }
Esempio n. 7
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    private void MajActualFloor()
    {
        int layerMask = 1 << 8;

        // Physics
        RaycastHit hit;

        // Does the ray intersect any objects excluding the player layer
        if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.down), out hit, Mathf.Infinity, layerMask))
        {
            //SetOnTopOfObject(hit.collider.gameObject.transform);
            if (_currentGameObject != hit.collider.gameObject)
            {
                _currentGameObject = hit.collider.gameObject;
                ATile tile = hit.collider.gameObject.GetComponent <ATile>();
                if (tile && tile != _currentTile)
                {
                    _currentTile = tile;
                }
                Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.down) * hit.distance, Color.yellow);
            }
        }
        else
        {
            Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.down) * 1000, Color.white);
        }
    }
Esempio n. 8
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    /// <summary>
    /// Generates a tile
    /// </summary>
    /// <param name="i">The iteration, used to get the right tile</param>
    /// <param name="pos">The grid position for the new tile</param>
    ATile GenerateTile(int i, Vector2 pos)
    {
        ATile tile = Instantiate(prefabs[i]);

        tile.transform.position = GridPosToWorld(pos, transform.position.y);
        tile.storagePlace       = this;
        tile.gridPos            = pos;
        tile.tilePositionState  = TilePositionState.Store;
        return(tile);
    }
Esempio n. 9
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    // Set variables at the Start
    protected override void Start()
    {
        base.Start();
        width  = 3;
        height = 2;
        grid   = new ATile[width, height];

        tileWidth  = 1.25f;
        tileHeight = 1.2f;
    }
Esempio n. 10
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    // Set variables at the Start
    protected override void Start()
    {
        base.Start();
        width  = 7;
        height = 7;
        grid   = new ATile[width, height];

        tileWidth  = 1.333f;
        tileHeight = tileWidth;
    }
Esempio n. 11
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 /// <summary>
 /// Generates the tile in its grid
 /// </summary>
 void GenerateTiles()
 {
     // Iterate over all prefabs, calculating the gridpos and setting up the rest
     for (int i = 0; i < prefabs.Length; i++)
     {
         Vector2 pos  = new Vector2(i % width, i / width);
         ATile   tile = GenerateTile(i, pos);
         grid[(int)pos.x, (int)pos.y] = tile;
     }
 }
Esempio n. 12
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    /// <summary>
    /// Place a tile onto the board
    /// </summary>
    /// <param name="tile">The tile to be place onto the board</param>
    /// <returns></returns>
    public override bool PlaceTile(ATile tile)
    {
        // Prevent illegal moves
        if (tile.owner != owner || owner != StateManager.ActivePlayer || !base.PlaceTile(tile))
        {
            return(false);
        }

        // Set tile to greenhouse
        tile.tilePositionState = TilePositionState.GreenHouse;
        return(true);
    }
Esempio n. 13
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    private AStarWrapperTile GetWrapperFromTile(List <AStarWrapperTile> a_allTiles, ATile a_tile)
    {
        foreach (AStarWrapperTile tile in a_allTiles)
        {
            if (tile.tile.Equals(a_tile))
            {
                return(tile);
            }
        }

        return(null);
    }
    void Update()
    {
        if (UnitManager.gameUnits[UnitManager.currUnitTurn].playerControlled & UnitManager.actionPoints > 0)
        {
            if (Input.GetMouseButtonDown(0))
            {
                mousePos = Input.mousePosition;
                tilePos  = tileMap.WorldToCell(Camera.main.ScreenToWorldPoint(mousePos));

                //Thorws a raycast in the direction of the target
                RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(mousePos), Vector2.zero, Mathf.Infinity, mask);

                if (hit.collider != null)
                {
                    /*
                     *   Calculate pathfinding and apply
                     *
                     *   Insert Code Here
                     *
                     */

                    Vector3    mouseWorldPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                    Vector3Int clickPos      = tileMap.WorldToCell(mouseWorldPos);

                    // Temporary movment code
                    // jumpt to mouse click
                    StartCoroutine(moveOverSeconds(UnitManager.gameUnits[UnitManager.currUnitTurn].gameObject, tilePos));

                    // get cselected tile
                    ATile aTile = (ATile)tileMap.GetTile(tilePos);
                    //apply tile movement cost to available action points
                    UnitManager.actionPoints -= aTile.movementSpeed;
                }
            }
        }
        // if is AI controlled unit's turn and still has action points
        else if (UnitManager.actionPoints > 0)//AI's turn
        {
            AIUnitController.CalculateAITurn();
        }
        // if is AI controlled unit's turn and has no more action points
        else if (!UnitManager.gameUnits[UnitManager.currUnitTurn].playerControlled & UnitManager.actionPoints <= 0)
        {
            //Initiate next unit turn
        }
        // else wait for player to click end turn button
    }
Esempio n. 15
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    private ATile GetNexTile(int a_currentTileId)
    {
        ATile nextTile = null;

        if (a_currentTileId > -1 && _pathToFollow != null)
        {
            int destinationTileId = _currentTileId;
            if (_currentTileId < _pathToFollow.Count - 1)
            {
                destinationTileId++;
            }

            nextTile = _pathToFollow[destinationTileId];
        }

        return(nextTile);
    }
Esempio n. 16
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    private void MoveToTile(ATile a_tileDestination)
    {
        float x = Corp(this.transform.position.x, a_tileDestination.transform.position.x + (height * a_tileDestination.transform.up.x), speed * SGMGameManager.Instance.timeManager.DeltaTime(ETimeCategory.Gameplay));
        float y = Corp(this.transform.position.y, a_tileDestination.transform.position.y + (height * a_tileDestination.transform.up.y), speed * SGMGameManager.Instance.timeManager.DeltaTime(ETimeCategory.Gameplay));
        float z = Corp(this.transform.position.z, a_tileDestination.transform.position.z + (height * a_tileDestination.transform.up.z), speed * SGMGameManager.Instance.timeManager.DeltaTime(ETimeCategory.Gameplay));

        this.transform.position = new Vector3(x, y, z);

        /*
         * float distance = Vector3.Distance(this.transform.position, new Vector3(
         * a_tileDestination.transform.position.x + (height * a_tileDestination.transform.up.x),
         * a_tileDestination.transform.position.y + (height * a_tileDestination.transform.up.y),
         * a_tileDestination.transform.position.z + (height * a_tileDestination.transform.up.z)
         * ));
         * if( distance > -0.1 && distance < 0.1)
         *      canMove = false;
         */
    }
Esempio n. 17
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        private void ComputeInterPaths(int x, int y)
        {
            ATile tile = atiles[x, y];

            for (int ea = 0; ea < 3; ++ea)
            {
                Edge edgeA = tile.edges[ea];
                if (edgeA == null)
                {
                    continue;
                }

                for (int eb = ea + 1; eb < 4; ++eb)
                {
                    Edge edgeB = tile.edges[eb];
                    if (edgeB == null)
                    {
                        continue;
                    }

                    AStar.Path shortestPath = null;
                    for (int a = 0; a < edgeA.pts.Length; ++a)
                    {
                        Vec2I ptA = edgeA.pts[a];
                        for (int b = 0; b < edgeB.pts.Length; ++b)
                        {
                            Vec2I ptB  = edgeB.pts[b];
                            var   path = AStar.FindPath(
                                cacheInternal, ptA, tile.passFn, pt => pt == ptB, pt => Vec2I.Distance(ptB, pt));
                            if (shortestPath == null || path.g < shortestPath.g)
                            {
                                shortestPath = path;
                            }
                        }
                    }

                    tile.edges[ea].pathsToEdge[eb] = shortestPath;
                    tile.edges[eb].pathsToEdge[ea] = shortestPath.Reversed();
                }
            }
        }
Esempio n. 18
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    /// <summary>
    /// Place a tile onto the board
    /// </summary>
    /// <param name="tile">The tile to be place onto the board</param>
    /// <returns></returns>
    public virtual bool PlaceTile(ATile tile)
    {
        // Get the grid position where the mouse hovers
        Vector3 pos     = Extensions.inputSystem.GetCursorScreenPosition(10);
        Vector2 gridPos = WorldToGridPos(pos);

        // If there is already a tile, or if we try to illegally move a tile, return a fail
        if (grid[(int)gridPos.x, (int)gridPos.y] != null || (tile.owner != StateManager.ActivePlayer && tile.gridPos != gridPos))
        {
            return(false);
        }

        // Place tile in the grid and set tile variables
        grid[(int)gridPos.x, (int)gridPos.y] = tile;
        tile.transform.position = GridPosToWorld(gridPos, transform.position.y);
        tile.storagePlace       = this;
        tile.gridPos            = gridPos;

        // Return succes
        return(true);
    }
Esempio n. 19
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    /// <summary>
    /// Pick a tile up from the board
    /// </summary>
    /// <param name="gridPos">The position in the grid of the tile we want to pick up</param>
    public virtual void PickupTile(Vector2 gridPos)
    {
        // Only possible if the player has actions left
        if (StateManager.ActionCounter <= 0)
        {
            return;
        }

        // If there is tile, place it to hand and reset variables
        ATile tile = grid[(int)gridPos.x, (int)gridPos.y];

        if (tile != null)
        {
            tile.storagePlace      = null;
            tile.tilePositionState = TilePositionState.Hand;
            grid[(int)gridPos.x, (int)gridPos.y] = null;
        }
        else
        {
            Debug.Log("Tried to remove non-existent tile");
        }
    }
Esempio n. 20
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    private int MajCurrentTileId(int a_currentTileId, ATile a_currentTile)
    {
        int currentTileId = -1;

        if (a_currentTileId == -1 || !a_currentTile.Equals(_pathToFollow[a_currentTileId]))
        {
            currentTileId = -1;
            for (int i = 0; i < _pathToFollow.Count; i++)
            {
                if (_currentTile.Equals(_pathToFollow[i]))
                {
                    currentTileId = i;
                }
            }
        }
        else
        {
            currentTileId = a_currentTileId;
        }

        return(currentTileId);
    }
Esempio n. 21
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        //private readonly AStar.ISearchCache cacheAbstract;

        /* Debug Vis Stuff
         *
         * void KD_AddCircle(Vec2I pt, bool big)
         * {
         *  GameObject child = new GameObject();
         *  child.transform.SetParent(transform, false);
         *
         *  var color = Color.red * (big ? .8f : .4f);
         *  float rad = big ? .5f : .4f;
         *
         *  List<Vec2> pts = new List<Vec2>();
         *  for (int i = 0; i < 32; ++i)
         *  {
         *      float theta = i * 2 * Mathf.PI / 32f;
         *      float x = Mathf.Cos(theta) * rad;
         *      float y = Mathf.Sin(theta) * rad;
         *      pts.Add(new Vec2(x + pt.x + .5f, y + pt.y + .5f));
         *  }
         *
         *
         *  child.AddLineRenderer("Highlight", 2001, color, 1 / 32f, true, true, pts.ToArray());
         * }
         *
         * void KD_AddPath(IEnumerable<Vec2I> path)
         * {
         *  GameObject child = new GameObject();
         *  child.transform.SetParent(transform, false);
         *  child.AddLineRenderer("Highlight", 2000, Color.black, 1 / 32f, false, true,
         *      path.Select(pt => pt + new Vec2(.5f, .5f)).ToArray());
         * }
         *
         * void KD_AddSquare(Vec2I o)
         * {
         *  GameObject child = new GameObject();
         *  child.transform.SetParent(transform, false);
         *  child.AddLineRenderer("Highlight", 1999, Color.white, 1 / 32f, true, true,
         *      new Vec2[] {o, new Vec2(o.x + 8, o.y), new Vec2(o.x+8, o.y+8), new Vec2(o.x, o.y+8)} );
         * }
         *
         *      // K_deubg vis
         *      for (int xa = 0; xa < 8; ++xa)
         *      {
         *          for (int ya = 0; ya < 8; ++ya)
         *          {
         *              int x = 8 * xa;
         *              int y = 8 * ya;
         *              Vec2I o = new Vec2I(x, y);
         *              KD_AddSquare(o);
         *              var tile = nav.atiles[xa, ya];
         *              for (int ea = 0; ea < 4; ++ea)
         *              {
         *                  var edgeA = tile.edges[ea];
         *                  if (edgeA == null) continue;
         *
         *                  for (int i = 0; i < edgeA.pts.Length; ++i)
         *                      KD_AddCircle(o + edgeA.pts[i], ea % 2 == 0);
         *
         *                  for (int eb = ea + 1; eb < 4; ++eb)
         *                  {
         *                      var path = edgeA.pathsToEdge[eb];
         *                      if (path != null)
         *                          KD_AddPath(path.pts.Select(pt => pt + o));
         *                  }
         *              }
         *          }
         *      }*/


        public Nav__Unfinished(Vec2I size, Func <Vec2I, bool> passFn)
        {
            BB.Assert(size.x % aDim == 0);
            BB.Assert(size.y % aDim == 0);

            //this.size = size;
            this.passFn = passFn;

            this.asize  = new Vec2I(size.x / aDim, size.y / aDim);
            this.atiles = new ATile[asize.x, asize.y];
            for (int x = 0; x < asize.x; ++x)
            {
                for (int y = 0; y < asize.y; ++y)
                {
                    atiles[x, y] = new ATile(passFn, x, y);
                }
            }

            this.cacheInternal = AStar.CreateSearchCache(new Vec2I(aDim, aDim));
            //this.cacheAbstract = AStar.CreateSearchCache(asize);

            ComputeAbstract(); // ???
        }
Esempio n. 22
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    /// <summary>
    /// Picking a tile up from the store makes a new one of the correct type and color, and gives it to the player
    /// </summary>
    /// <param name="name">What kind of tile we want to make</param>
    public void GivePlayerTile(string name)
    {
        int    playerNr = StateManager.ActivePlayerNumber;
        Player player   = StateManager.ActivePlayer;

        // Only create tiles with a valid name
        if (!Extensions.playerTiles[playerNr].ContainsKey(name))
        {
            return;
        }

        // Create the tile
        ATile created = Instantiate(Extensions.playerTiles[playerNr][name]);

        created.storagePlace      = null;
        created.tilePositionState = TilePositionState.Hand;
        created.owner             = player;

        // Add the cost of the tile to the debt of the player
        Debug.Log("Adding Player Debt: " + StateManager.ActivePlayer.Debt + "\nAdding: " + created.Price);
        player.Debt -= created.Price;
        Debug.Log("Added Debt, debt remaining: " + StateManager.ActivePlayer.Debt);
    }
Esempio n. 23
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 internal void OnTeleport(ATile a_destinationToGo)
 {
     transform.position = a_destinationToGo.transform.position;
     SetOnTopOfObject(a_destinationToGo.transform);
 }
Esempio n. 24
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 public AStarWrapperTile(ATile a_tile)
 {
     this.tile = a_tile;
 }
Esempio n. 25
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 internal void RegisterFloor(ATile a_floor)
 {
     floors.Add(a_floor);
 }
Esempio n. 26
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    internal List <ATile> GetPath(ATile a_origin, ATile a_dest)
    {
        AStarPathFinder pathFinder = new AStarPathFinder();

        return(pathFinder.GetPath(floors, a_origin, a_dest));
    }
Esempio n. 27
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    // Source : http://theory.stanford.edu/~amitp/GameProgramming/ImplementationNotes.html

    public List <ATile> GetPath(List <ATile> a_tiles, ATile a_fromTile, ATile a_toTile)
    {
        List <ATile> path = new List <ATile>();

        // Initialize array
        List <AStarWrapperTile> allWrappedTiles = new List <AStarWrapperTile>();
        List <AStarWrapperTile> open            = new List <AStarWrapperTile>();
        List <AStarWrapperTile> close           = new List <AStarWrapperTile>();

        // Initialize AStarTiles
        AStarWrapperTile destination = null;

        foreach (ATile tile in a_tiles)
        {
            AStarWrapperTile wrappedTile = new AStarWrapperTile(tile);
            allWrappedTiles.Add(wrappedTile);

            if (tile.Equals(a_fromTile))
            {
                open.Add(wrappedTile);
            }

            if (tile.Equals(a_toTile))
            {
                destination = wrappedTile;
            }
        }

        // Compute Algorithm
        AStarWrapperTile currentNode = null;

        while (open.Count > 0)
        {
            float lowF = -1;
            // find the node with the least f on the open list, call it "q"
            foreach (AStarWrapperTile tile in open)
            {
                if (lowF == -1 || tile.f < lowF)
                {
                    lowF        = tile.f;
                    currentNode = tile;
                }
            }

            if (currentNode == destination)
            {
                break;
            }

            // pop q off the open list
            open.Remove(currentNode);
            // push q on the closed list
            close.Add(currentNode);

            List <Link> connections = currentNode.tile.GetConnections();
            for (int i = 0; i < connections.Count; i++)
            {
                Link             link = connections[i];
                AStarWrapperTile wrappedTileNeighboor = GetWrapperFromTile(allWrappedTiles, link.Tile);
                if (wrappedTileNeighboor != null && wrappedTileNeighboor.tile.isWalkable && !close.Contains(wrappedTileNeighboor))
                {
                    float gScore = currentNode.g + currentNode.getCostTo(wrappedTileNeighboor);

                    if (!open.Contains(wrappedTileNeighboor))
                    {
                        wrappedTileNeighboor.h = wrappedTileNeighboor.getHeuristicTo(destination);
                        open.Add(wrappedTileNeighboor);
                        wrappedTileNeighboor.parent = currentNode;
                        wrappedTileNeighboor.g      = gScore;
                        wrappedTileNeighboor.f      = wrappedTileNeighboor.g + wrappedTileNeighboor.h;
                    }
                    else if (gScore < wrappedTileNeighboor.g)
                    {
                        wrappedTileNeighboor.parent = currentNode;
                        wrappedTileNeighboor.g      = gScore;
                        wrappedTileNeighboor.f      = wrappedTileNeighboor.g + wrappedTileNeighboor.h;
                    }
                }
            }
        }

        // Construct final path
        AStarWrapperTile cursor = destination;

        while (cursor != null)
        {
            path.Add(cursor.tile);
            cursor = cursor.parent;
        }

        path.Reverse();
        return(path);
    }