internal void UpdatePlayerRemainingMovement(ActorData actor, bool send = true) { ActorTurnSM turnSm = actor.gameObject.GetComponent <ActorTurnSM>(); ActorController actorController = actor.gameObject.GetComponent <ActorController>(); ActorMovement actorMovement = actor.GetActorMovement(); float movementCost = GetActorMovementCost(actor, out float lastStepCost); bool cannotExceedMaxMovement = GameplayData.Get()?.m_movementMaximumType == GameplayData.MovementMaximumType.CannotExceedMax; List <ActorTargeting.AbilityRequestData> abilityRequest = actor.TeamSensitiveData_authority.GetAbilityRequestData(); bool abilitySet = !abilityRequest.IsNullOrEmpty() && abilityRequest[0].m_actionType != AbilityData.ActionType.INVALID_ACTION; actor.RemainingHorizontalMovement = actorMovement.CalculateMaxHorizontalMovement() - movementCost; actor.RemainingMovementWithQueuedAbility = abilitySet ? actor.RemainingHorizontalMovement : actorMovement.CalculateMaxHorizontalMovement(true) - movementCost; actor.QueuedMovementAllowsAbility = abilitySet || (cannotExceedMaxMovement ? actor.RemainingMovementWithQueuedAbility >= 0 : actor.RemainingMovementWithQueuedAbility + lastStepCost > 0); Log.Info($"UpdatePlayerMovement: Basic: {actor.m_postAbilityHorizontalMovement}/{actor.m_maxHorizontalMovement}, +", $"Remaining: {actor.RemainingMovementWithQueuedAbility}/{actor.RemainingHorizontalMovement}, " + $"Movement cost: {movementCost}, Ability set: {abilitySet}, Ability allowed: {actor.QueuedMovementAllowsAbility}, " + $"Movement max type: {GameplayData.Get()?.m_movementMaximumType}"); actorMovement.UpdateSquaresCanMoveTo(); if (send) { actorController.CallRpcUpdateRemainingMovement(actor.RemainingHorizontalMovement, actor.RemainingMovementWithQueuedAbility); } }
public void CmdSetSquare(ActorTurnSM actorTurnSM, int x, int y, bool setWaypoint) { ActorData actor = actorTurnSM.gameObject.GetComponent <ActorData>(); if (!GameFlowData.Get().IsInDecisionState()) { Log.Info($"Recieved CmdSetSquare not in desicion state! {actor.DisplayName} [{x}, {y}] (setWaypoint = {setWaypoint})"); actorTurnSM.CallRpcTurnMessage((int)TurnMessage.MOVEMENT_REJECTED, 0); return; } Log.Info($"CmdSetSquare {actor.DisplayName} [{x}, {y}] (setWaypoint = {setWaypoint})"); BoardSquare boardSquare = Board.Get().GetSquare(x, y); ActorMovement actorMovement = actor.GetActorMovement(); if (!setWaypoint) { ClearMovementRequest(actor, false); } actorMovement.UpdateSquaresCanMoveTo(); if (!actor.CanMoveToBoardSquare(boardSquare)) { boardSquare = actorMovement.GetClosestMoveableSquareTo(boardSquare, false); } if (actor.TeamSensitiveData_authority.MovementLine == null) { actor.TeamSensitiveData_authority.MovementLine = new LineData.LineInstance(); } if (actor.TeamSensitiveData_authority.MovementLine.m_positions.Count == 0) { actor.TeamSensitiveData_authority.MovementLine.m_positions.Add(actor.InitialMoveStartSquare.GetGridPosition()); } BoardSquarePathInfo path = actorMovement.BuildPathTo(actor.TeamSensitiveData_authority.MoveFromBoardSquare, boardSquare); if (path == null) // TODO check cost { Log.Info($"CmdSetSquare: Movement rejected"); UpdatePlayerRemainingMovement(actor); // TODO updating because we cancelled movement - perhaps we should not cancel in this case actorTurnSM.CallRpcTurnMessage((int)TurnMessage.MOVEMENT_REJECTED, 0); return; } //List<GridPos> posList = path.ToGridPosPath(); List <GridPos> posList = new List <GridPos>(); for (var pathNode = path; pathNode.next != null; pathNode = pathNode.next) { posList.Add(pathNode.next.square.GetGridPosition()); // TODO why doesnt path.ToGridPosPath() work? } actor.TeamSensitiveData_authority.MovementLine.m_positions.AddRange(posList); actor.TeamSensitiveData_authority.MoveFromBoardSquare = boardSquare; actor.MoveFromBoardSquare = boardSquare; UpdatePlayerRemainingMovement(actor); actorTurnSM.CallRpcTurnMessage((int)TurnMessage.MOVEMENT_ACCEPTED, 0); }