Esempio n. 1
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        private void PlanDirectionDependent(PlanOfAttack poa)
        {
            Tile        startTile      = actor.tile;
            Directions  startDirection = actor.dir;
            var         list           = new List <AttackOption>();
            List <Tile> moveOptions    = GetMoveOptions();

            // Loop on the move options (movement range)
            for (int i = 0; i < moveOptions.Count; ++i)
            {
                Tile moveTile = moveOptions[i];
                actor.Place(moveTile);

                // Loop on the directions.
                for (int j = 0; j < 4; ++j)
                {
                    actor.dir = (Directions)j;
                    var actionOption = new AttackOption();
                    actionOption.target    = moveTile;
                    actionOption.direction = actor.dir;
                    RateFireLocation(poa, actionOption);
                    actionOption.AddMoveTarget(moveTile);
                    list.Add(actionOption);
                }
            }

            // Place the actor back to the initial tile. If we didn't do this, the
            // AI would be out of sync with the visuals.
            actor.Place(startTile);
            actor.dir = startDirection;
            PickBestOption(poa, list);
        }
Esempio n. 2
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    //position and facing angle matter. checks every facing for best option
    void PlanDirectionDependent(PlanOfAttack poa)
    {
        Tile                startTile      = actor.tile;
        Directions          startDirection = actor.dir;
        List <AttackOption> list           = new List <AttackOption>();
        List <Tile>         moveOptions    = GetMoveOptions();

        for (int i = 0; i < moveOptions.Count; ++i)
        {
            Tile moveTile = moveOptions[i];
            actor.Place(moveTile);

            for (int j = 0; j < 4; ++j)
            {
                actor.dir = (Directions)j;
                AttackOption ao = new AttackOption();
                ao.target    = moveTile;
                ao.direction = actor.dir;
                RateFireLocation(poa, ao);
                ao.AddMoveTarget(moveTile);
                list.Add(ao);
            }
        }

        actor.Place(startTile);
        actor.dir = startDirection;
        PickBestOption(poa, list);
    }
    void RateFireLocation(PlanOfAttack poa, AttackOption option)
    {
        if (poa.ability != null)
        {
            AbilityRange range = poa.ability.GetComponent <AbilityRange>();
            List <Tile>  tiles = range.GetTilesInRange(owner.board);
            option.targets = tiles;
            for (int i = 0; i < tiles.Count; ++i)
            {
                Tile tile = tiles[i];
                if (!poa.ability.GetComponent <AbilityEffectTarget>().IsTarget(tile))
                {
                    continue;
                }

                bool isMatch = IsAbilityTargetMatch(poa, tile);
                if (isMatch && poa.ability.GetComponent <BaseAbilityEffect>() is HealAbilityEffect)
                {
                    if (tile.content.GetComponent <Health>().FullHP)
                    {
                        option.AddMark(tile, false);
                        option.AddMark(tile, false);
                    }
                    else
                    {
                        option.AddMark(tile, isMatch);
                    }
                }
                option.AddMark(tile, isMatch);
            }
        }
    }
Esempio n. 4
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        private void RecordPlanetwarsLoss(AttackOption option)
        {
            if (option.OwnerFactionID != null)
            {
                if (option.OwnerFactionID == missedDefenseFactionID)
                {
                    missedDefenseCount++;
                }
                else
                {
                    missedDefenseCount     = 0;
                    missedDefenseFactionID = option.OwnerFactionID.Value;
                }
            }

            var message = string.Format("{0} won because nobody tried to defend", AttackingFaction.Name);

            foreach (var fac in factions)
            {
                server.GhostChanSay(fac.Shortcut, message);
            }

            var text = new StringBuilder();

            try
            {
                var db        = new ZkDataContext();
                var playerIds = option.Attackers.Select(x => x).Union(option.Defenders.Select(x => x)).ToList();

                /*PlanetWarsTurnHandler.EndTurn(option.Map,
                 *  null,
                 *  db,
                 *  0,
                 *  db.Accounts.Where(x => playerIds.Contains(x.Name) && (x.Faction != null)).ToList(),
                 *  text,
                 *  null,
                 *  db.Accounts.Where(x => option.Attackers.Contains(x.Name) && (x.Faction != null)).ToList(),
                 *  server.PlanetWarsEventCreator, server);*/
                PlanetWarsTurnHandler.ResolveBattleOutcome(option.Map,
                                                           null,
                                                           db,
                                                           0,
                                                           db.Accounts.Where(x => playerIds.Contains(x.Name) && (x.Faction != null)).ToList(),
                                                           db.Accounts.Where(x => option.Attackers.Contains(x.Name) && (x.Faction != null)).ToList(),
                                                           text,
                                                           null,
                                                           server.PlanetWarsEventCreator, server);
            }
            catch (Exception ex)
            {
                Trace.TraceError(ex.ToString());
                text.Append(ex);
            }
        }
Esempio n. 5
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    void PickBestOption(PlanOfAttack poa, List <AttackOption> list)
    {
        int bestScore = 1;
        List <AttackOption> bestOptions = new List <AttackOption>();

        for (int i = 0; i < list.Count; ++i)
        {
            AttackOption option = list[i];
            int          score  = option.GetScore(actor, poa.ability);
            if (score > bestScore)
            {
                bestScore = score;
                bestOptions.Clear();
                bestOptions.Add(option);
            }
            else if (score == bestScore)
            {
                bestOptions.Add(option);
            }
        }

        if (bestOptions.Count == 0)
        {
            poa.ability = null;             // Clear ability as a sign not to perform it
            return;
        }

        List <AttackOption> finalPicks = new List <AttackOption>();

        bestScore = 0;
        for (int i = 0; i < bestOptions.Count; ++i)
        {
            AttackOption option = bestOptions[i];
            int          score  = option.bestAngleBasedScore;
            if (score > bestScore)
            {
                bestScore = score;
                finalPicks.Clear();
                finalPicks.Add(option);
            }
            else if (score == bestScore)
            {
                finalPicks.Add(option);
            }
        }

        AttackOption choice = finalPicks[UnityEngine.Random.Range(0, finalPicks.Count)];

        poa.fireLocation = choice.target.pos;
        Debug.Log(choice.target.pos);
        poa.unit            = choice.target.content;
        poa.attackDirection = choice.direction;
        poa.moveLocation    = choice.bestMoveTile.pos;
    }
Esempio n. 6
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        private async Task StartChallenge(AttackOption attackOption)
        {
            Challenge     = attackOption;
            ChallengeTime = DateTime.UtcNow;
            AttackOptions.Clear();
            await UpdateLobby();

            await server.Broadcast(attackOption.Attackers, new PwAttackingPlanet()
            {
                PlanetID = attackOption.PlanetID
            });
        }
Esempio n. 7
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        public void Attack(Player player)
        {
            AttackOption attackOption = DetermineAttack(player, true);

            switch (attackOption.AttackCategory)
            {
            case AttackType.Physical:
                PhysicalAttack(player);
                break;

            case AttackType.Spell:
                switch (Spellbook[attackOption.AttackIndex].SpellCategory)
                {
                case SpellType.Fireball:
                    Spellbook[attackOption.AttackIndex].CastFireOffense(this, player, attackOption.AttackIndex);
                    break;

                case SpellType.Frostbolt:
                    Spellbook[attackOption.AttackIndex].CastFrostOffense(this, player, attackOption.AttackIndex);
                    break;

                case SpellType.Lightning:
                    Spellbook[attackOption.AttackIndex].CastArcaneOffense(this, player, attackOption.AttackIndex);
                    break;

                default:
                    throw new ArgumentOutOfRangeException();
                }
                break;

            case AttackType.Ability:
                switch (Abilities[attackOption.AttackIndex].AbilityCategory)
                {
                case Ability.PoisonBite:
                case Ability.TailWhip:
                    Abilities[attackOption.AttackIndex].UseOffenseDamageAbility(this, player, attackOption.AttackIndex);
                    break;

                case Ability.BloodLeech:
                    Abilities[attackOption.AttackIndex].UseBloodLeechAbility(this, player, attackOption.AttackIndex);
                    break;

                default:
                    throw new ArgumentOutOfRangeException();
                }
                break;

            default:
                throw new ArgumentOutOfRangeException();
            }
            GearHelper.DecreaseArmorDurability(player);
        }
Esempio n. 8
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        public void DetermineAttackUnitTest()
        {
            Player player = new Player("test", PlayerClassType.Mage)
            {
                HitPoints = 100, MaxHitPoints = 100
            };
            Monster monster = new Monster(3, MonsterType.Dragon);

            MonsterBuilder.BuildMonster(monster);
            OutputHelper.Display.ClearUserOutput();
            AttackOption attackChoice = monster.DetermineAttack(player, false);

            Assert.AreEqual(AttackType.Spell, attackChoice.AttackCategory);
            monster.EnergyPoints = 0;
            attackChoice         = monster.DetermineAttack(player, false);
            Assert.AreEqual(AttackType.Physical, attackChoice.AttackCategory);
        }
Esempio n. 9
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        private void PlanDirectionIndependent(PlanOfAttack poa)
        {
            Tile         startTile    = actor.tile;
            var          map          = new Dictionary <Tile, AttackOption>();
            AbilityRange abilityRange = poa.ability.GetComponent <AbilityRange>();
            List <Tile>  moveOptions  = GetMoveOptions();

            // Loop on the move options (movement range).
            for (int i = 0; i < moveOptions.Count; ++i)
            {
                Tile moveTile = moveOptions[i];
                actor.Place(moveTile);
                List <Tile> fireOptions = abilityRange.GetTilesInRange(bc.board);

                // Loop on the fire options (ability range).
                for (int j = 0; j < fireOptions.Count; ++j)
                {
                    Tile         fireTile     = fireOptions[j];
                    AttackOption attackOption = null;
                    if (map.ContainsKey(fireTile))
                    {
                        attackOption = map[fireTile];
                    }
                    else
                    {
                        attackOption           = new AttackOption();
                        attackOption.target    = fireTile;
                        attackOption.direction = actor.dir;
                        map[fireTile]          = attackOption;
                        RateFireLocation(poa, attackOption);
                    }

                    attackOption.AddMoveTarget(moveTile);
                }
            }

            // Place the actor back to the initial tile. If we didn't do this, the
            // AI would be out of sync with the visuals.
            actor.Place(startTile);
            var list = new List <AttackOption>(map.Values);

            PickBestOption(poa, list);
        }
Esempio n. 10
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        private void RateFireLocation(PlanOfAttack poa, AttackOption attackOption)
        {
            AbilityArea area  = poa.ability.GetComponent <AbilityArea>();
            List <Tile> tiles = area.GetTilesInArea(bc.board, attackOption.target.pos);

            attackOption.areaTargets   = tiles;
            attackOption.isCasterMatch = IsAbilityTargetMatch(poa, actor.tile);

            for (int i = 0; i < tiles.Count; ++i)
            {
                Tile tile = tiles[i];
                if (actor.tile == tiles[i] || !poa.ability.IsTarget(tile))
                {
                    continue;
                }

                bool isMatch = IsAbilityTargetMatch(poa, tile);
                attackOption.AddMark(tile, isMatch);
            }
        }
Esempio n. 11
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    void PlanDirectionIndependent(PlanOfAttack poa)
    {
        Tile startTile = actor.tile;
        Dictionary <Tile, AttackOption> map = new Dictionary <Tile, AttackOption>();
        AbilityRange ar          = poa.ability.GetComponent <AbilityRange>();
        List <Tile>  moveOptions = GetMoveOptions();

        for (int i = 0; i < moveOptions.Count; ++i)
        {
            Tile moveTile = moveOptions[i];
            actor.Place(moveTile);
            List <Tile> fireOptions = ar.GetTilesInRange(bc.board);

            for (int j = 0; j < fireOptions.Count; ++j)
            {
                Tile         fireTile = fireOptions[j];
                AttackOption ao       = null;
                if (map.ContainsKey(fireTile))
                {
                    ao = map[fireTile];
                }
                else
                {
                    ao            = new AttackOption();
                    map[fireTile] = ao;
                    ao.target     = fireTile;
                    ao.direction  = actor.dir;
                    RateFireLocation(poa, ao);
                }

                ao.AddMoveTarget(moveTile);
            }
        }

        actor.Place(startTile);
        List <AttackOption> list = new List <AttackOption>(map.Values);

        PickBestOption(poa, list);
    }
Esempio n. 12
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        private List <Faction> GetDefendingFactions(AttackOption target)
        {
            if (target.OwnerFactionID != null)
            {
                var ret = new List <Faction>();
                ret.Add(factions.Find(x => x.FactionID == target.OwnerFactionID));

                // add allies as defenders
                using (var db = new ZkDataContext())
                {
                    var planet = db.Planets.Find(target.PlanetID);
                    foreach (var of in db.Factions.Where(x => !x.IsDeleted && x.FactionID != target.OwnerFactionID && x.FactionID != AttackingFaction.FactionID))
                    {
                        if (of.GaveTreatyRight(planet, x => x.EffectBalanceSameSide == true))
                        {
                            ret.Add(of);
                        }
                    }
                }
                return(ret);
            }

            return(factions.Where(x => x != AttackingFaction).ToList());
        }
Esempio n. 13
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        /// <summary>
        /// Picks the best option from a list of attack options using the score of
        /// each option.
        /// - If a best option is found (score > 0), the plan of attack is updated
        /// with the necessary locations and direction.
        /// - If there is not best option, the plan of attack's ability is set
        /// to null and nothing else is done.
        /// </summary>
        ///
        /// <param name="poa">The plan of attack.</param>
        /// <param name="list">The list of options.</param>
        private void PickBestOption(PlanOfAttack poa, List <AttackOption> list)
        {
            int bestScore   = 1;
            var bestOptions = new List <AttackOption>();

            // Loop on all the options.
            for (int i = 0; i < list.Count; ++i)
            {
                AttackOption option = list[i];
                int          score  = option.GetScore(actor, poa.ability);

                // If the option's score is better than the current best, replace the
                // best and keep only it in the best options list.
                if (score > bestScore)
                {
                    bestScore = score;
                    bestOptions.Clear();
                    bestOptions.Add(option);
                }
                // If the option's score is the same as the current best, simply add
                // it to the best options list.
                else if (score == bestScore)
                {
                    bestOptions.Add(option);
                }
            }

            // If there is not best options, clear the plan of attack's ability and
            // stop here.
            if (bestOptions.Count == 0)
            {
                poa.ability = null;
                return;
            }

            var finalOptions = new List <AttackOption>();

            bestScore = 0;

            // Loop on the best options.
            // TODO: Use the same method to get the best options and the final options (refactor).
            for (int i = 0; i < bestOptions.Count; ++i)
            {
                AttackOption option = bestOptions[i];
                int          score  = option.bestAngleBasedScore;
                if (score > bestScore)
                {
                    bestScore = score;
                    finalOptions.Clear();
                    finalOptions.Add(option);
                }
                else if (score == bestScore)
                {
                    finalOptions.Add(option);
                }
            }

            // Pick a random option and use it to populate the plan of attack's fields.
            AttackOption finalOption = finalOptions[Random.Range(0, finalOptions.Count)];

            poa.fireLocation    = finalOption.target.pos;
            poa.attackDirection = finalOption.direction;
            poa.moveLocation    = finalOption.bestMoveTile.pos;
        }
Esempio n. 14
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    public void StartToProcessOptions(JSONObject jsonObject)
    {
        int count = 0;

        foreach (JSONObject j in jsonObject["options"].list)
        {
            switch (j["option_type"].str)
            {
            case MULLIGAN:
                //WHY DID I DO THIS

                /*
                 * Mulligan m = new Mulligan();
                 * m.n = count;
                 * //   m.cardGuid = j["cardGuid"].str;
                 * count++;
                 * if(!options.ContainsKey(m.cardGuid))
                 * {
                 *  options.Add(m.cardGuid, new List<Option>());
                 * }
                 *
                 * options[m.cardGuid].Add(m);
                 * */
                break;

            case NO_MULLIGAN:

                NoMulligan nm = new NoMulligan();
                nm.n = count;

                count++;
                if (!options.ContainsKey(noMulliganKey))
                {
                    options.Add(noMulliganKey, new List <Option>());
                }

                options[noMulliganKey].Add(nm);
                break;

            case END_TURN:

                EndTurn et = new EndTurn();
                et.n = count;

                count++;
                if (!options.ContainsKey(END_TURN))
                {
                    options.Add(END_TURN, new List <Option>());
                }

                options[END_TURN].Add(et);
                break;

            case PLAY_CARD:

                PlayCardOption pc = new PlayCardOption();
                pc.n          = count;
                pc.cardGuid   = j["source_uid"].n.ToString();
                pc.targetGuid = j["target_uid"].n.ToString();

                count++;
                if (!options.ContainsKey(pc.cardGuid))
                {
                    options.Add(pc.cardGuid, new List <Option>());
                }

                options[pc.cardGuid].Add(pc);
                break;

            case ATTACK:

                AttackOption a = new AttackOption();
                a.n            = count;
                a.cardGuid     = j ["source_uid"].n.ToString();
                a.defenderGuid = j["target_uid"].n.ToString();

                count++;
                if (!options.ContainsKey(a.cardGuid))
                {
                    options.Add(a.cardGuid, new List <Option>());
                }

                options[a.cardGuid].Add(a);
                break;

            case HERO_POWER:
                break;

            case PLAY_SPELL:

                PlaySpellOption ps = new PlaySpellOption();
                ps.n        = count;
                ps.cardGuid = j["cardGuid"].n.ToString();
                ps.target   = j["targetGuid"].n.ToString();

                count++;
                if (!options.ContainsKey(ps.cardGuid))
                {
                    options.Add(ps.cardGuid, new List <Option>());
                }
                options[ps.cardGuid].Add(ps);

                break;

            default:

                break;
            }
        }
    }
Esempio n. 15
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    void OnGUI()
    {
        //Player 1's hp bar
        float hpRatio = (float)player1.hpCurrent / (float)player1.hpMax;
        float targetBarWidth = healthBar.width * hpRatio;
        float deltaValue = targetBarWidth - healthBar1Width;
        healthBar1Width += deltaValue / 8;
        if (Mathf.Abs(deltaValue) < .02f) healthBar1Width = targetBarWidth;
        if (healthBar1Width == targetBarWidth) targetHealthReached = true;
        GUI.DrawTexture(new Rect(10, Screen.height - healthBack.height - 20, healthBack.width, healthBack.height), healthBack, ScaleMode.StretchToFill);
        GUI.DrawTexture(new Rect(10, Screen.height - healthBar.height - 20, healthBar1Width, healthBar.height), healthBar, ScaleMode.StretchToFill);
        GUI.Label(new Rect(10, Screen.height - 20, 100, 25), player1.hpCurrent + "/" + player1.hpMax);

        //Player 2's hp bar
        hpRatio = (float)player2.hpCurrent / (float)player2.hpMax;
        targetBarWidth = healthBar.width * hpRatio;
        healthBar2Width += (targetBarWidth - healthBar2Width) / 8;
        if (Mathf.Abs(targetBarWidth - healthBar2Width) < .02f) healthBar2Width = targetBarWidth;
        if (healthBar1Width == targetBarWidth) targetHealthReached2 = true;
        GUI.DrawTexture(new Rect(Screen.width - healthBack.width - 10, Screen.height - healthBack.height - 20, healthBack.width, healthBack.height), healthBack, ScaleMode.StretchToFill);
        GUI.DrawTexture(new Rect(Screen.width - healthBar2Width - 10, Screen.height - healthBar.height - 20, healthBar2Width, healthBar.height), healthBar, ScaleMode.StretchToFill);
        GUI.Label(new Rect(Screen.width - 40, Screen.height - 20, 50, 25), player2.hpCurrent + "/" + player2.hpMax);

        //Player 1's endurance bar
        float enduranceRatio = (float)player1.enduranceCurrent / (float)player1.enduranceMax;
        float barHeight = enduranceBar.height * enduranceRatio;
        enduranceBar1Height += (barHeight - enduranceBar1Height) / 8;
        if (Mathf.Abs(barHeight - enduranceBar1Height) < .02f) enduranceBar1Height =  barHeight;
        if (enduranceBar1Height == barHeight && playerTurn == PlayerIndex.One) targetEnduranceReached = true;
        GUI.DrawTexture(new Rect(10, Screen.height - enduranceBack.height - 60, enduranceBack.width, enduranceBack.height), enduranceBack, ScaleMode.StretchToFill);
        GUI.DrawTexture(new Rect(10, Screen.height - enduranceBar1Height - 60, enduranceBar.width, enduranceBar1Height), enduranceBar, ScaleMode.StretchToFill);
        GUI.Label(new Rect(15 + enduranceBar.width, Screen.height - 85, 100, 25), player1.enduranceCurrent + "/" + player1.enduranceMax);

        //Player 2's endurance bar
        enduranceRatio = (float)player2.enduranceCurrent / (float)player2.enduranceMax;
        barHeight = enduranceBar.height * enduranceRatio;
        enduranceBar2Height += (barHeight - enduranceBar2Height) / 8;
        if (Mathf.Abs(barHeight - enduranceBar2Height) < .02f) enduranceBar2Height = barHeight;
        if (enduranceBar2Height == barHeight && playerTurn == PlayerIndex.Two) targetEnduranceReached = true;
        GUI.DrawTexture(new Rect(Screen.width - enduranceBack.width - 10, Screen.height - enduranceBack.height - 60, enduranceBack.width, enduranceBack.height), enduranceBack, ScaleMode.StretchToFill);
        GUI.DrawTexture(new Rect(Screen.width - enduranceBar.width - 10, Screen.height - enduranceBar2Height - 60, enduranceBar.width, enduranceBar2Height), enduranceBar, ScaleMode.StretchToFill);
        GUI.Label(new Rect(Screen.width - enduranceBar.width - 45, Screen.height - 85, 100, 25), player2.enduranceCurrent + "/" + player2.enduranceMax);

        switch (turnStage) //Depending on the turn stage, the GUI does different things
        {

        case TurnStage.PlayerStart:

            //Player must hit button to start their turn
            string playerString = "";
            if (playerTurn == PlayerIndex.One) playerString = "Player 1";
            else playerString = "Player 2";
            if (GUI.Button(new Rect(Screen.width / 2, Screen.height / 2, 100, 20), playerString + " Start!"))
            {
                turnStage = TurnStage.RecoverEndurance;
            }

            break;

        case TurnStage.RecoverEndurance:
            //Labels the stage
            GUI.Label(new Rect(Screen.width / 2 - 100, 50, 200, 20), "Recovery Stage");

            break;

        case TurnStage.ChooseAttack:
            //Labels the stage
            GUI.Label(new Rect(Screen.width / 2 - 100, 50, 200, 20), "Choose Attack");

            for (int i = 0; i < attacker.attackList.Count; i++) //Goes through all the attack options for the current attacker
            {
                //Creates a button for each attack option
                AttackOption atk = attacker.attackList[i];
                float cellHeight = 60;
                //If player has enough endurance, button is green. If not, button is red
                if (attacker.enduranceCurrent < atk.enduranceCost) GUI.color = Color.red;
                else GUI.color = Color.green;
                float yValue = (Screen.height / 2 - (float)attacker.attackList.Count / 2 * cellHeight) + (i * cellHeight) + 10;
                if (GUI.Button(new Rect(Screen.width / 2 - 200, yValue, 400, 40), "|" + atk.attackName + "| " + atk.attackGroup.ToString() + " " + atk.attackMethod.ToString() + " Power: " + atk.basePower + " Cost: " + atk.enduranceCost + "\n" + atk.attackDescription))
                {
                    if(attacker.enduranceCurrent >= atk.enduranceCost){
                        currentAttack = atk;
                        turnStage = TurnStage.ChooseAttackType;
                    }
                }
            }
            //Player can choose to not attack
            GUI.color = Color.green;
            if(GUI.Button (new Rect(Screen.width / 2 - 100, Screen.height / 2 + 200, 200, 40), "Don't Attack")){
                currentAttack = null;
                turnStage = TurnStage.ChooseDefense;
            }

            break;

        case TurnStage.ChooseAttackType:

            //Player can choose either rock, paper, or scissors for their attack type
            //Creates a button for each
            GUI.Label(new Rect(Screen.width / 2 - 100, 50, 200, 20), "Jan-ken Attack!");
            float cellHeight2 = 60;
            float yValue2 = (Screen.height / 2 - 3f / 2 * cellHeight2) + (0 * cellHeight2) + 10;
            if (GUI.Button(new Rect(Screen.width / 2 - 200, yValue2, 400, 40), "ROCK"))
            {
                actionAttack = ActionType.Rock;
                turnStage = TurnStage.ExecuteAttack;
            }

            cellHeight2 = 60;
            yValue2 = (Screen.height / 2 - 3f / 2 * cellHeight2) + (1 * cellHeight2) + 10;
            if (GUI.Button(new Rect(Screen.width / 2 - 200, yValue2, 400, 40), "PAPER"))
            {
                actionAttack = ActionType.Paper;
                turnStage = TurnStage.ExecuteAttack;
            }

            cellHeight2 = 60;
            yValue2 = (Screen.height / 2 - 3f / 2 * cellHeight2) + (2 * cellHeight2) + 10;
            if (GUI.Button(new Rect(Screen.width / 2 - 200, yValue2, 400, 40), "SCISSORS"))
            {
                actionAttack = ActionType.Scissors;
                turnStage = TurnStage.ExecuteAttack;
            }

            break;

        case TurnStage.ChooseDefense:
            //Labels the stage
            GUI.Label(new Rect(Screen.width / 2 - 100, 50, 200, 20), "Choose Defense");

            for (int i = 0; i < attacker.defendList.Count; i++) //Goes through all the defend options for the current player
            {
                //Creates a button for each defend option
                DefendOption def = attacker.defendList[i];
                float cellHeight = 60;
                //If player has enough endurance, button is green, if not, button is red
                if (attacker.enduranceCurrent < def.enduranceCost) GUI.color = Color.red;
                else GUI.color = Color.green;
                float yValue = (Screen.height / 2 - (float)attacker.attackList.Count / 2 * cellHeight) + (i * cellHeight) + 10;
                if (GUI.Button(new Rect(Screen.width / 2 - 200, yValue, 400, 40), "|" + def.defendName + "| " + def.defendGroup.ToString() + " "  + " Defense strength: " + def.baseDefense + " Cost: " + def.enduranceCost + "\n" + def.defendDescription))
                {
                    if(attacker.enduranceCurrent >= def.enduranceCost){
                        currentDefend = def;
                        turnStage = TurnStage.ChooseDefenseType;
                        attacker.UseEndurance(currentDefend.enduranceCost);

                    }
                }
            }
            //Player can choose to not defend
            GUI.color = Color.green;
            if(GUI.Button (new Rect(Screen.width / 2 - 100, Screen.height / 2 + 100, 200, 40), "Don't Defend")){
                currentDefend = null;
                turnStage = TurnStage.ChooseDefenseType;
            }

            break;

        case TurnStage.ChooseDefenseType:

            //If the player has chosen to defend, they can choose rock, paper, or scissors for defend type
            if(currentDefend != null){

                GUI.Label(new Rect(Screen.width / 2 - 100, 50, 200, 20), "Jan-ken Attack!");
                cellHeight2 = 60;
                yValue2 = (Screen.height / 2 - 3f / 2 * cellHeight2) + (0 * cellHeight2) + 10;
                if (GUI.Button(new Rect(Screen.width / 2 - 200, yValue2, 400, 40), "ROCK"))
                {
                    actionDefend = ActionType.Rock;
                    turnStage = TurnStage.PlayerStart;
                    if(playerTurn == PlayerIndex.One) playerTurn = PlayerIndex.Two;
                    else playerTurn = PlayerIndex.One;
                    DefendParticleGo();

                }

                cellHeight2 = 60;
                yValue2 = (Screen.height / 2 - 3f / 2 * cellHeight2) + (1 * cellHeight2) + 10;
                if (GUI.Button(new Rect(Screen.width / 2 - 200, yValue2, 400, 40), "PAPER"))
                {
                    actionDefend = ActionType.Paper;
                    turnStage = TurnStage.PlayerStart;
                    if(playerTurn == PlayerIndex.One) playerTurn = PlayerIndex.Two;
                    else playerTurn = PlayerIndex.One;
                    DefendParticleGo();
                }

                cellHeight2 = 60;
                yValue2 = (Screen.height / 2 - 3f / 2 * cellHeight2) + (2 * cellHeight2) + 10;
                if (GUI.Button(new Rect(Screen.width / 2 - 200, yValue2, 400, 40), "SCISSORS"))
                {
                    actionDefend = ActionType.Scissors;
                    turnStage = TurnStage.PlayerStart;
                    if(playerTurn == PlayerIndex.One) playerTurn = PlayerIndex.Two;
                    else playerTurn = PlayerIndex.One;
                    DefendParticleGo();
                }

            }
            else //If there was no defend chosen, then we just skip ahead
            {
                turnStage = TurnStage.PlayerStart;
                if(playerTurn == PlayerIndex.One) playerTurn = PlayerIndex.Two;
                else playerTurn = PlayerIndex.One;
            }
            break;

        case TurnStage.EndOfBattle:

            //Displays which player won and provides a button that will take players to the upgrade screen
            playerString = "";
            if (losingPlayer.playerIndex == PlayerIndex.Two) playerString = "Player 1";
            else playerString = "Player 2";
            if (GUI.Button(new Rect(Screen.width / 2, Screen.height / 2, 100, 20), playerString + " Wins!"))
            {
                battleEnd = true;
            }
            break;

        }
    }
Esempio n. 16
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        List <Faction> GetDefendingFactions(AttackOption target)
        {
            if (target.OwnerFactionID != null)
            {
                return new List <Faction> {
                           factions.Find(x => x.FactionID == target.OwnerFactionID)
                }
            }
            ;
            return(factions.Where(x => x != AttackingFaction).ToList());
        }

        void JoinPlanetAttack(int targetPlanetId, string userName)
        {
            AttackOption attackOption = AttackOptions.Find(x => x.PlanetID == targetPlanetId);

            if (attackOption != null)
            {
                User user;

                if (tas.ExistingUsers.TryGetValue(userName, out user))
                {
                    var     db      = new ZkDataContext();
                    Account account = Account.AccountByLobbyID(db, user.LobbyID);
                    if (account != null && account.FactionID == AttackingFaction.FactionID && account.CanPlayerPlanetWars())
                    {
                        // remove existing user from other options
                        foreach (AttackOption aop in AttackOptions)
                        {
                            aop.Attackers.RemoveAll(x => x == userName);
                        }

                        // add user to this option
                        if (attackOption.Attackers.Count < attackOption.TeamSize)
                        {
                            attackOption.Attackers.Add(user.Name);
                            tas.Say(TasClient.SayPlace.Channel, user.Faction, string.Format("{0} joins attack on {1}", userName, attackOption.Name), true);

                            if (attackOption.Attackers.Count == attackOption.TeamSize)
                            {
                                StartChallenge(attackOption);
                            }
                            else
                            {
                                UpdateLobby();
                            }
                        }
                    }
                }
            }
        }

        void JoinPlanetDefense(int targetPlanetID, string userName)
        {
            if (Challenge != null && Challenge.PlanetID == targetPlanetID && Challenge.Defenders.Count < Challenge.TeamSize)
            {
                User user;
                if (tas.ExistingUsers.TryGetValue(userName, out user))
                {
                    var     db      = new ZkDataContext();
                    Account account = Account.AccountByLobbyID(db, user.LobbyID);
                    if (account != null && GetDefendingFactions(Challenge).Any(y => y.FactionID == account.FactionID) && account.CanPlayerPlanetWars())
                    {
                        if (!Challenge.Defenders.Any(y => y == user.Name))
                        {
                            Challenge.Defenders.Add(user.Name);
                            tas.Say(TasClient.SayPlace.Channel, user.Faction, string.Format("{0} joins defense of {1}", userName, Challenge.Name), true);

                            if (Challenge.Defenders.Count == Challenge.TeamSize)
                            {
                                AcceptChallenge();
                            }
                            else
                            {
                                UpdateLobby();
                            }
                        }
                    }
                }
            }
        }

        void RecordPlanetwarsLoss(AttackOption option)
        {
            if (option.OwnerFactionID != null)
            {
                if (option.OwnerFactionID == missedDefenseFactionID)
                {
                    missedDefenseCount++;
                }
                else
                {
                    missedDefenseCount     = 0;
                    missedDefenseFactionID = option.OwnerFactionID.Value;
                }
            }


            var message = string.Format("{0} won because nobody tried to defend", AttackingFaction.Name);

            foreach (var fac in factions)
            {
                tas.Say(TasClient.SayPlace.Channel, fac.Shortcut, message, true);
            }


            var text = new StringBuilder();

            try
            {
                var           db        = new ZkDataContext();
                List <string> playerIds = option.Attackers.Select(x => x).Union(option.Defenders.Select(x => x)).ToList();


                PlanetWarsTurnHandler.EndTurn(option.Map, null, db, 0, db.Accounts.Where(x => playerIds.Contains(x.Name) && x.Faction != null).ToList(), text, null, db.Accounts.Where(x => option.Attackers.Contains(x.Name) && x.Faction != null).ToList());
            }
            catch (Exception ex)
            {
                Trace.TraceError(ex.ToString());
                text.Append(ex);
            }
        }

        void ResetAttackOptions()
        {
            AttackOptions.Clear();
            AttackerSideChangeTime = DateTime.UtcNow;
            Challenge     = null;
            ChallengeTime = null;

            using (var db = new ZkDataContext())
            {
                var gal      = db.Galaxies.First(x => x.IsDefault);
                int cnt      = 2;
                var attacker = db.Factions.Single(x => x.FactionID == AttackingFaction.FactionID);
                var planets  = gal.Planets.Where(x => x.OwnerFactionID != AttackingFaction.FactionID).OrderByDescending(x => x.PlanetFactions.Where(y => y.FactionID == AttackingFaction.FactionID).Sum(y => y.Dropships)).ThenByDescending(x => x.PlanetFactions.Where(y => y.FactionID == AttackingFaction.FactionID).Sum(y => y.Influence)).ToList();
                // list of planets by attacker's influence

                foreach (var planet in planets)
                {
                    if (planet.CanMatchMakerPlay(attacker))
                    {
                        // pick only those where you can actually attack atm
                        InternalAddOption(planet);
                        cnt--;
                    }
                    if (cnt == 0)
                    {
                        break;
                    }
                }

                if (!AttackOptions.Any(y => y.TeamSize == 2))
                {
                    var planet = planets.FirstOrDefault(x => x.TeamSize == 2 && x.CanMatchMakerPlay(attacker));
                    if (planet != null)
                    {
                        InternalAddOption(planet);
                    }
                }
            }

            UpdateLobby();

            tas.Say(TasClient.SayPlace.Channel, AttackingFaction.Shortcut, "It's your turn! Select a planet to attack", true);
        }

        void InternalAddOption(Planet planet)
        {
            AttackOptions.Add(new AttackOption
            {
                PlanetID       = planet.PlanetID,
                Map            = planet.Resource.InternalName,
                OwnerFactionID = planet.OwnerFactionID,
                Name           = planet.Name,
                TeamSize       = planet.TeamSize,
            });
        }

        void SaveStateToDb()
        {
            var    db  = new ZkDataContext();
            Galaxy gal = db.Galaxies.First(x => x.IsDefault);

            gal.MatchMakerState = JsonConvert.SerializeObject((MatchMakerState)this);

            gal.AttackerSideCounter    = AttackerSideCounter;
            gal.AttackerSideChangeTime = AttackerSideChangeTime;
            db.SubmitAndMergeChanges();
        }

        void StartChallenge(AttackOption attackOption)
        {
            Challenge     = attackOption;
            ChallengeTime = DateTime.UtcNow;
            AttackOptions.Clear();
            UpdateLobby();
        }

        void TasOnChannelUserAdded(object sender, TasEventArgs args)
        {
            string  chan     = args.ServerParams[0];
            string  userName = args.ServerParams[1];
            Faction faction  = factions.FirstOrDefault(x => x.Shortcut == chan);

            if (faction != null)
            {
                var db  = new ZkDataContext();
                var acc = Account.AccountByName(db, userName);
                if (acc != null && acc.CanPlayerPlanetWars())
                {
                    UpdateLobby(userName);
                }
            }
        }

        /// <summary>
        ///     Intercept channel messages for attacking/defending
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="args"></param>
        void TasOnPreviewSaid(object sender, CancelEventArgs <TasSayEventArgs> args)
        {
            if (args.Data.Text.StartsWith("!") && (args.Data.Place == TasSayEventArgs.Places.Channel || args.Data.Place == TasSayEventArgs.Places.Normal) &&
                args.Data.Origin == TasSayEventArgs.Origins.Player && args.Data.UserName != GlobalConst.NightwatchName)
            {
                int targetPlanetId;
                if (int.TryParse(args.Data.Text.Substring(1), out targetPlanetId))
                {
                    JoinPlanet(args.Data.UserName, targetPlanetId);
                }
            }
        }

        /// <summary>
        ///     Remove/reduce poll count due to lobby quits
        /// </summary>
        void TasOnUserRemoved(object sender, TasEventArgs args)
        {
            if (Challenge == null)
            {
                if (AttackOptions.Count > 0)
                {
                    string userName   = args.ServerParams[0];
                    int    sumRemoved = 0;
                    foreach (AttackOption aop in AttackOptions)
                    {
                        sumRemoved += aop.Attackers.RemoveAll(x => x == userName);
                    }
                    if (sumRemoved > 0)
                    {
                        UpdateLobby();
                    }
                }
            }
            else
            {
                string userName = args.ServerParams[0];
                if (Challenge.Defenders.RemoveAll(x => x == userName) > 0)
                {
                    UpdateLobby();
                }
            }
        }

        void TimerOnElapsed(object sender, ElapsedEventArgs elapsedEventArgs)
        {
            try
            {
                if (Challenge == null)
                {
                    // attack timer
                    if (DateTime.UtcNow > GetAttackDeadline())
                    {
                        AttackerSideCounter++;
                        ResetAttackOptions();
                    }
                }
                else
                {
                    // accept timer
                    if (DateTime.UtcNow > GetAcceptDeadline())
                    {
                        if (Challenge.Defenders.Count >= Challenge.Attackers.Count - 1 && Challenge.Defenders.Count > 0)
                        {
                            AcceptChallenge();
                        }
                        else
                        {
                            RecordPlanetwarsLoss(Challenge);
                            AttackerSideCounter++;
                            ResetAttackOptions();
                        }
                    }
                }
            }
            catch (Exception ex)
            {
                Trace.TraceError(ex.ToString());
            }
        }
Esempio n. 17
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 //Adds an attack option to this profile
 public void AddAttackOption(string attackName, AttackMethod attackMethod, ActionGroup attackGroup, int baseDamage, int enduranceCost, string attackDescription)
 {
     AttackOption atkOpt = new AttackOption(attackName, attackMethod, attackGroup, baseDamage, enduranceCost, attackDescription);
     attackList.Add(atkOpt);
 }
    public PlanOfAttack Evaluate()
    {
        // Create an empty plan of Attack to fill in
        PlanOfAttack poa = new PlanOfAttack();

        poa.fireLocations = new List <Tile>();
        poa.moveLocation  = actor.tile.pos;
        // Step 1: Decide what ability to use with a pattern if available. Redraw hand if unusable.

        AttackPattern pattern = actor.GetComponentInChildren <AttackPattern>();

        if (pattern)
        {
            pattern.Pick(poa);
        }

        List <Tile> moveOptions = GetMoveOptions();

        moveOptions.Add(actor.tile);
        Tile startTile = actor.tile;
        Dictionary <Tile, AttackOption> map = new Dictionary <Tile, AttackOption>();

        for (int i = 0; i < moveOptions.Count; ++i)
        {
            Tile moveTile = moveOptions[i];
            actor.Place(moveTile);
            AttackOption ao = null;
            if (map.ContainsKey(moveTile))
            {
                ao = map[moveTile];
            }
            else
            {
                ao            = new AttackOption();
                map[moveTile] = ao;
                RateFireLocation(poa, ao);
            }
            ao.AddMoveTarget(moveTile);
        }

        actor.Place(startTile);
        List <AttackOption> list = new List <AttackOption>(map.Values);

        PickBestOption(poa, list);

        // Step 2: Determine where to move and aim to best use the ability
        if (poa.ability == null)
        {
            MoveTowardOpponent(poa);
        }
        else if (poa.ability.GetComponent <BaseAbilityEffect>() is HealAbilityEffect && poa.moveLocation == actor.tile.pos)
        {
            foreach (Tile t in poa.fireLocations)
            {
                if (t.content != null)
                {
                    t.content.GetComponent <Unit>().beingHealed = true;
                }
            }
        }

        // Return the completed plan
        return(poa);
    }
 void StartChallenge(AttackOption attackOption)
 {
     Challenge = attackOption;
     ChallengeTime = DateTime.UtcNow;
     AttackOptions.Clear();
     UpdateLobby();
 }
        void RecordPlanetwarsLoss(AttackOption option)
        {
            if (option.OwnerFactionID != null)
            {
                if (option.OwnerFactionID == missedDefenseFactionID)
                {
                    missedDefenseCount++;
                }
                else
                {
                    missedDefenseCount = 0;
                    missedDefenseFactionID = option.OwnerFactionID.Value;
                }
                
            }


            var message = string.Format("{0} won because nobody tried to defend", AttackingFaction.Name);
            foreach (var fac in factions)
            {
                tas.Say(SayPlace.Channel, fac.Shortcut, message, true);
            }


            var text = new StringBuilder();
            try
            {
                var db = new ZkDataContext();
                List<string> playerIds = option.Attackers.Select(x => x).Union(option.Defenders.Select(x => x)).ToList();

                
                PlanetWarsTurnHandler.EndTurn(option.Map, null, db, 0, db.Accounts.Where(x => playerIds.Contains(x.Name) && x.Faction != null).ToList(), text, null, db.Accounts.Where(x => option.Attackers.Contains(x.Name) && x.Faction != null).ToList());
            }
            catch (Exception ex)
            {
                Trace.TraceError(ex.ToString());
                text.Append(ex);
            }


        }
 List<Faction> GetDefendingFactions(AttackOption target)
 {
     if (target.OwnerFactionID != null) return new List<Faction> { factions.Find(x => x.FactionID == target.OwnerFactionID) };
     return factions.Where(x => x != AttackingFaction).ToList();
 }
Esempio n. 22
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 public void AddAttackOption(AttackOption attopt)
 {
     AttackOption atkOpt = new AttackOption(attopt.attackName,attopt.attackMethod,attopt.attackGroup, attopt.basePower, attopt.enduranceCost, attopt.attackDescription);
     attackList.Add (atkOpt);
 }