Esempio n. 1
0
    public string AddPartyToDungeon(GameObject new_party)
    {
        PartyController pc = new_party.GetComponent <PartyController>();
        //  TODO aherrera : probably make sure i'm unique
        string packet_key = checkDictionaryForKey(pc.GetAdventureTitle());

        m_questingParties.Add(packet_key, new_party);

        InitializePacketToRoom(packet_key, mDungeonModel.GetEntrance());

        return(packet_key);
    }
Esempio n. 2
0
    //  TODO aherrera : DEBUG SCRIPT; kill this before it's too late
    public void AddRandomParty()
    {
        GameObject      new_Adventurer       = Instantiate(AdventurerPrefab);
        AdventurerModel new_model            = AdventurerGenerator.instance.GenerateRandom(ref new_Adventurer, 1, Enums.UnitRarity.e_rarity_COMMON);
        GameObject      new_party            = new GameObject();
        PartyModel      new_party_model      = new_party.AddComponent <PartyModel> ();
        PartyController new_party_controller = new_party.AddComponent <PartyController> ();

        //AdventurerPacket newpackofcigs = go_adventurerpacket.AddComponent<AdventurerPacket>();
        new_party.name = checkDictionaryForKey(new_party_controller.GetAdventureTitle());
        new_party_controller.InitializeParty();
        new_party_model._Adventurers.Add(new_Adventurer);

        RoomModel room_model = mDungeonModel.GetRoom(new_party_controller.GetCurrentRoomIndex());

        AddNewParty(new_party, true);
        new_party_controller.BeginRoom(room_model.timer_frequency);
    }
Esempio n. 3
0
    //TODO Should be in DungeonController.cs
    /// <summary>
    /// Challenge packet to their CurrentRoom.
    /// Returns : TRUE if party is still ALIVE
    /// </summary>
    /// <param name="packet_key"></param>
    /// <returns>Returns TRUE if the party is ALIVE</returns>
    public bool ChallengePacketInCurrentRoom(string packet_key)
    {
        GameObject      party_object = m_questingParties[packet_key];
        PartyController party        = party_object.GetComponent <PartyController>();

        if (party != null)
        {
            RoomModel party_current_room = mDungeonModel.GetRoom(party.GetCurrentRoomIndex());
            if (party_current_room != null)
            {
                bool challenge_successful = party_current_room.challengeParty(party.GetAdventurers());
                if (challenge_successful)
                {
                    //party_packet.AwardPacket(party_current_room);
                }
                else
                {
                    ResolveChallengeFailure(party, party_current_room);
                }
            }
            else
            {
                Debug.LogError("DungeonModel::ChallengePacketInCurrentRoom -- room not in list from packet: " + party.GetAdventureTitle());
            }

            //  TODO aherrera, wspier : like, should this logic be in the Model?? Should it be in charge to figure it out?
            if (party.isPartyDead())
            {
                party.SetState(PartyState.PARTY_FAILED);
                NewsFeedController.instance.CreateNewAlert("Party just died! lol");
            }

            return(!party.isPartyDead());
        }
        else
        {
            Debug.LogError("DungeonModel::ChallengePacketInCurrentRoom -- packet not found in list with string: " + packet_key);
        }

        //  Hey! Pls don't come here okay thanks
        return(false);
    }