Esempio n. 1
0
    /// <summary>
    /// Places a block if it fits
    /// </summary>
    /// <returns><c>true</c>, if play block was placed, <c>false</c> otherwise.</returns>
    /// <param name="playBlock">Play block.</param>
    public bool PlacePlayBlock(PlayBlock playBlock, bool erase = false)
    {
        if (CheckPlacePlayBlock(playBlock) == false && !erase)
        {
            return(false);
        }

        int block_id = last_block_id++;
        int startX   = (int)playBlock.transform.position.x;
        int startY   = (int)playBlock.transform.position.z;

        for (int i = 0; i < 4; i++)
        {
            for (int j = 0; j < 4; j++)
            {
                if (playBlock.block.GetValue(i, j) == 0)
                {
                    continue;
                }

                Board.ROOM_TYPE type = playBlock.roomType;
                if (erase)
                {
                    type = Board.ROOM_TYPE.EMPTY;
                }

                PlaceTile(startX + i, startY + j, type, currentPlayerId, block_id);

                //conquer neightbours
                if (mode == GAME_MODE.CONQUEST && !erase)
                {
                    for (int k = 0; k < 4; ++k)
                    {
                        Vector2    offset = offsets[k];
                        Board.Tile next   = board.GetTile(startX + i + (int)offset.x, startY + j + (int)offset.y);
                        if (next == null)
                        {
                            continue;
                        }
                        if (next.data.roomType != Board.ROOM_TYPE.WALL &&
                            next.data.roomType != Board.ROOM_TYPE.EMPTY &&
                            next.data.roomType != Board.ROOM_TYPE.START)
                        {
                            next.data.player   = currentPlayerId;
                            next.data.roomType = type;
                        }
                    }
                }
            }
        }

        GetComponent <AudioSource>().PlayOneShot(clipFall);

        return(true);
    }
Esempio n. 2
0
    /// <summary>
    /// Check if a PlayBlock could be placed in the board
    /// Called by the PlayerController to place all the tiles from a new block.
    /// </summary>
    /// <param name="playBlock"></param>
    /// <returns></returns>
    public bool CheckPlacePlayBlock(PlayBlock playBlock)
    {
        int startX = (int)playBlock.transform.position.x;
        int startY = (int)playBlock.transform.position.z;

        bool touching_player = false;
        bool is_corridor     = playBlock.roomType == Board.ROOM_TYPE.CORRIDOR;

        //check if placeable
        for (int i = 0; i < 4; i++)
        {
            for (int j = 0; j < 4; j++)
            {
                int x = startX + i;
                int y = startY + j;
                if (x < 0 || x >= board.boardWidth || y < 0 || y >= board.boardHeight)
                {
                    return(false);
                }
                int has_cell = playBlock.block.GetValue(i, j);
                if (has_cell != 0 && board.GetTileState(x, y) != Board.ROOM_TYPE.EMPTY)
                {
                    Debug.Log("not empty");
                    return(false);
                }
                //check if player id near
                if (!touching_player && has_cell == 1)
                {
                    for (int k = 0; k < 4; ++k)
                    {
                        Vector2 offset = offsets[k];
                        int     x2     = x + (int)offset.x;
                        int     y2     = y + (int)offset.y;
                        if (x2 < 0 || x2 >= board.boardWidth || y2 < 0 || y2 >= boardHeight)
                        {
                            continue; //could happen
                        }
                        Board.Tile tile = board.GetTile(x2, y2);
                        if (tile.data.player == currentPlayerId)
                        {
                            //if not touching a corridor
                            if (force_corridors && tile.data.roomType != playBlock.roomType && (
                                    (is_corridor && tile.data.roomType == Board.ROOM_TYPE.CORRIDOR) ||
                                    (!is_corridor && tile.data.roomType != Board.ROOM_TYPE.CORRIDOR)))
                            {
                                Debug.Log("wrong corridor connection");
                                continue;
                            }

                            if (force_connectivity && !tile.data.connected && tile.data.roomType != Board.ROOM_TYPE.START)
                            {
                                Debug.Log("not connected");
                                continue;
                            }

                            touching_player = true;
                            break;
                        }
                    }
                }
            }
        }

        if (!touching_player) //add tip in GUI about not close to player
        {
            Debug.Log("far from player");
            return(false);
        }

        return(true);
    }