Esempio n. 1
0
    //mortgage
    public override void ClickUI()
    {
        base.ClickUI();

        if (!MenuManager.TradingMode)
        {
            Street street = property.GetComponent <Street>();
            if (!MenuManager.BuildHouseMode)
            {
                if (property.CanMortagage())
                {
                    property.Mortgage();
                }
                else if (street != null && street.CanSellHouse())
                {
                    street.SellHouse();
                }
                //can only unmortgage if player does not need to pay anything
                else if (property.Mortgaged && MenuManager.PaymentOptions.enabled == false)
                {
                    property.UnMortgage();
                }
            }
            else if (MenuManager.BuildHouseMode)
            {
                if (street != null)
                {
                    street.BuildHouse();
                }
            }
            return;
        }

        //check if AI is currently trading, and disable clicking if it is
        if ((TradingSystem.CounterOfferInProgress && TradingSystem.Tradee.gameObject.GetComponent <AI>() != null) ||
            (!TradingSystem.CounterOfferInProgress && GameManager.CurrentPlayer.gameObject.GetComponent <AI>() != null))
        {
            return;
        }

        TradingSystem.ToggleCardInOffer(property);
    }
Esempio n. 2
0
    //Add AI pays when a collect from everyone card is picked up

    void Update()
    {
        if (timer == 0)
        {
            Player playerComp = gameObject.GetComponent <Player>();
            if (GameManager.CurrentPlayer == playerComp ||
                CardCollect.currentPayee == playerComp ||
                TradingSystem.Tradee == playerComp)
            {
                if (MenuManager.TurnOptions.enabled == true)
                {
                    if (!MenuManager.BuildHouseMode)
                    {
                        //check if a player has anything to trade
                        bool tradingPartnerExists = false;
                        foreach (Player player in GameManager.Players)
                        {
                            if (player != playerComp && player.PropertiesOwned.Count > 0)
                            {
                                tradingPartnerExists = true;
                                break;
                            }
                        }

                        //has % chance to intitate trading if amount of offers this turn have not been exceded
                        if (tradingPartnerExists && offers < MAX_OFFERS_PER_TURN && UnityEngine.Random.Range(0f, 1f) < CHANCE_OF_TRADING_BEFORE_ROLL)
                        {
                            Click(MenuManager.Trade);
                        }
                        else
                        {
                            //Build house if possible - update this for different AI modes
                            bool canBuildHouse = false;
                            foreach (Property property in GameManager.CurrentPlayer.PropertiesOwned)
                            {
                                if (property.GetComponent <Street>() != null && property.GetComponent <Street>().CanBuildHouse())
                                {
                                    canBuildHouse = true;
                                    break;
                                }
                            }

                            if (canBuildHouse)
                            {
                                Click(MenuManager.BuildHouse);
                            }
                            else
                            {
                                Click(MenuManager.Roll);
                            }
                        }
                    }
                    else
                    {
                        //Build house on heighest value streets - update this for different AI modes
                        bool houseBuilt = false;
                        for (byte i = (byte)(GameManager.CurrentPlayer.PropertiesOwned.Count - 1); i >= 0; i--)
                        {
                            foreach (Property property in GameManager.CurrentPlayer.PropertiesOwned)
                            {
                                Street street = property.GetComponent <Street>();
                                if (street != null && street.CanBuildHouse())
                                {
                                    street.BuildHouse();
                                    houseBuilt = true;
                                    break;
                                }
                            }
                            if (houseBuilt)
                            {
                                Click(MenuManager.BuildHouse);
                                break;
                            }
                        }
                    }
                }
                else if (MenuManager.EndOfTurnOptions.enabled == true)
                {
                    if (!Click(MenuManager.Buy))
                    {
                        if (!Click(MenuManager.Auction))
                        {
                            //reset number of trade offers AI has attempted
                            offers = 0;
                            Click(MenuManager.NextTurn);
                        }
                    }
                }
                else if (MenuManager.PaymentOptions.enabled == true)
                {
                    if (!(GameManager.ActiveCard is CardCollect) || CardCollect.currentPayee == GameManager.CurrentPlayer)
                    {
                        if (!Click(MenuManager.Pay))
                        {
                            Mortgage();
                        }
                    }
                }
                else if (MenuManager.PaymentTileOptions.enabled == true)
                {
                    int potentialFunds = GameManager.CurrentPlayer.GetTotalPotentialBalance() + GameManager.CurrentPlayer.GetBalance() / 10;
                    if (potentialFunds > 200)                                               //may need to change the 200 for super tax tile
                    {
                        Click(MenuManager.PayFixed);
                    }
                    else
                    {
                        Click(MenuManager.PayPercentage);
                    }
                }
                else if (MenuManager.CardOptions.enabled == true)
                {
                    Click(MenuManager.AcknowledgeCard);
                }
                else if (MenuManager.LoseOptions.enabled == true)
                {
                    Click(MenuManager.Bankrupt);
                }
                else if (TradingSystem.TradingSetup.enabled == true)
                {
                    //goes back if AI has made enough offers this turn
                    if (offers >= MAX_OFFERS_PER_TURN)
                    {
                        Click(TradingSystem.Back);
                    }
                    else
                    {
                        uint   highestVal   = 0;
                        Button playerButton = null;

                        //finds player who can trade the most total value                        //change this for different personalitites
                        foreach (Button button in TradingSystem.TradingPartnerOptions)
                        {
                            if (button.interactable == true)
                            {
                                uint val = 0;
                                foreach (Player player in GameManager.Players)
                                {
                                    if (player.gameObject.name == button.GetComponentInChildren <Text>().text)
                                    {
                                        val = TradingSystem.GetTradingValue(player.PropertiesOwned);
                                        break;
                                    }
                                }
                                if (val >= highestVal)
                                {
                                    highestVal   = val;
                                    playerButton = button;
                                }
                            }
                        }
                        Click(playerButton);
                    }
                }
                else if (TradingSystem.TradingOptions.enabled == true)
                {
                    //if AI is the tradee
                    if (TradingSystem.Tradee == playerComp && TradingSystem.CounterOfferInProgress)                          //set it up so AI does not repeat offers
                    {
                        TradingDecision(false);
                    }
                    //if AI is the trader
                    else if (GameManager.CurrentPlayer == playerComp && !TradingSystem.CounterOfferInProgress)
                    {
                        TradingDecision(true);
                    }
                }
            }
        }
        timer = timer == 0 ? TIME_BETWEEN_CLICKS + 1 : timer;
        timer--;
    }