Esempio n. 1
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    void Attack(LivingBeing target)
    {
        State = AI_State.ATTACK;
        Target = target;
        TargetPos = Target.Pos;

        Animator.SetBool("Agressive", true);
    }
Esempio n. 2
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 public virtual void Read(SymBinaryReader reader)
 {
     LocalPos buf;
     reader.Read(out buf.X);
     reader.Read(out buf.Y);
     Pos = buf;
     bool buf2;
     reader.Read(out buf2);
     Blocking_ = buf2;
 }
Esempio n. 3
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    public static List<U16Vec2> MakePath(bool[,] blockMatrix, U16Vec2 from, U16Vec2 to, bool destIsBlocked)
    {
        UnityEngine.Debug.Assert(from != to);
        ushort height = (ushort)blockMatrix.GetLength(0);
        ushort width = (ushort)blockMatrix.GetLength(1);
        List<U16Vec2> path = new List<U16Vec2>();
        List<DistCoordPair> queue = new List<DistCoordPair>();
        queue.Add(new DistCoordPair() { Dist = 1, Coord = from });
        do
        {
            U16Vec2 cur = queue[0].Coord;
            blockMatrix[cur.Y, cur.X] = true;
            path.Add(cur);
            if (queue[0].Dist == 0)
                return path;
            else
            {
                queue.RemoveAt(0);

                for (byte i = 0; i < 6; ++i)
                {
                    S32Vec2 node = HexNavigHelper.GetNeighborMapCoords(cur, (TurnedHexDirection)i);
                    if (node.Y >= 0 && node.Y < height && node.X >= 0 && node.X < width && !blockMatrix[node.Y, node.X])
                    {
                        queue.Add(new DistCoordPair() { Dist = HexNavigHelper.Distance(node, to, true), Coord = (U16Vec2)node });
                        blockMatrix[node.Y, node.X] = true;
                    }
                    else if (destIsBlocked && node == to)
                        return path;
                }

                queue.Sort((a, b) => a.Dist - b.Dist);
            }
        }
        while (queue.Count != 0);
        UnityEngine.Debug.Log("No path");
        return null;
    }
Esempio n. 4
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    void Update()
    {
        if (MakingTurn)
        {
            if (MoveTime > 0)
            {
                float tstep = MoveTime / Time.deltaTime;
                MoveTime -= Time.deltaTime;
                //TODO Возможно стоит сохранять значение из GetTransformPosFromMapPos(MapCoords,World.IsCurrentMapLocal())), так как это улучшит(?) производительность
                if (GameObject.FindWithTag("World/World").GetComponent<World>().IsCurrentMapLocal())
                {
                    float dstep = Vector2.Distance(transform.position, WorldVisualizer.GetTransformPosFromMapPos(NextMovePoint)) / tstep;
                    transform.position = Vector2.MoveTowards(transform.position, WorldVisualizer.GetTransformPosFromMapPos(NextMovePoint), dstep);
                }
                else
                {
                    float dstep = Vector2.Distance(transform.position, WorldVisualizer.GetTransformPosFromMapPos(GlobalPos)) / tstep;
                    transform.position = Vector2.MoveTowards(transform.position, WorldVisualizer.GetTransformPosFromMapPos(GlobalPos), dstep);
                }

                EventManager.OnPlayerObjectMove();
            }
            else if (Path.Count != 0)
            {
                NextMovePoint = Path.Pop();
                MoveTime = MoveAnimTime;
            }
            else if (RemainingMoves == 0)
            {
                MakingTurn = false;
                EventManager.OnLivingBeingEndTurn();
            }
            else if (!BluesRendered)
            {
                GameObject.FindWithTag("World/World").GetComponent<World>().RerenderBlueHexesOnLocal();
                BluesRendered = true;
            }
        }
    }
Esempio n. 5
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    void Update()
    {
        if (MakingTurn)
        {
            if (MoveTime > 0)
            {
                float tstep = MoveTime / Time.deltaTime;
                MoveTime -= Time.deltaTime;

                float dstep = Vector2.Distance(transform.position, WorldVisualizer.GetTransformPosFromMapPos(NextMovePoint)) / tstep;
                transform.position = Vector2.MoveTowards(transform.position, WorldVisualizer.GetTransformPosFromMapPos(NextMovePoint), dstep);
            }
            else if (MovePath.Count != 0)
            {
                MoveTime = MoveAnimTime;
                NextMovePoint = MovePath.Pop();

                if (transform.position.x - WorldVisualizer.GetTransformPosFromMapPos(NextMovePoint).x > 0)
                    transform.rotation = new Quaternion(0, 180, 0, 0);
                else
                    transform.rotation = Quaternion.identity;
            }
            else
            {
                Animator.SetBool("Moving", false);

                if (RemainingMoves == 0)
                {
                    MakingTurn = false;
                    EventManager.OnLivingBeingEndTurn();
                }
                else
                    Think();
            }
        }
    }
Esempio n. 6
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    /// <summary>
    /// Подсчитывает сколько рядом "рек".
    /// </summary>
    /// <returns>Число хексов вокруг, занятых рекой.</returns>
    /// <param name="y"> y координата.</param>
    /// <param name="x"> x координата.</param>
    /// <param name="matrix">Карта рек.</param>
    /// Функция подсчитывает количство соседних клеток, помеченных как "Река" или находящихся в "стеке реки"
    /// TODO Проверить работу стека реки
    static byte RiverNeighbours(U16Vec2 pos, TerrainType[,] terrainMatrix)
    {
        ushort height = (ushort)terrainMatrix.GetLength(0);
        ushort width = (ushort)terrainMatrix.GetLength(1);

        byte k = (byte)(pos.X & 1); //TODO Провести рефакторинг.

        byte riversCount = 0;
        if (pos.Y > 0 && pos.X > 0 && ((terrainMatrix[pos.Y - (k ^ 1), pos.X - 1] & TerrainType.RIVER) != TerrainType.NONE || RiverStack.Contains(new U16Vec2((ushort)(pos.X - 1), (ushort)(pos.Y - (k ^ 1))))))
            riversCount++;
        if (pos.X > 0 && pos.Y < height - 1 && ((terrainMatrix[pos.Y + k, pos.X - 1] & TerrainType.RIVER) != TerrainType.NONE || RiverStack.Contains(new U16Vec2((ushort)(pos.X - 1), (ushort)(pos.Y + k)))))
            riversCount++;
        if (pos.Y > 0 && ((terrainMatrix[pos.Y - 1, pos.X] & TerrainType.RIVER) != TerrainType.NONE || RiverStack.Contains(new U16Vec2(pos.X, (ushort)(pos.Y - 1)))))
            riversCount++;
        if (pos.Y < height - 1 && ((terrainMatrix[pos.Y + 1, pos.X] & TerrainType.RIVER) != TerrainType.NONE || RiverStack.Contains(new U16Vec2(pos.X, (ushort)(pos.Y + 1)))))
            riversCount++;
        if (pos.Y > 0 && pos.X < width - 1 && ((terrainMatrix[pos.Y - (k ^ 1), pos.X + 1] & TerrainType.RIVER) != TerrainType.NONE || RiverStack.Contains(new U16Vec2((ushort)(pos.X + 1), (ushort)(pos.Y - (k ^ 1))))))
            riversCount++;
        if (pos.X < width - 1 && pos.Y < height - 1 && ((terrainMatrix[pos.Y + k, pos.X + 1] & TerrainType.RIVER) != TerrainType.NONE || RiverStack.Contains(new U16Vec2((ushort)(pos.X + 1), (ushort)(pos.Y + k)))))
            riversCount++;

        return riversCount;
    }
Esempio n. 7
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    /// <summary>
    /// Выбирает направление распространения реки.
    /// </summary>
    /// <param name="y">y координата.</param>
    /// <param name="x">x координата.</param>
    /// <param name="heightMatrix">Карта высот.</param>
    /// <param name="matrix">Карта рек.</param>
    static void DirectRiver(U16Vec2 pos, float[,] heightMatrix, TerrainType[,] terrainMatrix, float flowHeightKoef)
    {
        ushort height = (ushort)heightMatrix.GetLength(0);
        ushort width = (ushort)heightMatrix.GetLength(1);

        RiverStack.Push(pos);

        if (pos.Y > 0 && pos.Y < height - 1 && pos.X > 0 && pos.X < width - 1)
        {
            byte limiter = 0; //Переменная, контролирующая проверку всех направлений и выход из цикла, если ни одно не подходит
            bool dirFound = false;

            byte k = (byte)(pos.X & 1); //Учитываем чётность/нечётность ряда хексов
            do //TODO Провести рефакторинг.
            {
                switch (Random.Range(0, 7))//Выбираем случайное направление
                {
                    case (int)HexDirection.BOTTOM_LEFT:
                        if ((limiter & 1) == 0 && !RiverStack.Contains(new U16Vec2((ushort)(pos.X - 1), (ushort)(pos.Y - (k ^ 1)))) && heightMatrix[pos.Y - (k ^ 1), pos.X - 1] * flowHeightKoef <= heightMatrix[pos.Y, pos.X] && (terrainMatrix[pos.Y - (k ^ 1), pos.X - 1] & TerrainType.RIVER) == TerrainType.NONE && RiverNeighbours(new U16Vec2((ushort)(pos.X - 1), (ushort)(pos.Y - (k ^ 1))), terrainMatrix) < 2)
                        {
                            DirectRiver(new U16Vec2((ushort)(pos.X - 1), (ushort)(pos.Y - (k ^ 1))), heightMatrix, terrainMatrix, flowHeightKoef);
                            dirFound = true;
                        }
                        limiter |= 1;
                        break;
                    case (int)HexDirection.TOP_LEFT:
                        if ((limiter & 2) == 0 && !RiverStack.Contains(new U16Vec2((ushort)(pos.X - 1), (ushort)(pos.Y + k))) && heightMatrix[pos.Y + k, pos.X - 1] * flowHeightKoef <= heightMatrix[pos.Y, pos.X] && (terrainMatrix[pos.Y + k, pos.X - 1] & TerrainType.RIVER) == TerrainType.NONE && RiverNeighbours(new U16Vec2((ushort)(pos.X - 1), (ushort)(pos.Y + k)), terrainMatrix) < 2)
                        {
                            DirectRiver(new U16Vec2((ushort)(pos.X - 1), (ushort)(pos.Y + k)), heightMatrix, terrainMatrix, flowHeightKoef);
                            dirFound = true;
                        }
                        limiter |= 2;
                        break;
                    case (int)HexDirection.BOTTOM:
                        if ((limiter & 4) == 0 && !RiverStack.Contains(new U16Vec2(pos.X, (ushort)(pos.Y - 1))) && heightMatrix[pos.Y - 1, pos.X] * flowHeightKoef <= heightMatrix[pos.Y, pos.X] && (terrainMatrix[pos.Y - 1, pos.X] & TerrainType.RIVER) == TerrainType.NONE && RiverNeighbours(new U16Vec2(pos.X, (ushort)(pos.Y - 1)), terrainMatrix) < 2)
                        {
                            DirectRiver(new U16Vec2(pos.X, (ushort)(pos.Y - 1)), heightMatrix, terrainMatrix, flowHeightKoef);
                            dirFound = true;
                        }
                        limiter |= 4;
                        break;
                    case (int)HexDirection.TOP:
                        if ((limiter & 8) == 0 && !RiverStack.Contains(new U16Vec2((ushort)pos.X, (ushort)(pos.Y + 1))) && heightMatrix[pos.Y + 1, pos.X] * flowHeightKoef <= heightMatrix[pos.Y, pos.X] && (terrainMatrix[pos.Y + 1, pos.X] & TerrainType.RIVER) == TerrainType.NONE && RiverNeighbours(new U16Vec2(pos.X, (ushort)(pos.Y + 1)), terrainMatrix) < 2)
                        {
                            DirectRiver(new U16Vec2(pos.X, (ushort)(pos.Y + 1)), heightMatrix, terrainMatrix, flowHeightKoef);
                            dirFound = true;
                        }
                        limiter |= 8;
                        break;
                    case (int)HexDirection.BOTTOM_RIGHT:
                        if ((limiter & 16) == 0 && !RiverStack.Contains(new U16Vec2((ushort)(pos.X + 1), (ushort)(pos.Y - (k ^ 1)))) && heightMatrix[pos.Y - (k ^ 1), pos.X + 1] * flowHeightKoef <= heightMatrix[pos.Y, pos.X] && (terrainMatrix[pos.Y - (k ^ 1), pos.X + 1] & TerrainType.RIVER) == TerrainType.NONE && RiverNeighbours(new U16Vec2((ushort)(pos.X + 1), (ushort)(pos.Y - (k ^ 1))), terrainMatrix) < 2)
                        {
                            DirectRiver(new U16Vec2((ushort)(pos.X + 1), (ushort)(pos.Y - (k ^ 1))), heightMatrix, terrainMatrix, flowHeightKoef);
                            dirFound = true;
                        }
                        limiter |= 16;
                        break;
                    case (int)HexDirection.TOP_RIGHT:
                        if ((limiter & 32) == 0 && !RiverStack.Contains(new U16Vec2((ushort)(pos.X + 1), (ushort)(pos.Y + k))) && heightMatrix[pos.Y + k, pos.X + 1] * flowHeightKoef <= heightMatrix[pos.Y, pos.X] && (terrainMatrix[pos.Y + k, pos.X + 1] & TerrainType.RIVER) == TerrainType.NONE && RiverNeighbours(new U16Vec2((ushort)(pos.X + 1), (ushort)(pos.Y + k)), terrainMatrix) < 2)
                        {
                            DirectRiver(new U16Vec2((ushort)(pos.X + 1), (ushort)(pos.Y + k)), heightMatrix, terrainMatrix, flowHeightKoef);
                            dirFound = true;
                        }
                        limiter |= 32;
                        break;
                }
            }
            while (!dirFound && limiter != 63);
        }
    }
Esempio n. 8
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 void MoveObject(LocalPos from, LocalPos to)
 {
     KeyValuePair<ushort, Entity> obj = ObjectMatrix[from.Y, from.X].Single(o => o.Value.Pos != from);
     ObjectMatrix[to.Y, to.X].Add(obj.Key, obj.Value);
     ObjectMatrix[from.Y, from.X].Remove(obj.Key);
 }
Esempio n. 9
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    public static event TwoLocalPosDelegate CreatureMoved = delegate { }; //TODO Возможно, это событие будет ненужно потом.

    public static void OnCreatureMove(LocalPos from, LocalPos to)//C#6.0 EBD
    {
        CreatureMoved(from, to);
    }
Esempio n. 10
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 void HighlightHex(LocalPos pos)
 {
     BluesType hex = new BluesType { Hex = Instantiate(InteractableHex, GetTransformPosFromMapPos(pos), Quaternion.Euler(0, 0, 90)) as GameObject, InSign = true };
     hex.Hex.GetComponent<HexInteraction>().Pos = pos;
     RenderedBlues.Add(hex);
 }
Esempio n. 11
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    //UNDONE
    Sprite ChooseHexSprite(LocalPos pos, LocalMap map)
    {
        byte id = 0;
        for (byte i = 0; i < LocalMapParam.Terrains.Length; ++i)
            if ((map.TerrainMatrix[pos.Y, pos.X] & LocalMapParam.Terrains[i].TerrainType) != TerrainType.NONE)
            {
                for (byte j = 0; j < i; ++j, id += (byte)LocalMapParam.Terrains[j].Sprites.Length) ;
                id += (byte)Random.Range(0, LocalMapParam.Terrains[i].Sprites.Length);
            }

        map.HexSpriteID_Matrix[pos.Y, pos.X] = id;
        return AllLocalHexSprites[id];
    }
Esempio n. 12
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    //TODO К оптимизации.
    Sprite ChooseHexRoadSprite(Transform spriteTransform, LocalPos pos, Chunk map)
    {
        foreach (List<LocalPos> road in map.Roads)
        {
            byte id;
            short angle;
            short index = (short)road.IndexOf(pos);
            if (index != -1)
            {
                Vector2 inchunkPos = GetTransformPosFromMapPos((GlobalPos)pos);
                if (index == 0)
                {
                    id = (byte)((map.TerrainMatrix[pos.Y, pos.X] & TerrainType.RIVER) != TerrainType.NONE ? Random.Range(0, GlobalMapParam.RoadStraightBridgeSprites.Length) + GlobalMapParam.RoadStraightSprites.Length + GlobalMapParam.RoadTurnSprites.Length : Random.Range(0, GlobalMapParam.RoadStraightSprites.Length));
                    angle = (short)(Mathf.Sign(road[1].X - pos.X) * Vector2.Angle(Vector2.down, GetTransformPosFromMapPos((GlobalPos)road[1]) - inchunkPos));
                }
                else if (index == road.Count - 1)
                {
                    id = (byte)((map.TerrainMatrix[pos.Y, pos.X] & TerrainType.RIVER) != TerrainType.NONE ? Random.Range(0, GlobalMapParam.RoadStraightBridgeSprites.Length) + GlobalMapParam.RoadStraightSprites.Length + GlobalMapParam.RoadTurnSprites.Length : Random.Range(0, GlobalMapParam.RoadStraightSprites.Length));
                    angle = (short)(Mathf.Sign(road[road.Count - 2].X - pos.X) * Vector2.Angle(Vector2.down, GetTransformPosFromMapPos((GlobalPos)road[road.Count - 2]) - inchunkPos));
                }
                else
                {
                    Vector2 prev = GetTransformPosFromMapPos((GlobalPos)road[index - 1]) - inchunkPos;
                    Vector2 next = GetTransformPosFromMapPos((GlobalPos)road[index + 1]) - inchunkPos;
                    if ((short)Vector2.Angle(prev, next) > 150) //(==180, !=120)
                    {
                        id = (byte)((map.TerrainMatrix[pos.Y, pos.X] & TerrainType.RIVER) != TerrainType.NONE ? Random.Range(0, GlobalMapParam.RoadStraightBridgeSprites.Length) + GlobalMapParam.RoadStraightSprites.Length + GlobalMapParam.RoadTurnSprites.Length : Random.Range(0, GlobalMapParam.RoadStraightSprites.Length));
                        angle = (short)(Mathf.Sign(road[index - 1].X - pos.X) * Vector2.Angle(Vector2.down, prev));
                    }
                    else
                    {
                        id = (byte)((map.TerrainMatrix[pos.Y, pos.X] & TerrainType.RIVER) != TerrainType.NONE ? Random.Range(0, GlobalMapParam.RoadTurnBridgeSprites.Length) + GlobalMapParam.RoadStraightSprites.Length + GlobalMapParam.RoadTurnSprites.Length + GlobalMapParam.RoadStraightBridgeSprites.Length : Random.Range(0, GlobalMapParam.RoadTurnSprites.Length) + GlobalMapParam.RoadStraightSprites.Length);
                        angle = (short)(Mathf.Sign(road[index - 1].X - pos.X) * Vector2.Angle(Vector2.down, prev));
                        if (Mathf.Approximately(prev.x, 0))
                            angle += (short)(240 * (Mathf.Sign(prev.y) == Mathf.Sign(next.x) ? 1 : 0));
                        else
                            angle += (short)(240 * (Mathf.Sign(prev.x) != Mathf.Sign(next.y) ? 1 : 0));
                    }
                }
            }
            else
                continue;

            map.RoadSpriteID_Matrix[pos.Y, pos.X] = id;
            map.RoadSpriteRotationMatrix[pos.Y, pos.X] = angle;
            spriteTransform.Rotate(0, 0, angle);

            return AllRoadSprites[id]; ;
        }
        return null;
    }
Esempio n. 13
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    public void RenderBluesHexes(LocalPos pos, byte distance, LocalMap map)
    {
        Debug.Assert(distance != 0);
        RenderedBlues.ForEach(hex => hex.InSign = false);

        for (byte i = 0; i < 6; ++i)
        {
            GlobalPos buf = HexNavigHelper.GetNeighborMapCoords(pos, (TurnedHexDirection)i);
            if (buf.X >= 0 && buf.Y >= 0 && buf.X < map.Width && buf.Y < map.Height && !map.IsBlocked((LocalPos)buf))
                BluesSignQueue.Enqueue(new QueueType { Pos = buf, Distance = (byte)(distance - 1) });
        }

        while (BluesSignQueue.Count != 0)
        {
            QueueType buf = BluesSignQueue.Dequeue();
            SpreadBlues((LocalPos)buf.Pos, buf.Distance, map);
        }

        for (ushort i = 0; i < RenderedBlues.Count; ++i)
            if (!RenderedBlues[i].InSign)
            {
                Destroy(RenderedBlues[i].Hex);
                RenderedBlues.RemoveAt(i);
                if (i != 0)
                    i--;
            }
    }
Esempio n. 14
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 public void MoveTo(LocalPos pos)
 {
     State = AI_State.MOVE;
     TargetPos = pos;
 }
Esempio n. 15
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    /// <summary>
    /// Переход на локальную карту.
    /// </summary>
    void GotoLocalMap()
    {
        GlobalMapPos = Player.GlobalPos;
        LocalPos pos = new LocalPos((ushort)(GlobalMapPos.X - ChunkX * ChunkSize), (ushort)(GlobalMapPos.Y - ChunkY * ChunkSize)); //TODO new?
        if (LocalMaps[pos.Y, pos.X] == null)
            LocalMaps[pos.Y, pos.X] = CreateLocalMap(CashedChunks[1, 1].HeightMatrix[pos.Y, pos.X], CashedChunks[1, 1].ForestMatrix[pos.Y, pos.X], (CashedChunks[1, 1].TerrainMatrix[pos.Y, pos.X] & TerrainType.RIVER) != TerrainType.NONE);
        CurrentMap = LocalMaps[pos.Y, pos.X];
        (CurrentMap as LocalMap).Activate();

        //TEMP
        Player.GlobalPos.X = (LocalMapSize.X >> 1);
        Player.GlobalPos.Y = (LocalMapSize.Y >> 1);
        //
        EventManager.OnEntitySpawn(Player);

        Visualizer.RenderWholeMap(CurrentMap as LocalMap);
    }
Esempio n. 16
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 public bool IsHexFree(LocalPos pos)
 {
     if (IsCurrentMapLocal())//Временно
         return (CurrentMap as LocalMap).Contains(pos) && !(CurrentMap as LocalMap).IsBlocked(pos);
     return true;
 }
Esempio n. 17
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    /// <summary>
    /// Создаёт лес на хексе.
    /// </summary>
    /// <param name="hex">Хекс.</param>
    /// <param name="mapCoords">Координаты в матрице.</param>
    void MakeHexForest(ListType hex, LocalPos pos, Chunk map)
    {
        Vector2 spriteSize = hex.Hex.GetComponent<SpriteRenderer>().sprite.bounds.size;
        if (map.ForestMatrix[pos.Y, pos.X] >= 1) //TODO
        {
            float gridStepX = spriteSize.x / ForestGenGridSize;
            float gridStepY = spriteSize.y / ForestGenGridSize;
            Vector2 gridOrigin = new Vector2(hex.Hex.transform.position.x - spriteSize.x * 0.375f, hex.Hex.transform.position.y - spriteSize.y * 0.5f); //TODO new?
            byte treesCount = (byte)map.ForestMatrix[pos.Y, pos.X];

            while (true)
            {
                if (treesCount > ForestGenGridSize * ForestGenGridSize)
                {
                    for (float y = 0; y < spriteSize.y; y += gridStepY)
                        for (float x = 0; x < spriteSize.x; x += gridStepX)
                        {
                            Vector2 v = new Vector2(Random.value * gridStepX, Random.value * gridStepY); //TODO new?
                            GameObject tree = new GameObject("treeSprite");
                            tree.transform.position = new Vector2(gridOrigin.x + x + v.x, gridOrigin.y + y + v.y);
                            tree.transform.parent = hex.Hex.transform;
                            tree.AddComponent<SpriteRenderer>().sortingLayerName = "LandscapeObjects";//
                            tree.GetComponent<SpriteRenderer>().sprite = GlobalMapParam.TreeSprites[Random.Range(0, GlobalMapParam.TreeSprites.Length)];
                            tree.GetComponent<SpriteRenderer>().material = DiffuseMaterial;
                            tree.AddComponent<Fader>();
                            --treesCount;
                        }
                }
                else
                {
                    Vector2 v = Random.insideUnitCircle;
                    v.x *= spriteSize.x * 0.5f;
                    v.y *= spriteSize.y * 0.5f;
                    GameObject tree = new GameObject("treeSprite");
                    tree.transform.position = new Vector2(hex.Hex.transform.position.x + v.x, hex.Hex.transform.position.y + v.y);
                    tree.transform.parent = hex.Hex.transform;
                    tree.AddComponent<SpriteRenderer>().sortingLayerName = "LandscapeObjects";//
                    tree.GetComponent<SpriteRenderer>().sprite = GlobalMapParam.TreeSprites[Random.Range(0, GlobalMapParam.TreeSprites.Length)];
                    tree.GetComponent<SpriteRenderer>().material = DiffuseMaterial;
                    tree.AddComponent<Fader>();
                    --treesCount;
                    if (treesCount == 0)
                        return;
                }
            }
        }
    }
Esempio n. 18
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 //C#6.0 EBD
 public bool IsBlocked(LocalPos coords)
 {
     return ObjectMatrix[coords.Y, coords.X].Any(o => o.Value.Blocking);
 }
Esempio n. 19
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 /// <summary>
 /// Создаёт спрайты, необходимые для отображения хекса.
 /// </summary>
 /// <param name="hex">Хекс.</param>
 /// <param name="mapCoords">Координаты в матрице.</param>
 void MakeHexGraphics(ListType hex, LocalPos pos, Chunk map)
 {
     if (map.HexSpriteID_Matrix[pos.Y, pos.X].HasValue /*?*/&& map.HexSpriteID_Matrix[pos.Y, pos.X] < AllGlobalHexSprites.Count)
         hex.Hex.GetComponent<SpriteRenderer>().sprite = AllGlobalHexSprites[map.HexSpriteID_Matrix[pos.Y, pos.X].Value];
     else
         hex.Hex.GetComponent<SpriteRenderer>().sprite = ChooseHexSprite(pos, map);
     hex.Hex.GetComponent<SpriteRenderer>().sortingLayerName = "Landscape";//
     bool forestBlocked = false;
     if ((map.TerrainMatrix[pos.Y, pos.X] & TerrainType.RIVER) != TerrainType.NONE)
     {
         GameObject riverSprite = new GameObject("riverSprite");
         riverSprite.transform.position = hex.Hex.transform.position;
         riverSprite.transform.parent = hex.Hex.transform;
         riverSprite.AddComponent<SpriteRenderer>().sortingLayerName = "LandscapeObjects";
         riverSprite.GetComponent<SpriteRenderer>().material = DiffuseMaterial;
         if (map.RiverSpriteID_Matrix[pos.Y, pos.X].HasValue && map.RiverSpriteID_Matrix[pos.Y, pos.X] < AllRiverSprites.Count)
         {
             riverSprite.GetComponent<SpriteRenderer>().sprite = AllRiverSprites[map.RiverSpriteID_Matrix[pos.Y, pos.X].Value];
             riverSprite.transform.Rotate(0, 0, map.RiverSpriteRotationMatrix[pos.Y, pos.X]);
         }
         else
             riverSprite.GetComponent<SpriteRenderer>().sprite = ChooseHexRiverSprite(riverSprite.transform, pos, map);
         riverSprite.AddComponent<Fader>();
         forestBlocked = true;
     }
     if ((map.TerrainMatrix[pos.Y, pos.X] & TerrainType.BUILDING) != TerrainType.NONE)
     {
         GameObject clusterSprite = new GameObject("clusterSprite");
         clusterSprite.transform.position = hex.Hex.transform.position;
         clusterSprite.transform.parent = hex.Hex.transform;
         clusterSprite.AddComponent<SpriteRenderer>().sortingLayerName = "Infrastructure";
         clusterSprite.GetComponent<SpriteRenderer>().material = DiffuseMaterial;
         if (!map.ClusterSpriteID_Matrix[pos.Y, pos.X].HasValue || map.ClusterSpriteID_Matrix[pos.Y, pos.X] >= GlobalMapParam.RuinSprites.Length)
             map.ClusterSpriteID_Matrix[pos.Y, pos.X] = (byte)Random.Range(0, GlobalMapParam.RuinSprites.Length);
         clusterSprite.GetComponent<SpriteRenderer>().sprite = GlobalMapParam.RuinSprites[map.ClusterSpriteID_Matrix[pos.Y, pos.X].Value];
         clusterSprite.AddComponent<Fader>();
         forestBlocked = true;
     }
     if ((map.TerrainMatrix[pos.Y, pos.X] & TerrainType.ROAD) != TerrainType.NONE)
     {
         GameObject roadSprite = new GameObject("roadSprite");
         roadSprite.transform.position = hex.Hex.transform.position;
         roadSprite.transform.parent = hex.Hex.transform;
         roadSprite.AddComponent<SpriteRenderer>().sortingLayerName = "Infrastructure";
         roadSprite.GetComponent<SpriteRenderer>().material = DiffuseMaterial;
         if (map.RoadSpriteID_Matrix[pos.Y, pos.X].HasValue /*?*/ && map.RoadSpriteID_Matrix[pos.Y, pos.X] < AllRiverSprites.Count)
         {
             roadSprite.GetComponent<SpriteRenderer>().sprite = AllRoadSprites[map.RoadSpriteID_Matrix[pos.Y, pos.X].Value];
             roadSprite.transform.Rotate(0, 0, map.RoadSpriteRotationMatrix[pos.Y, pos.X]);
         }
         else
             roadSprite.GetComponent<SpriteRenderer>().sprite = ChooseHexRoadSprite(roadSprite.transform, pos, map);
         roadSprite.AddComponent<Fader>();
         forestBlocked = true;
     }
     if (!forestBlocked)
         MakeHexForest(hex, pos, map);
     hex.Hex.GetComponent<Fader>().FadeIn(FadeInTime);
     for (ushort j = 0; j < hex.Hex.transform.childCount; ++j)
         hex.Hex.transform.GetChild(j).gameObject.GetComponent<Fader>().FadeIn(FadeInTime);
 }
Esempio n. 20
0
    void MakeHexGraphics(ListType hex, LocalPos pos, LocalMap map)
    {
        if (map.HexSpriteID_Matrix[pos.Y, pos.X].HasValue /*?*/&& map.HexSpriteID_Matrix[pos.Y, pos.X] < AllLocalHexSprites.Count)
            hex.Hex.GetComponent<SpriteRenderer>().sprite = AllLocalHexSprites[map.HexSpriteID_Matrix[pos.Y, pos.X].Value];
        else
            hex.Hex.GetComponent<SpriteRenderer>().sprite = ChooseHexSprite(pos, map);
        hex.Hex.GetComponent<SpriteRenderer>().sortingLayerName = "Landscape";//
        if ((map.TerrainMatrix[pos.Y, pos.X] & TerrainType.WATER) != TerrainType.NONE)
            //float offsetbuf=(LocalHexSpriteSize.pos.X-LocalHexSpriteSize.y)/2;
            for (byte i = 0; i < 6; ++i) //TODO К оптимизации.
                if (map.Contains(HexNavigHelper.GetNeighborMapCoords(pos, (TurnedHexDirection)i)) && (map.TerrainMatrix[HexNavigHelper.GetNeighborMapCoords(pos, (TurnedHexDirection)i).Y, HexNavigHelper.GetNeighborMapCoords(pos, (TurnedHexDirection)i).X] & TerrainType.WATER) == TerrainType.NONE)
                {
                    GameObject bank = new GameObject("bankSprite");
                    bank.transform.position = hex.Hex.transform.position;
                    bank.transform.parent = hex.Hex.transform;
                    bank.AddComponent<SpriteRenderer>().sortingLayerName = "LandscapeObjects";
                    if ((TurnedHexDirection)i == TurnedHexDirection.LEFT || (TurnedHexDirection)i == TurnedHexDirection.RIGHT)
                    {
                        bank.GetComponent<SpriteRenderer>().sprite = LocalMapParam.BankSprites[Random.Range(0, LocalMapParam.BankSprites.Length)];
                        if ((TurnedHexDirection)i == TurnedHexDirection.RIGHT)
                            bank.transform.Rotate(0, 0, 180);
                    }
                    else
                    {
                        bank.GetComponent<SpriteRenderer>().sprite = LocalMapParam.DiagBankSprites[Random.Range(0, LocalMapParam.DiagBankSprites.Length)];
                        switch ((TurnedHexDirection)i)
                        {
                            case TurnedHexDirection.RIGHT_TOP: bank.transform.Rotate(0, 180, 0);
                                break;
                            case TurnedHexDirection.RIGHT_BOTTOM: bank.transform.Rotate(180, 180, 0);
                                break;
                            case TurnedHexDirection.LEFT_BOTTOM: bank.transform.Rotate(180, 0, 0);
                                break;
                        }

                    }
                    //float offset=((TurnedHexDirection)i==TurnedHexDirection.LEFT_TOP||(TurnedHexDirection)i==TurnedHexDirection.LEFT_BOTTOM)? -offsetbuf:offsetbuf;
                    //bank.transform.position = new Vector3(hex.Hex.transform.position.pos.X+offset,hex.Hex.transform.position.y,hex.Hex.transform.position.z);
                    //bank.transform.Rotate(0, 0, (short)(Mathf.Sign(mapCoords.y - HexNavigHelper.GetNeighborMapCoords(mapCoords, (TurnedHexDirection)i).y) * Vector2.Angle(Vector2.left,new Vector2(GetTransformPosFromMapPos(HexNavigHelper.GetNeighborMapCoords(mapCoords, (TurnedHexDirection)i), true).pos.X-offset,GetTransformPosFromMapPos(HexNavigHelper.GetNeighborMapCoords(mapCoords, (TurnedHexDirection)i), true).y) - (Vector2)bank.transform.position)));
                    bank.GetComponent<SpriteRenderer>().material = DiffuseMaterial;
                    bank.AddComponent<Fader>();
                }

        hex.Hex.GetComponent<Fader>().FadeIn(FadeInTime);
        for (ushort j = 0; j < hex.Hex.transform.childCount; ++j)
            hex.Hex.transform.GetChild(j).gameObject.GetComponent<Fader>().FadeIn(FadeInTime);
    }
Esempio n. 21
0
    void SpreadBlues(LocalPos pos, byte distance, LocalMap map)
    {
        short index = (short)RenderedBlues.FindIndex(x => x.Hex.GetComponent<HexInteraction>().Pos == pos);
        if (index == -1)
            HighlightHex(pos);
        else
        {
            if (RenderedBlues[index].InSign)
                return;
            else
                RenderedBlues[index].InSign = true;
        }

        if (distance != 0)
        {
            for (byte i = 0; i < 6; ++i)
            {
                GlobalPos buf = HexNavigHelper.GetNeighborMapCoords(pos, (TurnedHexDirection)i);
                if (buf.X >= 0 && buf.Y >= 0 && buf.X < map.Width && buf.Y < map.Height && !map.IsBlocked((LocalPos)buf))
                    BluesSignQueue.Enqueue(new QueueType { Pos = buf, Distance = (byte)(distance - 1) });
            }
        }
    }
Esempio n. 22
0
    public static void MakeEqualHeightLine(float[,] matrix, U16Vec2[] vertices, float height)
    {
        foreach (U16Vec2 v in vertices)
            if (v.X >= matrix.GetLength(1) || v.Y >= matrix.GetLength(0))
                throw new System.ArgumentOutOfRangeException("vertices", v.ToString(), "Vector is out of matrix length.");

        for (byte i = 0; i < vertices.Length - 1; ++i)
        {
            S32Vec2 v = vertices[i];
            while (v != vertices[i + 1])
            {
                matrix[v.Y, v.X] = height;
                v.Y += Mathf.Clamp(vertices[i + 1].Y - v.Y, -1, 1);
                v.X += Mathf.Clamp(vertices[i + 1].X - v.X, -1, 1);
            }
        }
        matrix[vertices[vertices.Length - 1].Y, vertices[vertices.Length - 1].X] = height;
    }
Esempio n. 23
0
 //C#6.0 EBD
 /// <summary>
 /// Вычисляет координаты в сцене из координат на карте.
 /// </summary>
 /// <returns>Координаты в сцене.</returns>
 /// <param name="mapCoords">Координаты на карте.</param>
 public static Vector2 GetTransformPosFromMapPos(LocalPos pos)
 {
     return new Vector2(pos.X * LocalHexSpriteSize.x + (pos.Y & 1) * LocalHexSpriteSize.x * 0.5f, pos.Y * LocalHexSpriteSize.y * 0.75f);
 }
Esempio n. 24
0
    static void DirectRoad(float[,] heightMatrix, TerrainType[,] terrainMatrix, U16Vec2 pos, U16Vec2 destination, List<U16Vec2> road, GlobalTerrainSettings.RoadsSettings roadsParam)
    {
        ushort height = (ushort)heightMatrix.GetLength(0);
        ushort width = (ushort)heightMatrix.GetLength(1);

        road.Add(pos);
        terrainMatrix[pos.Y, pos.X] |= TerrainType.ROAD;

        if (pos.Y > 0 && pos.Y < height - 1 && pos.X > 0 && pos.X < width - 1 && !(destination.X == pos.X && destination.Y == pos.Y))
        {
            byte k = (byte)(pos.X & 1); //TODO Провести рефакторинг.

            float max = heightMatrix[pos.Y + k, pos.X - 1], avg = 0;
            float cur = heightMatrix[pos.Y + k, pos.X - 1];
            avg += cur;

            cur = heightMatrix[pos.Y + 1, pos.X];
            if (max < cur)
                max = cur;
            avg += cur;

            cur = heightMatrix[pos.Y + k, pos.X + 1];
            if (max < cur)
                max = cur;
            avg += cur;

            cur = heightMatrix[pos.Y - 1 + k, pos.X + 1];
            if (max < cur)
                max = cur;
            avg += cur;

            cur = heightMatrix[pos.Y - 1, pos.X];
            if (max < cur)
                max = cur;
            avg += cur;

            cur = heightMatrix[pos.Y - 1 + k, pos.X - 1];
            if (max < cur)
                max = cur;
            avg += cur;

            avg /= 6;
            max += 0.0001f; //!

            float weight = 0, buf;
            sbyte dx = 0, dy = 0;

            if (!road.Contains(new U16Vec2((ushort)(pos.X - 1), (ushort)(pos.Y + k))) && ((buf = (Mathf.Abs(destination.X - pos.X) - Mathf.Abs(destination.X - (pos.X - 1)) + Mathf.Abs(destination.Y - pos.Y) - Mathf.Abs(destination.Y - (pos.Y + k)) + 3) * (max - Mathf.Abs(heightMatrix[pos.Y + k, pos.X - 1] - avg))) * ((terrainMatrix[pos.Y + k, pos.X - 1] & TerrainType.ROAD) != TerrainType.NONE ? roadsParam.RoadMergeMultiplier : 1) * ((terrainMatrix[pos.Y, pos.X] & terrainMatrix[pos.Y + k, pos.X - 1] & TerrainType.RIVER) != TerrainType.NONE ? roadsParam.GoingAlongRiverMultiplier : 1) > weight))
            {
                weight = buf;
                dx = -1;
                dy = (sbyte)k;
            }
            if (!road.Contains(new U16Vec2((ushort)(pos.X + 1), (ushort)(pos.Y + k))) && ((buf = (Mathf.Abs(destination.X - pos.X) - Mathf.Abs(destination.X - (pos.X + 1)) + Mathf.Abs(destination.Y - pos.Y) - Mathf.Abs(destination.Y - (pos.Y + k)) + 3) * (max - Mathf.Abs(heightMatrix[pos.Y + k, pos.X + 1] - avg))) * ((terrainMatrix[pos.Y + k, pos.X + 1] & TerrainType.ROAD) != TerrainType.NONE ? roadsParam.RoadMergeMultiplier : 1) * ((terrainMatrix[pos.Y, pos.X] & terrainMatrix[pos.Y + k, pos.X + 1] & TerrainType.RIVER) != TerrainType.NONE ? roadsParam.GoingAlongRiverMultiplier : 1) > weight))
            {
                weight = buf;
                dx = 1;
                dy = (sbyte)k;
            }
            if (!road.Contains(new U16Vec2(pos.X, (ushort)(pos.Y + 1))) && ((buf = (Mathf.Abs(destination.Y - pos.Y) - Mathf.Abs(destination.Y - (pos.Y + 1)) + 3) * (max - Mathf.Abs(heightMatrix[pos.Y + 1, pos.X] - avg))) * ((terrainMatrix[pos.Y + 1, pos.X] & TerrainType.ROAD) != TerrainType.NONE ? roadsParam.RoadMergeMultiplier : 1) * ((terrainMatrix[pos.Y, pos.X] & terrainMatrix[pos.Y + 1, pos.X] & TerrainType.RIVER) != TerrainType.NONE ? roadsParam.GoingAlongRiverMultiplier : 1) > weight))//!После диагонали
            {
                weight = buf;
                dx = 0;
                dy = 1;
            }
            if (!road.Contains(new U16Vec2((ushort)(pos.X + 1), (ushort)(pos.Y - (k ^ 1)))) && ((buf = (Mathf.Abs(destination.X - pos.X) - Mathf.Abs(destination.X - (pos.X + 1)) + Mathf.Abs(destination.Y - pos.Y) - Mathf.Abs(destination.Y - (pos.Y - (k ^ 1))) + 3) * (max - Mathf.Abs(heightMatrix[pos.Y - (k ^ 1), pos.X + 1] - avg))) * ((terrainMatrix[pos.Y - (k ^ 1), pos.X + 1] & TerrainType.ROAD) != TerrainType.NONE ? roadsParam.RoadMergeMultiplier : 1) * ((terrainMatrix[pos.Y, pos.X] & terrainMatrix[pos.Y - (k ^ 1), pos.X + 1] & TerrainType.RIVER) != TerrainType.NONE ? roadsParam.GoingAlongRiverMultiplier : 1) > weight))
            {
                weight = buf;
                dx = 1;
                dy = (sbyte)(-(k ^ 1));
            }
            if (!road.Contains(new U16Vec2((ushort)(pos.X - 1), (ushort)(pos.Y - (k ^ 1)))) && ((buf = (Mathf.Abs(destination.X - pos.X) - Mathf.Abs(destination.X - (pos.X - 1)) + Mathf.Abs(destination.Y - pos.Y) - Mathf.Abs(destination.Y - (pos.Y - (k ^ 1))) + 3) * (max - Mathf.Abs(heightMatrix[pos.Y - (k ^ 1), pos.X - 1] - avg))) * ((terrainMatrix[pos.Y - (k ^ 1), pos.X - 1] & TerrainType.ROAD) != TerrainType.NONE ? roadsParam.RoadMergeMultiplier : 1) * ((terrainMatrix[pos.Y, pos.X] & terrainMatrix[pos.Y - (k ^ 1), pos.X - 1] & TerrainType.RIVER) != TerrainType.NONE ? roadsParam.GoingAlongRiverMultiplier : 1) > weight))
            {
                weight = buf;
                dx = -1;
                dy = (sbyte)(-(k ^ 1));
            }
            if (!road.Contains(new U16Vec2(pos.X, (ushort)(pos.Y - 1))) && ((buf = (Mathf.Abs(destination.Y - pos.Y) - Mathf.Abs(destination.Y - (pos.Y - 1)) + 3) * (max - Mathf.Abs(heightMatrix[pos.Y - 1, pos.X] - avg))) * ((terrainMatrix[pos.Y - 1, pos.X] & TerrainType.ROAD) != TerrainType.NONE ? roadsParam.RoadMergeMultiplier : 1) * ((terrainMatrix[pos.Y, pos.X] & terrainMatrix[pos.Y - 1, pos.X] & TerrainType.RIVER) != TerrainType.NONE ? roadsParam.GoingAlongRiverMultiplier : 1) > weight))//!После диагонали
            {
                weight = buf;
                dx = 0;
                dy = -1;
            }

            if (dx == 0 && dy == 0)
                throw new System.Exception("Infinite recursion detected. Try to check heightmap values.");

            DirectRoad(heightMatrix, terrainMatrix, new U16Vec2((ushort)(pos.X + dx), (ushort)(pos.Y + dy)), destination, road, roadsParam);
        }
    }
Esempio n. 25
0
    public void MoveTo(LocalPos pos)
    {
        List<LocalPos> buf = Pathfinder.MakePath((GameObject.FindWithTag("World/World").GetComponent<World>().CurrentMap as LocalMap).GetBlockMatrix(), Pos, pos, false);//TODO Тут?
        buf.Reverse();
        Path = new Stack<LocalPos>(buf);
        Path.Pop();

        LocalPos pBuf = Pos;
        Pos = pos;

        EventManager.OnCreatureMove(pBuf, pos);
        RemainingMoves -= (byte)Path.Count;
        EventManager.OnBluesUnrender();
    }
Esempio n. 26
0
    static void SpreadCluster(Chunk map, U16Vec2 pos, byte remainingSize, List<U16Vec2> cluster)
    {
        ushort height = map.Height;
        ushort width = map.Width;

        cluster.Add(pos);
        map.TerrainMatrix[pos.Y, pos.X] |= TerrainType.BUILDING;

        if (pos.Y > 0 && pos.Y < height - 1 && pos.X > 0 && pos.X < width - 1 && remainingSize != 0)
        {
            byte k = (byte)(pos.X & 1); //TODO Провести рефакторинг.

            if ((map.TerrainMatrix[pos.Y - (k ^ 1), pos.X - 1] & (TerrainType.RIVER | TerrainType.BUILDING)) == TerrainType.NONE)
                SpreadCluster(map, new U16Vec2((ushort)(pos.X - 1), (ushort)(pos.Y - (k ^ 1))), (byte)(remainingSize - 1), cluster);
            if ((map.TerrainMatrix[pos.Y + k, pos.X - 1] & (TerrainType.RIVER | TerrainType.BUILDING)) == TerrainType.NONE)
                SpreadCluster(map, new U16Vec2((ushort)(pos.X - 1), (ushort)(pos.Y + k)), (byte)(remainingSize - 1), cluster);
            if ((map.TerrainMatrix[pos.Y - 1, pos.X] & (TerrainType.RIVER | TerrainType.BUILDING)) == TerrainType.NONE)
                SpreadCluster(map, new U16Vec2(pos.X, (ushort)(pos.Y - 1)), (byte)(remainingSize - 1), cluster);
            if ((map.TerrainMatrix[pos.Y + 1, pos.X] & (TerrainType.RIVER | TerrainType.BUILDING)) == TerrainType.NONE)
                SpreadCluster(map, new U16Vec2(pos.X, (ushort)(pos.Y + 1)), (byte)(remainingSize - 1), cluster);
            if ((map.TerrainMatrix[pos.Y - (k ^ 1), pos.X + 1] & (TerrainType.RIVER | TerrainType.BUILDING)) == TerrainType.NONE)
                SpreadCluster(map, new U16Vec2((ushort)(pos.X + 1), (ushort)(pos.Y - (k ^ 1))), (byte)(remainingSize - 1), cluster);
            if ((map.TerrainMatrix[pos.Y + k, pos.X + 1] & (TerrainType.RIVER | TerrainType.BUILDING)) == TerrainType.NONE)
                SpreadCluster(map, new U16Vec2((ushort)(pos.X + 1), (ushort)(pos.Y + k)), (byte)(remainingSize - 1), cluster);
        }
    }
Esempio n. 27
0
 void Think()
 {
     switch (State)
     {
         case AI_State.IDLE:
             if (AggressiveTo != AggrTarget.NONE)
             {
                 LivingBeing target = FindTarget();
                 if (target != null)
                 {
                     Fighting = true;
                     Attack(target);
                     Think();
                 }
                 else
                 {
                     GlobalPos pos;
                     do
                         pos = HexNavigHelper.GetNeighborMapCoords(Pos, (TurnedHexDirection)Random.Range(0, 6));
                     while (pos.X < 0 || pos.X >= Map.Width || pos.Y < 0 || pos.Y >= Map.Height || Map.IsBlocked((LocalPos)pos));
                     TargetPos = (LocalPos)pos;
                     Move();
                     //MakingTurn = false;
                     //EventManager.OnLivingBeingEndTurn();
                 }
             }
             else
             {
                 GlobalPos pos;
                 do
                     pos = HexNavigHelper.GetNeighborMapCoords(Pos, (TurnedHexDirection)Random.Range(0, 6));
                 while (pos.X < 0 || pos.X >= Map.Width || pos.Y < 0 || pos.Y >= Map.Height || Map.IsBlocked((LocalPos)pos));
                 TargetPos = (LocalPos)pos;
                 Move();
                 //MakingTurn = false;
                 //EventManager.OnLivingBeingEndTurn();
             }
             break;
         case AI_State.MOVE:
             if (TargetPos == Pos)
                 Idle();
             else
                 Move();
             break;
         case AI_State.ATTACK:
             if (AggressiveTo == AggrTarget.NONE)
                 Idle();
             else
             {
                 if (TargetPos != Target.Pos)
                 {
                     TargetPos = Target.Pos;
                     Path.Clear();
                 }
                 if (HexNavigHelper.IsMapCoordsAdjacent(TargetPos, Pos, true))
                 {
                     Path.Clear();
                     StartAttack(BaseWeapon.Damage, 0.75f);//TODO Временно 0.85f
                 }
                 else
                     Move();
             }
             break;
     }
 }