Esempio n. 1
0
    private void CommitDecisionsNight()
    {
        //Debug.Log ("Poison Level is: " + wellScript.GetPoisonLevel());
        //execute decisions simultaneously
        for (int i = 0; i < opponentList.Count; ++i)
        {
            VillageScript opponentScript = opponentList [i].GetComponent <VillageScript> ();
            opponentScript.swapProbabilities();
            int randomInt = Random.Range(0, 100);
            //Debug.Log ("Decision made with: " + randomInt);
            //Debug.Log(opponentScript.GetNextDecisionProbability () + " | " + randomInt);
            if (opponentScript.GetCurrentDecisionProbability() > randomInt)
            {
                wellScript.PoisonWell();
                //opponentScript.ConsumeWater ();
                if (myPlayerVillageScript.GetPlayerVisit())
                {
                    needText  = true;
                    tempText += "\t-" + opponentScript.GetName() + "\n";
                }
            }
        }

        if (!needText)
        {
            tempText = "";
        }
    }
Esempio n. 2
0
    private void CommitDecisionsDay()
    {
        needText = false;
        //execute decisions simultaneously
        for (int i = 0; i < opponentList.Count; ++i)
        {
            VillageScript opponentScript = opponentList [i].GetComponent <VillageScript> ();
            opponentScript.swapProbabilities();
            int randomInt = Random.Range(0, 100);
            //Debug.Log(opponentScript.GetNextDecisionProbability () + " | " + randomInt);
            if (opponentScript.GetCurrentDecisionProbability() > randomInt)
            {
                opponentScript.VillageCollectsWater();
                if (myPlayerVillageScript.GetPlayerVisit())
                {
                    needText  = true;
                    tempText += "\t-" + opponentScript.GetName() + "\n";
                }
            }
        }



        if (!needText)
        {
            tempText = "";
        }
    }
Esempio n. 3
0
 void OpponentsMakeDecisionsDay()
 {
     //create probability of taking action in each agent
     for (int i = 0; i < opponentList.Count; ++i)
     {
         VillageScript opponentScript = opponentList [i].GetComponent <VillageScript> ();
         opponentScript.MakeBufferedDecision();
     }
 }
Esempio n. 4
0
    void OpponentsMakeDecisionsNight()
    {
        bool needText = false;

        for (int i = 0; i < opponentList.Count; ++i)
        {
            VillageScript opponentScript = opponentList [i].GetComponent <VillageScript> ();
            opponentScript.MakeBufferedDecision();
        }
    }
Esempio n. 5
0
    //change day to night and vice versa
    //run through opponent list and ensure all village take an action
    //if day, display the villages that have perished
    //if night, lower poison level of well by 1
    //water levels of all villages, and player village decrease by one
    public IEnumerator ChangeTime()
    {
        needText = false;
        springMusicBoxScript.FadeOutMusic();
        summerMusicBoxScript.FadeOutMusic();
        fallMusicBoxScript.FadeOutMusic();
        winterMusicBoxScript.FadeOutMusic();
        nightMusicBoxScript.FadeOutMusic();

        //fadeOut;
        FadeToBlack();

        //freeze player movement;
        Vector3 oldCursorPosition = myCursor.transform.position;

        myCursor.GetComponent <CursorScript> ().Freeze();
        myCursor.transform.position = new Vector3(-1000, -1000, -1000);

        //PAUSE THE GAME, changes to visuals should take place after this point
        yield return(new WaitForSeconds(duration));

        notificationText.text = "";
        wellScript.ShootNotification();

        //notification text
        tempText = "";

        if (myPlayerVillageScript.GetPlayerVisit())
        {
            if (isDay)
            {
                tempText += "while gathering water, agents from the following\nvillages were spotted:\n ";
            }
            else
            {
                tempText += "while poisoning the well, agents from the\nfollowing villages were spotted:\n ";
            }
        }
        if (dayNumber == 0 && !isDay)
        {
            OpponentsMakeDecisionsNight();
        }
        if (isDay)
        {
            CommitDecisionsDay();
        }
        else if (!isDay)
        {
            CommitDecisionsNight();
        }

        FadeFromBlack();


        //update dayNumber, bring the sun back up, etc.
        if (!isDay)
        {
            dayNumber++;
            dayNumberSeason++;
            if (dayNumberSeason >= seasonLength * 4)
            {
                dayNumberSeason = 0;
            }
        }
        //update day text
        if (!isDay)
        {
            dayNumberText.text = "day " + dayNumber;
        }
        else
        {
            dayNumberText.text = "night " + dayNumber;
        }

        //NOW OPERATING ON NEXT STAGE
        isDay = !isDay;

        //consume water before updating population according to growth
        if (!isDay)
        {
            foreach (GameObject opponent in opponentList)
            {
                VillageScript opponentScript = opponent.GetComponent <VillageScript> ();
                opponentScript.ConsumeWater();
                opponentScript.UpdatePopulation();
            }
            //player consume water
            myPlayerVillageScript.ConsumeWater();
            myPlayerVillageScript.UpdatePopulation();
        }
        //remove destroyed villages from the list
        for (int j = opponentList.Count - 1; j > -1; --j)
        {
            if (opponentList [j].GetComponent <VillageScript> ().GetPopulation() < 20)
            {
                //add in proper death later
                needText = true;
                //tempText += opponentList[j].GetComponent<VillageScript>().GetName() + " has perished.\n";

                //Destroy (opponentList [j]);
                opponentList[j].GetComponent <VillageScript>().ActiviateDeathSprite();
                opponentList.RemoveAt(j);

                opponents--;
            }
        }

        //advisors grab stuff here, poison chance
        if (isDay)
        {
            if (witchScript.ReadTheStars() > Random.Range(0, 100))
            {
                guardScript.GetRealInfo();
            }
            else
            {
                guardScript.GetFalseInfo();
            }
            witchScript.UpdateWitchText();
        }

        //villages make decision for next day
        if (isDay)
        {
            OpponentsMakeDecisionsDay();
        }
        else if (!isDay)
        {
            OpponentsMakeDecisionsNight();
            wellScript.processPoison();
        }


        //advisors grab stuff here, drink chance
        if (!isDay)
        {
            if (witchScript.ReadTheStars() > Random.Range(0, 100))
            {
                guardScript.GetRealInfo();
            }
            else
            {
                guardScript.GetRealInfo();
                guardScript.GetFalseInfo();
            }
            witchScript.UpdateWitchText();
        }

        //change background color according to season
        if (isDay)
        {
            if (dayNumberSeason / seasonLength == 0 || dayNumberSeason <= seasonLength)
            {
                camera.backgroundColor = springColor;
                springWeather.SetActive(true);
                winterWeather.SetActive(false);
                springMusicBoxScript.FadeInMusic();
                seasonText.text = "spring";
                for (int i = 0; i < trees.Length; i++)
                {
                    trees [i].GetComponent <Renderer> ().material.color = springSummerTreeColor;
                }
            }
            else if ((dayNumberSeason) / seasonLength == 1)
            {
                summerWeather.SetActive(true);
                winterWeather.SetActive(false);
                summerMusicBoxScript.FadeInMusic();
                camera.backgroundColor = summerColor;
                seasonText.text        = "summer";
                for (int i = 0; i < trees.Length; i++)
                {
                    trees [i].GetComponent <Renderer> ().material.color = springSummerTreeColor;
                }
            }
            else if ((dayNumberSeason) / seasonLength == 2)
            {
                camera.backgroundColor = fallColor;
                winterWeather.SetActive(false);
                seasonText.text = "fall";
                fallMusicBoxScript.FadeInMusic();
                fallWeather.SetActive(true);
                for (int i = 0; i < trees.Length; i++)
                {
                    trees [i].GetComponent <Renderer> ().material.color = fallTreeColor;
                }
            }
            else if ((dayNumberSeason) / seasonLength == 3)
            {
                camera.backgroundColor = winterColor;
                winterWeather.SetActive(false);
                seasonText.text = "winter";
                winterWeather.SetActive(true);
                winterMusicBoxScript.FadeInMusic();
                for (int i = 0; i < trees.Length; i++)
                {
                    trees [i].GetComponent <Renderer> ().material.color = winterTreeColor;
                }
            }
        }
        else
        {
            springWeather.SetActive(false);
            summerWeather.SetActive(false);
            fallWeather.SetActive(false);
            nightMusicBoxScript.FadeInMusic();
            camera.backgroundColor = nightColor;
        }
        if (opponents < 1)
        {
            SceneManager.LoadScene("Victory");
        }
        myPlayerVillageScript.SetPlayerVisit(false);
        notificationText.text += tempText;

        //restore player movement
        myCursor.GetComponent <CursorScript> ().UnFreeze();
        myCursor.transform.position = oldCursorPosition;
        //check for dying of thirst in opponentList
        if (!isDay)
        {
            for (int i = opponentList.Count - 1; i > -1; --i)
            {
                if (opponentList [i].GetComponent <VillageScript> ().GetWaterLevel() < 20)
                {
                    //add in proper death later
                    opponentList [i].GetComponent <VillageScript> ().MarkForDeath();
                }
            }
            //check Decimation in Player
            if (!isDay)
            {
                if (myPlayerVillageScript.GetPopulation() < 20)
                {
                    //add proper death later
                    SceneManager.LoadScene("GameOver");
                }
            }
        }
        //update death toll
        deathTollText.text        = deathToll + " have died";
        numberOfOpponentsPoisoned = 0;
        for (int i = 0; i < opponentList.Count; ++i)
        {
            if (opponentList [i].GetComponent <VillageScript> ().GetGro() < 0)
            {
                numberOfOpponentsPoisoned++;
            }
        }
        if (myPlayerVillageScript.GetGro() < 0)
        {
            numberOfOpponentsPoisoned++;
        }
    }