コード例 #1
0
        internal void onTileHover(Tile newTile)
        {
            if (hoveredTile != null)
            {
                FlagsHelper.Unset(ref hoveredTile.highlightStatus, TileHighlightStatus.Highlighted);
            }

            if (newTile != null)
            {
                hoveredTile = newTile;
                FlagsHelper.Set(ref hoveredTile.highlightStatus, TileHighlightStatus.Highlighted);
            }
        }
コード例 #2
0
        internal void onAttackTile(Tile newTile)
        {
            if (attackTile != null)
            {
                FlagsHelper.Unset(ref attackTile.highlightStatus, TileHighlightStatus.Attack);
            }

            attackTile = newTile;
            if (attackTile != null)
            {
                FlagsHelper.Set(ref attackTile.highlightStatus, TileHighlightStatus.Attack);
            }
        }
コード例 #3
0
        internal void onTileSelected(Tile newTile)
        {
            if (selectedTile != null)
            {
                FlagsHelper.Unset(ref selectedTile.highlightStatus, TileHighlightStatus.Selected);
                selectedTile.showPieceRotation = false;
            }

            selectedTile = newTile;
            if (selectedTile != null)
            {
                FlagsHelper.Set(ref selectedTile.highlightStatus, TileHighlightStatus.Selected);
                selectedTile.showPieceRotation = true;
            }
        }
コード例 #4
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 private Dictionary<Vector2, Tile> CreateTiles(int x, int z)
 {
     var tiles = new Dictionary<Vector2, Tile>();
     for (int i = 0; i < x; i++)
     {
         for (int j = 0; j < z; j++)
         {
             var fullPosition = new Vector3(i, 0, j);
             var position = new Vector2(i, j);
             var newTile = new Tile() {
                 gameObject = null,
                 position = position,
                 fullPosition = fullPosition
             };
             tiles.Add(position, newTile );
         }
     }
     return tiles;
 }
コード例 #5
0
        void onTileHover(Tile tile)
        {
            tileHover.Dispatch(tile);
            view.onTileHover(tile);

            if (selectedPiece != null && tile != null && !selectedPiece.hasMoved)
            {
                var gameTile = map.tiles.Get(selectedPiece.tilePosition);
                var enemyOccupyingDest = pieces.Pieces.Any(m =>
                        m.tilePosition == tile.position
                        && !m.currentPlayerHasControl
                        && !FlagsHelper.IsSet(m.statuses, Statuses.Cloak)
                    );

                //don't show move path for ranged units hovering over an enemy
                if (!(enemyOccupyingDest && selectedPiece.range.HasValue))
                {
                    //add an extra tile of movement if the destination is an enemy to attack since you don't have to go all the way to them
                    var boost = enemyOccupyingDest ? 1 : 0;
                    var path = mapService.FindPath(gameTile, tile, selectedPiece.movement + boost, gameTurn.currentPlayerId);
                    view.toggleTileFlags(path, TileHighlightStatus.PathFind);

                    if (enemyOccupyingDest
                        && path != null
                    )
                    {
                        view.onAttackTile(tile);
                    }
                    else
                    {
                        view.onAttackTile(null);
                    }
                }
                else
                {
                    view.toggleTileFlags(null, TileHighlightStatus.PathFind);
                }
            }
            else
            {
                view.toggleTileFlags(null, TileHighlightStatus.PathFind);
                view.onAttackTile(null);
            }

            //display area preview on area targeting
            if (
                selectingArea != null
                && selectingArea.area != null
                && selectingArea.area.isCursor
                && !selectingArea.area.stationaryArea
                && tile != null
                && FlagsHelper.IsSet(tile.highlightStatus, TileHighlightStatus.TargetTile)
                )
            {
                List<Tile> tiles = null;
                switch (selectingArea.area.areaType) {
                    case AreaType.Square:
                        tiles = mapService.GetKingTilesInRadius(tile.position, selectingArea.area.size).Values.ToList();
                        break;
                    case AreaType.Cross:
                        tiles = mapService.GetCrossTiles(tile.position, selectingArea.area.size).Values.ToList();
                        break;
                    case AreaType.Line:
                    case AreaType.Row:
                    case AreaType.Diagonal:
                        if (selectingArea.selectedPosition != null)
                        {
                            tiles = mapService.GetLineTiles(
                                selectingArea.selectedPosition.Value,
                                tile.position,
                                selectingArea.area.size,
                                selectingArea.area.bothDirections ?? false
                             ).Values.ToList();
                        }
                        break;
                }
                if (tiles != null)
                {
                    //TODO: find out from area if it can hit friendlies
                    setAttackRangeTiles(tiles, true);
                }
            }
        }
コード例 #6
0
        public void CreateMap(MapImportModel map)
        {
            var mapTilePrefab = Resources.Load("Tile") as GameObject;

            var mapMaterials = new Dictionary<string, Material>();
            mapMaterials["clay"] = Resources.Load("Materials/tiles/tile_clay") as Material;
            mapMaterials["grass"] = Resources.Load("Materials/tiles/tile_grass") as Material;
            mapMaterials["rock"] = Resources.Load("Materials/tiles/tile_rock") as Material;
            mapMaterials["sand"] = Resources.Load("Materials/tiles/tile_sand") as Material;
            mapMaterials["water"] = Resources.Load("Materials/tiles/tile_water") as Material;

            var goMap = GameObject.Find("Map");
            if (goMap != null)
            {
                GameObject.Destroy(goMap);
            }
            goMap = new GameObject("Map");
            goMap.transform.parent = contextView.transform;

            mapModel.root = goMap;
            mapModel.name = map.name;
            mapModel.maxPlayers = map.maxPlayers;
            mapModel.tiles = new Dictionary<Vector2, Tile>();

            foreach (var t in map.tiles)
            {
                var fullPosition = new Vector3(t.transform.x, t.transform.y, t.transform.z);
                var newTileGO = GameObject.Instantiate(
                    mapTilePrefab,
                    fullPosition,
                    Quaternion.identity
                ) as GameObject;
                newTileGO.transform.parent = goMap.transform;

                //set up material
                var tileRenderer = newTileGO.transform.Find("cube").GetComponent<MeshRenderer>();
                tileRenderer.material = mapMaterials[t.material];
                var tileVarietyColor = Random.Range(0.85f, 1);
                tileRenderer.material.color = new Color(tileVarietyColor, tileVarietyColor, tileVarietyColor);

                //position and set up map references
                var position = new Vector2(t.transform.x, t.transform.z);
                var newTile = new Tile() {
                        gameObject = newTileGO,
                        position = position,
                        fullPosition = fullPosition,
                        unpassable = t.unpassable
                    };
                mapModel.tiles.Add(position, newTile );

                newTileGO.AddComponent<TileView>();
                newTileGO.GetComponent<TileView>().tile = newTile;

                var indicator = newTileGO.transform.Find("Indicator").gameObject;
                indicator.AddComponent<TilePieceIndicatorialView>();
            }

            mapCreated.Dispatch();
        }
コード例 #7
0
ファイル: MapService.cs プロジェクト: dshook/centauri-tac
        public List<Tile> FindPath(Tile start, Tile end, int maxDist, int controllingPlayerId)
        {
            var ret = new List<Tile>();
            if(start == end) return ret;

            // The set of nodes already evaluated.
            var closedset = new List<Tile>();

            // The set of tentative nodes to be evaluated, initially containing the start node
            var openset = new List<Tile>(){ start };

            // The map of navigated nodes.
            var came_from = new Dictionary<Tile, Tile>();

            var g_score = new Dictionary<Tile, int>();
            g_score[start] = 0;    // Cost from start along best known path.

            // Estimated total cost from start to goal through y.
            var f_score = new Dictionary<Tile, int>();
            f_score[start] = g_score[start] + heuristic_cost_estimate(start, end);

            while (openset.Count > 0) {
                // the node in openset having the lowest f_score[] value
                var current = openset.OrderBy(x => getValueOrMax(f_score,x)).First();
                if (current == end) {
                    return ReconstructPath(came_from, end);
                }

                openset.Remove(current);
                closedset.Add(current);

                var neighbors = GetMovableNeighbors(current, controllingPlayerId, end);
                foreach (var neighborDict in neighbors) {
                    var neighbor = neighborDict.Value;
                    if(closedset.Contains(neighbor)){
                        continue;
                    }

                    var tentative_g_score = getValueOrMax(g_score,current) + TileDistance(current.position, neighbor.position);

                    if (!openset.Contains(neighbor) || tentative_g_score < getValueOrMax(g_score,neighbor)) {
                        //check for max dist along path
                        if (tentative_g_score > maxDist)
                        {
                            continue;
                        }

                        came_from[neighbor] = current;
                        g_score[neighbor] = tentative_g_score;
                        f_score[neighbor] = getValueOrMax(g_score,neighbor) + TileDistance(neighbor.position, end.position);
                        if (!openset.Contains(neighbor)) {
                            openset.Add(neighbor);
                        }
                    }
                }

            }

            return null;
        }
コード例 #8
0
ファイル: MapService.cs プロジェクト: dshook/centauri-tac
 private List<Tile> ReconstructPath(Dictionary<Tile, Tile> came_from, Tile current)
 {
     var total_path = new List<Tile>() { current };
     while( came_from.ContainsKey(current)){
         current = came_from[current];
         total_path.Add(current);
     }
     total_path.Reverse();
     //remove starting tile
     return total_path.Skip(1).ToList();
 }
コード例 #9
0
ファイル: MapService.cs プロジェクト: dshook/centauri-tac
 private int heuristic_cost_estimate(Tile start, Tile end)
 {
     return TileDistance(start.position, end.position);
 }
コード例 #10
0
ファイル: MapService.cs プロジェクト: dshook/centauri-tac
 private int getValueOrMax(Dictionary<Tile, int> dict, Tile key)
 {
     if(dict.ContainsKey(key)) return dict[key];
     return int.MaxValue;
 }
コード例 #11
0
ファイル: MapService.cs プロジェクト: dshook/centauri-tac
 public bool isHeightPassable(Tile start, Tile end)
 {
     return Math.Abs(start.fullPosition.y - end.fullPosition.y ) < Constants.heightDeltaThreshold;
 }
コード例 #12
0
ファイル: MapService.cs プロジェクト: dshook/centauri-tac
        /// <summary>
        /// Find neighboring tiles that aren't occupied by enemies,
        /// but always include the dest tile for attacking if it's passed
        /// but also make sure not to land on a tile with an occupant if attacking
        /// </summary>
        public Dictionary<Vector2, Tile> GetMovableNeighbors(Tile center, int controllingPlayerId, Tile dest = null)
        {
            var ret = GetNeighbors(center.position);

            //filter tiles that are too high/low to move to & are passable
            ret = ret.Where(t => !t.Value.unpassable && isHeightPassable(t.Value, center)).ToDictionary(k => k.Key, v => v.Value);

            //filter out tiles with enemies on them that aren't the destination
            ret = ret.Where(t =>
                (dest != null && t.Key == dest.position) ||
                !pieces.Pieces.Any(m => m.tilePosition == t.Key && m.playerId != controllingPlayerId)
            ).ToDictionary(k => k.Key, v => v.Value);

            bool destinationOccupied = dest != null && pieces.Pieces.Any(p => p.tilePosition == dest.position);

            //make sure not to consider tiles that would be where the moving pieces lands when it attacks
            ret = ret.Where(t =>
                dest == null
                || dest.position == t.Key
                || !destinationOccupied
                || TileDistance(t.Key, dest.position) > 1
                || !pieces.Pieces.Any(p => p.tilePosition == t.Key)
            ).ToDictionary(k => k.Key, v => v.Value);

            return ret;
        }
コード例 #13
0
ファイル: ClickMediator.cs プロジェクト: dshook/centauri-tac
        private bool updateTarget(Tile tile)
        {
            if(cardTarget == null) return false;

            if(cardTarget.area == null) return true;

            if (!FlagsHelper.IsSet(tile.highlightStatus, TileHighlightStatus.TargetTile))
            {
                cancelSelectTarget.Dispatch(cardTarget.targetingCard);
                return false;
            }

            if (!cardTarget.selectedPosition.HasValue)
            {
                cardTarget.selectedPosition = tile.position;
            }
            else if(cardTarget.selectedPosition != tile.position)
            {
                cardTarget.selectedPivotPosition = tile.position;
            }
            updateTargetSignal.Dispatch(cardTarget);

            return true;
        }