예제 #1
0
    public void AttackRange(BoardManager bm, Actor currentActor)
    {
        bool[,]  range = bm.pathfinding.ValidBFS(
            skillToUse.GetMaxRange(currentActor),
            skillToUse.GetMinRange(currentActor),
            moveTarget.data.posX,
            moveTarget.data.posY,
            ((Skill)skillToUse).targetType.immpassableTiles,
            ((Skill)skillToUse).targetType.stopOnOccupied);

        //run range through a tilenode graph
        // we could just move this to skill
        // and pass a tilenode as the parameter
        if (skillToUse.GetTargetFiltering() != null)
        {
            for (int x = 0; x < range.GetLength(0); x++)
            {
                for (int y = 0; y < range.GetLength(1); y++)
                {
                    if (range[x, y])
                    {
                        TileNode node = bm.pathfinding.GetTileNode(x, y);

                        if (skillToUse.FilterTileNode(currentActor, node) == true)
                        {
                            range[x, y] = false;
                        }
                    }
                }
            }
        }


        bm.tileSelection.PopulateAttackRange(range);
    }
예제 #2
0
    public bool[,] GetSkillRange(IUseable skil, Actor d, int startX, int startY)
    {
        // List<TileNode> nodes = new List<TileNode>();

        bool[,] validMap = ValidBFS(
            skil.GetMaxRange(d),
            skil.GetMinRange(d),
            startX,
            startY,
            (skil).GetTargetType().immpassableTiles,
            (skil).GetTargetType().stopOnOccupied);

        if (skil.GetTargetFiltering() != null)
        {
            for (int x = 0; x < validMap.GetLength(0); x++)
            {
                for (int y = 0; y < validMap.GetLength(1); y++)
                {
                    if (validMap[x, y])
                    {
                        TileNode node = GetTileNode(x, y);

                        if (skil.FilterTileNode(d, node) == true)
                        {
                            validMap[x, y] = false;
                        }
                        else
                        {
                            // nodes.Add(node);
                        }
                    }
                }
            }
        }



        return(validMap);
    }