Exemplo n.º 1
0
    public void UISelectPlayerAttack(Attack selected)
    {
        // Disable all of the attack buttons (until enemy does its attack).
        foreach (var b in selectActionButtons)
        {
            b.GetComponent <Button>().interactable = false;
        }
        foreach (var b in selectElementButtons)
        {
            b.GetComponent <Button>().interactable = false;
        }
        // foreach(var b in doActionButtons) { b.GetComponent<Button>().interactable = false; }

        // Clicking any attack button triggers the attack. We then add the attack (and its result)
        // to the UIMoveLogMenu.
        bool successful = playerManager.DoAttack(enemyManager, selected);

        if (successful)
        {
            enemyManager.GetComponent <UIHitMarkerDisplay>().ShowHit(selected);
        }
        else
        {
            enemyManager.GetComponent <UIHitMarkerDisplay>().ShowMiss(selected);
        }

        PlayerActionResult result = new PlayerActionResult(playerManager.Element, selected, successful);

        UIMoveLogMenu.GetComponent <MoveLogManager>().AppendPlayerLogEntry(result);

        this.NextTurn();
    }
Exemplo n.º 2
0
        public PlayerActionResult DoAction(PlayerAction action)
        {
            action.player = this;
            PlayerActionResult result = action.Execute();

            return(result);
        }
Exemplo n.º 3
0
    public void OnButtonDrawCard()
    {
        if (GameController.instance.isPrintingText)
        {
            return;
        }

        if (hasDrawnToDeck)
        {
            if (!DrawNewCard())
            {
                Debug.Log("Player drew a new card and busted.");
                GameController.instance.DisplayText(participantName + " drew a new letter and busted.");
                playerPAR = PlayerActionResult.Busted;
            }
            else
            {
                Debug.Log("Player drew a new card to their hand");
                GameController.instance.DisplayText(participantName + " drew a new letter to their hand.");
                playerPAR = PlayerActionResult.DrawnToHand;
            }
        }
        else
        {
            GameController.instance.SetLineup(LetterController.instance.GenerateRandomLetter(), true);
            hasDrawnToDeck = true;
            Debug.Log("Player drew a new card to the deck");
            GameController.instance.DisplayText(participantName + " drew a new letter to the playing field.");
            playerPAR = PlayerActionResult.DrawnToDeck;
        }
    }
Exemplo n.º 4
0
        public static String GetActionResultText(this PlayerActionResult actionResult)
        {
            switch (actionResult)
            {
            case PlayerActionResult.movedSafe:
                return("moved to safe tile");

            case PlayerActionResult.movedOnMine:
                return("BOOM!!");

            case PlayerActionResult.error:
                return("invalid move out of grid or inexistent option");

            case PlayerActionResult.win:
                return("you won the game");

            case PlayerActionResult.lose:
                return("you lost the game");

            case PlayerActionResult.exit:
                return("you exited the game");

            default:
                return("Unknown");
            }
        }
Exemplo n.º 5
0
    /*
     * Perform Bayesian updates to calculate the true probability distribution
     * over enemy elements given the region, attributes, and actions.
     */
    public static ElementDistribution ComputePosterior(
        Region region,
        Attribute attr,
        List <PlayerActionResult> player_actions,
        List <EnemyActionResult> enemy_actions)
    {
        // Step 1: Incorporate the prior information from the region.
        ElementDistribution prior     = P_ELEMENT_GIVEN_REGION[region];
        ElementDistribution posterior = Normalize(prior);

        // Step 2: Incorporate the attribute that was observed.
        ElementDistribution p_attr_all_elements = new ElementDistribution(); // i.e p(furry | water)
        List <Element>      element_list        = new List <Element>(P_ATTR_GIVEN_ELEMENT.Keys);

        for (int i = 0; i < element_list.Count; ++i)
        {
            Element element = element_list[i];
            p_attr_all_elements.Add(element, P_ATTR_GIVEN_ELEMENT[element][attr]);
        }
        posterior = Normalize(Multiply(posterior, p_attr_all_elements));

        // Step 3: Incorporate player actions.
        for (int i = 0; i < player_actions.Count; ++i)
        {
            PlayerActionResult action = player_actions[i];

            for (int el_i = 0; el_i < element_list.Count; ++i)
            {
                Element possible_enemy_element = element_list[i];
                int     matchup_multiplier     = ElementOrdering.Compare(action.element, possible_enemy_element);
                double  accuracy_vs_element    = ClampZeroOne(action.attack.accuracy + matchup_multiplier * GameStateManager.GameConstants.SUPER_EFFECTIVE_ACCURACY_BONUS);

                // For this possible enemy element, what is the probability of the outcome observed?
                double p_of_result = action.successful ? accuracy_vs_element : (1.0 - accuracy_vs_element);
                posterior[possible_enemy_element] *= p_of_result;
            }
        }
        posterior = Normalize(posterior); // Normalize again.

        // Step 4: Incorporate enemy actions.
        for (int i = 0; i < enemy_actions.Count; ++i)
        {
            EnemyActionResult action = enemy_actions[i];

            for (int el_i = 0; el_i < element_list.Count; ++i)
            {
                Element possible_enemy_element = element_list[i];
                int     matchup_multiplier     = ElementOrdering.Compare(possible_enemy_element, action.player_element_during);
                double  accuracy_vs_player     = ClampZeroOne(action.accuracy + matchup_multiplier * GameStateManager.GameConstants.SUPER_EFFECTIVE_ACCURACY_BONUS);

                // For this possible enemy element, what is the probability that their attack hit/missed?
                double p_of_result = action.successful ? accuracy_vs_player : (1.0 - accuracy_vs_player);
                posterior[possible_enemy_element] *= p_of_result;
            }
        }
        posterior = Normalize(posterior); // Normalize again.

        return(posterior);
    }
Exemplo n.º 6
0
    public override void Begin(object pastStateResult)
    {
        PlayerActionResult result = pastStateResult as PlayerActionResult;

        shootPath = result.path;

        playLoop.StartCoroutine(MovePlayerBubble());
    }
        public void TestDefeat()
        {
            BoardViewModel boardVM = setupTestData();

            boardVM.attemptPlayerAction(PlayerActions.down);
            PlayerActionResult result = boardVM.attemptPlayerAction(PlayerActions.left);

            Assert.AreEqual(PlayerActionResult.lose, result, "Player should lose");
        }
        public void TestVictory()
        {
            BoardViewModel boardVM = setupTestData();

            boardVM.attemptPlayerAction(PlayerActions.down);
            PlayerActionResult result = boardVM.attemptPlayerAction(PlayerActions.right);

            Assert.AreEqual(PlayerActionResult.win, result, "Player should win");
        }
        public void TestMoveOutsideGrid()
        {
            BoardViewModel boardVM = setupTestData();

            boardVM.attemptPlayerAction(PlayerActions.left);
            PlayerActionResult result = boardVM.attemptPlayerAction(PlayerActions.left);

            Assert.AreEqual(PlayerActionResult.error, result, "Player should not move outside grid");
        }
        public void TestMoveOnSafeSpace()
        {
            BoardViewModel boardVM = setupTestData();

            PlayerActionResult result = boardVM.attemptPlayerAction(PlayerActions.left);

            Assert.AreEqual(PlayerActionResult.movedSafe, result, "Player move should be safe tile");
            Assert.AreEqual(2, boardVM.player.numberOfLives, "Player lost lives from safe tile");
            Assert.AreEqual(0, boardVM.player.position.x, "Player position not updated on mine");
        }
        public void TestMoveOnMine()
        {
            BoardViewModel boardVM = setupTestData();

            PlayerActionResult result = boardVM.attemptPlayerAction(PlayerActions.down);

            Assert.AreEqual(PlayerActionResult.movedOnMine, result, "Player move not triggering mine");
            Assert.AreEqual(1, boardVM.player.numberOfLives, "Player not losing lives from mines");
            Assert.AreEqual(2, boardVM.player.position.y, "Player position not updated on mine");
        }
Exemplo n.º 12
0
    public void AppendPlayerLogEntry(PlayerActionResult result)
    {
        GameObject entry     = Instantiate(moveLogEntryPrefab);
        string     entryText =
            "Your " + result.element + " " + result.attack.name +
            " " + (result.successful ? "hit!" : "failed");

        entry.GetComponent <TextMeshProUGUI>().text = entryText;
        entry.transform.SetParent(this.transform, false);   // Really important to use false here!!!!
        entries.Add(entry);
    }
Exemplo n.º 13
0
        public PlayerActionResult Execute()
        {
            if (!CheckMP())
            {
                return(new PlayerActionResult(false, ResultType.NoMovement));
            }

            Kingdom            kingdom  = Action.player.CurrentKingdom;
            ArmyInfo           armyinfo = new ArmyInfo(Action.player.CurrentKingdom.Army);
            PlayerActionResult result   = new PlayerActionResult(true, ResultType.Success, army1: armyinfo);

            return(result);
        }
Exemplo n.º 14
0
        private bool ActionSelected(PlayerActions action)
        {
            PlayerActionResult actionResult = boardVM.attemptPlayerAction(action);

            Console.WriteLine("\nACTION FEEDBACK: " + actionResult.GetActionResultText() + "\n");
            if (actionResult == PlayerActionResult.exit ||
                actionResult == PlayerActionResult.win ||
                actionResult == PlayerActionResult.lose)
            {
                return(false);
            }
            return(true);
        }
Exemplo n.º 15
0
 public ExecuteActionsState(BattleUIManager ui, PlayerActionResult playerAction, EnemyActionResult enemyAction)
 {
     uiManager         = ui;
     this.playerAction = playerAction;
     this.enemyAction  = enemyAction;
 }
Exemplo n.º 16
0
    IEnumerator GameLoop()
    {
        while (gameParticipatns.Count > 1)
        {
            //Debug.Log("It's " + curParticipant.participantName + "'s turn.");
            curParticipant.AnnouncePlayer();
            curParticipant.BeginTurn();



            if (curParticipant == PlayerController.instance)
            {
                bool playerTurn = true;

                while (playerTurn)
                {
                    //PlayerController.instance.PlayersTurn();
                    yield return(new WaitUntil(() => playerStepThrough == true));

                    playerStepThrough = false;

                    switch (PlayerController.instance.playerPAR)
                    {
                    case PlayerActionResult.Busted:
                        curPlayersToElim.Add(curParticipant);
                        playerTurn = false;
                        break;

                    case PlayerActionResult.DrawnToDeck:

                        break;

                    case PlayerActionResult.DrawnToHand:

                        break;

                    case PlayerActionResult.PlayedLetter:
                        playerTurn = false;
                        break;

                    case PlayerActionResult.PickOne:
                        PlayerController.instance.ChoosePlayer();
                        yield return(new WaitUntil(() => playerStepThrough == true));

                        playerStepThrough = false;
                        playerTurn        = false;
                        break;
                    }
                }
                advanceButton.SetActive(true);
                drawButton.SetActive(false);
            }
            else
            {
                yield return(new WaitUntil(() => stepThrough == true));

                stepThrough = false;

                curPAR = curParticipant.TryAction();

                while (curPAR != PlayerActionResult.PlayedLetter)
                {
                    //Debug.Log("action failed.");

                    if (curPAR == PlayerActionResult.Busted)
                    {
                        curPlayersToElim.Add(curParticipant);
                        break;
                        //EliminatePlayer(curParticipant);
                        //yield break;
                    }

                    yield return(new WaitUntil(() => stepThrough == true));

                    stepThrough = false;

                    curPAR = curParticipant.TryAction();
                }
            }

            yield return(new WaitUntil(() => stepThrough == true));

            stepThrough = false;

            for (int i = 0; i < curPlayersToElim.Count; i++)
            {
                EliminatePlayer(curPlayersToElim[i]);
                yield return(new WaitUntil(() => stepThrough == true));

                stepThrough = false;
            }

            curPlayersToElim.Clear();

            curParticipantID = (curParticipantID + 1) % gameParticipatns.Count;
            curParticipant   = gameParticipatns[curParticipantID];
        }

        ShowGameOverPanel(gameParticipatns[0].participantName + " won the game because all other players were eliminated.");
    }