/// <summary>
        /// Returns a connectivity bitmask that contains all relevant bits for the specified
        /// subtile quadrant of an AutoTile.
        /// </summary>
        /// <param name="quadrant"></param>
        public TileConnection GetSubTileMask(TileQuadrant quadrant)
        {
            switch (quadrant)
            {
            case TileQuadrant.TopLeft:     return(TileConnection.Top | TileConnection.TopLeft | TileConnection.Left);

            case TileQuadrant.TopRight:    return(TileConnection.Top | TileConnection.TopRight | TileConnection.Right);

            case TileQuadrant.BottomRight: return(TileConnection.Bottom | TileConnection.BottomRight | TileConnection.Right);

            case TileQuadrant.BottomLeft:  return(TileConnection.Bottom | TileConnection.BottomLeft | TileConnection.Left);

            default:                       return(TileConnection.None);
            }
        }
Exemplo n.º 2
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        /// <summary>
        /// Finds an existing base tile where a certain sub-tile matches with the specified connectivity state.
        /// Returns <see cref="TileConnection.None"/> if no match was found in the existing set.
        /// </summary>
        /// <param name="quadrant"></param>
        /// <param name="targetConnectivity"></param>
        /// <param name="isStateAvailable"></param>
        private static TileConnection FindGeneratedAutoTileBase(TileQuadrant quadrant, TileConnection targetConnectivity, bool[] isStateAvailable)
        {
            TileConnection mask       = AutoTileFallbackMap.GetSubTileMask(quadrant);
            TileConnection targetBits = targetConnectivity & mask;

            IReadOnlyList <TileConnection> baseTiles = AutoTileFallbackMap.BaseConnectivityTiles;
            TileConnection bestMatch = TileConnection.None;
            int            bestMatchNeighbourCount = 0;

            for (int i = 0; i < baseTiles.Count; i++)
            {
                // Skip tiles that are not available in the tileset
                TileConnection connectivity = baseTiles[i];
                if (!isStateAvailable[(int)connectivity])
                {
                    continue;
                }

                // Skip tiles that do not match in the required bits
                TileConnection bits = connectivity & mask;
                if (bits != targetBits)
                {
                    continue;
                }

                // Special case: Skip the entirely unconnected tile, since this one is often
                // different from any partially connected tiles. Note if this should change:
                // It's also currently conflicting with the "no match found" return value.
                if (connectivity == TileConnection.None)
                {
                    continue;
                }

                // Prefer the most connected match we can find, since less connected tiles
                // tend to be more specialized in their visual appearance. Only consider
                // connectivity that we also find in the target tile to avoid under-specializing.
                TileConnection sharedConnectivity = connectivity & targetConnectivity;
                int            neighbourCount     = GetConnectedNeighbours(sharedConnectivity);
                if (neighbourCount > bestMatchNeighbourCount)
                {
                    bestMatchNeighbourCount = neighbourCount;
                    bestMatch = connectivity;
                }
            }

            return(bestMatch);
        }
Exemplo n.º 3
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    //
    // Input Handlers
    //

    /// <summary>
    /// Handles a click with the primary mouse button.
    /// </summary>
    /// <param name="position">The position that was returned by a raycast.</param>
    private void HandlePrimaryClick(Vector3 position)
    {
        TileCoordinates coords   = TileCoordinates.FromPosition(position); // get the coordinates of the tile
        TileQuadrant    quadrant = coords.QuadrantFromPosition(position);  // get the quadrant that was clicked
        Tile            tile     = World.GetTileAt(coords);                // get the tile at the given coordinates

        // handle moving a unit, if the conditions are met
        // and if the unit wasn't moved, then
        if (!HandleUnitMove(tile))
        {
            // get the unit that was clicked on
            if (!HandleUnitClick(GetUnitInTile(coords, quadrant)))
            {
                // update the tile information in the gui
                HandleTileClick(tile);
            }
        }
    }
Exemplo n.º 4
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    /// <summary>
    /// Gets the unit in the given tile coordinate and quadrant.
    /// </summary>
    /// <param name="coordinates">The tile that was clicked.</param>
    /// <param name="quadrant">The quadrant of the tile that was clicked.</param>
    /// <returns></returns>
    private Unit GetUnitInTile(TileCoordinates coordinates, TileQuadrant quadrant)
    {
        // ensure that the quadrant is in the east, where the units are
        if (quadrant.IsWest())
        {
            return(null);
        }

        List <Unit>[] units = World.GetUnitsAt(coordinates);

        // if the user clicked in the north quadrant, check for military units of our faction (0)
        // otherwise check for civilian units of our faction (1)
        foreach (Unit u in units[quadrant.IsNorth() ? 0 : 1])
        {
            if (u.faction == Faction.player)
            {
                return(u);
            }
        }

        return(null);
    }
Exemplo n.º 5
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 public static bool IsWest(this TileQuadrant enumVal)
 {
     return((( int )enumVal & 1) != 0);
 }
Exemplo n.º 6
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 public static bool IsSouth(this TileQuadrant enumVal)
 {
     return((( int )enumVal & 4) != 0);
 }
Exemplo n.º 7
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 public static bool IsNorth(this TileQuadrant enumVal)
 {
     return((( int )enumVal & 8) != 0);
 }