Exemplo n.º 1
0
            /// <summary>
            /// Logic for the beginning of an encounter turn.
            /// </summary>
            /// <param name="unitTurn">The <see cref="UnitTurn"/> of the current unit's turn.</param>
            void StartTurn(UnitTurn unitTurn)
            {
                UtilityFunctions.GetActiveUnitDetector()
                .FlagDelegate(DelegateFlags.OnEncounterTurnStart, new TurnStartHookBundle(unitTurn), GetEncounterUnitList());

                unitTurn.isActive     = true;
                currentTurn           = unitTurn;
                currentUnitMoveBounds = new AreaOfEffect(unitTurn.unit.position, 5);
                UtilityFunctions.GetActiveUnitDetector().AddIndicatorTiles(currentUnitMoveBounds.GetAllTiles(), TileIndicatorTypes.Movement);

                Debug.Log(UtilityFunctions.GetUnitName(unitTurn) + ":turn started; waiting");

                if (CanUnitTakeAction(currentTurn))
                {
                    if (unitTurn.unit.GetTargetType() == TargetTypes.Enemy)
                    {
                        //CheckEncounterAI(unitTurn);
                    }
                    else
                    {
                        //playerController.SetPlayerUnit(currentTurn.unit);
                        //uiController.PushUI(UIScreens.EncounterScreen, true);
                    }
                }
                else
                {
                    Debug.Log("due to impairment, unit cannot take action");
                    EndTurn(currentTurn);
                }
            }
Exemplo n.º 2
0
            /// <summary>
            /// Checks if the unit is able to take action.
            /// </summary>
            /// <param name="unitTurn">The unit turn to check.</param>
            /// <returns>Returns true if the unit can take action, and false otherwise.</returns>
            private bool CanUnitTakeAction(UnitTurn unitTurn)
            {
                List <StatusEffects> blockingImpairments = new List <StatusEffects>
                {
                    StatusEffects.Stun,
                    StatusEffects.Grab,
                    StatusEffects.Freeze,
                    StatusEffects.Sleep,
                    StatusEffects.Charm,
                    StatusEffects.Confusion,
                    StatusEffects.Terrify,
                    StatusEffects.TimeStop,
                    StatusEffects.Incapacitation
                };

                //TODO: add the rest of the blocking impairments here
                foreach (StatusEffects impairment in blockingImpairments)
                {
                    if (unitTurn.unit.SearchStatuses(impairment))
                    {
                        return(false);
                    }
                }

                return(true);
            }
Exemplo n.º 3
0
            /// <summary>
            /// Creates a new <see cref="UnitTurn"/> and inserts it into <see cref="turnOrder"/>.
            /// </summary>
            /// <param name="u">The unit that will belong to the new UnitTurn object.</param>
            /// <param name="isPriority">Whether or not the unit turn is prioritized in the turn order.</param>
            private void AddUnitTurn(Unit unit, bool isPriority)
            {
                UnitTurn unitTurn = new UnitTurn(unit, isPriority);

                turnOrder.Add(unitTurn);
                OrganizeTurnOrder();
            }
Exemplo n.º 4
0
    ///<summary>
    /// Adds a Unit to the Turnorder
    ///</summary>
    public void AddUnitTurn(Unit unit, bool startWithFullTimer)
    {
        UnitTurn t = new UnitTurn(unit, startWithFullTimer ? 100 : 0);

        turnOrder.Add(t);

        turnOrder = turnOrder.OrderByDescending(Turn => Turn.turnTimer).ToList();
    }
Exemplo n.º 5
0
            /// <summary>
            /// Logic for the ending of an encounter turn.
            /// </summary>
            /// <param name="unitTurn">The <see cref="UnitTurn"/> of the current unit's turn.</param>
            void EndTurn(UnitTurn unitTurn)
            {
                Debug.Log(UtilityFunctions.GetUnitName(unitTurn) + ":turn ended; proceeding");
                unitTurn.isActive = false;
                //uiController.PushUI(UIScreens.EncounterScreen, true);
                UtilityFunctions.GetActiveUnitDetector()
                .FlagDelegate(DelegateFlags.OnEncounterTurnEnd, new TurnEndHookBundle(unitTurn), GetEncounterUnitList());

                unitTurn.isCompleted = true;
            }
Exemplo n.º 6
0
            /// <summary>
            /// Creates a list of <see cref="UnitTurn"/> objects from a list of <see cref="Models.OverworldObject"/> objects.
            /// </summary>
            /// <param name="unitList">The list of units to convert.</param>
            /// <returns>Returns a list of UnitTurn objects created from the Unit list object given.</returns>
            private List <UnitTurn> CreateTurnOrder(List <Unit> unitList)
            {
                List <UnitTurn> turnOrder = new List <UnitTurn>();

                foreach (Unit unit in unitList)
                {
                    UnitTurn unitTurn = new UnitTurn(unit);
                    turnOrder.Add(unitTurn);
                }
                return(turnOrder);
            }
Exemplo n.º 7
0
    ///<summary>
    /// Sets up the initial turn order from all units on the map
    ///</summary>
    public void SetupTurnOrder(Unit[] unitList)
    {
        turnOrder.Clear();

        unitList = unitList.OrderByDescending(Unit => Unit.unitStats.speedRating).ToArray <Unit>();

        foreach (Unit u in unitList)
        {
            UnitTurn t = new UnitTurn(u, 100);
            turnOrder.Add(t);
        }
        currentTurn = turnOrder [0];
    }
Exemplo n.º 8
0
            /// <summary>
            /// Runs the game loop of an encounter.
            /// </summary>
            /// <returns></returns>
            IEnumerator EncounterLoop()
            {
                while (encounterActive)
                {
                    StartRound();
                    for (int i = 0; i < turnOrder.Count; i++)
                    {
                        UnitTurn unitTurn = turnOrder[i];

                        Debug.Log("start of turn loop");
                        StartTurn(unitTurn);
                        //Selecting actions (primary/auxiliary/...)
                        yield return(new WaitUntil(() => unitTurn.isCompleted == true));

                        EndTurn(unitTurn);
                        Debug.Log("end of turn loop");
                    }
                    EndRound();
                }
            }
Exemplo n.º 9
0
 public void InsertAt(UnitTurn u, int i)
 {
     for (int j = turnList.Count; j >= i; j--)
     {
         if (j == i)
         {
             turnList[i] = u;
         }
         else
         {
             if (j > 0)
             {
                 if (j != turnList.Count)
                 {
                     turnList[j] = turnList[j - 1];
                 }
                 else
                 {
                     turnList.Add(u);
                 }
             }
         }
     }
 }
Exemplo n.º 10
0
 /// <summary>
 /// Removes a specified unit from the current encounter.
 /// </summary>
 /// <param name="unitTurn">The <see cref="UnitTurn"/> of the unit to be removed.</param>
 private void RemoveUnitFromEncounter(UnitTurn unitTurn)
 {
     //turnOrder.Remove(unitTurn);
     UtilityFunctions.GetActiveUnitDetector().RemoveOverworldObject(unitTurn.unit);
 }
Exemplo n.º 11
0
 public TurnEndHookBundle(UnitTurn unitTurn)
 {
     this.unitTurn = unitTurn;
 }
Exemplo n.º 12
0
 public TurnStartHookBundle(UnitTurn unitTurn)
 {
     this.unitTurn = unitTurn;
 }
Exemplo n.º 13
0
 public static string GetUnitName(UnitTurn unitTurn)
 {
     return(unitTurn.unit.GetType() + " (" + unitTurn.GetHashCode() + ")");
 }