Exemplo n.º 1
0
 public Direction Directionto(Unit u)     // this will detect in which direction to move towards
 {
     if (u.GetType() == typeof(WizardUnit))
     {
         WizardUnit m = (WizardUnit)u;
         if (m.Xpos < Xpos)
         {
             return(Direction.North);
         }
         else if (m.Xpos > Xpos)
         {
             return(Direction.South);
         }
         else if (m.Ypos < Ypos)
         {
             return(Direction.West);
         }
         else
         {
             return(Direction.East);
         }
     }
     else
     {
         return(Direction.North);
     }
 }
Exemplo n.º 2
0
    public void UpdateDisplay()
    {
        DrawBlankMap();

        foreach (GameObject unit in units)
        {
            if (unit.GetComponent <Unit>() != null)
            {
                Unit lUnit = unit.GetComponent <Unit>();
                PlaceUnit(unit, lUnit.xPosition, lUnit.yPosition);
            }
            else if (unit.GetComponent <WizardUnit>() != null)
            {
                WizardUnit lUnit = unit.GetComponent <WizardUnit>();
                PlaceUnit(unit, lUnit.xPosition, lUnit.yPosition);
            }
        }

        foreach (GameObject building in buildings)
        {
            if (building.GetComponent <FactoryBuilding>() != null)
            {//place Factories
                FactoryBuilding lBuilding = building.GetComponent <FactoryBuilding>();
                PlaceUnit(building, lBuilding.xPosition, lBuilding.yPosition);
            }
            if (building.GetComponent <ResourceBuilding>() != null)
            {//Place Resource Buildings
                ResourceBuilding lBuilding = building.GetComponent <ResourceBuilding>();
                PlaceUnit(building, lBuilding.xPosition, lBuilding.yPosition);
            }
        }
    }
Exemplo n.º 3
0
    public Map()
    {
        marrUnits = new MeleeUnit[10];
        rarrUnits = new RangedUnit[10];
        warrUnits = new WizardUnit[10];


        for (int k = 0; k < 10; k++)
        {
            {
                marrUnits[k] = new MeleeUnit(r.Next(0, 20), r.Next(0, 20), "rogue", "m", "def");
                rarrUnits[k] = new RangedUnit(r.Next(0, 20), r.Next(0, 20), "viking", "r", "def");
                warrUnits[k] = new WizardUnit(r.Next(0, 20), r.Next(0, 20), "wizard", "w", "def");
            }
        }
        res  = new ResourceBuilding[5];
        fact = new FactoryBuilding[5];

        for (int j = 0; j < 5; j++)
        {
            {
                res[j]  = new ResourceBuilding(r.Next(0, 20), r.Next(0, 20), "rogue", "r");
                fact[j] = new FactoryBuilding(r.Next(0, 20), r.Next(0, 20), "viking", "f");
                res[j]  = new ResourceBuilding(r.Next(0, 20), r.Next(0, 20), "wizard", "r");
            }
        }
    }
Exemplo n.º 4
0
 //Deals damage to closest unit if they are in attack range
 public override void Combat(int type)
 {
     if (type == 0)
     {
         if (closestUnit is MeleeUnit)
         {
             MeleeUnit M = (MeleeUnit)closestUnit;
             M.Health -= Attack;
         }
         else if (closestUnit is RangedUnit)
         {
             RangedUnit R = (RangedUnit)closestUnit;
             R.Health -= Attack;
         }
         else if (closestUnit is WizardUnit)
         {
             WizardUnit W = (WizardUnit)closestUnit;
             W.Health -= Attack;
         }
     }
     else if (type == 1)
     {
         if (closestBuilding is FactoryBuilding)
         {
             FactoryBuilding FB = (FactoryBuilding)closestBuilding;
             FB.Health -= Attack;
         }
         else if (closestBuilding is ResourceBuilding)
         {
             ResourceBuilding RB = (ResourceBuilding)closestBuilding;
             RB.Health -= Attack;
         }
     }
 }
Exemplo n.º 5
0
    public Map(int maxX, int maxY, int numUnits, int numBuildings) // these will create the archer and melee units and place them within the units array
    {
        int buildingX, buildingY;

        units     = new Unit[numUnits];
        buildings = new Building[numBuildings];
        for (int i = 0; i < numUnits; i++)
        {
            if (i <= 10)
            {
                MeleeUnit M = new MeleeUnit(r.Next(0, maxX), r.Next(0, maxY), r.Next(10, 20) * 10, r.Next(10, 30), 1, 1, i % 2, "M", "Knight");
                Units[i] = M;
            }
            if (i > 10 && i <= 20)
            {
                RangedUnit R = new RangedUnit(r.Next(0, maxX), r.Next(0, maxY), r.Next(10, 20) * 10, r.Next(10, 30), 1, 1, i % 2, "R", "Archer");
                Units[i] = R;
            }
            if (i == 21)
            {
                WizardUnit W = new WizardUnit(r.Next(0, maxX), r.Next(0, maxY), r.Next(25, 35) * 10, r.Next(20, 40), 1, 1, 0, "W", "Wizard");
                Units[i] = W;
            }
            if (i == 22)
            {
                WizardUnit W = new WizardUnit(r.Next(0, maxX), r.Next(0, maxY), r.Next(25, 35) * 10, r.Next(20, 40), 1, 1, 1, "W", "Wizard");
                Units[i] = W;
            }
            if (i > 22 && i <= 27)
            {
                MeleeUnit MN = new MeleeUnit(r.Next(0, maxX), r.Next(0, maxY), r.Next(10, 20) * 10, r.Next(10, 30), 1, 1, 2, "M", "Knight");
                Units[i] = MN;
            }
            if (i > 27)
            {
                RangedUnit RN = new RangedUnit(r.Next(0, maxX), r.Next(0, maxY), r.Next(10, 20) * 10, r.Next(10, 30), 1, 1, 2, "R", "Archer");
                Units[i] = RN;
            }
        }

        for (int i = 0; i < numBuildings; i++) // these will create the buildings that will then be put into the buildings array
        {
            if (i <= 5)
            {
                buildingX = r.Next(0, maxX);
                buildingY = r.Next(0, maxX);
                FactoryBuilding fb = new FactoryBuilding(buildingX, r.Next(0, maxY), r.Next(5, 10) * 10, i % 2, "FB", r.Next(0, 1), r.Next(5, 10), buildingX + 1, buildingY + 1);
                Buildings[i] = fb;
            }

            if (i > 5 && i <= 10)
            {
                ResourceBuilding rb = new ResourceBuilding(r.Next(0, maxX), r.Next(0, maxY), r.Next(5, 10) * 10, i % 2, "RB", "Gold", r.Next(5, 15), r.Next(100, 400));
                Buildings[i] = rb;
            }
        }
    }
Exemplo n.º 6
0
 //if stop colliding w wizards
 public void OnTriggerExit(Collider col)
 {
     if (col.gameObject.CompareTag("Wizards"))
     {
         //remove this gameobject from the inrange list to not take damage anymore
         WizardUnit wizard = col.gameObject.GetComponent <WizardUnit>();
         wizard.inRange.Remove(gameObject);
     }
 }
Exemplo n.º 7
0
    //finds and returns the closest enemy
    public override Unit ClosestEnemy()
    {
        int    xDis = 0, yDis = 0;
        double distance = 1000;
        double temp     = 1000;
        Unit   target   = null;


        foreach (Unit u in units)
        {
            if (u is RangedUnit)
            {
                RangedUnit b = (RangedUnit)u;

                if (FactionType != b.FactionType)
                {
                    xDis = Mathf.Abs((PosX - b.PosX) * (PosX - b.PosX));
                    yDis = Mathf.Abs((PosY - b.PosY) * (PosY - b.PosY));

                    distance = Mathf.Round(Mathf.Sqrt(xDis + yDis));
                }
            }
            else if (u is MeleeUnit)
            {
                MeleeUnit b = (MeleeUnit)u;

                if (FactionType != b.FactionType)
                {
                    xDis = Mathf.Abs((PosX - b.PosX) * (PosX - b.PosX));
                    yDis = Mathf.Abs((PosY - b.PosY) * (PosY - b.PosY));

                    distance = Mathf.Round(Mathf.Sqrt(xDis + yDis));
                }
            }
            if (u is WizardUnit)
            {
                WizardUnit b = (WizardUnit)u;

                if (FactionType != b.FactionType)
                {
                    xDis = Mathf.Abs((PosX - b.PosX) * (PosX - b.PosX));
                    yDis = Mathf.Abs((PosY - b.PosY) * (PosY - b.PosY));

                    distance = Mathf.Round(Mathf.Sqrt(xDis + yDis));
                }
            }


            if (distance < temp)
            {
                temp   = distance;
                target = u;
            }
        }

        return(target);
    }
Exemplo n.º 8
0
 //for the wizard aoe - when entering the trigger event that is the sphere collider
 public void OnTriggerEnter(Collider col)
 {
     //if collide w wizards
     if (col.gameObject.CompareTag("Wizards"))
     {
         //add this gameobject to the inrange list to take damage
         WizardUnit wizard = col.gameObject.GetComponent <WizardUnit>();
         wizard.inRange.Add(gameObject);
     }
 }
Exemplo n.º 9
0
 private int DistanceTo(Unit u)     // this uses the manhatten distance method to calculate distance
 {
     if (u.GetType() == typeof(WizardUnit))
     {
         WizardUnit w = (WizardUnit)u;
         int        d = Math.Abs(Xpos - w.Xpos) + Math.Abs(Ypos - w.Ypos);
         return(d);
     }
     else
     {
         return(0);
     }
 }
Exemplo n.º 10
0
    //Determines the distance between two units
    public int DistanceTo(Unit a, Unit b)
    {
        int distance = 0;

        if (a is MeleeUnit && b is MeleeUnit)
        {
            MeleeUnit start = (MeleeUnit)a;
            MeleeUnit end   = (MeleeUnit)b;
            distance = Mathf.Abs(start.PosX - end.PosX) + Mathf.Abs(start.PosY - end.PosY);
        }
        else if (a is RangedUnit && b is MeleeUnit)
        {
            RangedUnit start = (RangedUnit)a;
            MeleeUnit  end   = (MeleeUnit)b;
            distance = Mathf.Abs(start.PosX - end.PosX) + Mathf.Abs(start.PosY - end.PosY);
        }
        else if (a is RangedUnit && b is RangedUnit)
        {
            RangedUnit start = (RangedUnit)a;
            RangedUnit end   = (RangedUnit)b;
            distance = Mathf.Abs(start.PosX - end.PosX) + Mathf.Abs(start.PosY - end.PosY);
        }
        else if (a is MeleeUnit && b is RangedUnit)
        {
            MeleeUnit  start = (MeleeUnit)a;
            RangedUnit end   = (RangedUnit)b;
            distance = Mathf.Abs(start.PosX - end.PosX) + Mathf.Abs(start.PosY - end.PosY);
        }
        //Add wizards
        else if (a is WizardUnit && b is WizardUnit)
        {
            WizardUnit start = (WizardUnit)a;
            WizardUnit end   = (WizardUnit)b;
            distance = Mathf.Abs(start.PosX - end.PosX) + Mathf.Abs(start.PosY - end.PosY);
        }
        else if (a is MeleeUnit && b is WizardUnit)
        {
            WizardUnit start = (WizardUnit)a;
            MeleeUnit  end   = (MeleeUnit)b;
            distance = Mathf.Abs(start.PosX - end.PosX) + Mathf.Abs(start.PosY - end.PosY);
        }
        else if (a is RangedUnit && b is WizardUnit)
        {
            WizardUnit start = (WizardUnit)a;
            RangedUnit end   = (RangedUnit)b;
            distance = Mathf.Abs(start.PosX - end.PosX) + Mathf.Abs(start.PosY - end.PosY);
        }

        return(distance);
    }
Exemplo n.º 11
0
 public override bool withinAttackRange(Unit u)     // this will see what enemies are in attack range
 {
     if (u.GetType() == typeof(WizardUnit))
     {
         WizardUnit W = (WizardUnit)u;
         if (DistanceTo(u) <= attackRange)
         {
             return(true);
         }
         else
         {
             return(false);
         }
     }
     return(false);
 }
Exemplo n.º 12
0
    public GameObject GenerateWizard(int aUnitNumber, int aXPos, int aYPos)
    {
        int        unitType = Random.Range(0, redUnits.Capacity);
        GameObject lUnit    = Instantiate(grayUnits[unitType]);
        WizardUnit unit     = lUnit.GetComponent <WizardUnit>();

        unit.Name        = $"{aUnitNumber}";
        unit.attackRange = 1;
        unit.map         = this;
        unit.xPosition   = aXPos;
        unit.yPosition   = aYPos;
        unit.health      = 12;
        unit.speed       = Random.Range(1, 4);
        unit.attack      = Random.Range(1, 6);
        unit.faction     = "Red";
        unit.symbol      = 'R';

        return(lUnit);
    }
Exemplo n.º 13
0
    //Handles generation of the units
    public void Generate()
    {
        //PvP Teams
        for (int i = 0; i < numUnits; i++)
        {
            int holdMe;
            holdMe = Random.Range(0, 2);

            if (holdMe == 0) //Generate Melee Unit
            {
                MeleeUnit m = new MeleeUnit("Barbarian",
                                            Random.Range(0, width),
                                            Random.Range(0, height),
                                            (i % 2 == 0 ? 1 : 0),
                                            30,
                                            1,
                                            5,
                                            1,
                                            false
                                            );
                units.Add(m);
            }
            else if (holdMe == 1) // Generate Ranged Unit
            {
                RangedUnit ru = new RangedUnit("Tank",
                                               Random.Range(0, width),
                                               Random.Range(0, height),
                                               (i % 2 == 0 ? 1 : 0),
                                               20,
                                               1,
                                               3,
                                               2,
                                               false
                                               );
                units.Add(ru);
            }
            else
            {
                WizardUnit wu = new WizardUnit("Lich",
                                               Random.Range(0, width),
                                               Random.Range(0, height),
                                               3,
                                               6,
                                               1,
                                               5,
                                               1,
                                               false
                                               );
                units.Add(wu);
            }
        }

        for (int l = 0; l < 6; l++)
        {
            WizardUnit wu = new WizardUnit("Lich",
                                           Random.Range(0, width),
                                           Random.Range(0, height),
                                           3,
                                           15,
                                           1,
                                           5,
                                           1,
                                           false
                                           );
            units.Add(wu);
        }

        for (int k = 0; k < numBuildings; k++)
        {
            if (Random.Range(0, 2) == 0) //Generate Resource Building
            {
                ResourceBuilding rb = new ResourceBuilding(Random.Range(0, width),
                                                           Random.Range(0, height),
                                                           20,
                                                           (k % 2 == 0 ? 1 : 0),
                                                           10);
                buildings.Add(rb);
            }
            else //Generate Unit Building
            {
                FactoryBuilding fb = new FactoryBuilding(Random.Range(0, width),
                                                         Random.Range(0, height),
                                                         20,
                                                         (k % 2 == 0 ? 1 : 0),
                                                         3,
                                                         (Random.Range(0, 2) == 1 ? "Melee" : "Ranged"),
                                                         35);

                buildings.Add(fb);
            }
        }
    }
Exemplo n.º 14
0
    //Changes the x and y position towards the closest enemy or to run away
    public override void Move(int type)
    {
        //Moves towards closest enemey
        if (Health > MaxHealth * 0.25)
        {
            if (type == 0)
            {
                if (closestUnit is MeleeUnit)
                {
                    MeleeUnit closestUnitM = (MeleeUnit)closestUnit;

                    if (closestUnitM.PosX > posX && PosX < MapWidth - 1)
                    {
                        posX++;
                    }
                    else if (closestUnitM.PosX < posX && posX > 0)
                    {
                        posX--;
                    }

                    if (closestUnitM.PosY > posY && PosY < MapHeight - 1)
                    {
                        posY++;
                    }
                    else if (closestUnitM.PosY < posY && posY > 0)
                    {
                        posY--;
                    }
                }
                else if (closestUnit is RangedUnit)
                {
                    RangedUnit closestUnitR = (RangedUnit)closestUnit;

                    if (closestUnitR.PosX > posX && PosX < MapWidth - 1)
                    {
                        posX++;
                    }
                    else if (closestUnitR.PosX < posX && posX > 0)
                    {
                        posX--;
                    }

                    if (closestUnitR.PosY > posY && PosY < MapHeight - 1)
                    {
                        posY++;
                    }
                    else if (closestUnitR.PosY < posY && posY > 0)
                    {
                        posY--;
                    }
                }
                else if (closestUnit is WizardUnit)
                {
                    WizardUnit closestUnitW = (WizardUnit)closestUnit;

                    if (closestUnitW.PosX > posX && PosX < MapWidth - 1)
                    {
                        posX++;
                    }
                    else if (closestUnitW.PosX < posX && posX > 0)
                    {
                        posX--;
                    }

                    if (closestUnitW.PosY > posY && PosY < MapHeight - 1)
                    {
                        posY++;
                    }
                    else if (closestUnitW.PosY < posY && posY > 0)
                    {
                        posY--;
                    }
                }
            }
            else
            {
                if (closestBuilding is FactoryBuilding)
                {
                    FactoryBuilding closestBuildingFB = (FactoryBuilding)closestBuilding;

                    if (closestBuildingFB.PosX > posX && PosX < MapHeight - 1)
                    {
                        posX++;
                    }
                    else if (closestBuildingFB.PosX < posX && posX > 0)
                    {
                        posX--;
                    }

                    if (closestBuildingFB.PosY > posY && PosY < MapWidth - 1)
                    {
                        posY++;
                    }
                    else if (closestBuildingFB.PosY < posY && posY > 0)
                    {
                        posY--;
                    }
                }
                else if (closestBuilding is ResourceBuilding)
                {
                    ResourceBuilding closestBuildingRB = (ResourceBuilding)closestBuilding;

                    if (closestBuildingRB.PosX > posX && PosX < MapHeight - 1)
                    {
                        posX++;
                    }
                    else if (closestBuildingRB.PosX < posX && posX > 0)
                    {
                        posX--;
                    }

                    if (closestBuildingRB.PosY > posY && PosY < MapWidth - 1)
                    {
                        posY++;
                    }
                    else if (closestBuildingRB.PosY < posY && posY > 0)
                    {
                        posY--;
                    }
                }
            }
        }
        else //Moves in random direction to run away
        {
            int direction = Random.Range(0, 4);

            if (direction == 0 && PosX < MapHeight - 1)
            {
                posX++;
            }
            else if (direction == 1 && posX > 0)
            {
                posX--;
            }
            else if (direction == 2 && posY < MapWidth - 1)
            {
                posY++;
            }
            else if (direction == 3 && posY > 0)
            {
                posY--;
            }
        }
    }
Exemplo n.º 15
0
    public void UpdateUnitPosition(GameObject aUnitToMove, int aXNewPos, int aYNewPos)
    {
        int newX = aXNewPos;
        int newY = aYNewPos;

        if (!CheckPositionAgainstGridSize(newY, newY))
        {
            if (newX >= gridSizeX)
            {
                newX = gridSizeX - 1;
            }
            if (newY >= gridSizeY)
            {
                newY = gridSizeY - 1;
            }
            if (newX < 0)
            {
                newX = 0;
            }
            if (newY < 0)
            {
                newY = 0;
            }
        }

        if (aUnitToMove.GetComponent <Unit>() != null)
        {
            if (Battlefield[newX, newY] == blankTile)
            {
                Unit lUnitToMove = aUnitToMove.GetComponent <Unit>();

                CheckPositionAgainstGridSize(lUnitToMove.xPosition, lUnitToMove.yPosition);

                int currentPosX = lUnitToMove.xPosition;
                int currentPosY = lUnitToMove.yPosition;

                GameObject unit = Battlefield[currentPosX, currentPosY];

                Battlefield[currentPosX, currentPosY] = Battlefield[newX, newY];
                Battlefield[newX, newY] = unit;

                Battlefield[currentPosX, currentPosY].transform.position = GetDisplayCoord(currentPosX, currentPosY);
                Battlefield[newX, newY].transform.position = GetDisplayCoord(newX, newY);
            }
        }
        else if (aUnitToMove.GetComponent <WizardUnit>() != null)
        {
            WizardUnit lUnitToMove = aUnitToMove.GetComponent <WizardUnit>();

            CheckPositionAgainstGridSize(lUnitToMove.xPosition, lUnitToMove.yPosition);

            int currentPosX = lUnitToMove.xPosition;
            int currentPosY = lUnitToMove.yPosition;

            GameObject unit = Battlefield[currentPosX, currentPosY];

            Battlefield[currentPosX, currentPosY] = Battlefield[aXNewPos, aYNewPos];
            Battlefield[aXNewPos, aYNewPos]       = unit;

            Battlefield[currentPosX, currentPosY].transform.position = GetDisplayCoord(currentPosX, currentPosY);
            Battlefield[aXNewPos, aYNewPos].transform.position       = GetDisplayCoord(aXNewPos, aYNewPos);
        }
    }
Exemplo n.º 16
0
    //Checks to see if the closest enemy is in attack range and if they are calls combat or move if they aren't
    public override void CheckAttackRange(List <Unit> uni, List <Building> build)
    {
        units     = uni;
        buildings = build;

        closestUnit     = ClosestEnemy();
        closestBuilding = ClosestEnemyBuilding();

        int enemyType;

        int xDis = 0, yDis = 0;

        int uDistance = 10000, bDistance = 10000;
        int distance;

        if (closestUnit is MeleeUnit)
        {
            MeleeUnit M = (MeleeUnit)closestUnit;
            xDis = Mathf.Abs((PosX - M.PosX) * (PosX - M.PosX));
            yDis = Mathf.Abs((PosY - M.PosY) * (PosY - M.PosY));

            uDistance = (int)Mathf.Round(Mathf.Sqrt(xDis + yDis));
        }
        else if (closestUnit is RangedUnit)
        {
            RangedUnit R = (RangedUnit)closestUnit;
            xDis = Mathf.Abs((PosX - R.PosX) * (PosX - R.PosX));
            yDis = Mathf.Abs((PosY - R.PosY) * (PosY - R.PosY));

            uDistance = (int)Mathf.Round(Mathf.Sqrt(xDis + yDis));
        }
        else if (closestUnit is WizardUnit)
        {
            WizardUnit W = (WizardUnit)closestUnit;
            xDis = Mathf.Abs((PosX - W.PosX) * (PosX - W.PosX));
            yDis = Mathf.Abs((PosY - W.PosY) * (PosY - W.PosY));

            uDistance = (int)Mathf.Round(Mathf.Sqrt(xDis + yDis));
        }

        if (closestBuilding is FactoryBuilding)
        {
            FactoryBuilding FB = (FactoryBuilding)closestBuilding;
            xDis = Mathf.Abs((PosX - FB.PosX) * (PosX - FB.PosX));
            yDis = Mathf.Abs((PosY - FB.PosY) * (PosY - FB.PosY));

            bDistance = (int)Mathf.Round(Mathf.Sqrt(xDis + yDis));
        }
        else if (closestBuilding is ResourceBuilding)
        {
            ResourceBuilding RB = (ResourceBuilding)closestBuilding;
            xDis = Mathf.Abs((PosX - RB.PosX) * (PosX - RB.PosX));
            yDis = Mathf.Abs((PosY - RB.PosY) * (PosY - RB.PosY));

            bDistance = (int)Mathf.Round(Mathf.Sqrt(xDis + yDis));
        }

        if (units[0] != null)
        {
            if (uDistance < bDistance)
            {
                distance  = uDistance;
                enemyType = 0;
            }
            else
            {
                distance  = bDistance;
                enemyType = 1;
            }
        }
        else
        {
            distance  = bDistance;
            enemyType = 1;
        }

        //Checks to see if they are below 25% health so they move rather than attacking
        if (Health > MaxHealth * 0.25)
        {
            if (distance <= AttackRange)
            {
                IsAttacking = true;
                Combat(enemyType);
            }
            else
            {
                IsAttacking = false;
                Move(enemyType);
            }
        }
        else
        {
            Move(enemyType);
        }
    }
Exemplo n.º 17
0
    public void castRay()
    {
        Ray          ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit2D hit = Physics2D.Raycast(ray.origin, ray.direction, Mathf.Infinity);

        if (hit)
        {
            float x = hit.collider.transform.position.x;
            float y = hit.collider.transform.position.y;


            Debug.Log("" + x + " " + y);

            foreach (Unit u in map.Units)
            {
                if (u.GetType() == typeof(RangedUnit))
                {
                    RangedUnit r = (RangedUnit)u;

                    if (r.Xpos == x && r.Ypos == y)
                    {
                        info.text = "" + r.toString();
                    }
                }

                else if (u.GetType() == typeof(MeleeUnit))
                {
                    MeleeUnit m = (MeleeUnit)u;

                    if (m.Xpos == x && m.Ypos == y)
                    {
                        info.text = "" + m.toString();
                    }
                }

                else if (u.GetType() == typeof(WizardUnit))
                {
                    WizardUnit m = (WizardUnit)u;

                    if (m.Xpos == x && m.Ypos == y)
                    {
                        info.text = "" + m.toString();
                    }
                }
            }

            foreach (Building b in map.Buildings)
            {
                if (b.GetType() == typeof(FactoryBuilding))
                {
                    FactoryBuilding fb = (FactoryBuilding)b;

                    if (fb.Xpos == x && fb.Ypos == y)
                    {
                        info.text = "" + fb.toString();
                    }
                }

                else if (b.GetType() == typeof(ResourceBuilding))
                {
                    ResourceBuilding rb = (ResourceBuilding)b;

                    if (rb.Xpos == x && rb.Ypos == y)
                    {
                        info.text = "" + rb.toString();
                    }
                }
            }
        }
    }
Exemplo n.º 18
0
    public void DisplayMap()
    {
        foreach (Unit u in map.Units)
        {
            if (u.GetType() == typeof(MeleeUnit))
            {
                int       start_x = 20;
                int       start_Y = 20;
                MeleeUnit m       = (MeleeUnit)u;
                if (m.health > 0)
                {
                    if (m.faction == 1)
                    {
                        GameObject dup = Instantiate(RedMelee, new Vector2(m.Xpos, m.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                    else if (m.faction == 0)
                    {
                        GameObject dup = Instantiate(BlueMelee, new Vector2(m.Xpos, m.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                    else
                    {
                        GameObject dup = Instantiate(GreyMelee, new Vector2(m.Xpos, m.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                }
                if (m.isDead())
                {
                    m.symbol = "X";
                    if (m.faction == 1)
                    {
                        GameObject dup = Instantiate(RedDeath, new Vector2(m.Xpos, m.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                    else if (m.faction == 0)
                    {
                        GameObject dup = Instantiate(BlueDeath, new Vector2(m.Xpos, m.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                    else
                    {
                        GameObject dup = Instantiate(NeutralDeath, new Vector2(m.Xpos, m.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                }
            }
        }

        foreach (Unit u in map.Units)
        {
            if (u.GetType() == typeof(RangedUnit))
            {
                int        start_x = 20;
                int        start_Y = 20;
                RangedUnit m       = (RangedUnit)u;
                if (m.health > 0)
                {
                    if (m.faction == 1)
                    {
                        GameObject dup = Instantiate(RedRanged, new Vector2(m.Xpos, m.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                    else if (m.faction == 0)
                    {
                        GameObject dup = Instantiate(BlueRanged, new Vector2(m.Xpos, m.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                    else
                    {
                        GameObject dup = Instantiate(GreyRanged, new Vector2(m.Xpos, m.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                }
                if (m.isDead())
                {
                    m.symbol = "X";
                    if (m.faction == 1)
                    {
                        GameObject dup = Instantiate(RedDeath, new Vector2(m.Xpos, m.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                    else if (m.faction == 0)
                    {
                        GameObject dup = Instantiate(BlueDeath, new Vector2(m.Xpos, m.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                    else
                    {
                        GameObject dup = Instantiate(NeutralDeath, new Vector2(m.Xpos, m.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                }
            }
        }

        foreach (Unit u in map.Units)
        {
            if (u.GetType() == typeof(WizardUnit))
            {
                int        start_x = 20;
                int        start_Y = 20;
                WizardUnit m       = (WizardUnit)u;
                if (m.health > 0)
                {
                    if (m.faction == 1)
                    {
                        GameObject dup = Instantiate(RedWizard, new Vector2(m.Xpos, m.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                    else if (m.faction == 0)
                    {
                        GameObject dup = Instantiate(BlueWizard, new Vector2(m.Xpos, m.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                }
                if (m.isDead())
                {
                    m.symbol = "X";
                    if (m.faction == 1)
                    {
                        GameObject dup = Instantiate(RedDeath, new Vector2(m.Xpos, m.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                    else if (m.faction == 0)
                    {
                        GameObject dup = Instantiate(BlueDeath, new Vector2(m.Xpos, m.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                }
            }
        }

        foreach (Building u in map.Buildings)
        {
            if (u.GetType() == typeof(FactoryBuilding))
            {
                int             start_x = 20;
                int             start_Y = 20;
                FactoryBuilding m       = (FactoryBuilding)u;
                if (m.health > 0)
                {
                    if (m.faction == 1)
                    {
                        GameObject dup = Instantiate(RedFactory, new Vector2(m.Xpos, m.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                    else if (m.faction == 0)
                    {
                        GameObject dup = Instantiate(BlueFactory, new Vector2(m.Xpos, m.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                }
                if (m.isDead())
                {
                    m.symbol = "X";
                    if (m.faction == 1)
                    {
                        GameObject dup = Instantiate(RedDeath, new Vector2(m.Xpos, m.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                    else if (m.faction == 0)
                    {
                        GameObject dup = Instantiate(BlueDeath, new Vector2(m.Xpos, m.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                }
            }
        }

        foreach (Building u in map.Buildings)
        {
            if (u.GetType() == typeof(ResourceBuilding))
            {
                int start_x        = 20;
                int start_Y        = 20;
                ResourceBuilding m = (ResourceBuilding)u;
                if (m.health > 0)
                {
                    if (m.faction == 1)
                    {
                        GameObject dup = Instantiate(RedMine, new Vector2(m.Xpos, m.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                    else if (m.faction == 0)
                    {
                        GameObject dup = Instantiate(BlueMine, new Vector2(m.Xpos, m.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                }
                if (m.isDead())
                {
                    m.symbol = "X";
                    if (m.faction == 1)
                    {
                        GameObject dup = Instantiate(RedDeath, new Vector2(m.Xpos, m.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                    else if (m.faction == 0)
                    {
                        GameObject dup = Instantiate(BlueDeath, new Vector2(m.Xpos, m.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                }
            }
        }
    }
Exemplo n.º 19
0
    private void UpdateMap() // this will cycle through all the units and buildisngs to see if they need to move and whether or not they have been killed in combat
    {
        foreach (Unit u in map.Units)
        {
            if (u.GetType() == typeof(MeleeUnit))
            {
                MeleeUnit m = (MeleeUnit)u;
                if (m.health > 1)
                {
                    if (m.health < 25)
                    {
                        switch (r.Next(0, 4))
                        {
                        case 0: ((MeleeUnit)u).NewPos(Direction.North); break;

                        case 1: ((MeleeUnit)u).NewPos(Direction.East); break;

                        case 2: ((MeleeUnit)u).NewPos(Direction.South); break;

                        case 3: ((MeleeUnit)u).NewPos(Direction.West); break;
                        }
                    }
                    else if (m.health < 10)  // this method will check a units health to see if it below 10 and if it is there will be a 50% chance of that unit changing alleigance to the other team and the unit will gain a small amount of health as compensation for changing team
                    {
                        int teamChange = r.Next(0, 2);
                        if (teamChange == 0)
                        {
                            if (m.faction == 1)
                            {
                                m.faction = 0;
                                m.health  = m.health + 5;
                            }
                            else
                            {
                                m.faction = 1;
                                m.health  = m.health + 5;
                            }
                        }
                    }
                    else
                    {
                        bool inCombat = false;
                        foreach (Unit e in map.Units)
                        {
                            if (u.withinAttackRange(e))
                            {
                                u.combatWithUnit(e);
                                inCombat = true;
                            }
                        }
                        if (!inCombat)
                        {
                            Unit c = u.UnitDistance(map.Units);
                            m.NewPos(m.Directionto(c));
                        }
                    }
                }
                else
                {
                    m.symbol = "X";
                    if (m.faction == 1)
                    {
                        GameObject dup = Instantiate(RedDeath, new Vector2(m.Xpos, m.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                    else if (m.faction == 0)
                    {
                        GameObject dup = Instantiate(BlueDeath, new Vector2(m.Xpos, m.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                    else
                    {
                        GameObject dup = Instantiate(NeutralDeath, new Vector2(m.Xpos, m.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                }
            }
        }
        foreach (Unit u in map.Units)
        {
            if (u.GetType() == typeof(RangedUnit))
            {
                RangedUnit m = (RangedUnit)u;
                if (m.health > 1)
                {
                    if (m.health < 25)
                    {
                        switch (r.Next(0, 4))
                        {
                        case 0: ((RangedUnit)u).NewPos(Direction.North); break;

                        case 1: ((RangedUnit)u).NewPos(Direction.East); break;

                        case 2: ((RangedUnit)u).NewPos(Direction.South); break;

                        case 3: ((RangedUnit)u).NewPos(Direction.West); break;
                        }
                    }
                    else if (m.health < 10)  // this method will check a units health to see if it below 10 and if it is there will be a 50% chance of that unit changing alleigance to the other team and the unit will gain a small amount of health as compensation for changing team
                    {
                        int teamChange = r.Next(0, 2);
                        if (teamChange == 0)
                        {
                            if (m.faction == 1)
                            {
                                m.faction = 0;
                                m.health  = m.health + 5;
                            }
                            else
                            {
                                m.faction = 1;
                                m.health  = m.health + 5;
                            }
                        }
                    }
                    else
                    {
                        bool inCombat = false;
                        foreach (Unit e in map.Units)
                        {
                            if (u.withinAttackRange(e))
                            {
                                u.combatWithUnit(e);
                                inCombat = true;
                            }
                        }
                        if (!inCombat)
                        {
                            Unit c = u.UnitDistance(map.Units);
                            m.NewPos(m.Directionto(c));
                        }
                    }
                }
                else
                {
                    m.symbol = "X";

                    if (m.faction == 1)
                    {
                        GameObject dup = Instantiate(RedDeath, new Vector2(m.Xpos, m.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                    else if (m.faction == 0)
                    {
                        GameObject dup = Instantiate(BlueDeath, new Vector2(m.Xpos, m.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                    else
                    {
                        GameObject dup = Instantiate(NeutralDeath, new Vector2(m.Xpos, m.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                }
            }
        }

        foreach (Unit u in map.Units)
        {
            if (u.GetType() == typeof(WizardUnit))
            {
                WizardUnit w = (WizardUnit)u;
                if (w.health > 1)
                {
                    if (w.health < 25)
                    {
                        switch (r.Next(0, 4))
                        {
                        case 0: ((WizardUnit)u).NewPos(Direction.North); break;

                        case 1: ((WizardUnit)u).NewPos(Direction.East); break;

                        case 2: ((WizardUnit)u).NewPos(Direction.South); break;

                        case 3: ((WizardUnit)u).NewPos(Direction.West); break;
                        }
                    }

                    else
                    {
                        bool inCombat = false;
                        foreach (Unit e in map.Units)
                        {
                            if (u.withinAttackRange(e))
                            {
                                u.combatWithUnit(e);
                                inCombat = true;
                            }
                        }
                        if (!inCombat)
                        {
                            Unit c = u.UnitDistance(map.Units);
                            w.NewPos(w.Directionto(c));
                        }
                    }
                }
                else
                {
                    w.symbol = "X";
                    if (w.faction == 1)
                    {
                        GameObject dup = Instantiate(RedDeath, new Vector2(w.Xpos, w.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                    else if (w.faction == 0)
                    {
                        GameObject dup = Instantiate(BlueDeath, new Vector2(w.Xpos, w.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                    else
                    {
                        GameObject dup = Instantiate(NeutralDeath, new Vector2(w.Xpos, w.Ypos), Quaternion.identity);
                        dup.transform.parent = transform;
                    }
                }
            }
        }

        foreach (Building b in map.Buildings)
        {
            if (b.GetType() == typeof(ResourceBuilding))
            {
                ResourceBuilding rb = (ResourceBuilding)b;
                rb.ResourceGenerate();
            }
        }

        foreach (Building b in map.Buildings)
        {
            if (b.GetType() == typeof(FactoryBuilding))
            {
                FactoryBuilding fb = (FactoryBuilding)b;
            }
        }
        #region SpawningOfUnits
        foreach (Unit u in map.Units)
        {
            if (u.GetType() == typeof(MeleeUnit))
            {
                MeleeUnit mu = (MeleeUnit)u;
                if (mu.symbol == "X")
                {
                    int             faction = mu.faction;
                    int             rand    = r.Next(0, 5);
                    FactoryBuilding fb      = (FactoryBuilding)map.Buildings[rand];
                    fb.Spawner(20, 20, faction);
                }
            }
        }

        foreach (Unit u in map.Units)
        {
            if (u.GetType() == typeof(RangedUnit))
            {
                RangedUnit mu = (RangedUnit)u;
                if (mu.symbol == "X")
                {
                    int             faction = mu.faction;
                    int             rand    = r.Next(0, 5);
                    FactoryBuilding fb      = (FactoryBuilding)map.Buildings[rand];
                    fb.Spawner(20, 20, faction);
                }
            }
        }
        #endregion
    }
Exemplo n.º 20
0
 public void Generate()
 {
     for (int x = 0; x < sizeX; x++)
     {
         for (int y = 0; y < sizeY; y++)
         {
             Object.Instantiate(Sprites[0], new Vector3(x, y, 5), Quaternion.identity);
         }
     }
     for (int i = 0; i < numUnits; i++)
     {
         int r = Random.Range(0, 2);
         if (r == 0)
         {
             MeleeUnit m = new MeleeUnit(Random.Range(0, sizeX), Random.Range(0, sizeY), "Soldier", 40, 3, 3, i % 2 == 0 ? 1 : 0, "M");
             units.Add(m);
             numM++;
         }
         else
         {
             RangedUnit ru = new RangedUnit(Random.Range(0, sizeX), Random.Range(0, sizeY), "Archer", 40, 2, 5, 5, i % 2 == 0 ? 1 : 0, "R");
             units.Add(ru);
             numR++;
         }
     }
     for (int j = 0; j < numBuilds; j++)
     {
         int r = Random.Range(0, 2);
         if (r == 0)
         {
             int f = Random.Range(0, 2);
             if (f == 0)
             {
                 FactoryBuilding fb = new FactoryBuilding(Random.Range(0, sizeX), Random.Range(0, sizeY), 0, 80, 5, j % 2 == 0 ? 1 : 0, "FB");
                 builds.Add(fb);
             }
             else
             {
                 FactoryBuilding fb = new FactoryBuilding(Random.Range(0, sizeX), Random.Range(0, sizeY), 1, 80, 5, j % 2 == 0 ? 1 : 0, "FB");
                 builds.Add(fb);
             }
         }
         else
         {
             ResourceBuilding rb = new ResourceBuilding(Random.Range(0, sizeX), Random.Range(0, sizeY), "Swords", 80, 2, 60, j % 2 == 0 ? 1 : 0);
             builds.Add(rb);
         }
     }
     if (numR < numM)
     {
         for (int k = 0; k < Random.Range(numR, numM); k++)
         {
             WizardUnit wu = new WizardUnit(Random.Range(0, sizeX), Random.Range(0, sizeY), "Wizro", 20, 1, 10, 3, "W");
             units.Add(wu);
         }
     }
     else
     {
         for (int k = 0; k < Random.Range(numM, numR); k++)
         {
             WizardUnit wu = new WizardUnit(Random.Range(0, sizeX), Random.Range(0, sizeY), "Wizro", 20, 1, 10, 3, "W");
             units.Add(wu);
         }
     }
 }
Exemplo n.º 21
0
    //Displays the units onto the form
    public void Display()
    {
        for (int k = 0; k < 20; k++)
        {
            for (int l = 0; l < 20; l++)
            {
                Instantiate(floor, new Vector3(k, 0, l), Quaternion.identity);
            }
        }
        //Clears map
        GameObject[] tiles = GameObject.FindGameObjectsWithTag("floor");

        foreach (GameObject u in tiles)
        {
            GameObject.Destroy(u);
        }

        //Adding Units
        foreach (Unit u in map.units)
        {
            GameObject gb = new GameObject();
            if (u is MeleeUnit)
            {
                MeleeUnit mu = (MeleeUnit)u;
                if (mu.FactionType == 0)
                {
                    GameObject GO = Instantiate(redMelee, new Vector3(mu.PosX, 0, mu.PosY), Quaternion.identity);
                    unitCo = GO.GetComponent <UnitController>();

                    unitCo.DisplayHealth(mu.Health);
                }
                else
                {
                    GameObject GO = Instantiate(blueMelee, new Vector3(mu.PosX, 0, mu.PosY), Quaternion.identity);
                    unitCo = GO.GetComponent <UnitController>();

                    unitCo.DisplayHealth(mu.Health);
                }
            }
            else if (u is RangedUnit)
            {
                RangedUnit ru = (RangedUnit)u;
                if (ru.FactionType == 0)
                {
                    GameObject GO = Instantiate(redRanged, new Vector3(ru.PosX, 0, ru.PosY), Quaternion.identity);
                    unitCo = GO.GetComponent <UnitController>();

                    unitCo.DisplayHealth(ru.Health);
                }
                else
                {
                    GameObject GO = Instantiate(blueRanged, new Vector3(ru.PosX, 0, ru.PosY), Quaternion.identity);
                    unitCo = GO.GetComponent <UnitController>();

                    unitCo.DisplayHealth(ru.Health);
                }
            }
            else
            {
                WizardUnit wu = (WizardUnit)u;
                GameObject GO = Instantiate(wizard, new Vector3(wu.PosX, 0, wu.PosY), Quaternion.identity);
                unitCo = GO.GetComponent <UnitController>();

                unitCo.DisplayHealth(wu.Health);
            }
        }

        //Adding Buildings
        foreach (Building bud in map.buildings)
        {
            GameObject gb = new GameObject();

            if (bud is ResourceBuilding)
            {
                ResourceBuilding rb = (ResourceBuilding)bud;

                if (rb.FactionType == 0)
                {
                    GameObject GO = Instantiate(redResourceFactory, new Vector3(rb.PosX, 0, rb.PosY), Quaternion.identity);
                    unitCo = GO.GetComponent <UnitController>();

                    unitCo.DisplayHealth(rb.Health);
                }
                else
                {
                    GameObject GO = Instantiate(blueResourceFactory, new Vector3(rb.PosX, 0, rb.PosY), Quaternion.identity);
                    unitCo = GO.GetComponent <UnitController>();

                    unitCo.DisplayHealth(rb.Health);
                }
            }
            else
            {
                FactoryBuilding fb = (FactoryBuilding)bud;

                if (fb.FactionType == 0)
                {
                    GameObject GO = Instantiate(redUnitFactory, new Vector3(fb.PosX, 0, fb.PosY), Quaternion.identity);
                    unitCo = GO.GetComponent <UnitController>();

                    unitCo.DisplayHealth(fb.Health);
                }
                else
                {
                    GameObject GO = Instantiate(blueUnitFactory, new Vector3(fb.PosX, 0, fb.PosY), Quaternion.identity);
                    unitCo = GO.GetComponent <UnitController>();

                    unitCo.DisplayHealth(fb.Health);
                }
            }
        }
    }
Exemplo n.º 22
0
    private void PerformAction(GameObject aUnit)
    {
        if (aUnit.GetComponent <Unit>() != null)
        {
            Unit       lUnit         = aUnit.GetComponent <Unit>();
            GameObject tClosestEnemy = lUnit.FindClosestEnemy(map.Battlefield);

            if (tClosestEnemy != null && lUnit.health >= 0.25 * lUnit.maxHealth)
            {
                Unit closestEnemy = tClosestEnemy.GetComponent <Unit>();
                if (lUnit.RangeCheck(closestEnemy) && closestEnemy != null)
                {
                    lUnit.EngageUnit(closestEnemy);
                    lUnit.isAttacking = true;
                }
                else if (roundsCompleted % lUnit.speed == 0)
                {
                    //Move toward the enemy
                    int differenceInXPosition = Math.Abs(lUnit.xPosition - closestEnemy.xPosition);
                    int differenceInYPosition = Math.Abs(lUnit.yPosition - closestEnemy.yPosition);
                    if (differenceInXPosition > differenceInYPosition)
                    { //Move vertical
                        if (lUnit.yPosition <= closestEnemy.yPosition)
                        {
                            lUnit.Move(Map.Direction.Up);
                        }
                        else if (lUnit.yPosition > closestEnemy.yPosition)
                        {
                            lUnit.Move(Map.Direction.Down);
                        }
                    }
                    else if (differenceInXPosition > differenceInYPosition)
                    { //Move horizontal
                        if (lUnit.xPosition <= closestEnemy.xPosition)
                        {
                            lUnit.Move(Map.Direction.Right);
                        }
                        else if (lUnit.xPosition > closestEnemy.xPosition)
                        {
                            lUnit.Move(Map.Direction.Left);
                        }
                    }
                    else
                    {
                        lUnit.Move(Map.Direction.Up);
                    }
                }
                else if (lUnit.health < 0.25 * lUnit.maxHealth)
                {
                    lUnit.Move(RandomDirection());
                }
            }
        }

        if (aUnit.GetComponent <WizardUnit>() != null)
        {
            WizardUnit lUnit         = aUnit.GetComponent <WizardUnit>();
            GameObject tClosestEnemy = lUnit.FindClosestEnemy(map.Battlefield);

            if (tClosestEnemy != null && lUnit.health >= 0.25 * lUnit.maxHealth)
            {
                Unit closestEnemy = tClosestEnemy.GetComponent <Unit>();
                if (lUnit.RangeCheck(closestEnemy))
                {
                    lUnit.EngageUnit(closestEnemy);
                    lUnit.isAttacking = true;
                }
                else if (roundsCompleted % lUnit.speed == 0)
                {
                    //Move toward the enemy
                    int differenceInXPosition = Math.Abs(lUnit.xPosition - closestEnemy.xPosition);
                    int differenceInYPosition = Math.Abs(lUnit.yPosition - closestEnemy.yPosition);
                    if (differenceInXPosition > differenceInYPosition)
                    { //Move vertical
                        if (lUnit.yPosition <= closestEnemy.yPosition)
                        {
                            lUnit.Move(Map.Direction.Up);
                        }
                        else if (lUnit.yPosition > closestEnemy.yPosition)
                        {
                            lUnit.Move(Map.Direction.Down);
                        }
                    }
                    else if (differenceInXPosition > differenceInYPosition)
                    { //Move horizontal
                        if (lUnit.xPosition <= closestEnemy.xPosition)
                        {
                            lUnit.Move(Map.Direction.Right);
                        }
                        else if (lUnit.xPosition > closestEnemy.xPosition)
                        {
                            lUnit.Move(Map.Direction.Left);
                        }
                    }
                    else
                    {
                        lUnit.Move(Map.Direction.Up);
                    }
                }
                else if (lUnit.health < 0.25 * lUnit.maxHealth)
                {
                    lUnit.Move(RandomDirection());
                }
            }
        }
    }
Exemplo n.º 23
0
    public void CheckDeath()
    {
        //Checks to see who has died and needs to be deleted
        for (int i = 0; i < m.rangedUnits.Count; i++)
        {
            if (m.rangedUnits[i].Death())
            {
                m.rangedUnits.RemoveAt(i);
            }
        }

        for (int i = 0; i < m.meleeUnits.Count; i++)
        {
            if (m.meleeUnits[i].Death())
            {
                m.meleeUnits.RemoveAt(i);
            }
        }

        for (int i = 0; i < m.wizardUnits.Count; i++)
        {
            if (m.wizardUnits[i].Death())
            {
                m.wizardUnits.RemoveAt(i);
            }
        }

        for (int i = 0; i < m.units.Count; i++)
        {
            if (m.units[i].Death())
            {
                if (m.units[i] is MeleeUnit)
                {
                    MeleeUnit M = (MeleeUnit)m.units[i];
                }
                else if (m.units[i] is RangedUnit)
                {
                    RangedUnit R = (RangedUnit)m.units[i];
                }
                else if (m.units[i] is WizardUnit)
                {
                    WizardUnit W = (WizardUnit)m.units[i];
                }

                m.units.RemoveAt(i);
            }
        }

        for (int i = 0; i < m.factories.Count; i++)
        {
            if (m.factories[i].Death())
            {
                m.factories.RemoveAt(i);
            }
        }

        for (int i = 0; i < m.mines.Count; i++)
        {
            if (m.mines[i].Death())
            {
                m.mines.RemoveAt(i);
            }
        }

        for (int i = 0; i < m.buildings.Count; i++)
        {
            if (m.buildings[i].Death())
            {
                if (m.buildings[i] is FactoryBuilding)
                {
                    FactoryBuilding FB = (FactoryBuilding)m.buildings[i];
                }
                else if (m.buildings[i] is ResourceBuilding)
                {
                    ResourceBuilding RB = (ResourceBuilding)m.buildings[i];
                }

                m.buildings.RemoveAt(i);
            }
        }
    }
Exemplo n.º 24
0
    //Creates the unit objects and randomises thier x and y positions
    public void GenerateBattlefeild()
    {
        //Buildings spawning
        for (int i = 0; i < buildingNum; i++)
        {
            int    unitTypeN = Random.Range(0, 2);
            string unitName;

            if (unitTypeN == 0)
            {
                unitName = "Ranged";
            }
            else
            {
                unitName = "Melee";
            }

            FactoryBuilding factory = new FactoryBuilding(0, 0, 100, Faction.Dire, Random.Range(3, 10), unitName, Random.Range(50, 71));
            factories.Add(factory);

            ResourceBuilding mine = new ResourceBuilding(0, 0, 100, Faction.Dire, Random.Range(3, 10), ResourceType.Gold);
            mines.Add(mine);
        }

        for (int i = 0; i < buildingNum; i++)
        {
            int    unitTypeN = Random.Range(0, 2);
            string unitName;

            if (unitTypeN == 0)
            {
                unitName = "Ranged";
            }
            else
            {
                unitName = "Melee";
            }

            FactoryBuilding factory = new FactoryBuilding(0, 0, 100, Faction.Radient, Random.Range(3, 10), unitName, Random.Range(50, 71));
            factories.Add(factory);

            ResourceBuilding mine = new ResourceBuilding(0, 0, 100, Faction.Radient, Random.Range(3, 10), ResourceType.Gold);
            mines.Add(mine);
        }

        for (int i = 0; i < (buildingNum * 2); i++)
        {
            WizardUnit wizard = new WizardUnit(0, 0, Faction.Neutral, 20, 2, 3, 1, false);

            wizard.MapHeight = mapHeight;
            wizard.MapWidth  = mapWidth;

            wizardUnits.Add(wizard);
        }

        foreach (FactoryBuilding u in factories)
        {
            for (int i = 0; i < factories.Count; i++)
            {
                int xPos = Random.Range(0, mapHeight);
                int yPos = Random.Range(0, mapWidth);

                while ((xPos == factories[i].PosX && yPos == factories[i].PosY) || (xPos == 0 && yPos == 0))
                {
                    xPos = Random.Range(0, mapHeight);
                    yPos = Random.Range(0, mapWidth);
                }

                u.PosX = xPos;
                u.PosY = yPos;
            }
            buildings.Add(u);

            u.SpawnPointY = u.PosY;

            if (u.PosX < mapHeight - 1)
            {
                u.SpawnPointX = u.PosX + 1;
            }
            else
            {
                u.SpawnPointX = u.PosX - 1;
            }
        }

        foreach (ResourceBuilding u in mines)
        {
            for (int i = 0; i < mines.Count; i++)
            {
                int xPos = Random.Range(0, mapHeight);
                int yPos = Random.Range(0, mapWidth);

                while ((xPos == mines[i].PosX && yPos == mines[i].PosY) || (xPos == factories[i].PosX && yPos == factories[i].PosY))
                {
                    xPos = Random.Range(0, mapHeight);
                    yPos = Random.Range(0, mapWidth);
                }

                u.PosX = xPos;
                u.PosY = yPos;
            }

            //buildingMap[u.PosY, u.PosX] = (Building)u;
            buildings.Add(u);
        }

        foreach (WizardUnit u in wizardUnits)
        {
            for (int i = 0; i < wizardUnits.Count; i++)
            {
                int xPos = Random.Range(0, mapHeight);
                int yPos = Random.Range(0, mapWidth);

                while ((xPos == mines[i].PosX && yPos == mines[i].PosY) || (xPos == factories[i].PosX && yPos == factories[i].PosY) || (xPos == wizardUnits[i].PosX && yPos == wizardUnits[i].PosY))
                {
                    xPos = Random.Range(0, mapHeight);
                    yPos = Random.Range(0, mapWidth);
                }

                u.PosX = xPos;
                u.PosY = yPos;
            }

            //unitMap[u.PosY, u.PosX] = (Unit)u;
            units.Add(u);
        }
    }