Пример #1
0
    public override void spawnTeam()
    {
        controllerID = 1;
        List <unitScript> team = new List <unitScript>();

        EnemyType[] types = map.getEnemyTypes();
        Dictionary <Vector2, int> spawnData = map.getSpawnData();

        foreach (Vector2 position in spawnData.Keys)
        {
            if (spawnData[position] >= 2)            // If greater than 2 then spawn enemy
            {
                EnemyType type = types[spawnData[position]];

                GameObject newUnit = (GameObject)Instantiate(Resources.Load(type.source), transform, true);
                unitScript unit    = newUnit.GetComponent <unitScript>();

                unit.setData(type.unitName, type.unitClass, type.health, type.speed, type.skill, type.strength, type.smarts, "", new List <string>(type.weapons));
                unit.gameObject.layer = 8;
                unit.setPosition((int)position.x, (int)position.y);
                unit.setOwner(1);
                AIUnitController ai = unit.gameObject.AddComponent <AIUnitController>();
                ai.healthThreshold = type.healthThreshold;
                team.Add(unit);
                unitsInGame.Add(unit);
            }
        }
        playerUnitList = team.ToArray();
    }
    public override void spawnTeam()
    {
        Vector2[] spawns = map.getSpawnPoints();



        XmlDocument xml = new XmlDocument();

        xml.LoadXml(playerData.text);

        XmlNode data = xml.SelectSingleNode("data");

        playerUnitList = new unitScript[data.ChildNodes.Count];

        for (int i = 0; i < data.ChildNodes.Count; i++)
        {
            if (LevelData.party[i] != 1)
            {
                playerUnitList[i] = null;
                continue;
            }

            XmlNode    current        = data.ChildNodes[i];
            string     unitName       = current.SelectSingleNode("name").InnerText;
            string     unitClass      = current.SelectSingleNode("class").InnerText;
            int        health         = int.Parse(current.SelectSingleNode("health").InnerText);
            int        speed          = int.Parse(current.SelectSingleNode("speed").InnerText);
            int        skill          = int.Parse(current.SelectSingleNode("skill").InnerText);
            int        strength       = int.Parse(current.SelectSingleNode("strength").InnerText);
            int        smarts         = int.Parse(current.SelectSingleNode("smarts").InnerText);
            string     portraitString = current.SelectSingleNode("portait").InnerText;
            string     source         = current.SelectSingleNode("source").InnerText;
            GameObject newUnit        = (GameObject)Instantiate(Resources.Load(source), transform, true);
            unitScript unit           = newUnit.GetComponent <unitScript>();

            XmlNode       weaponNode  = current.SelectSingleNode("weapons");
            List <string> unitWeapons = new List <string>();
            foreach (XmlNode weapon in weaponNode.ChildNodes)
            {
                unitWeapons.Add(weapon.InnerText);
            }

            unit.setData(unitName, unitClass, health, speed, skill, strength, smarts, portraitString, unitWeapons);
            unit.gameObject.layer = 8;

            unit.setPosition(Mathf.FloorToInt(spawns[i].x), Mathf.FloorToInt(spawns[i].y));
            playerUnitList[i] = unit;
            unitsInGame.Add(unit);
        }
        gui.GetComponent <GUIController>().setPlayerTeam(playerUnitList);
    }
Пример #3
0
    public void addUnit(int typeIndex, int x, int y)
    {
        EnemyType[] types   = map.getEnemyTypes();
        EnemyType   type    = types[typeIndex];
        GameObject  newUnit = (GameObject)Instantiate(Resources.Load(type.source), transform, true);
        unitScript  unit    = newUnit.GetComponent <unitScript>();

        unit.setData(type.unitName, type.unitClass, type.health, type.speed, type.skill, type.strength, type.smarts, "", new List <string>(type.weapons));
        unit.gameObject.layer = 8;
        unit.setPosition(x, y);
        unit.setOwner(1);
        AIUnitController ai = unit.gameObject.AddComponent <AIUnitController>();

        ai.healthThreshold = type.healthThreshold;
        List <unitScript> newList = new List <unitScript>(playerUnitList);

        newList.Add(unit);
        this.playerUnitList = newList.ToArray();
        unitsInGame.Add(unit);
    }
Пример #4
0
    void hunt(unitScript unit)
    {
        pathFinder.getMovementPaths(unit.GetComponent <GridItem>().getPos(), 100, false);
        //var locations = pathFinder.getReachableLocations();

        if (unit.getCurrentWeapon().type == WeaponType.melee)
        {
            if (!unit.GetComponent <AIUnitController>().moved)
            {
                //get position of all enemies
                unitScript[]      units      = getAllUnits();
                List <unitScript> targetList = new List <unitScript>(units);
                //Pick target
                unitScript target = targetPrioritisation(unit, targetList);
                if (target == null)
                {
                    unit.GetComponent <AIUnitController>().moved    = true;
                    unit.GetComponent <AIUnitController>().attacked = true;
                    return;
                }

                unit.GetComponent <AIUnitController>().moved = true;
                //Get the positions one short of target

                var oneShort           = target.GetComponent <GridItem>().getPos() - unit.GetComponent <GridItem>().getPos();
                var targetPosXclose    = target.GetComponent <GridItem>().getPos() - new Vector2(Mathf.Sign(oneShort.x), 0);
                var targetPosYclose    = target.GetComponent <GridItem>().getPos() - new Vector2(0, Mathf.Sign(oneShort.y));
                var targetPosXfar      = target.GetComponent <GridItem>().getPos() + new Vector2(Mathf.Sign(oneShort.x), 0);
                var targetPosYfar      = target.GetComponent <GridItem>().getPos() + new Vector2(0, Mathf.Sign(oneShort.y));
                List <Vector2[]> paths = new List <Vector2[]>();
                paths.Add(pathFinder.drawPath(targetPosXclose, false, true));
                paths.Add(pathFinder.drawPath(targetPosYclose, false, true));
                paths.Add(pathFinder.drawPath(targetPosXfar, false, true));
                paths.Add(pathFinder.drawPath(targetPosYfar, false, true));
                //For each potential places try to move there
                foreach (var path in paths)
                {
                    if (path != null)
                    {
                        //if the path is not null attack
                        Vector2[] newPath = new Vector2[Mathf.Min(path.Length, unit.getMovementDistance())];

                        for (int i = 0; i < newPath.Length; i++)
                        {
                            newPath[i] = path[i];
                        }

                        unit.setPath(newPath);
                        break;
                    }
                }
                unit.GetComponent <AIUnitController>().moved = true;
            }
            else if (unit.canEndTurn())
            {
                //Attack target
                MeleeAttack(unit, unit.GetComponent <AIUnitController>().target);
                unit.GetComponent <AIUnitController>().attacked = true;
            }
        }
        else if (unit.getCurrentWeapon().type == WeaponType.ranged)
        {
            if (!unit.GetComponent <AIUnitController>().moved)
            {
                Vector2 initialPosition = unit.GetComponent <GridItem>().getPos();
                //Initialise heursticmap
                var locations = pathFinder.getReachableLocations();
                Dictionary <Vector2, float> heuristicMap = new Dictionary <Vector2, float>();
                RangedWeapon currentGun = (RangedWeapon)unit.getCurrentWeapon();
                var          enemyUnits = getEnemyUnits();
                foreach (Vector2 pos in locations.Where(p => Mathf.Abs(p.x - unit.GetComponent <GridItem>().getPos().x) + Mathf.Abs(p.y - unit.GetComponent <GridItem>().getPos().y) < unit.getMovementDistance()))
                {
                    unit.setPosition((int)pos.x, (int)pos.y);
                    float h = 0.0f;

                    //Get all cover tiles around the current
                    var neighboringTiles = this.map.getAllNeighbours(pos).Where(p => this.map.getTileData(p).coverValue != 0);

                    //How much will this tile hurt?
                    h += enemyUnits.Where(e => getRangePenalty(e, Vector3.Distance(e.GetComponent <GridItem>().getVectorPostion(), unit.GetComponent <GridItem>().getVectorPostion())) == 0)
                         .Aggregate(0, (subHeuristic, enemy) => subHeuristic - 1);

                    //Add back all values from cover
                    foreach (Vector2 cover in neighboringTiles)
                    {
                        //Direction of cover
                        Vector2 vectorToCover = cover - pos;
                        //If the cover is between me and an enemy then increase heurstic
                        h += enemyUnits
                             .Where(
                            e =>   // The enemy is not melee or shield
                            e.getCurrentWeapon().type == WeaponType.ranged
                            &&     //I am within enemy range
                            getRangePenalty(e, Vector3.Distance(e.GetComponent <GridItem>().getVectorPostion(), unit.GetComponent <GridItem>().getVectorPostion())) == 0
                            &&     //And cover is between the enemy and myself
                            (Vector2.Angle(e.GetComponent <GridItem>().getPos() - pos, vectorToCover) < 45)
                            ).Aggregate(0, (subHeurstic, e) => subHeurstic + (this.map.getTileData(cover).coverValue + 2));
                    }

                    // How much damage can I do from this position
                    h += enemyUnits.Select(e => getRangePenalty(unit, Vector3.Distance(e.GetComponent <GridItem>().getVectorPostion(), unit.GetComponent <GridItem>().getVectorPostion())) == 0)
                         .Aggregate(0, (subHeurisitic, e) => subHeurisitic + (e?1:-1));//unit.getCurrentWeapon().damage);

                    heuristicMap[pos] = h;
                    this.map.displayDebugData((int)pos.x, (int)pos.y, h.ToString());
                    unit.setPosition((int)initialPosition.x, (int)initialPosition.y);
                }
                unit.setPosition((int)initialPosition.x, (int)initialPosition.y);

                //Pick location with highest score
                Vector2 moveLocation = heuristicMap.Aggregate((l, r) => l.Value >= r.Value ? l : r).Key;

                print("KEY/Value " + moveLocation + " " + heuristicMap[moveLocation]);
                //Move there
                var path = pathFinder.drawPath(moveLocation, false, true);


                //if the path is not null attack
                Vector2[] newPath = new Vector2[Mathf.Min(path.Length, unit.getMovementDistance())];

                for (int i = 0; i < newPath.Length; i++)
                {
                    newPath[i] = path[i];
                }

                unit.setPath(newPath);

                unit.GetComponent <AIUnitController>().moved = true;

                //If an attack can be made make it
            }
            if (unit.canEndTurn())
            {
                //Find best target
                unitScript target = targetPrioritisation(unit, getEnemyUnits());
                if (target == null)
                {
                    unit.GetComponent <AIUnitController>().attacked = true;
                    return;
                }

                //Attack target
                RangedAttack(unit, unit.GetComponent <AIUnitController>().target);
                unit.GetComponent <AIUnitController>().attacked = true;
            }
        }
        else if (unit.getCurrentWeapon().type == WeaponType.shield)
        {
            if (swapTo(unit, WeaponType.melee))
            {
                print("ready Sword");
            }
            else if (swapTo(unit, WeaponType.ranged))
            {
                print("ready Gun");
            }
        }
    }