List <Tile> GetTilesFromWhichUnitCanAttack(Unit target) { UnitAction_ApplyEffectFromWeapon atk = getAttack(); List <Tile> tiles = TileManager.Instance.GetTilesInRange(target.currentTile, atk.GetRange()); List <Tile> can_attack = tiles.Where(tile => atk.CanTarget(target, tile)).ToList(); return(can_attack); }
List <Tile> GetTilesForAttack(Unit target, List <Tile> tiles_to_check) { UnitAction_ApplyEffectFromWeapon atk = getAttack(); List <Tile> tiles = new List <Tile>(); foreach (Tile t in tiles) { if (atk.CanTarget(target, t)) { tiles.Add(t); } } return(tiles); }
IEnumerator AttackOrMove() { MDebug.Log("What to do..`?"); UnitAction_ApplyEffectFromWeapon attack = getAttack(); UnitAction_Move move = getMove(); //dictionary of all units and the paths by which they are attackable Dictionary <Unit, List <List <Tile> > > attack_map = GetPathMapForTargets(); MDebug.Log("^aiAttack Map Count:" + attack_map.Count); List <Unit> units_attackable = Unit.GetAllUnitsOfOwner(0, false).Where(unit => attack.CanTarget(unit)).ToList(); MDebug.Log("^aiAttackable " + units_attackable.Count); List <Unit> units_move_attackable = attack_map.Where(kvp => CanFinishPathInMoves(1, kvp.Value)).Select(kvp => kvp.Key).ToList(); List <Unit> units_movable = attack_map.Where(kvp => !units_move_attackable.Contains(kvp.Key)).Select(kvp => kvp.Key).ToList(); if (attack_map.Count > 0 && (preferred_target == null || !preferred_target.IsActive)) { preferred_target = M_Math.GetRandomObject(attack_map.Select(kvp => kvp.Key).ToList()); } if (preferred_target == null) { yield return(StartCoroutine(MoveRandom())); yield break; } if (!units_attackable.Contains(preferred_target) && (!units_attackable.IsNullOrEmpty() && (!attack_map.ContainsKey(preferred_target) || M_Math.Roll(Constants.AI_TARGET_SWITCH_WHEN_OUT_OF_ATTACK_RANGE)))) { MDebug.Log("^ainew Prefferred from" + units_attackable.Count); preferred_target = M_Math.GetRandomObject(units_attackable); } if (attack.CanTarget(preferred_target) && units_attackable.Contains(preferred_target)) { Tile better_pos = GetReachableAttackPosition(preferred_target); if (m_Actions.HasAP(2) && better_pos != null) { yield return(StartCoroutine(Move(better_pos))); yield break; } else { yield return(StartCoroutine(Attack(preferred_target))); yield break; } } else { List <Unit> other_move_targets = units_move_attackable.Where(unit => unit != preferred_target && !units_attackable.Contains(unit)).ToList(); if (!other_move_targets.IsNullOrEmpty() && M_Math.Roll(Constants.AI_TARGET_SWITCH_TO_ATTACK_MOVE_WHEN_OUT_OF_MOVE_ATTACK_RANGE)) { preferred_target = M_Math.GetRandomObject(other_move_targets); } else { if (!attack_map.ContainsKey(preferred_target) && !units_movable.IsNullOrEmpty() && M_Math.Roll(Constants.AI_TARGET_SWITCH_TO_CHASE_WHEN_OUT_OF_ATTACK_RANGE)) { preferred_target = M_Math.GetRandomObject(units_movable); } } if (attack_map.ContainsKey(preferred_target)) { if (units_move_attackable.Contains(preferred_target)) { Tile attack_pos = GetReachableAttackPosition(preferred_target); if (attack_pos != null) { yield return(StartCoroutine(Move(attack_pos))); } else { yield return(StartCoroutine(MoveRandom())); } yield break; } else { Tile Final_Target_Tile = GetBestAttackPosition(preferred_target, attack_map[preferred_target].Select(path => path[path.Count - 1]).ToList()); List <Tile> final_path = TileManager.Instance.FindPath(m_unit.currentTile, Final_Target_Tile, m_unit); Tile target = move.GetFurthestMovibleTileOnPath(final_path); yield return(StartCoroutine(Move(target))); yield break; } } else { yield return(StartCoroutine(MoveRandom( ))); yield break; } } }