示例#1
0
    /*
     * -------------------------------------------------------------------------
     * MARK: PARTY MEMBER MOVE SERVICE FUNCTIONS
     * -------------------------------------------------------------------------
     */

    /*
     * Handles construction of move map.
     * Performed each time a unit attempts to move.
     */
    public bool ConstructMoveMap(Vector3 unitPosition, int movement, Utils.EntityType entityType)
    {
        Assert.IsTrue(movement >= 1);

        bool         hasValidMove = false;
        Queue <Node> toVisit      = new Queue <Node>();
        Node         rootNode     = GetNodeByPosition(unitPosition);

        rootNode.moveVisited = true;
        if (IsPartyMember(entityType))
        {
            rootNode.moveColor = Utils.TileColor.OccupiedByParty;
        }
        toVisit.Enqueue(rootNode);

        while (toVisit.Count > 0)
        {
            Node curr = toVisit.Dequeue();
            foreach (Node directionalNode in curr.GetDirectionalNodes())
            {
                if (!directionalNode.moveVisited &&
                    IsValidMove(directionalNode) &&
                    curr.moveDepth == movement - 1)
                {
                    MarkMoveNode(curr, directionalNode);
                    hasValidMove = true;
                }
                else if (!directionalNode.moveVisited &&
                         (IsValidMove(directionalNode) ||
                          IsSameEntityType(directionalNode, entityType)) &&
                         curr.moveDepth < movement - 1)
                {
                    MarkMoveNode(curr, directionalNode);
                    toVisit.Enqueue(directionalNode);
                    hasValidMove = true;
                }
                else if (!directionalNode.moveVisited &&
                         IsPartyMember(entityType))
                {
                    MarkMoveNode(curr, directionalNode);
                }
            }
        }
        return(hasValidMove);
    }
示例#2
0
 // Check if entity type is enemy unit.
 bool IsEnemyUnit(Utils.EntityType entityType)
 {
     return(entityType == Utils.EntityType.EnemyUnit);
 }
示例#3
0
 // Check if entity type is party member.
 bool IsPartyMember(Utils.EntityType entityType)
 {
     return(entityType == Utils.EntityType.PartyMember);
 }
示例#4
0
 // Checks if tile is occupied by party member.
 bool IsSameEntityType(Node node, Utils.EntityType entityType)
 {
     return(node.tileController.occupyingEntity != EntityController.Empty &&
            node.tileController.occupyingEntity.EntityType == entityType);
 }
示例#5
0
    /*
     * -------------------------------------------------------------------------
     * MARK: PARTY MEMBER ATTACK SERVICE FUNCTIONS
     * -------------------------------------------------------------------------
     */

    /*
     * Handles construction of attack map.
     * Performed each time a unit attempts to attack.
     */
    public bool ConstructAttackMap(Vector3 unitPosition, int minRange, int maxRange, Utils.EntityType entityType)
    {
        Assert.IsTrue(minRange >= 1 && minRange <= maxRange);

        bool         hasValidAttack = false;
        Queue <Node> toVisit        = new Queue <Node>();
        Node         rootNode       = GetNodeByPosition(unitPosition);

        rootNode.attackVisited = true;
        toVisit.Enqueue(rootNode);

        while (toVisit.Count > 0)
        {
            Node curr = toVisit.Dequeue();
            foreach (Node directionalNode in curr.GetDirectionalNodes())
            {
                if (!directionalNode.attackVisited &&
                    curr.attackDepth < minRange - 1)
                {
                    MarkAttackNode(curr, directionalNode);
                    if (IsNotBlocked(directionalNode))
                    {
                        toVisit.Enqueue(directionalNode);
                    }
                }
                else if (!directionalNode.attackVisited &&
                         curr.attackDepth >= minRange - 1 &&
                         curr.attackDepth < maxRange - 1)
                {
                    MarkAttackNode(curr, directionalNode);
                    if (directionalNode.tileController.occupyingEntity == EntityController.Empty)
                    {
                        toVisit.Enqueue(directionalNode);
                    }
                    else
                    {
                        switch (directionalNode.tileController.occupyingEntity.EntityType)
                        {
                        case Utils.EntityType.PartyMember:
                            toVisit.Enqueue(directionalNode);
                            break;

                        case Utils.EntityType.EnemyUnit:
                            toVisit.Enqueue(directionalNode);
                            hasValidAttack = true;
                            break;

                        case Utils.EntityType.Obstacle:
                        default:
                            break;
                        }
                    }
                }
                else if (!directionalNode.attackVisited &&
                         curr.attackDepth == maxRange - 1)
                {
                    MarkAttackNode(curr, directionalNode);
                    if (directionalNode.tileController.occupyingEntity != EntityController.Empty &&
                        IsEnemyUnit(directionalNode.tileController.occupyingEntity.EntityType))
                    {
                        hasValidAttack = true;
                    }
                }
            }
        }
        return(hasValidAttack);
    }