private void splitRegion(Tile splitTile, Village villageToSplit) { List<List<Tile>> lstRegions = new List<List<Tile>>(); int oldWood = villageToSplit.getWood (); int oldGold = villageToSplit.getGold (); Tile oldLocation = villageToSplit.getLocatedAt (); Player p = villageToSplit.getPlayer(); // prep for BFS foreach (Tile t in villageToSplit.getControlledRegion()) { t.setVisited(false); } // build connected regions foreach (Tile t in splitTile.getNeighbours()) { if (t.getVillage()==villageToSplit && !t.getVisited()){ List<Tile> newRegion = new List<Tile>(); t.setVisited(true); newRegion.Add (t); splitBFS (t,villageToSplit,newRegion); if (newRegion.Count<3){ Neutralize (newRegion); } else{ lstRegions.Add (newRegion); } } } print ("after the bfs"); if (lstRegions.Count <= 0) { Debug.Log ("Inside Regions <= 0"); oldLocation.gameObject.networkView.RPC ("setLandTypeNet",RPCMode.AllBuffered,(int)LandType.Meadow); GameObject meadow = Network.Instantiate (meadowPrefab, new Vector3 (oldLocation.point.x, 0, oldLocation.point.y), meadowPrefab.transform.rotation,0) as GameObject; villageToSplit.retireAllUnits(); Debug.Log ("after retire all units"); p.networkView.RPC ("removeVillageNet",RPCMode.AllBuffered,villageToSplit.networkView.viewID,p.getColor()); oldLocation.networkView.RPC ("replaceTilePrefabNet",RPCMode.AllBuffered,meadow.networkView.viewID); Debug.Log ("after lstRegions <= 0"); return; //stop here if no region is big enough } int splitWood = oldWood/lstRegions.Count; int splitGold = oldGold/lstRegions.Count; //create new villages foreach(List<Tile> region in lstRegions) { print ("creating new village"); Vector3 hovelLocation; Tile tileLocation; if (region.Contains (oldLocation)){ tileLocation = oldLocation; hovelLocation = new Vector3(tileLocation.point.x, 0.1f, tileLocation.point.y); } else { tileLocation = getTileForRespawn(region); hovelLocation = new Vector3(tileLocation.point.x, 0.1f, tileLocation.point.y); } GameObject newTown = Network.Instantiate(hovelPrefab, hovelLocation, hovelPrefab.transform.rotation, 0) as GameObject; Village v = newTown.GetComponent<Village>(); //tileLocation.replace (newTown); tileLocation.networkView.RPC ("switchTilePrefabNet",RPCMode.AllBuffered,newTown.networkView.viewID); v.addRegion (region); //adds T<>V and any U<>V // v.setLocation (tileLocation); v.gameObject.networkView.RPC ("setLocationNet",RPCMode.AllBuffered,tileLocation.networkView.viewID); // p.addVillage(v); p.gameObject.networkView.RPC ("addVillageNet",RPCMode.AllBuffered,v.networkView.viewID,p.getColor ()); // v.setControlledBy(p); GameManager GM = GameObject.Find ("preserveGM").GetComponent<GameManager>(); int playerIndex = GM.findPlayerIndex(p); v.gameObject.networkView.RPC ("setControlledByNet",RPCMode.AllBuffered,playerIndex); if (region.Contains (oldLocation)){ VillageType vType = villageToSplit.getMyType(); //v.setMyType(vType); v.gameObject.networkView.RPC ("setVillageTypeNet",RPCMode.AllBuffered,(int)vType); if (vType == VillageType.Hovel) { // newTown.transform.FindChild("Hovel").gameObject.SetActive (true); // newTown.transform.FindChild("Town").gameObject.SetActive (false); // newTown.transform.FindChild("Fort").gameObject.SetActive (false); // newTown.transform.FindChild("Castle").gameObject.SetActive (false); newTown.gameObject.networkView.RPC ("switchPrefabNet",RPCMode.AllBuffered,(int)vType); } else if (vType == VillageType.Town) { // newTown.transform.FindChild("Hovel").gameObject.SetActive (false); // newTown.transform.FindChild("Town").gameObject.SetActive (true); // newTown.transform.FindChild("Fort").gameObject.SetActive (false); // newTown.transform.FindChild("Castle").gameObject.SetActive (false); newTown.gameObject.networkView.RPC ("switchPrefabNet",RPCMode.AllBuffered,(int)vType); } else if (vType == VillageType.Fort) { // newTown.transform.FindChild("Hovel").gameObject.SetActive (false); // newTown.transform.FindChild("Town").gameObject.SetActive (false); // newTown.transform.FindChild("Fort").gameObject.SetActive (true); // newTown.transform.FindChild("Castle").gameObject.SetActive (false); newTown.gameObject.networkView.RPC ("switchPrefabNet",RPCMode.AllBuffered,(int)vType); } else if (vType == VillageType.Castle) { // newTown.transform.FindChild("Hovel").gameObject.SetActive (false); // newTown.transform.FindChild("Town").gameObject.SetActive (false); // newTown.transform.FindChild("Fort").gameObject.SetActive (false); // newTown.transform.FindChild("Castle").gameObject.SetActive (true); newTown.gameObject.networkView.RPC ("switchPrefabNet",RPCMode.AllBuffered,(int)vType); } } //v.addGold(splitGold); v.gameObject.networkView.RPC ("addGoldNet",RPCMode.AllBuffered,splitGold); // v.addWood(splitWood); v.gameObject.networkView.RPC ("addWoodNet",RPCMode.AllBuffered,splitWood); } Debug.Log ("villageToSplit: "+villageToSplit.getPlayer ().getName ()); p.networkView.RPC ("removeVillageNet", RPCMode.AllBuffered, villageToSplit.networkView.viewID, p.getColor ()); gameObject.networkView.RPC ("destroyVillageNet", RPCMode.AllBuffered, villageToSplit.networkView.viewID); GameManager GMA = GameObject.Find ("preserveGM").gameObject.GetComponent<GameManager>(); GMA.checkLoss (p); GMA.checkWin (); }
public void takeCannonDamage(Village v) { v.networkView.RPC ("setHealthNet", RPCMode.AllBuffered, v.getHealth () - 1); if (v.getHealth () <= 0) { v.networkView.RPC ("setGoldNet",RPCMode.AllBuffered,0); v.networkView.RPC ("setWoodNet",RPCMode.AllBuffered,0); v.networkView.RPC ("switchPrefabNet",RPCMode.AllBuffered,(int)VillageType.Hovel); Tile respawnLocation = getTileForRespawn(v.getControlledRegion()); respawnLocation.networkView.RPC ("replaceTilePrefabNet",RPCMode.AllBuffered,v.gameObject); networkView.RPC ("moveVillagePrefabNet",RPCMode.AllBuffered,v.networkView.viewID, new Vector3(respawnLocation.point.x, 0.1f, respawnLocation.point.y)); v.networkView.RPC ("setLocatedAtNet",RPCMode.AllBuffered,respawnLocation.networkView.viewID); } }
public void tombstonePhase(Village v) { List<Tile> controlledRegion = v.getControlledRegion (); foreach (Tile tile in controlledRegion) { LandType currentTileType = tile.getLandType (); if (currentTileType == LandType.Tombstone && !tile.hasRoad) { tile.gameObject.networkView.RPC("setLandTypeNet",RPCMode.AllBuffered, (int)LandType.Trees); GameObject tree = Network.Instantiate (treePrefab, new Vector3 (tile.point.x, 0, tile.point.y), treePrefab.transform.rotation, 0) as GameObject; tile.gameObject.networkView.RPC("replaceTilePrefabNet",RPCMode.AllBuffered, tree.networkView.viewID); } } }
public void incomePhase(Village v) { Debug.Log ("in IncomePhase"); List<Tile> controlledRegion = v.getControlledRegion (); foreach (Tile tile in controlledRegion) { LandType currentTileType = tile.getLandType(); if (currentTileType == LandType.Grass) { v.gameObject.networkView.RPC ("addGoldNet",RPCMode.AllBuffered,1); } if (currentTileType == LandType.Meadow) { v.gameObject.networkView.RPC ("addGoldNet",RPCMode.AllBuffered,2); } } }