396 lines
12 KiB
C#
396 lines
12 KiB
C#
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
public class TileManagment : MonoBehaviour
|
|
{
|
|
public const int BASIC_DIRECTIONS = 6;
|
|
|
|
public static List<TileInfo> levelTiles = new List<TileInfo>();
|
|
|
|
public static List<List<TileInfo>> charTiles = new List<List<TileInfo>>();
|
|
|
|
public static List<PlayerState> players = new List<PlayerState>();
|
|
|
|
public static Action OnAnyTileCaptured;
|
|
|
|
public List<Material> tileMaterials;
|
|
|
|
public static float tileOffset;
|
|
|
|
public static Vector3[] basicDirections;
|
|
|
|
private void Awake()
|
|
{
|
|
InitCharTiles();
|
|
for (int i = 0; i < transform.childCount; i++)
|
|
{
|
|
var tile = transform.GetChild(i).GetComponent<TileInfo>();
|
|
if (tile)
|
|
{
|
|
levelTiles.Add(tile);
|
|
SetTileStartParams(tile);
|
|
charTiles[(int)tile.tileOwnerIndex].Add(tile);
|
|
}
|
|
}
|
|
|
|
tileOffset = Vector3.Distance(levelTiles[0].tilePosition, levelTiles[3].tilePosition);
|
|
|
|
basicDirections = GetBasicDirections(BASIC_DIRECTIONS);
|
|
|
|
//Debug.Log(players.Count);
|
|
|
|
}
|
|
|
|
private void InitCharTiles()
|
|
{
|
|
for (int i = 0; i < tileMaterials.Count; i++)
|
|
{
|
|
List<TileInfo> charTileList = new List<TileInfo>();
|
|
charTiles.Add(charTileList); //init empty lists for character tiles
|
|
}
|
|
}
|
|
|
|
private void Start()
|
|
{
|
|
//Debug.Log("We have "+ levelTiles.Count + " tiles on this level");
|
|
//Debug.Log("Tiles offset "+ _tilesOffset +" units");
|
|
//Debug.Log(GetTile(new Vector3(0f, 0f, 0f), new Vector3(-0.9f, 0f, 1.7f), 1));
|
|
//pathTiles = Pathfinding.FindPath(levelTiles[0].GetComponent<PathNode>(), levelTiles[106].GetComponent<PathNode>(), tileOffset);
|
|
if (tileMaterials.Count == 0)
|
|
{
|
|
Debug.LogError("You need to set tile materials to TileManagment");
|
|
}
|
|
|
|
|
|
}
|
|
|
|
private void SetTileStartParams(TileInfo tile)
|
|
{
|
|
tile.tilePosition = tile.transform.position;
|
|
tile.GetComponent<Renderer>().material = tileMaterials[(int)tile.tileOwnerIndex];
|
|
}
|
|
|
|
public void ChangeTileOwner(TileInfo tile, TileOwner ownerIndex)
|
|
{
|
|
TileOwner oldOwner = tile.tileOwnerIndex;
|
|
tile.tileOwnerIndex = ownerIndex;
|
|
tile.GetComponent<Renderer>().material = tileMaterials[(int)tile.tileOwnerIndex];
|
|
|
|
charTiles[(int)ownerIndex].Add(tile);
|
|
charTiles[(int)oldOwner].Remove(tile);
|
|
|
|
CheckSurroundedTiles(levelTiles, ownerIndex, tile);
|
|
|
|
OnAnyTileCaptured?.Invoke();
|
|
|
|
}
|
|
|
|
public static void AssignBuildingToTile(TileInfo tile, GameObject building)
|
|
{
|
|
tile.buildingOnTile = building;
|
|
tile.canMove = false;
|
|
tile.canBuildHere = false;
|
|
}
|
|
|
|
public static TileInfo GetTile(Vector3 position)
|
|
{
|
|
TileInfo resultTile = levelTiles[0];
|
|
foreach (TileInfo tile in levelTiles)
|
|
{
|
|
if (Vector3.Distance(position, tile.tilePosition) < Vector3.Distance(position, resultTile.tilePosition))
|
|
{
|
|
resultTile = tile;
|
|
}
|
|
}
|
|
if (Vector3.Distance(position, resultTile.tilePosition) > tileOffset / 2)
|
|
{
|
|
return null;
|
|
}
|
|
else
|
|
{
|
|
return resultTile;
|
|
}
|
|
}
|
|
|
|
public static TileInfo GetTile(Vector3 currentTilePosition, Vector3 direction, float distance)
|
|
{
|
|
direction = direction.normalized;
|
|
distance = distance - 0.1f;
|
|
Vector3 tilePos = currentTilePosition + (direction * distance * tileOffset);
|
|
return GetTile(tilePos);
|
|
}
|
|
|
|
public static List<TileInfo> GetOtherTiles(TileInfo currentTile, TileOwner ownerIndex)
|
|
{
|
|
List<TileInfo> otherTiles = new List<TileInfo>();
|
|
//int notMyTiles = 0;
|
|
foreach (Vector3 dir in basicDirections)
|
|
{
|
|
var tile = GetTile(currentTile.tilePosition + dir * tileOffset);
|
|
if (tile)
|
|
{
|
|
if (tile.tileOwnerIndex != ownerIndex)
|
|
{
|
|
//notMyTiles++;
|
|
otherTiles.Add(tile);
|
|
}
|
|
}
|
|
}
|
|
//Debug.Log("We have " + notMyTiles + " not my tiles around " + currentTile.name);
|
|
return otherTiles;
|
|
}
|
|
|
|
public static Vector2 GetDirection(TileInfo currentTile, TileInfo adjacentTile)
|
|
{
|
|
if (!currentTile || !adjacentTile)
|
|
return Vector2.zero;
|
|
Vector3 dir3 = adjacentTile.tilePosition - currentTile.tilePosition;
|
|
Vector2 dir2 = new Vector2(dir3.x, dir3.z);
|
|
return dir2.normalized;
|
|
}
|
|
|
|
public static List<TileInfo> GetAllAdjacentTiles(TileInfo currentTile)
|
|
{
|
|
List<TileInfo> allTiles = new List<TileInfo>();
|
|
foreach (Vector3 dir in basicDirections)
|
|
{
|
|
var tile = GetTile(currentTile.tilePosition + dir * tileOffset);
|
|
if (tile)
|
|
{
|
|
allTiles.Add(tile);
|
|
}
|
|
}
|
|
return allTiles;
|
|
}
|
|
|
|
public static List<TileInfo> GetAllAdjacentTiles(TileInfo currentTile, TileOwner ownerIndex)
|
|
{
|
|
List<TileInfo> allTiles = new List<TileInfo>();
|
|
|
|
foreach (Vector3 dir in basicDirections)
|
|
{
|
|
var tile = GetTile(currentTile.tilePosition + dir * tileOffset);
|
|
if (tile && ownerIndex == tile.tileOwnerIndex)
|
|
{
|
|
allTiles.Add(tile);
|
|
}
|
|
}
|
|
return allTiles;
|
|
}
|
|
|
|
public static TileInfo GetRandomOtherTile(TileOwner owner)
|
|
{
|
|
int randomIndex = UnityEngine.Random.Range(0, levelTiles.Count - 1);
|
|
while ((levelTiles[randomIndex].tileOwnerIndex == owner) && (levelTiles[randomIndex].canMove == false))
|
|
{
|
|
randomIndex = UnityEngine.Random.Range(0, levelTiles.Count - 1);
|
|
}
|
|
TileInfo otherTile = levelTiles[randomIndex];
|
|
return otherTile;
|
|
}
|
|
|
|
public static TileInfo GetNearestOtherTile(TileInfo currentTile, TileOwner owner, float capRadius, Vector3 startPoint)
|
|
{
|
|
var neutralTiles = charTiles[(int)TileOwner.Neutral];
|
|
//Debug.Log("neutral tiles " + neutralTiles.Count);
|
|
TileInfo closestTile = GetRandomOtherTile(owner);
|
|
foreach (TileInfo tile in levelTiles)
|
|
{
|
|
if (tile.canMove && tile!=currentTile && tile.tileOwnerIndex!=owner)
|
|
{
|
|
float distOld = Vector3.Distance(startPoint, closestTile.tilePosition);
|
|
|
|
float distNew = Vector3.Distance(startPoint, tile.tilePosition);
|
|
|
|
//Debug.Log("new distance " + distNew);
|
|
|
|
if ((distNew < distOld) && (distNew < capRadius))
|
|
{
|
|
closestTile = tile;
|
|
}
|
|
}
|
|
|
|
}
|
|
//float dist = Vector3.Distance(startPoint, closestTile.tilePosition);
|
|
//Debug.Log(startPoint);
|
|
//Debug.Log(closestTile);
|
|
//Debug.Log("start point " + startPoint);
|
|
return closestTile;
|
|
}
|
|
|
|
public static Vector3[] GetBasicDirections(int directionsAmount)
|
|
{
|
|
Vector3[] tempArr = new Vector3[directionsAmount];
|
|
float deltaAngle = 360 / directionsAmount;
|
|
for (int i = 0; i < directionsAmount; i++)
|
|
{
|
|
tempArr[i] = Quaternion.AngleAxis(i * deltaAngle, Vector3.up) * Vector3.right;
|
|
}
|
|
//Debug.Log(tempArr);
|
|
return tempArr;
|
|
}
|
|
|
|
public static void CheckSurroundedTiles(List<TileInfo> tiles, TileOwner ownerIndex, TileInfo capTile)
|
|
{
|
|
//List<TileInfo> firstAdjacentTiles = GetOtherTiles(startTile, ownerIndex);
|
|
//List<TileInfo> firstAllAdjacentTiles = GetAllAdjacentTiles(startTile);
|
|
//List<TileOwner> differentOwners = new List<TileOwner>();
|
|
/*foreach (TileInfo tile in firstAllAdjacentTiles)
|
|
{
|
|
if (!differentOwners.Contains(tile.tileOwnerIndex) && tile.tileOwnerIndex != TileOwner.Neutral)
|
|
{
|
|
differentOwners.Add(tile.tileOwnerIndex);
|
|
}
|
|
}*/
|
|
//Debug.Log(differentOwners.Count);
|
|
|
|
/*foreach (var tileOwnerIndex in differentOwners)
|
|
{
|
|
foreach (TileInfo tile in firstAllAdjacentTiles)
|
|
{
|
|
if (tile.tileOwnerIndex != tileOwnerIndex)
|
|
{
|
|
SetSurroundedTiles(tiles, tileOwnerIndex, tile);
|
|
}
|
|
|
|
}
|
|
}*/
|
|
|
|
/*foreach (TileInfo tile in firstAdjacentTiles)
|
|
{
|
|
SetSurroundedTiles(tiles, ownerIndex, tile);
|
|
}*/
|
|
|
|
List<TileOwner> checkingOwners = new List<TileOwner>();
|
|
checkingOwners.Add(capTile.tileOwnerIndex);
|
|
checkingOwners.Add(ownerIndex);
|
|
|
|
foreach (TileInfo tile in levelTiles)
|
|
{
|
|
/*tile.checkedFor.Clear();
|
|
tile.easyCaptureFor.Clear();*/
|
|
foreach (TileOwner owner in checkingOwners)
|
|
{
|
|
tile.checkedFor.Remove(owner);
|
|
tile.easyCaptureFor.Remove(owner);
|
|
}
|
|
}
|
|
foreach (TileInfo tile in levelTiles)
|
|
{
|
|
if (!tile.isBorderTile)
|
|
{
|
|
/*foreach (var player in players)
|
|
{
|
|
if ((!tile.checkedFor.Contains(player.ownerIndex)) && (tile.tileOwnerIndex!= player.ownerIndex))
|
|
{
|
|
CheckIfSurroundedByOwner(tiles, player.ownerIndex, tile);
|
|
}
|
|
}*/
|
|
foreach (TileOwner owner in checkingOwners)
|
|
{
|
|
if ((!tile.checkedFor.Contains(owner)) && (tile.tileOwnerIndex != owner))
|
|
{
|
|
CheckIfSurroundedByOwner(tiles, owner, tile);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
public static void CheckIfSurroundedByOwner(List<TileInfo> tiles, TileOwner ownerIndex, TileInfo startTile)
|
|
{
|
|
List<TileInfo> connectedTiles = new List<TileInfo>();
|
|
var q = new Queue<TileInfo>(tiles.Count);
|
|
q.Enqueue(startTile);
|
|
int iterations = 0;
|
|
|
|
while (q.Count > 0)
|
|
{
|
|
var tile = q.Dequeue();
|
|
if (q.Count > tiles.Count)
|
|
{
|
|
throw new Exception("The algorithm is probably looping. Queue size: " + q.Count);
|
|
}
|
|
|
|
if (tile.isBorderTile) //we are in a wrong area
|
|
{
|
|
connectedTiles.Clear();
|
|
return;
|
|
}
|
|
|
|
if (connectedTiles.Contains(tile))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
connectedTiles.Add(tile);
|
|
tile.checkedFor.Add(ownerIndex);
|
|
//Debug.Log("Checked");
|
|
var adjacentTiles = GetOtherTiles(tile, ownerIndex);
|
|
|
|
foreach (TileInfo newTile in adjacentTiles)
|
|
{
|
|
q.Enqueue(newTile);
|
|
}
|
|
|
|
iterations++;
|
|
}
|
|
|
|
foreach (TileInfo tile in connectedTiles)
|
|
{
|
|
tile.easyCaptureFor.Add(ownerIndex);
|
|
}
|
|
}
|
|
/* public static void SetSurroundedTiles(List<TileInfo> tiles, TileOwner ownerIndex, TileInfo startTile)
|
|
{
|
|
List<TileInfo> surroundedTiles = new List<TileInfo>();
|
|
var q = new Queue<TileInfo>(tiles.Count);
|
|
q.Enqueue(startTile);
|
|
int iterations = 0;
|
|
|
|
while (q.Count > 0)
|
|
{
|
|
var tile = q.Dequeue();
|
|
|
|
if (q.Count > tiles.Count)
|
|
{
|
|
throw new Exception("The algorithm is probably looping. Queue size: " + q.Count);
|
|
}
|
|
|
|
if (tile.isBorderTile) //we are in a wrong area
|
|
{
|
|
surroundedTiles.Clear();
|
|
return;
|
|
}
|
|
|
|
if (surroundedTiles.Contains(tile))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
surroundedTiles.Add(tile);
|
|
|
|
var adjacentTiles = GetOtherTiles(tile, ownerIndex);
|
|
|
|
foreach (TileInfo newTile in adjacentTiles)
|
|
{
|
|
q.Enqueue(newTile);
|
|
}
|
|
|
|
iterations++;
|
|
}
|
|
//Debug.Log("Found " +surroundedTiles.Count + " tiles");
|
|
//Debug.Log("Iterations " + iterations);
|
|
|
|
foreach (TileInfo tile in surroundedTiles)
|
|
{
|
|
tile.whoCanEasyGetTile = ownerIndex;
|
|
}
|
|
Debug.Log("Surrounded " + surroundedTiles.Count);
|
|
}*/
|
|
}
|