2021-09-19 16:30:45 +03:00

500 lines
15 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 Action OnInitialized;
public static Action<PlayerState> OnAnyTileCaptured;
public static List<Material> tileMaterialsStatic;
public static float tileOffset;
public static Vector3[] basicDirections;
[SerializeField]
private List<Material> _tileMaterials;
[SerializeField]
private Transform _tileParent;
private void Awake()
{
//OnInitialized = null;
//OnAnyTileCaptured = null;
InitTileManager();
//Debug.Log("tile offset is " + tileOffset + " points");
}
private void InitTileManager()
{
levelTiles.Clear();
SetStaticTileMaterials();
InitCharacterTiles();
for (int i = 0; i < _tileParent.childCount; i++)
{
var tile = _tileParent.GetChild(i).GetComponent<TileInfo>();
if (tile)
{
levelTiles.Add(tile);
SetTileStartParams(tile);
charTiles[(int)tile.tileOwnerIndex].Add(tile);
}
}
basicDirections = GetBasicDirections(BASIC_DIRECTIONS);
tileOffset = GetTileOffset(levelTiles);
//Debug.Log("tile offset is "+ tileOffset);
OnInitialized?.Invoke();
}
private float GetTileOffset(List<TileInfo> tiles)
{
TileInfo firstTile = tiles[0];
TileInfo secondTile = tiles[1];
return Vector3.Distance(firstTile.tilePosition, secondTile.tilePosition);
}
private void SetStaticTileMaterials()
{
tileMaterialsStatic = new List<Material>();
foreach (var mat in _tileMaterials)
{
tileMaterialsStatic.Add(mat);
}
}
private void InitCharacterTiles()
{
if (charTiles.Count > 0)
{
charTiles.Clear();
}
for (int i = 0; i < tileMaterialsStatic.Count; i++)
{
List<TileInfo> charTileList = new List<TileInfo>();
charTiles.Add(charTileList); //init empty lists for character tiles
}
}
private void SetTileStartParams(TileInfo tile)
{
tile.tilePosition = tile.transform.position;
tile.GetComponent<Renderer>().material = tileMaterialsStatic[(int)tile.tileOwnerIndex];
}
public static void ChangeTileOwner(TileInfo tile, PlayerState newPlayer)
{
tile.easyCaptureForAll = false;
TileOwner newOwner = newPlayer.ownerIndex;
TileOwner oldOwner = tile.tileOwnerIndex;
tile.tileOwnerIndex = newOwner;
tile.GetComponent<Renderer>().material = tileMaterialsStatic[(int)tile.tileOwnerIndex];
charTiles[(int)newOwner].Add(tile);
charTiles[(int)oldOwner].Remove(tile);
OnAnyTileCaptured?.Invoke(newPlayer);
CheckSurroundedTiles(levelTiles, newOwner, oldOwner);
SetAllPLayersTilesCapState(GameManager.activePlayers);
}
public static void ChangeTileOwnerSilent(TileInfo tile, PlayerState newPlayer)
{
tile.easyCaptureForAll = false;
TileOwner newOwner = newPlayer.ownerIndex;
TileOwner oldOwner = tile.tileOwnerIndex;
tile.tileOwnerIndex = newOwner;
tile.GetComponent<Renderer>().material = tileMaterialsStatic[(int)tile.tileOwnerIndex];
charTiles[(int)newOwner].Add(tile);
charTiles[(int)oldOwner].Remove(tile);
//OnAnyTileCaptured?.Invoke(newPlayer);
//CheckSurroundedTiles(levelTiles, newOwner, oldOwner);
//SetAllPLayersTilesCapState(GameManager.activePlayers);
}
public static void AssignBuildingToTile(TileInfo tile, GameObject building)
{
tile.buildingOnTile = building;
tile.canMove = false;
tile.canBuildHere = false;
}
public static void ReleaseTile(TileInfo tile)
{
tile.buildingOnTile = null;
tile.canMove = true;
tile.canBuildHere = true;
}
public static void SetTileAvailable(TileInfo tile)
{
tile.canMove = true;
tile.canBuildHere = true;
}
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 TileInfo GetTile(TileOwner owner)
{
var ownerTiles = charTiles[(int)owner];
int randomTileIndex = UnityEngine.Random.Range(0, ownerTiles.Count - 1);
TileInfo resultTile = ownerTiles[randomTileIndex];
while (!resultTile.canMove)
{
randomTileIndex = UnityEngine.Random.Range(0, ownerTiles.Count - 1);
resultTile = ownerTiles[randomTileIndex];
}
return resultTile;
}
public static TileInfo GetRandomOtherTile(TileOwner owner)
{
int randomTargetOwner = UnityEngine.Random.Range(0, charTiles.Count);
var searchingTiles = charTiles[randomTargetOwner];
while (searchingTiles.Count == 0 || randomTargetOwner == (int)owner)
{
randomTargetOwner = UnityEngine.Random.Range(0, charTiles.Count);
searchingTiles = charTiles[randomTargetOwner];
}
int randomTileIndex = UnityEngine.Random.Range(0, searchingTiles.Count);
TileInfo otherTile = searchingTiles[randomTileIndex];
if (!otherTile.canMove)
{
return GetRandomOtherTile(owner);
}
else
{
return otherTile;
}
}
public static TileInfo GetRandomOwnerTile(TileOwner owner)
{
int targetOwner = (int)owner;
var searchingTiles = charTiles[targetOwner];
while (searchingTiles.Count == 0 || targetOwner != (int)owner)
{
searchingTiles = charTiles[targetOwner];
}
int randomTileIndex = UnityEngine.Random.Range(0, searchingTiles.Count);
TileInfo ownerTile = searchingTiles[randomTileIndex];
return ownerTile;
}
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);
}
}
}
return otherTiles;
}
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> GetOwnerAdjacentTiles(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 List<TileInfo> GetCharacterTiles(PlayerState character)
{
TileOwner owner = character.ownerIndex;
List<TileInfo> playerTiles = new List<TileInfo>();
foreach (TileInfo tile in charTiles[(int)owner])
{
playerTiles.Add(tile);
}
return playerTiles;
}
public static void SetEasyCapState(List<TileInfo> tiles, bool capState)
{
foreach (TileInfo tile in tiles)
{
tile.easyCaptureForAll = capState;
}
}
/*public static void RemoveEasyCaptureForTiles(List<TileInfo> tiles)
{
foreach (TileInfo tile in tiles)
{
tile.easyCaptureFor.Clear();
tile.isLocked = false;
}
}*/
/*public static TileInfo GetClosestOwnerTile(TileInfo startTile, TileOwner owner, float searchRadius)
{
var ownerTiles = charTiles[(int)owner];
TileInfo closestTile = ownerTiles[0];
foreach (TileInfo tile in ownerTiles)
{
//if ()
}
return closestTile;
}*/
public static TileInfo GetClosestOtherTile(TileInfo currentTile, TileOwner owner,/* float capRadius,*/ Vector3 startPoint)
{
var neutralTiles = charTiles[(int)TileOwner.Neutral];
//Debug.Log("neutral tiles " + neutralTiles.Count);
TileInfo closestTile = neutralTiles[0];
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);
float playerDistOld = Vector3.Distance(currentTile.tilePosition, closestTile.tilePosition);
float playerDistNew = Vector3.Distance(currentTile.tilePosition, tile.tilePosition);
//Debug.Log("new distance " + distNew);
if ((distNew <= distOld) /*&& (distNew < capRadius)*/)
{
if ((playerDistNew < playerDistOld))
{
closestTile = tile;
}
}
}
}
return closestTile;
}
public static void CheckSurroundedTiles(List<TileInfo> tiles, TileOwner newOwner, TileOwner oldOwner)
{
List<TileOwner> checkPlayers = new List<TileOwner>();
if (oldOwner != TileOwner.Neutral)
{
checkPlayers.Add(oldOwner);
}
checkPlayers.Add(newOwner);
foreach (TileInfo tile in levelTiles)
{
tile.checkedFor.Clear();
foreach (var owner in checkPlayers)
{
tile.easyCaptureFor.Remove(owner);
}
}
foreach (var player in checkPlayers)
{
foreach (TileInfo tile in levelTiles)
{
if (!tile.isBorderTile)
{
if ((!tile.checkedFor.Contains(player)) && (tile.tileOwnerIndex != player))
{
CheckIfSurroundedByOwner(tiles, player, tile);
}
}
}
}
}
public static void SetPlayerTilesCapState(PlayerState player)
{
List<TileInfo> playerTiles = charTiles[(int)player.ownerIndex];
foreach (TileInfo tile in playerTiles)
{
tile.easyCaptureForAll = true;
}
List<TileInfo> playerConnectedTiles = GetConnectedTiles(levelTiles, player.ownerIndex, player.currentTile);
foreach (TileInfo tile in playerConnectedTiles)
{
tile.easyCaptureForAll = false;
}
}
public static void SetAllPLayersTilesCapState(List<PlayerState> activePlayers)
{
foreach (PlayerState player in activePlayers)
{
SetPlayerTilesCapState(player);
}
}
public static List<TileInfo> GetConnectedTiles(List<TileInfo> allTiles, TileOwner ownerIndex, TileInfo startTile)
{
List<TileInfo> connectedTiles = new List<TileInfo>();
var q = new Queue<TileInfo>(allTiles.Count);
q.Enqueue(startTile);
int iterations = 0;
while (q.Count > 0)
{
var tile = q.Dequeue();
if (q.Count > allTiles.Count)
{
throw new Exception("The algorithm is probably looping. Queue size: " + q.Count);
}
if (connectedTiles.Contains(tile))
{
continue;
}
connectedTiles.Add(tile);
var myAdjacentTiles = GetOwnerAdjacentTiles(tile, ownerIndex);
foreach (TileInfo newTile in myAdjacentTiles)
{
q.Enqueue(newTile);
}
iterations++;
}
return connectedTiles;
}
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);
}
}
private 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;
}
}