Run-and-capture/Assets/Scripts/TileManagment.cs
2021-08-02 16:22:16 +03:00

202 lines
6.1 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<TileInfo> ariostTiles = new List<TileInfo>();
public List<Material> tileMaterials;
public static float tileOffset;
public static Vector3[] basicDirections;
private void Awake()
{
for (int i = 0; i < transform.childCount; i++)
{
var tile = transform.GetChild(i).GetComponent<TileInfo>();
if (tile)
{
levelTiles.Add(tile);
SetTileStartParams(tile);
if (tile.tileOwnerIndex == TileOwner.Ariost)
{
ariostTiles.Add(tile);
}
}
}
tileOffset = Vector3.Distance(levelTiles[0].tilePosition, levelTiles[3].tilePosition);
basicDirections = GetBasicDirections(BASIC_DIRECTIONS);
}
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));
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)
{
tile.tileOwnerIndex = ownerIndex;
tile.GetComponent<Renderer>().material = tileMaterials[(int)tile.tileOwnerIndex];
ariostTiles.Add(tile);
//Debug.Log(GetOtherTiles(tile).Count);
CheckSurroundedTiles(levelTiles, ownerIndex, tile);
//Debug.Log("Captured " + tile.name);
}
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 * TileManagment.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 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 startTile)
{
foreach (TileInfo tile in tiles)
{
tile.isChecked = false;
}
List<TileInfo> firstAdjacentTiles = GetOtherTiles(startTile, ownerIndex);
foreach (TileInfo tile in firstAdjacentTiles)
{
SetSurroundedTiles(tiles, ownerIndex, tile);
}
}
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();
//Debug.Log("current tile " + tile.name);
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
{
//Debug.Log("FindBorder");
surroundedTiles.Clear();
return;
}
if (surroundedTiles.Contains(tile))
{
continue;
}
surroundedTiles.Add(tile);
tile.isChecked = true;
var adjacentTiles = GetOtherTiles(tile, ownerIndex);
//Debug.Log("second tiles "+ adjacentTiles.Count);
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);
}
}