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62 changed files with 154559 additions and 119855 deletions

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@ -60,11 +60,6 @@ public static class EditorCustom
GameManager gm = (GameManager)target;
if (GUILayout.Button("Execute Turn") && gm.actions.Count > 0)
{
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}
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private void OnSceneGUI()
{
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@ -36,21 +36,6 @@ public class CameraOrbit : MonoBehaviour
void LateUpdate()
{
if (target == null) return;
float scroll = Input.GetAxis("Mouse ScrollWheel");
if (scroll != 0f)
{
float fov = -1;
foreach (Camera _cam in transform.GetComponentsInChildren<Camera>())
{
if (fov < 0) // Calculate FOV for first Camera
{
fov = _cam.fieldOfView - scroll * GameManager.Instance.zoomSpeed;
fov = Mathf.Clamp(fov, GameManager.Instance.minFOV, GameManager.Instance.maxFOV);
}
_cam.fieldOfView = fov;
}
}
if (Input.GetMouseButton(1)) // Rechte Maustaste gedrückt
{
@ -65,62 +50,51 @@ public class CameraOrbit : MonoBehaviour
Cursor.visible = true;
}
Quaternion rotation = Quaternion.Euler(y, x, 0);
Quaternion rotation = Quaternion.Euler(y, x, 0);
Vector3 position = rotation * new Vector3(0.0f, 0.0f, -distance) + target.position;
transform.rotation = rotation;
transform.position = position;
Camera cam = transform.GetChild(0).GetComponent<Camera>();
Ray ray = cam.ScreenPointToRay(Input.mousePosition);
Ray ray = transform.GetChild(0).GetComponent<Camera>().ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit, float.MaxValue))
{
GameManager gm = FindFirstObjectByType<GameManager>();
if (hit.transform.CompareTag("Node"))
{
var obj = hit.transform.GetComponent<Node>();
var obj = hit.transform.parent.GetComponent<Node>();
obj.hovered = true;
}
// Hover-Ermittlung Connections
Vector2 mouse = Input.mousePosition;
Vector3 mousePos = new Vector3(mouse.x, mouse.y, 0);
bool cancelHover = false;
float closestDist = float.MaxValue;
int closestIdx = -1;
var connections = gm.GetConnections();
for (int i = 0; i < connections.Count; i++)
else
{
connections[i].hovered = false;
GameManager gm = FindFirstObjectByType<GameManager>();
Connection closestCon = null;
float closestDist = 0.5f; // maximale Abstand in Welt-Einheiten
if (cancelHover)
continue;
var con = connections[i];
Vector3 a = cam.WorldToScreenPoint(con.nodeA.transform.position);
Vector3 b = cam.WorldToScreenPoint(con.nodeB.transform.position);
Vector3 ab = b - a;
Vector3 am = mousePos - a;
float t = Mathf.Clamp01(Vector3.Dot(am, ab) / ab.sqrMagnitude);
Vector3 proj = a + t * ab;
float dist = Vector3.Distance(mousePos, proj);
if (Vector3.Distance(a, mousePos) <= gm.hoverRadiusNode || Vector3.Distance(b, mousePos) <= gm.hoverRadiusNode)
cancelHover = true;
if (dist < closestDist && dist < gm.hoverRadiusCon)
foreach (var con in gm.GetConnections())
{
closestDist = dist;
closestIdx = i;
}
Vector3 a = con.nodeA.transform.position;
Vector3 b = con.nodeB.transform.position;
Vector3 ab = b - a;
float t = Mathf.Clamp01(Vector3.Dot(hit.point - a, ab) / ab.sqrMagnitude);
Vector3 proj = a + t * ab;
float dist = Vector3.Distance(hit.point, proj);
if (dist < closestDist)
{
closestDist = dist;
closestCon = con;
}
}
if (closestCon != null)
{
closestCon.hovered = true;
}
}
if (closestIdx >= 0 && !cancelHover)
connections[closestIdx].hovered = true;
}
}
}

View file

@ -1,5 +1,3 @@
using System;
using Unity.VisualScripting;
using UnityEngine;
[ExecuteAlways]
@ -11,7 +9,6 @@ public class Connection : MonoBehaviour
public BuildState state = BuildState.EMPTY;
public bool hovered = false;
public LineRenderer lineRenderer;
public int constructingPlayerId = -1;
public void SetConnect()
{
@ -28,26 +25,14 @@ public class Connection : MonoBehaviour
private void Update()
{
// On Click
if (Input.GetMouseButtonDown(0) && hovered && allowed)
{
GameManager.Instance.pressedCon = this;
}
if(Input.GetMouseButtonUp(0) && hovered && allowed && GameManager.Instance.pressedCon == this)
{
GameManager.Instance.PushNewAction(nodeA.id, nodeB.id, true);
}
if (Application.isPlaying && !allowed)
lineRenderer.enabled = false;
else
{
float width = (hovered ? 0.6f : 0.3f) * (allowed ? state != BuildState.BUILT ? 0.6f : 1f : 0.1f);
float width = (hovered ? 0.6f : 0.3f) * (allowed ? 1f : 0.3f);
Color unbuiltColor = !allowed || state == BuildState.EMPTY ? new Color(0.2f, 0.2f, 0.2f) : new Color(0.8f, 0.8f, 0f);
lineRenderer.startColor = allowed && state == BuildState.BUILT ? nodeA.GetComponent<Renderer>().sharedMaterial.color : unbuiltColor;
lineRenderer.endColor = allowed && state == BuildState.BUILT ? nodeB.GetComponent<Renderer>().sharedMaterial.color : unbuiltColor;
lineRenderer.startColor = allowed ? nodeA.transform.GetChild(0).GetComponent<Renderer>().sharedMaterial.color : new Color(0.2f, 0.2f, 0.2f);
lineRenderer.endColor = allowed ? nodeB.transform.GetChild(0).GetComponent<Renderer>().sharedMaterial.color : new Color(0.2f, 0.2f, 0.2f);
lineRenderer.startWidth = width;
lineRenderer.endWidth = width;

View file

@ -1,12 +1,13 @@
using System;
using System.Collections.Generic;
using System.Dynamic;
using System.Linq;
using TMPro;
using Unity.VisualScripting;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Rendering;
using UnityEngine.UIElements;
using static UnityEngine.GraphicsBuffer;
[ExecuteAlways]
public class GameManager : MonoBehaviour
@ -16,36 +17,13 @@ public class GameManager : MonoBehaviour
public Transform NodeParent;
public GameObject NodePrefab;
public GameObject hoverObject;
public TMP_Text energyText;
public TMP_Text currentPlayerText;
public TMP_Text timerText;
public GameObject actionListItemPrefab;
public Transform actionListParent;
public Button finishTurnBtn;
[SerializeField]
public List<Player> players;
public Player players;
public int currentPlayer = -1;
public Node pressedNode = null;
public Connection pressedCon = null;
public KeyCode altActionKey = KeyCode.LeftShift;
public float zoomSpeed = 20f;
public float minFOV = 20f;
public float maxFOV = 80f;
public float roundTime = 90;
public static GameManager Instance { get; private set; }
public bool regenerateOnChange = false;
[SerializeField]
public List<Action> actions;
[HideInInspector] public float minConnectionLength = 6;
[HideInInspector] public float maxConnectionLength = 6;
[HideInInspector] public int nodeCount = 100;
@ -55,65 +33,6 @@ public class GameManager : MonoBehaviour
[SerializeField] [HideInInspector] public List<LevelData> levels = new List<LevelData>();
public enum ActionType { NONE, MOVE_HALF_UNITS, MOVE_ALL_UNITS, ATTACK_NODE_WITH_HALF, ATTACK_NODE_WITH_ALL, ATTACK_CON_WITH_HALF, ATTACK_CON_WITH_ALL, CONSTRUCT_CON, DESTRUCT_CON, EXPLODE_CON };
public Dictionary<ActionType, string> ActionTypeDescription = new Dictionary<ActionType, string>
{
{ ActionType.NONE, "You should really never see this O_o \n(-1 Turn)" },
{ ActionType.MOVE_HALF_UNITS, "Read that title again... \n(1 Turn)" },
{ ActionType.MOVE_ALL_UNITS, "Read that title again... \n(1 Turn)" },
{ ActionType.ATTACK_NODE_WITH_HALF, "Read that title again... \n(1 Turn)" },
{ ActionType.ATTACK_NODE_WITH_ALL, "Read that title again... \n(1 Turn)" },
{ ActionType.ATTACK_CON_WITH_HALF, "Attacks the enemy node using half of your Units to break the pending connection \n(1 Turn)" },
{ ActionType.ATTACK_CON_WITH_ALL, "Attacks the enemy node using all of your Units to break the pending connection \n(1 Turn)" },
{ ActionType.CONSTRUCT_CON, "Begins construction of a connection \n(2 Turns)" },
{ ActionType.DESTRUCT_CON, "Begins deconstruction of a connection \n(2 Turns)" },
{ ActionType.EXPLODE_CON, "Begins blazingly fast deconstruction of a connection \n(1 Turn)" }
};
public Dictionary<ActionType, string> ActionTypeText = new Dictionary<ActionType, string>
{
{ ActionType.NONE, "" },
{ ActionType.MOVE_HALF_UNITS, "Move troops (1/2)" },
{ ActionType.MOVE_ALL_UNITS, "Move troops" },
{ ActionType.ATTACK_NODE_WITH_HALF, "Attack (1/2)" },
{ ActionType.ATTACK_NODE_WITH_ALL, "Attack" },
{ ActionType.ATTACK_CON_WITH_HALF, "Interrupt Construction (1/2)" },
{ ActionType.ATTACK_CON_WITH_ALL, "Interrupt Construction" },
{ ActionType.CONSTRUCT_CON, "Construct" },
{ ActionType.DESTRUCT_CON, "Destruct" },
{ ActionType.EXPLODE_CON, "Explode (immediately)" }
};
public Dictionary<ActionType, int> ActionTypeEnergyUsage = new Dictionary<ActionType, int>
{
{ ActionType.NONE, 0},
{ ActionType.MOVE_HALF_UNITS, 1},
{ ActionType.MOVE_ALL_UNITS, 1},
{ ActionType.ATTACK_NODE_WITH_HALF, 1},
{ ActionType.ATTACK_NODE_WITH_ALL, 1},
{ ActionType.ATTACK_CON_WITH_HALF, 1},
{ ActionType.ATTACK_CON_WITH_ALL, 1},
{ ActionType.CONSTRUCT_CON, 1},
{ ActionType.DESTRUCT_CON, 1},
{ ActionType.EXPLODE_CON, 2 }
};
[Serializable]
public struct Action
{
public ActionType intendedAction;
public bool onConnection;
public bool altAction;
public int nodeFromId;
public int nodeToId;
public int amount;
public int player;
public int tempDaniel;
}
[Serializable]
public class LevelData
{
@ -122,7 +41,6 @@ public class GameManager : MonoBehaviour
{
public Vector3 position;
public int owner;
public int units;
}
[Serializable]
@ -139,7 +57,6 @@ public class GameManager : MonoBehaviour
public List<ConnectionData> connections = new List<ConnectionData>();
}
float timer = 0;
void Awake()
{
if (Instance != null && Instance != this)
@ -159,503 +76,19 @@ public class GameManager : MonoBehaviour
}
private void Start()
{
#if UNITY_EDITOR
LoadLevelData(selectedLevel);
#endif
}
private void Update()
{
hoverObject.SetActive(false);
Player player = players.Find(p => p.id == currentPlayer);
int totalEnergyCost = 0;
actions.ForEach(a => totalEnergyCost += ActionTypeEnergyUsage[a.intendedAction]);
if (player != null && Application.isPlaying)
{
timer -= Time.deltaTime;
if (timer < 0)
{
ExecuteTurn();
return;
}
timerText.text = "[" + (int)timer / 60 + ":" + ((int)timer % 60 < 10 ? "0" : "") + $"{((int)timer % 60)}" + "]";
energyText.text = string.Concat(Enumerable.Repeat("□", Math.Max(0, player.energy - totalEnergyCost))) + string.Concat(Enumerable.Repeat("-", Math.Min(player.energy, totalEnergyCost)));
currentPlayerText.text = "[ Player " + currentPlayer + " ]";
}
if (Input.GetMouseButtonDown(0))
{
pressedNode = GetNodes().Find(n => n.hovered && n.Owner == currentPlayer);
}
if (Input.GetMouseButton(0))
{
if(pressedNode != null)
{
Node node = GetNodes().Find(n => n.hovered && n != pressedNode);
if (node)
{
Connection con = GetConnections().Find(c => (c.nodeA == pressedNode && c.nodeB == node) || (c.nodeB == pressedNode && c.nodeA == node)) ?? null;
ActionType possibleAction = CalcActionBetweenNodes(currentPlayer, pressedNode.id, node.id, Input.GetKey(altActionKey));
hoverObject.GetComponentsInChildren<TMP_Text>()[0].text = ActionTypeText[possibleAction];
hoverObject.GetComponentsInChildren<TMP_Text>()[1].text = ActionTypeDescription[possibleAction];
hoverObject.GetComponentsInChildren<TMP_Text>()[2].text = string.Concat(Enumerable.Repeat("□", ActionTypeEnergyUsage[possibleAction]));
hoverObject.SetActive(true);
if (con != null && con.allowed)
con.hovered = true;
}
}
}
if (Input.GetMouseButtonUp(0))
{
if (pressedNode != null)
{
Node toNode = GetNodes().Find(n => n.hovered && pressedNode != n);
if (toNode)
{
Connection con = GetConnections().Find(c => (c.nodeA == pressedNode && c.nodeB == toNode) || (c.nodeB == pressedNode && c.nodeA == toNode)) ?? null;
if (con != null && con.allowed)
PushNewAction(pressedNode.id, toNode.id);
}
}
}
if (!hoverObject.activeSelf)
{
Connection hoveredCon = GetConnections().Find(c => c.hovered);
if (hoveredCon != null)
{
ActionType possibleAction = CalcActionBetweenNodes(currentPlayer, hoveredCon.nodeA.id, hoveredCon.nodeB.id, Input.GetKey(altActionKey), true);
if (possibleAction != ActionType.NONE)
{
hoverObject.GetComponentsInChildren<TMP_Text>()[0].text = ActionTypeText[possibleAction];
hoverObject.GetComponentsInChildren<TMP_Text>()[1].text = ActionTypeDescription[possibleAction];
hoverObject.GetComponentsInChildren<TMP_Text>()[2].text = string.Concat(Enumerable.Repeat("□", ActionTypeEnergyUsage[possibleAction]));
hoverObject.SetActive(true);
}
}
}
}
public ActionType CalcActionBetweenNodes(int player, int nodeFromId, int nodeToId, bool altAction = false, bool onConnection = false)
{
Node nodeTo = GetNodes().Find(n => n.id == nodeToId);
Node nodeFrom = GetNodes().Find(n => n.id == nodeFromId);
Connection con = GetConnections().Find(c => (c.nodeA == nodeTo && c.nodeB == nodeFrom) || (c.nodeA == nodeFrom && c.nodeB == nodeTo));
if (con == null || con.allowed == false)
return ActionType.NONE;
// Clicked on connection
if (onConnection)
{
if (con.state == Connection.BuildState.BUILT && nodeFrom.Owner == player && nodeTo.Owner == player)
{
return altAction ? ActionType.EXPLODE_CON : ActionType.DESTRUCT_CON;
}
else if (con.state == Connection.BuildState.EMPTY && (nodeFrom.Owner == player || nodeTo.Owner == player))
{
return ActionType.CONSTRUCT_CON;
}
}
// Dragged owned nodeFrom to nodeTo
else if (nodeFrom.Owner == player)
{
// To Owned
if (nodeTo.Owner == player)
{
switch (con.state)
{
case Connection.BuildState.EMPTY:
return ActionType.CONSTRUCT_CON;
case Connection.BuildState.CONSTRUCTING:
case Connection.BuildState.DECONSTRUCTING:
return ActionType.NONE;
case Connection.BuildState.BUILT:
return altAction ? ActionType.MOVE_HALF_UNITS : ActionType.MOVE_ALL_UNITS;
}
}
// To Hostile
else if (nodeTo.Owner >= 0)
{
switch (con.state)
{
case Connection.BuildState.EMPTY:
return ActionType.CONSTRUCT_CON;
case Connection.BuildState.CONSTRUCTING:
return altAction ? ActionType.ATTACK_CON_WITH_HALF : ActionType.ATTACK_CON_WITH_ALL;
case Connection.BuildState.DECONSTRUCTING:
return ActionType.NONE;
case Connection.BuildState.BUILT:
return altAction ? ActionType.ATTACK_NODE_WITH_HALF : ActionType.ATTACK_NODE_WITH_ALL;
}
}
// To Unclaimed
else
{
switch (con.state)
{
case Connection.BuildState.EMPTY:
return ActionType.CONSTRUCT_CON;
case Connection.BuildState.CONSTRUCTING:
case Connection.BuildState.DECONSTRUCTING:
return ActionType.NONE;
case Connection.BuildState.BUILT:
return altAction ? ActionType.MOVE_HALF_UNITS : ActionType.MOVE_ALL_UNITS;
}
}
}
return ActionType.NONE;
}
public List<Node> GetNodes() => NodeParent.GetComponentsInChildren<Node>().ToList();
public List<Connection> GetConnections() => ConnectionParent != null ? ConnectionParent.GetComponentsInChildren<Connection>()?.ToList() ?? new() : new();
public void UpdateConstructions()
{
foreach(Connection con in GetConnections())
{
if (con.constructingPlayerId == currentPlayer)
{
if (con.state == Connection.BuildState.CONSTRUCTING)
{
con.state = Connection.BuildState.BUILT;
con.SetConnect();
}
else if (con.state == Connection.BuildState.DECONSTRUCTING)
{
con.state = Connection.BuildState.EMPTY;
con.DelConnect();
}
con.constructingPlayerId = -1;
}
}
}
public void ExecuteTurn()
{
Player player = players.Find(p => p.id == currentPlayer);
if (player == null)
{
Debug.LogWarning("Player " + currentPlayer + " not found!");
return;
}
int totalEnergyCost = 0;
actions.ForEach(a => totalEnergyCost += ActionTypeEnergyUsage[a.intendedAction]);
if (totalEnergyCost > player.energy)
{
Debug.Log("Insuficcient Energy for Turn! (needs " + totalEnergyCost + " has " + player.energy + ")");
return;
}
actions.ForEach(a => ExecuteAction(a));
for (int i = 0; i < actionListParent.childCount; i++)
{
Destroy(actionListParent.GetChild(i).gameObject);
}
actions.ForEach(action =>
{
var to = GetNodes().Where(n => n.id == action.nodeToId).First();
var from = GetNodes().Where(n => n.id == action.nodeFromId).First();
to.ExpectedUnitDiff = 0;
from.ExpectedUnitDiff = 0;
});
actions.Clear();
// Select next player
currentPlayer++;
Player nextPlayer = players.Find(p => p.id == currentPlayer);
// Executed turn of last Player => Round ended
if(nextPlayer == null)
currentPlayer = 0;
UpdateConstructions();
nextPlayer = players.Find(p => p.id == currentPlayer);
// Refill energy
nextPlayer.energy = 3;
nextPlayer.GetOwnedNodes().ForEach(node => {
nextPlayer.energy += node.Nachos;
if (node.Nachos > 0)
{
node.Units += 5 * node.Nachos;
}
});
timer = roundTime;
}
public void PushAction(Action action)
{
var ui = Instantiate(actionListItemPrefab, actionListParent);
ui.GetComponentInChildren<TMP_Text>().text = ActionTypeText[action.intendedAction] + " (" + action.nodeFromId + ">" + action.nodeToId + ")";
ui.GetComponentInChildren<Button>().onClick.AddListener(() => {
actions.Remove(action);
var to = GetNodes().Where(n => n.id == action.nodeToId).First();
var from = GetNodes().Where(n => n.id == action.nodeFromId).First();
switch (action.intendedAction)
{
case ActionType.MOVE_HALF_UNITS:
from.ExpectedUnitDiff += action.tempDaniel;
to.ExpectedUnitDiff -= action.tempDaniel;
break;
case ActionType.MOVE_ALL_UNITS:
from.ExpectedUnitDiff += action.tempDaniel;
to.ExpectedUnitDiff -= action.tempDaniel;
break;
case ActionType.ATTACK_NODE_WITH_HALF:
case ActionType.ATTACK_CON_WITH_HALF:
from.ExpectedUnitDiff += action.tempDaniel;
to.ExpectedUnitDiff += action.tempDaniel;
break;
case ActionType.ATTACK_NODE_WITH_ALL:
case ActionType.ATTACK_CON_WITH_ALL:
from.ExpectedUnitDiff += action.tempDaniel;
to.ExpectedUnitDiff += action.tempDaniel;
break;
}
Destroy(ui);
});
var from = GetNodes().Where(n => n.id == action.nodeFromId).First();
var to = GetNodes().Where(n => n.id == action.nodeToId).First();
// TODO: Alle diffs durchgehen nach jedem break
switch (action.intendedAction)
{
case ActionType.MOVE_HALF_UNITS:
to.ExpectedUnitDiff += (from.Units + from.ExpectedUnitDiff) / 2;
action.tempDaniel += (from.Units + from.ExpectedUnitDiff) / 2;
from.ExpectedUnitDiff -= (from.Units + from.ExpectedUnitDiff) / 2;
break;
case ActionType.MOVE_ALL_UNITS:
to.ExpectedUnitDiff += (from.Units+ from.ExpectedUnitDiff) ;
action.tempDaniel += (from.Units+ from.ExpectedUnitDiff) ;
from.ExpectedUnitDiff -= (from.Units+ from.ExpectedUnitDiff) ;
break;
case ActionType.ATTACK_NODE_WITH_HALF:
case ActionType.ATTACK_CON_WITH_HALF:
to.ExpectedUnitDiff -= (from.Units + from.ExpectedUnitDiff) / 2;
action.tempDaniel += (from.Units + from.ExpectedUnitDiff) / 2;
from.ExpectedUnitDiff -= (from.Units + from.ExpectedUnitDiff) / 2;
break;
case ActionType.ATTACK_NODE_WITH_ALL:
case ActionType.ATTACK_CON_WITH_ALL:
to.ExpectedUnitDiff -= (from.Units+ from.ExpectedUnitDiff) ;
action.tempDaniel += (from.Units+ from.ExpectedUnitDiff) ;
from.ExpectedUnitDiff -= (from.Units+ from.ExpectedUnitDiff) ;
break;
}
actions.Add(action);
}
public Action PushNewAction(int nodeFromId, int nodeToId, bool onConnection = false, int? player = null, bool ? altAction = null)
{
int _player = player != null ? (int)player : currentPlayer;
bool _altAction = altAction != null ? (bool)altAction : Input.GetKey(altActionKey);
ActionType type = CalcActionBetweenNodes(_player, nodeFromId, nodeToId, _altAction, onConnection);
Action action = new Action
{
intendedAction = type,
nodeFromId = nodeFromId,
nodeToId = nodeToId,
player = _player,
altAction = _altAction,
onConnection = onConnection
};
int totalEnergyCost = 0;
actions.ForEach(a => totalEnergyCost += ActionTypeEnergyUsage[a.intendedAction]);
totalEnergyCost += ActionTypeEnergyUsage[action.intendedAction];
if (type != ActionType.NONE && players.Find(p => p.id == _player).energy >= totalEnergyCost )
PushAction(action);
return action;
}
public void ExecuteAction(Action action)
public List<Node> GetNodes() => NodeParent.GetComponentsInChildren<Node>().ToList();
public List<Connection> GetConnections() => ConnectionParent.GetComponentsInChildren<Connection>().ToList();
public void OnNodesDragged(Node nodeA, Node nodeB)
{
Node nodeTo = GetNodes().Find(n => n.id == action.nodeToId);
Node nodeFrom = GetNodes().Find(n => n.id == action.nodeFromId);
Connection con = GetConnections().Find(c => (c.nodeA == nodeTo && c.nodeB == nodeFrom) || (c.nodeA == nodeFrom && c.nodeB == nodeTo));
Player p = players.Find(p => (p.id == action.player));
if (p == null)
{
Debug.LogWarning("Player " + action.player + " not found!");
return;
}
ActionType possibleAction = CalcActionBetweenNodes(action.player, action.nodeFromId, action.nodeToId, action.altAction, action.onConnection);
if (possibleAction != action.intendedAction)
{
Debug.LogWarning("Intended action not possible (TODO: execute counter action) PS : BONUS");
return;
}
if (p.energy < ActionTypeEnergyUsage[action.intendedAction])
{
Debug.Log("Insuficcient Energy! (needs " + ActionTypeEnergyUsage[action.intendedAction] + " has " + p.energy + ")");
return;
}
switch (action.intendedAction)
{
case ActionType.NONE:
break;
case ActionType.MOVE_HALF_UNITS:
case ActionType.MOVE_ALL_UNITS:
Debug.Log("Moving units from " + nodeTo.id + " to " + nodeFrom.id);
if (action.intendedAction == ActionType.MOVE_ALL_UNITS)
{
nodeTo.Units += nodeFrom.Units;
nodeFrom.Units = 0;
}
else if (action.intendedAction == ActionType.MOVE_HALF_UNITS)
{
int diff = Mathf.CeilToInt(nodeFrom.Units / 2);
nodeTo.Units += diff;
nodeFrom.Units -= diff;
}
if (nodeFrom.Units <= 0)
nodeFrom.Owner = -1;
if (nodeTo.Units > 0)
nodeTo.Owner = currentPlayer;
break;
case ActionType.ATTACK_NODE_WITH_HALF:
Debug.Log("Attacking hostile units with half from " + nodeTo.id + " to " + nodeFrom.id);
int attackers = nodeFrom.Units / 2;
nodeTo.Units -= attackers;
nodeFrom.Units -= attackers;
if (nodeTo.Units < 0)
{
nodeTo.Owner = currentPlayer;
nodeTo.Units = Math.Abs(nodeTo.Units);
} else
if (nodeFrom.Units == 0)
{
nodeFrom.Owner = -1;
nodeFrom.Units = 0;
}
break;
case ActionType.ATTACK_NODE_WITH_ALL:
Debug.Log("Attacking hostile units with all from " + nodeTo.id + " to " + nodeFrom.id);
attackers = nodeFrom.Units;
nodeTo.Units -= attackers;
nodeFrom.Units -= attackers;
if (nodeTo.Units < 0)
{
nodeTo.Owner = nodeTo.Units == 0 ? -1 : currentPlayer;
nodeTo.Units = Math.Abs(nodeTo.Units);
} else
if (nodeFrom.Units == 0)
{
nodeFrom.Owner = -1;
nodeFrom.Units = 0;
}
break;
case ActionType.ATTACK_CON_WITH_HALF:
Debug.Log("Attacking hostile construction with half from " + nodeTo.id + " to " + nodeFrom.id);
attackers = nodeFrom.Units / 2;
nodeTo.Units -= attackers;
nodeFrom.Units = Math.Max(0, nodeFrom.Units -attackers);
if (nodeTo.Units <= 0)
{
nodeTo.Owner = nodeTo.Units == 0 ? -1 : currentPlayer;
con.state = Connection.BuildState.EMPTY;
con.DelConnect();
}
break;
case ActionType.ATTACK_CON_WITH_ALL:
Debug.Log("Attacking hostile construction with all from " + nodeTo.id + " to " + nodeFrom.id);
attackers = nodeFrom.Units;
nodeTo.Units -= attackers;
nodeFrom.Units = Math.Max(0, nodeFrom.Units - attackers);
if (nodeTo.Units <= 0)
{
nodeTo.Owner = nodeTo.Units == 0 ? -1 : currentPlayer;
con.state = Connection.BuildState.EMPTY;
con.DelConnect();
}
break;
case ActionType.CONSTRUCT_CON:
Debug.Log("Starting construction from " + nodeTo.id + " to " + nodeFrom.id);
con.state = Connection.BuildState.CONSTRUCTING;
con.SetConnect();
con.constructingPlayerId = action.player;
break;
case ActionType.DESTRUCT_CON:
Debug.Log("Starten deconstruction from " + nodeTo.id + " to " + nodeFrom.id);
con.state = Connection.BuildState.DECONSTRUCTING;
con.DelConnect();
con.constructingPlayerId = action.player;
break;
case ActionType.EXPLODE_CON:
if (p.energy < 2)
{
Debug.Log("Not enough energy");
return;
}
p.energy -= 2;
Debug.Log("Exploding connection from " + nodeTo.id + " to " + nodeFrom.id);
con.state = Connection.BuildState.EMPTY;
con.DelConnect();
break;
}
}
#if UNITY_EDITOR
public void GenerateAlongSphere()
{
for (int i = NodeParent.childCount - 1; i >= 0; i--)
@ -746,11 +179,8 @@ public class GameManager : MonoBehaviour
var nodeData = levels[index].nodes[i];
var auto = PrefabUtility.InstantiatePrefab(NodePrefab, NodeParent) as GameObject;
auto.transform.localPosition = nodeData.position;
Node node = auto.GetComponent<Node>();
node.Owner = nodeData.owner;
node.Units = nodeData.units;
node.id = i;
auto.GetComponent<Node>().Owner = nodeData.owner;
auto.GetComponent<Node>().id = i;
}
var currentNodes = GetNodes();
@ -762,9 +192,11 @@ public class GameManager : MonoBehaviour
currentNodes = GetNodes();
foreach (LevelData.ConnectionData conData in levels[index].connections)
foreach (LevelData.ConnectionData conData in levels[index].connections)
{
AddConnection(currentNodes[conData.nodeAIndex], currentNodes[conData.nodeBIndex], conData.allowed);
Debug.Log(conData.nodeAIndex + " - " + conData.nodeBIndex);
}
selectedLevel = index;
minConnectionLength = levels[index].minConnectionLength;
maxConnectionLength = levels[index].maxConnectionLength;
@ -784,8 +216,7 @@ public class GameManager : MonoBehaviour
data.nodes.Add(new LevelData.NodeData
{
position = node.transform.localPosition,
owner = node.Owner,
units = node.Units
owner = node.Owner
});
}
@ -811,5 +242,4 @@ public class GameManager : MonoBehaviour
int newIndex = index < 0 ? levels.Count - 1 : index;
selectedLevel = newIndex;
}
#endif
}

View file

@ -13,15 +13,15 @@ public class Node : MonoBehaviour
public int Units;
public int id;
public TMP_Text unitText;
public Material materialOwnerSelf, materialOwnerOther, materialOwnerNone, materialHover, materialNachoSelf, materialNachoOther;
public Material materialOwnerSelf, materialOwnerOther, materialOwnerNone, materialHover;
public List<Node> connected;
public bool hovered;
public int Nachos = 0;
private int Nachos = 0;
public int ExpectedUnitDiff = 0;
public static Node pressedNode = null;
void Awake()
{
@ -41,15 +41,21 @@ public class Node : MonoBehaviour
void CalculateNachos()
{
Nachos = Math.Max(0, CycleFinder.FindLargestCycleAmongNeighbors(this).Count - 3);
Nachos = CycleFinder.FindLargestCycleAmongNeighbors(this).Count;
}
// Update is called once per frame
void Update()
{
unitText.enabled = hovered;
unitText.text = $"{Units} {(ExpectedUnitDiff != 0 ? $"({ExpectedUnitDiff})" : "")} ";
if (Input.GetMouseButtonDown(0) && hovered)
{
Debug.Log($"Largest Nacho: {Nachos}");
}
unitText.enabled = hovered;
unitText.text = Nachos.ToString();
unitText.transform.forward = Camera.main.transform.forward;
UpdateColor();
UpdateTransform();
@ -79,7 +85,7 @@ public class Node : MonoBehaviour
public void UpdateTransform()
{
transform.localPosition = transform.localPosition.normalized * 21f;
transform.localPosition = transform.localPosition.normalized * 20f;
if (transform.position != Vector3.zero)
transform.forward = transform.position;
}
@ -94,11 +100,11 @@ public class Node : MonoBehaviour
else if (Owner == -1 || currentPlayer == -1)
material = materialOwnerNone;
else if (Owner == currentPlayer)
material = Nachos > 0 ? materialNachoSelf : materialOwnerSelf;
material = materialOwnerSelf;
else
material = Nachos > 0 ? materialNachoOther : materialOwnerOther;
material = materialOwnerOther;
transform.GetComponent<Renderer>().sharedMaterial = material;
transform.GetChild(0).GetComponent<Renderer>().sharedMaterial = material;
hovered = false;
}

View file

@ -1,22 +1,32 @@
using System;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
public class Player
public class Player : MonoBehaviour
{
/** Possible Moves:
* - NodeA to NodeB (connection built): move Units (will attack if NodeB is hostile; cant traverse multiple unclaimed nodes)
* - NodeA to NodeB (connection empty): build connection (-1 energy, takes 1 round)
* - NodeA to NodeB (connection under de/-construction): intervene by attacking (will destroy connection if succesfull)
* - Click connection: Option to Destruct (-1 energy, takes 1 round) or Blast (-2 energy, immediately) Connection <- blast ist schlecht weil problem
* - Click connection: Option to Destruct (-1 energy, takes 1 round) or Blast (-2 energy, immediately) Connection
*
*
*/
public int id;
public int energy;
public int energyLeft;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public List<Node> GetOwnedNodes() => GameManager.Instance.GetNodes().FindAll(n => n.Owner == this.id);
}

View file

@ -78,11 +78,11 @@ MonoBehaviour:
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@ -100,16 +100,15 @@ MonoBehaviour:
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m_PrefilterAlphaOutput: 1
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m_PrefilterSSAOSourceDepthLow: 1
m_PrefilterSSAOSourceDepthMedium: 1
@ -121,10 +120,10 @@ MonoBehaviour:
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View file

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@ -2,24 +2,20 @@
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@ -153,8 +148,6 @@ Material:
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@ -211,36 +257,6 @@ MonoBehaviour:
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italicTypeface: {fileID: 0}
@ -289,33 +305,6 @@ MonoBehaviour:
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italicStyle: 35
tabSize: 10
m_fontInfo:
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@ -1,2 +0,0 @@
license: SIL Open Font License (OFL)
link: https://www.fontspace.com/pixeloid-font-f69232

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@ -1,7 +0,0 @@
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@ -1,92 +0,0 @@
Copyright © 2020-2021 GGBot (https://ggbot.net/fonts/), with Reserved Font Name "Pixeloid".
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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