/
PlayerMoveBuilder.cs
230 lines (186 loc) · 6.3 KB
/
PlayerMoveBuilder.cs
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using Hats.Game.UI;
using Hats.Simulation;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Hats.Game
{
public enum PlayerMoveBuilderState
{
NEEDS_MOVETYPE,
NEEDS_DIRECTION,
READY,
COMMITTED,
//GHOST
}
public class PlayerMoveBuilder : GameEventHandler
{
public MultiplayerGameDriver NetworkDriver;
[Header("Prefab References")]
public SelectionPreviewBehaviour SelectionPreviewPrefab;
[Header("Internals")]
[ReadOnly]
[SerializeField]
private List<SelectionPreviewBehaviour> _spawnedPreviews = new List<SelectionPreviewBehaviour>();
[ReadOnly]
[SerializeField]
private HatsPlayerMoveType MoveType;
[ReadOnly]
[SerializeField]
private Direction MoveDirection;
[ReadOnly]
[SerializeField]
private Vector3Int AdditionalTargetCell;
[ReadOnly]
[SerializeField]
private PlayerMoveBuilderState moveBuilderState;
public PlayerMoveBuilderState MoveBuilderState => moveBuilderState;
public bool NeedsDirection => MoveType == HatsPlayerMoveType.WALK && MoveDirection != Direction.Nowhere;
public void StartWalkInteraction() => StartDirectionalMovement(HatsPlayerMoveType.WALK);
public void StartFireballInteraction() => StartDirectionalMovement(HatsPlayerMoveType.FIREBALL);
public void StartArrowInteraction() => StartDirectionalMovement(HatsPlayerMoveType.ARROW);
public void StartSkipInteraction() => StartDirectionlessMovement(HatsPlayerMoveType.SKIP);
public void StartSurrenderInteraction() => StartDirectionlessMovement(HatsPlayerMoveType.SURRENDER);
public void StartShieldInteraction() => StartDirectionlessMovement(HatsPlayerMoveType.SHIELD);
public void StartSuddenDeathTileInteraction() => StartDirectionalMovement(HatsPlayerMoveType.SUDDEN_DEATH_TILE);
public void StartDirectionalMovement(HatsPlayerMoveType moveType)
{
MoveType = moveType;
MoveDirection = Direction.Nowhere;
moveBuilderState = PlayerMoveBuilderState.NEEDS_DIRECTION;
ShowPreviews();
}
public void StartDirectionlessMovement(HatsPlayerMoveType moveType)
{
MoveType = moveType;
MoveDirection = Direction.Nowhere;
moveBuilderState = PlayerMoveBuilderState.READY;
CommitMove();
}
public void HandleDirectionSelection(SelectionPreviewBehaviour preview, Vector3Int cell)
{
moveBuilderState = PlayerMoveBuilderState.READY;
var state = Game.CurrentLocalPlayerState;
MoveDirection = Game.BattleGrid.GetDirection(state.Position, cell);
AdditionalTargetCell = cell;
ClearAllPreviewsExcept(preview);
if (MoveType == HatsPlayerMoveType.FIREBALL && state.HasFirewallPowerup)
{
Vector3Int[] firewallFlankPositions = {
Game.BattleGrid.InDirection(state.Position, MoveDirection.LookLeft()),
Game.BattleGrid.InDirection(state.Position, MoveDirection.LookRight()),
};
foreach (var pos in firewallFlankPositions)
{
if (!Game.BattleGrid.IsRock(pos))
SpawnMoveCommitPreview(pos);
}
}
CommitMove();
}
public void ShowPreviews()
{
ClearPreviews();
var state = Game.CurrentLocalPlayerState;
if (IsGhost())
{
List<Vector3Int> validTiles = Game.BattleGrid.GetValidPotentialSuddenDeathTiles();
foreach (var tile in validTiles)
SpawnMovePreviewInTile(state, tile);
return;
}
if (MoveType == HatsPlayerMoveType.WALK && state.HasTeleportPowerup)
{
var currentTurn = Game.Simulation.GetCurrentTurn();
List<Vector3Int> validTiles = Game.BattleGrid.GetValidTeleportTiles();
foreach (var kvp in currentTurn.PlayerState)
validTiles.Remove(kvp.Value.Position);
foreach (var pu in currentTurn.CollectablePowerups)
validTiles.Remove(pu.Position);
foreach (var tile in validTiles)
SpawnMovePreviewInTile(state, tile);
return;
}
var allNeighbors = Game.BattleGridBehaviour.Neighbors(state.Position);
foreach (var neighbor in allNeighbors)
{
// Skip invalid neighbors:
// Neighbors with players in them
// If it's a walk, neighbors which can't be walked on
// If it's a shoot, neighbors which can't be shot through
if (Game.Simulation.GetCurrentTurn().GetAlivePlayersAtPosition(neighbor).Count > 0
|| (MoveType == HatsPlayerMoveType.WALK && !Game.BattleGrid.IsWalkable(neighbor))
|| ((MoveType == HatsPlayerMoveType.ARROW || MoveType == HatsPlayerMoveType.FIREBALL) && Game.BattleGrid.IsRock(neighbor)))
{
continue;
}
SpawnMovePreviewInTile(state, neighbor);
}
}
public void Clear()
{
MoveType = HatsPlayerMoveType.SKIP;
MoveDirection = Direction.Nowhere;
moveBuilderState = PlayerMoveBuilderState.NEEDS_MOVETYPE;
ClearPreviews();
}
public void ClearPreviews()
{
foreach (var preview in _spawnedPreviews)
{
Destroy(preview.gameObject);
}
_spawnedPreviews.Clear();
}
public void ClearAllPreviewsExcept(SelectionPreviewBehaviour exceptPreview)
{
foreach (var preview in _spawnedPreviews)
{
if (preview == exceptPreview) continue;
Destroy(preview.gameObject);
}
_spawnedPreviews.Clear();
_spawnedPreviews.Add(exceptPreview);
}
public void CommitMove()
{
moveBuilderState = PlayerMoveBuilderState.COMMITTED;
NetworkDriver.DeclareLocalPlayerAction(new HatsPlayerMove
{
Dbid = Game.LocalPlayerDBID,
TurnNumber = Game.Simulation.CurrentTurnNumber,
Direction = MoveDirection,
AdditionalTargetCellPos = AdditionalTargetCell,
MoveType = MoveType
});
}
public override IEnumerator HandleTurnReadyEvent(TurnReadyEvent evt, Action completeCallback)
{
moveBuilderState = PlayerMoveBuilderState.NEEDS_MOVETYPE;
ClearPreviews();
completeCallback();
yield break;
}
public bool IsGhost()
{
return Game.CurrentLocalPlayerState.IsDead;
}
private void SpawnMovePreviewInTile(HatsPlayerState state, Vector3Int tile)
{
var instance = Game.BattleGridBehaviour.SpawnObjectAtCell(SelectionPreviewPrefab, tile);
instance.Initialize(DirectionExtensions.GetDirection(state.Position, tile), MoveType);
instance.OnClick.AddListener(() =>
{
HandleDirectionSelection(instance, tile);
});
_spawnedPreviews.Add(instance);
}
private void SpawnMoveCommitPreview(Vector3Int pos)
{
var instance = Game.BattleGridBehaviour.SpawnObjectAtCell(SelectionPreviewPrefab, pos);
instance.Initialize(MoveDirection, MoveType);
_spawnedPreviews.Add(instance);
}
}
}