VZ/Assets/Scripts/Squad.cs

266 lines
7.8 KiB
C#

using System;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
public class Squad : Unit
{
#region class members
/// <summary>
/// List of non attackable units.
/// </summary>
private List<Unit> _humans;
/// <summary>
/// List of attackable units.
/// </summary>
private List<Squad> _soldiers;
/// <summary>
/// List of abandonned units. (this list is accessible for both teams)
/// </summary>
private List<Unit> abandonnedUnits;
/// <summary>
/// Index of the first soldier in the list.
/// </summary>
private int squadLeaderPosition;
/// <summary>
/// The tag to assign for each soldiers in the squad
/// </summary>
//protected String SquadTag;
#endregion
// Use this for initialization
void Awake ()
{
_humans = new List<Unit>();
_soldiers = new List<Squad>();
}
// Update is called once per frame
void Update ()
{
// TODO execute movement command
// TODO Check if all the units are dead
// if yes destroy
if (_soldiers.Count != 0) return;
// first release all humans ...
AbandonUnits(_humans.Count);
// then we destroy the squad
DestroyUnit();
}
#region squad related functions
/// <summary>
/// Assign the corresponding squad tag to each soldiers.
/// </summary>
protected void InitializeSquad()
{
if (_soldiers.Count == 0)
{
this._soldiers.Add(this.gameObject.GetComponent<Squad>());
}
}
/// <summary>
/// Add the human unit in the humans unit list.
/// </summary>
/// <param name="humanUnit">the human unit to add in the human unit list</param>
void AddHuman(Unit humanUnit)
{
_humans.Add(humanUnit);
}
/// <summary>
/// Add the human unit in the abandonned unit list.
/// </summary>
/// <param name="soldierUnit">the soldier unit to add in the soldier unit list</param>
void AddSoldier(Squad soldierUnit)
{
_soldiers.Add(soldierUnit);
}
/// <summary>
/// Add the human unit in the abandonned unit list.
/// </summary>
/// <param name="humanUnit">the human to add in the abandonned unit list</param>
void AddAbandonnedHuman(Unit humanUnit)
{
abandonnedUnits.Add(humanUnit);
}
/// <summary>
/// Remove the human unit from the abandonned unit list.
/// </summary>
/// <param name="humanUnit">the human unit to remove</param>
void RemoveAbandonnedHuman(Unit humanUnit)
{
abandonnedUnits.Remove(humanUnit);
}
/// <summary>
/// Dispose of a human unit and heal all the soldiers with a percentage depending
/// of the number of remaining soldiers.
/// </summary>
/// <param name="humanUnit">The human to dispose</param>
public void HealSquad(Unit humanUnit)
{
var percentageOfHpToHeal = ( humanUnit.Hp / _soldiers.Count );
foreach (var soldier in _soldiers)
{
soldier.Hp += soldier.Hp * ( 1 + percentageOfHpToHeal );
}
// dispose of the human unit
RemoveHuman(humanUnit);
}
/// <summary>
/// Abandon a specified amount of units.
/// </summary>
/// <param name="nbUnits">The number of units to abandon</param>
public void AbandonUnits(int nbUnits)
{
if (nbUnits <= _humans.Count)
{
for (var i = 0; i < nbUnits; i++)
{
// retreive the human at the specified index
var humanUnit = _humans.ElementAt(i);
// add the human to the abandonned Unit list
AddAbandonnedHuman(humanUnit);
// remove the human from the humandUnit that was added to the abandonned unit list
RemoveHuman(humanUnit);
}
}
else
{
Debug.LogError("Exceded the maximum numbers of units in the humans list!");
}
}
/// <summary>
/// Remove the selected soldier from the unit list.
/// </summary>
/// <param name="soldierUnit">the corresponding soldier that we want to remove</param>
void RemoveSoldier(Squad soldierUnit)
{
_soldiers.Remove(soldierUnit);
}
/// <summary>
/// Remove the selected human from the human list.
/// </summary>
/// <param name="humanUnit">the corresponding human that we want to remove</param>
void RemoveHuman(Unit humanUnit)
{
_humans.Remove(humanUnit);
}
/// <summary>
/// Transform the human to the corresponding type of the squad.
/// </summary>
/// <param name="nbHumans">the number of humans to transform</param>
public void TransformHuman(int nbHumans)
{
if (nbHumans <= _humans.Count)
{
for (var i = 0; i < nbHumans; i++)
{
// retreive the human at the specified index
var humanUnit = _humans.ElementAt(i);
// remove the human from the human list
RemoveHuman(humanUnit);
// set the human tag to the same as the squad
humanUnit.Tag = Tag;
// AddSoldier((VampireSquad) humanUnit) ) (VampireSquad or ZombieSquad)
if (Tag.Equals(TagManager.VampirePlayer))
{
// add the vampire to the soldier list
AddSoldier((VampireSquad) humanUnit);
}
else
{
// add the zombie to the soldier list
AddSoldier((ZombieSquad)humanUnit);
}
}
}
else
{
Debug.LogError("Exceded the maximum nb of humans in the humans list!");
}
}
public void ReceiveDamage(int amountOfDamage)
{
// apply the damage to the first soldier in the list
foreach (var soldier in _soldiers)
{
soldier.Hp -= amountOfDamage;
Debug.Log(string.Format("{0} received {1} damage!", soldier.name, amountOfDamage));
}
}
protected void CaptureHuman(Unit unit)
{
// make the human a child of the squad game object
//Debug.Log(String.Format("Human parent before colision :{0}", unit.transform.name));
unit.IsCaptured = true;
unit.transform.parent = this.transform;
unit.transform.localPosition = new Vector3(0, 0, 0);
//Debug.Log(String.Format("Human parent before colision :{0}", unit.transform.parent.name));
AddHuman(unit);
Debug.Log(string.Format("{0} joined the squad of : {1} ", unit.gameObject.name, transform.gameObject.name));
}
protected void AttackEnemySquad(Squad targettedEnemySquad)
{
//TODO improve this method add the total of squad damage or to compute the reduce of hp, etc...
// compute the amount of hp reduced to this unit
//unit.Hp -= Attack; // we remove some hp of the unit that was
targettedEnemySquad.ReceiveDamage(ComputeAttackDamage());
Debug.Log("Attacked the ennemy : " + targettedEnemySquad.Tag);
}
/// <summary>
/// Compute to attack damage depending of the numbers of soldiers in the squad.
/// </summary>
/// <returns>the damage to apply to each enemy soldiers units</returns>
int ComputeAttackDamage()
{
// LINQ + Resharper FTW!!!!!
var sumOfAttack = _soldiers.Sum(soldier => soldier.Attack);
return ( 1 + (sumOfAttack / _soldiers.Count));
}
#endregion
#region squad accessors and mutators
/// <summary>
/// Return the list of the abandonned units to the ennemy team
/// </summary>
/// <returns></returns>
public List<Unit> GetAbandonnedUnits()
{
return abandonnedUnits;
}
#endregion
}