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| 1 | +using System.Collections; |
| 2 | +using System.Collections.Generic; |
| 3 | +using UnityEngine; |
| 4 | + |
| 5 | +namespace SpatialPartition.Grid |
| 6 | +{ |
| 7 | +//The grid class which will also handle fighting |
| 8 | +public class Grid |
| 9 | +{ |
| 10 | +public const int NUM_CELLS = 10; |
| 11 | + |
| 12 | +public const int CELL_SIZE = 20; |
| 13 | + |
| 14 | +private Unit[,] cells = new Unit[NUM_CELLS, NUM_CELLS]; |
| 15 | + |
| 16 | +//If two units are within this distance they can attack each other |
| 17 | +private const float ATTACK_DISTANCE = 0.5f; |
| 18 | + |
| 19 | + |
| 20 | + |
| 21 | +public Grid() |
| 22 | +{ |
| 23 | +//Clear the grid |
| 24 | +for (int x = 0; x < NUM_CELLS; x++) |
| 25 | +{ |
| 26 | +for (int y = 0; y < NUM_CELLS; y++) |
| 27 | +{ |
| 28 | +cells[x, y] = null; |
| 29 | +} |
| 30 | +} |
| 31 | +} |
| 32 | + |
| 33 | + |
| 34 | + |
| 35 | +//Add unit to grid |
| 36 | +//This is also used when a unit already on the grid is moving into a new cell |
| 37 | +public void Add(Unit newUnit) |
| 38 | +{ |
| 39 | +//Determine which grid cell it's in |
| 40 | +Vector2Int cellPos = ConvertFromWorldToCell(newUnit.transform.position); |
| 41 | + |
| 42 | +//Add the unit to the front of list for the cell it's in |
| 43 | +newUnit.prev = null; |
| 44 | +newUnit.next = cells[cellPos.x, cellPos.y]; |
| 45 | + |
| 46 | +//Associate the cell with this unit |
| 47 | +cells[cellPos.x, cellPos.y] = newUnit; |
| 48 | + |
| 49 | +//If there already was a unit in this cell, it should point to the new unit |
| 50 | +if (newUnit.next != null) |
| 51 | +{ |
| 52 | +Unit nextUnit = newUnit.next; |
| 53 | + |
| 54 | +nextUnit.prev = newUnit; |
| 55 | +} |
| 56 | +} |
| 57 | + |
| 58 | + |
| 59 | + |
| 60 | +//Move a unit on the grid |
| 61 | +public void Move(Unit unit, Vector3 newPos) |
| 62 | +{ |
| 63 | +//See what cell it was in |
| 64 | +Vector2Int oldCellPos = ConvertFromWorldToCell(unit.transform.position); |
| 65 | + |
| 66 | +//See which cell it's moving to |
| 67 | +Vector2Int newCellPos = ConvertFromWorldToCell(newPos); |
| 68 | + |
| 69 | +//TODO: Validate if this is a valid cell pos |
| 70 | + |
| 71 | +unit.transform.position = newPos; |
| 72 | + |
| 73 | +//If it didn't change cell, we are done |
| 74 | +if (oldCellPos.x == newCellPos.x && oldCellPos.y == newCellPos.y) |
| 75 | +{ |
| 76 | +return; |
| 77 | +} |
| 78 | + |
| 79 | +//Unlink it from the list of its old cell |
| 80 | +UnlinkUnit(unit); |
| 81 | + |
| 82 | +//If this unit is the head of a linked-list in this cell, remove it |
| 83 | +if (cells[oldCellPos.x, oldCellPos.y] == unit) |
| 84 | +{ |
| 85 | +cells[oldCellPos.x, oldCellPos.y] = unit.next; |
| 86 | +} |
| 87 | + |
| 88 | +//Add it back to the grid at its new cell |
| 89 | +Add(unit); |
| 90 | +} |
| 91 | + |
| 92 | + |
| 93 | + |
| 94 | +//Unlink a unit from its linked list |
| 95 | +private void UnlinkUnit(Unit unit) |
| 96 | +{ |
| 97 | +if (unit.prev != null) |
| 98 | +{ |
| 99 | +//The previous unit should get a new next |
| 100 | +unit.prev.next = unit.next; |
| 101 | +} |
| 102 | + |
| 103 | +if (unit.next != null) |
| 104 | +{ |
| 105 | +//The next unit should get a new prev |
| 106 | +unit.next.prev = unit.prev; |
| 107 | +} |
| 108 | +} |
| 109 | + |
| 110 | + |
| 111 | + |
| 112 | +//Help method to convert from Vector3 to cell pos |
| 113 | +public Vector2Int ConvertFromWorldToCell(Vector3 pos) |
| 114 | +{ |
| 115 | +//Dividing coordinate by cell size converts from world space to cell space |
| 116 | +//Casting to int converts from cell space to cell index |
| 117 | +int cellX = (int)(pos.x / CELL_SIZE); |
| 118 | +int cellY = (int)(pos.z / CELL_SIZE); //z instead of y because y is up in Unity's coordinate system |
| 119 | + |
| 120 | +Vector2Int cellPos = new Vector2Int(cellX, cellY); |
| 121 | + |
| 122 | +return cellPos; |
| 123 | +} |
| 124 | + |
| 125 | + |
| 126 | + |
| 127 | +// |
| 128 | +// Fighting |
| 129 | +// |
| 130 | + |
| 131 | +//Make the units fight |
| 132 | +public void HandleMelee() |
| 133 | +{ |
| 134 | +//Loop through all cells |
| 135 | +for (int x = 0; x < NUM_CELLS; x++) |
| 136 | +{ |
| 137 | +for (int y = 0; y < NUM_CELLS; y++) |
| 138 | +{ |
| 139 | +HandleCell(new Vector2Int(x, y)); |
| 140 | +} |
| 141 | +} |
| 142 | +} |
| 143 | + |
| 144 | + |
| 145 | + |
| 146 | +//Handles fight for a single cell |
| 147 | +private void HandleCell(Vector2Int cellPos) |
| 148 | +{ |
| 149 | +Unit unit = cells[cellPos.x, cellPos.y]; |
| 150 | + |
| 151 | +//Make each unit fight all other units once in this cell |
| 152 | +//It works like this: If the units in the cell are linked like: A-B-C-D |
| 153 | +//We always start with the first unit A, which we get from the cells[x, y] |
| 154 | +//Loop 1: A vs B, C, D. Change to unit B |
| 155 | +//Loop 2: B vs C, D. Change to unit C. (A-B where fighting in round 1, so they dont need to fight again) |
| 156 | +//Loop 3: C vs D. Change to unit D (C-A and C-B have already been fighting) |
| 157 | +//Loop 4: unit will be null so the loop will terminate |
| 158 | +while (unit != null) |
| 159 | +{ |
| 160 | +//Try to fight other units in this cell |
| 161 | +HandleUnit(unit, unit.next); |
| 162 | + |
| 163 | +//We also should try to fight units in the 8 surrounding cells because some of them might be within the attack distance |
| 164 | +//But we cant check all 8 cells because then some units might fight each other two times, so we only check half (it doesnt matter which half) |
| 165 | +//We also have to check that there's a surrounding cell because the current cell might be the border |
| 166 | +//This assumes attack distance is less than cell size, or we might have to check more cells |
| 167 | +if (cellPos.x > 0 && cellPos.y > 0) |
| 168 | +{ |
| 169 | +HandleUnit(unit, cells[cellPos.x - 1, cellPos.y - 1]); |
| 170 | +} |
| 171 | +if (cellPos.x > 0) |
| 172 | +{ |
| 173 | +HandleUnit(unit, cells[cellPos.x - 1, cellPos.y - 0]); |
| 174 | +} |
| 175 | +if (cellPos.y > 0) |
| 176 | +{ |
| 177 | +HandleUnit(unit, cells[cellPos.x - 0, cellPos.y - 1]); |
| 178 | +} |
| 179 | +if (cellPos.x > 0 && cellPos.y < NUM_CELLS - 1) |
| 180 | +{ |
| 181 | +HandleUnit(unit, cells[cellPos.x - 1, cellPos.y + 1]); |
| 182 | +} |
| 183 | + |
| 184 | +unit = unit.next; |
| 185 | +} |
| 186 | +} |
| 187 | + |
| 188 | + |
| 189 | + |
| 190 | +//Handles fight for a single unit versus a linked-list of units |
| 191 | +private void HandleUnit(Unit unit, Unit other) |
| 192 | +{ |
| 193 | +while (other != null) |
| 194 | +{ |
| 195 | +//Make them fight if they have similar position - use square distance because it's faster |
| 196 | +if ((unit.transform.position - other.transform.position).sqrMagnitude < ATTACK_DISTANCE * ATTACK_DISTANCE) |
| 197 | +{ |
| 198 | +HandleAttack(unit, other); |
| 199 | +} |
| 200 | + |
| 201 | +other = other.next; |
| 202 | +} |
| 203 | +} |
| 204 | + |
| 205 | + |
| 206 | + |
| 207 | +//Handles attack between two units |
| 208 | +private void HandleAttack(Unit one, Unit two) |
| 209 | +{ |
| 210 | +//Insert fighting mechanic |
| 211 | +Debug.Log("Two units are fighting! monkaS"); |
| 212 | +} |
| 213 | +} |
| 214 | +} |
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