Commit 1eec8442 authored by Chae Ho Shin's avatar Chae Ho Shin

Add Unity for glorious leader.

parent 4a3f110d
# ===========================
# Default Collab Ignore Rules
# ===========================
# OS Generated
# ============
.DS_Store
._*
.Spotlight-V100
.Trashes
Icon?
ehthumbs.db
[Tt]humbs.db
[Dd]esktop.ini
# Visual Studio / MonoDevelop generated
# =====================================
[Ee]xported[Oo]bj/
*.userprefs
*.csproj
*.pidb
*.suo
*.sln
*.user
*.unityproj
*.booproj
# Unity generated
# ===============
[Oo]bj/
[Bb]uild
sysinfo.txt
*.stackdump
using System;
using System.Collections.Generic;
using System.Linq;
namespace ISEKAI_Model
{
public enum EventStatus
{
Completed, Ready, Visible
}
public abstract class Event // Every future event must inherit this.
{
private bool _isActivatedAlready;
public abstract bool isForcedEvent {get;}
public abstract string eventName {get;}
public EventStatus status {get; set;}
public abstract int givenMaxTurn {get;}
public abstract int turnsLeft {get; protected set;} // how many turns left for this event to be gone.
public abstract int cost {get;} // how many AP this event takes.
public abstract Season availableSeason {get;} // when this event is available.
protected abstract bool exclusiveCondition(Game game); // exclusive emergence condition of each event.
public static void InitEvents() // should add EVERY events when new event plan comes.
{
_activatedEvents.Add(new ExampleEvent1());
}
public static void OccurEvents(Game game)
{
foreach (Event e in _activatedEvents)
{
if (e.IsFirstVisible(game) && e.status == EventStatus.Ready && !e._isActivatedAlready)
{
e.turnsLeft = e.givenMaxTurn;
e.status = EventStatus.Visible;
e._isActivatedAlready = true;
}
else if (e._isActivatedAlready)
{
if (e.seasonCheck(game) && e.turnsLeft > 0)
e.status = EventStatus.Visible;
else
e.status = EventStatus.Ready;
}
}
}
protected Event()
{
status = EventStatus.Ready;
}
private static List<Event> _activatedEvents = new List<Event>(); // list of all activated events.
public static List<Event> GetAllEvents() // MOST IMPORTANT FUNCTION!
{
return _activatedEvents;
}
public static void ReduceTurnsLeft() // Not recommended to call manually. Only called by Proceed().
{
foreach (Event e in _activatedEvents)
{
if(e._isActivatedAlready)
e.turnsLeft--;
if (e.turnsLeft <= 0 && e._isActivatedAlready)
{
e.status = EventStatus.Ready;
e._isActivatedAlready = false;
}
}
}
public bool IsFirstVisible(Game game)
{
return exclusiveCondition(game) && seasonCheck(game);
}
public bool seasonCheck(Game game)
{
bool seasonCheck;
if (availableSeason == Season.None)
seasonCheck = true;
else
seasonCheck = availableSeason == game.turn.season;
return seasonCheck;
}
}
}
using System;
namespace ISEKAI_Model
{
class ExampleEvent1 : Event
{
public override string eventName {get {return "ExampleEvent1";}}
public override int givenMaxTurn {get {return 4;}}
public override int turnsLeft {get; protected set;}
public override int cost {get {return 2;}}
public override Season availableSeason {get {return Season.Summer;}}
public override bool isForcedEvent {get {return false;}}
protected override bool exclusiveCondition(Game game)
{
bool chanceCheck;
Random r = new Random();
int cond = r.Next(0, 10);
if (cond >= 0 && cond < 3)
chanceCheck = true;
else
chanceCheck = false;
bool foodCheck;
if (game.town.remainFoodAmount >= 100)
foodCheck = true;
else
foodCheck = false;
return chanceCheck && foodCheck;
}
public ExampleEvent1()
{
turnsLeft = 0;
}
}
}
\ No newline at end of file
using System;
namespace ISEKAI_Model
{
public class Game
{
public Game() // initiallize actual game to play. An instance of Game class is one game.
{
turn = new Turn();
town = new Town();
Event.InitEvents();
Proceed();
}
public const int maxAP = 4; // max AP of the game.
public int remainAP {get; private set;} // remaining AP of the game.
public Town town {get; private set;} // main town of the game. see Town class.
public Turn turn {get; private set;} // indicating season, turn number, etc. see Turn class.
public void Proceed() // if you want to move on (next season, or next turn), just call it.
{ // this function returns EventType enum value, which indicates that whether bad ending happened or not, and if happend, which kind of it is.
// so when using this function, you should wrap it in <if> block so that view can catch forced events.
switch (turn.state)
{
case State.PreTurn:
_DoPreTurnBehavior();
turn.MoveToNextState();
if (town.totalPleasantAmount <= 0)
{
// TODO: Make bad ending event and set it to Visible.
}
else
{
}
break;
case State.InTurn:
if (turn.IsFormerSeason())
{
turn.MoveToNextSeason();
Event.OccurEvents(this);
}
else
{
turn.MoveToNextState();
Proceed();
}
break;
case State.PostTurn:
_DoPostTurnBehavior();
turn.MoveToNextState();
turn.MoveToNextSeason();
turn.IncreaseTurnNumber();
Event.ReduceTurnsLeft();
Proceed();
break;
}
}
private void _DoPreTurnBehavior()
{
//Console.WriteLine ("This is PreTurn.");
remainAP = maxAP;
town.AddFoodProduction();
town.ApplyPleasantChange();
Event.OccurEvents(this);
}
private void _DoPostTurnBehavior()
{
//Console.WriteLine ("This is PostTurn");
town.ConsumeFood();
town.ApplyPleasantChange();
}
}
}
\ No newline at end of file
using System;
namespace ISEKAI_Model
{
public interface IMinigamePlayable
{
int playerScore {get; set;}
void DoMinigameBehavior(int score);
}
}
\ No newline at end of file
using System;
namespace ISEKAI_Model
{
public class Town
{
public Town() // initiallizes town instance with basic stats.
{
remainFoodAmount = 100000f;
maxFoodConsumption = 100f;
totalFoodProduction = 50f;
totalPleasantAmount = 100f;
pleasantWeightFactor = 1f;
suggestedFoodConsumption = 80f;
totalIronProduction = 0f;
totalHorseAmount = 0f;
}
public float remainFoodAmount {get; set;}
public float totalFoodProduction {get; set;}
public float maxFoodConsumption {get; set;}
public float totalFoodConsumption => Math.Max(maxFoodConsumption, remainFoodAmount / 2);
public float totalPleasantAmount {get; set;}
public float pleasantWeightFactor {get; set;}
public float suggestedFoodConsumption {get; set;}
public float pleasantChange => pleasantWeightFactor * (totalFoodConsumption - suggestedFoodConsumption);
public float totalIronProduction {get; set;}
public float totalHorseAmount {get; set;}
public void AddFoodProduction() // just adds current food production to remaining food amount.
{
remainFoodAmount += totalFoodProduction;
}
public void AddFoodProcuction(float toAdd) // adds value to remaining food amount.
{
if (toAdd < 0)
throw new InvalidOperationException("You can't add negative value. Try using ConsumeFood().");
remainFoodAmount += toAdd;
}
public void ConsumeFood() // just subtracts current food consumptions from remaining food amount.
{
remainFoodAmount -= totalFoodConsumption;
}
public void ConsumeFood(float toConsume) // subtracts value from remaining food amount.
{
if (toConsume < 0)
throw new InvalidOperationException("You can't consume negative value. Try using AddFoodProduction().");
remainFoodAmount -= toConsume;
}
public void ApplyPleasantChange() // apply current pleasant change to total pleasant amount.
{
totalPleasantAmount = Math.Min(200, totalPleasantAmount + pleasantChange);
}
}
}
\ No newline at end of file
using System;
namespace ISEKAI_Model
{
public enum Season
{
None, // Only for all-season-available events.
Spring , Summer , Autumn , Winter
}
public enum State
{
PreTurn, InTurn, PostTurn
}
public class Turn
{
public Turn() // initiallize turn instance. It should be immediately proceeded to be {Spring, PreTurn, 1}, so should be look like this.
{
season = Season.Winter;
state = State.PreTurn;
turnNumber = 1;
}
public Season season {get; private set;}
public State state {get; private set;}
public int turnNumber {get; private set;}
public override string ToString()
{
if (state == State.PreTurn || state == State.PostTurn)
return state + " of Turn " + turnNumber;
else
return season + " of Turn " + turnNumber;
}
public bool IsFormerSeason() // if the current season is winter or summer, it returns true.
{
return (season == Season.Winter || season == Season.Summer);
}
public void MoveToNextSeason() // Not recommended to call manually. Only called by Proceed().
{
switch (season)
{
case Season.Winter:
season = Season.Spring;
break;
case Season.Spring:
season = Season.Summer;
break;
case Season.Summer:
season = Season.Autumn;
break;
case Season.Autumn:
season = Season.Winter;
break;
}
}
public void MoveToNextState() // Not recommended to call manually. Only called by Proceed().
{
switch (state)
{
case State.PreTurn:
state = State.InTurn;
break;
case State.InTurn:
state = State.PostTurn;
break;
case State.PostTurn:
state = State.PreTurn;
break;
}
}
public void IncreaseTurnNumber() // Not recommended to call manually. Only called by Proceed().
{
turnNumber++;
}
}
}
\ No newline at end of file
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