Assignment for RMIT Mixed Reality in 2020
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namespace Oculus.Platform.Samples.VrBoardGame
{
using System;
using UnityEngine;
//
// This script describes the game board along with the game pieces that
// are in play. The rules for the game board are:
// 1) Player can place a normal GamePiece on any empty BoardPosition
// 2) Player can place a power GamePiece on top of a normal piece
// 3) The board is full when all positions have a normal piece
// Player score is calculated as:
// 1) +10 points for each normal piece on the board
// 2) +10 points for each normal piece with 1 square of one of their power pieces
// 3) -10 points for each opponent normal piece within 1 square of their power pieces
//
public class GameBoard : MonoBehaviour
{
public const int LENGTH_X = 3;
public const int LENGTH_Y = 3;
public const int MAX_PLAYERS = 2;
// the placed-piece color for each player
[SerializeField] private Color[] m_playerColors = new Color[MAX_PLAYERS];
// color for pice the player is considering moving to
[SerializeField] private Color m_proposedMoveColor = Color.white;
// the player scores that are recalcuated after a pice is placed
private int[] m_scores = new int[MAX_PLAYERS];
// GameObjects that define each of the allowed piece positions
[SerializeField] private BoardPosition[] m_positions = new BoardPosition[9];
private struct PositionInfo
{
public GameObject piece;
public int pieceOwner;
public int powerPieceOwner;
}
// pieces in play for the current game
private readonly PositionInfo[,] m_pieces = new PositionInfo[LENGTH_X, LENGTH_Y];
// removes all game pieces from the board
public void Reset()
{
for (int x = 0; x < LENGTH_X; x++)
{
for (int y = 0; y < LENGTH_Y; y++)
{
if (m_pieces[x,y].piece != null)
{
Destroy(m_pieces[x,y].piece);
m_pieces[x,y].piece = null;
m_pieces[x,y].pieceOwner = -1;
m_pieces[x,y].powerPieceOwner = -1;
}
}
}
}
#region Board status
// returns true if all the board positions have a piece in them
public bool IsFull()
{
for (int x = 0; x < LENGTH_X; x++)
{
for (int y = 0; y < LENGTH_Y; y++)
{
if (m_pieces[x,y].piece == null)
{
return false;
}
}
}
return true;
}
public bool CanPlayerMoveToPostion(int x, int y)
{
return m_pieces[x,y].piece == null;
}
public bool CanPlayerPowerUpPosition(int x, int y)
{
return m_pieces[x,y].piece != null;
}
#endregion
#region creating game pieces
public void AddPiece(int player, GameObject prefab, int x, int y)
{
var pos = m_positions[x * LENGTH_Y + y];
var piece = Create(prefab, pos.gameObject, pos, Vector3.zero);
piece.GetComponent<Renderer>().material.color = m_playerColors[player];
m_pieces[x,y].piece = piece.gameObject;
m_pieces[x,y].pieceOwner = player;
m_pieces[x,y].powerPieceOwner = -1;
UpdateScores();
}
public GamePiece AddProposedPiece(GameObject prefab, BoardPosition pos)
{
var piece = Create(prefab, pos.gameObject, pos, Vector3.zero);
piece.GetComponent<Renderer>().material.color = m_proposedMoveColor;
return piece;
}
public void AddPowerPiece(int player, GameObject prefab, int x, int y)
{
var piece = Create(prefab, m_pieces[x,y].piece, m_positions[x*LENGTH_Y+y], .2f*Vector3.up);
piece.GetComponent<Renderer>().material.color = m_playerColors[player];
m_pieces[x,y].powerPieceOwner = player;
UpdateScores();
}
public GamePiece AddProposedPowerPiece(GameObject prefab, BoardPosition pos)
{
var piece = Create(prefab, m_pieces[pos.x, pos.y].piece, pos, .2f*Vector3.up);
piece.GetComponent<Renderer>().material.color = m_proposedMoveColor;
return piece;
}
private GamePiece Create(GameObject prefab, GameObject parent, BoardPosition pos, Vector3 off)
{
var go = Instantiate(prefab, parent.transform) as GameObject;
go.transform.position = parent.transform.position + off;
go.GetComponent<GamePiece>().Position = pos;
return go.GetComponent<GamePiece>();
}
#endregion
#region scores
public int GetPlayerScore(int player)
{
return m_scores[player];
}
private void UpdateScores()
{
for (int i = 0; i < MAX_PLAYERS; i++)
{
m_scores[i] = 0;
}
for (int x = 0; x < LENGTH_X; x++)
{
for (int y = 0; y < LENGTH_Y; y++)
{
if (m_pieces[x,y].piece != null)
{
// for each piece on the board, the player gets 10 points
m_scores[m_pieces[x,y].pieceOwner] += 10;
// for each power piece, the player gains or loses 10 points
// based on the ownership of nearby pieces
if (m_pieces[x,y].powerPieceOwner >= 0)
{
for (int px = x-1; px <= x+1; px++)
{
for (int py = y-1; py <= y+1; py++)
{
if (px >= 0 && py >= 0 && px < LENGTH_X && py < LENGTH_Y)
{
var powerup =
m_pieces[x,y].pieceOwner == m_pieces[x,y].powerPieceOwner ?
+10 : -10;
m_scores[m_pieces[x, y].powerPieceOwner] += powerup;
}
}
}
}
}
}
}
}
#endregion
}
}