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gameLoop.swift
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418 lines (374 loc) · 23.9 KB
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//
// gameLoop.swift
// project-mars
//
// Created by Aleksandr Grin on 1/21/17.
// Copyright © 2017 AleksandrGrin. All rights reserved.
//
import Foundation
import SpriteKit
//Main Game loop
class gameLoop:NSObject, NSCoding {
var isUpdatingStatistics:Bool = false
var settingsInstance:gameSettings!
var statisticsInstance:gameStatistics!
var isGameStarted:Bool = false
var movementHandler:movement!
var currentPlayerActive:Player!
/// These two variable are used in differntiating user input ( whether we are panning camera or moving unit)
var selectedNode:AnyObject!
var compoundedDistance:CGPoint = CGPoint(x:0,y:0)
var combatComputer:combatResolver!
var numberOfturnsProgress:Int = 0
var crawlersPerFactory:Int = 1
var crawlerDeployAmount:Int = 1
override init() {
super.init()
do {
if try gameState.sharedInstance().isGameInProgress != true{
self.importGameState()
self.movementHandler = movement()
self.combatComputer = combatResolver(settingsToUse: self.settingsInstance)
}
}catch { print("Error in gameloop init") }
}
func runGame(){
if self.settingsInstance.gamePlayers[0].hasStartAssigned == true {
loop: for player in self.settingsInstance.gamePlayers{
if player.isPlayerHuman == true {
player.isCurrentlyActive = true
self.currentPlayerActive = player
do {
try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.updateTurnCounter(for: self.currentPlayerActive, completion: { })
try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.updateMiniMap()
}catch { print("Error in runGame") }
break loop
}
}
}
self.isGameStarted = true
}
/// This functino handles checking if provinces are adjacent. Landships cannot move between non adjacent provinces.
///
/// - Parameters:
/// - origin: The origin province of the landship.
/// - destination: The destination chosen by the player.
func checkProvinceAdjacency(for origin: Province, and destination: Province){
let originPath = UIBezierPath(cgPath: origin.tapOutline.path!)
let destinationPath = UIBezierPath(cgPath: destination.tapOutline.path!)
var originPoints:Array<CGPoint> = []
var destinationPoints:Array<CGPoint> = []
for point in originPath {
if point.getValue().0 != nil {
originPoints.append(point.getValue().start!)
}
}
for point in destinationPath {
if point.getValue().0 != nil {
destinationPoints.append(point.getValue().start!)
}
}
var lowestDistance:CGFloat = 100
for oPoint in originPoints {
for dPoint in destinationPoints {
let currentDistance = distanceBetweenPoints(start: oPoint, end: dPoint)
if currentDistance < lowestDistance {
lowestDistance = currentDistance
}
}
}
if lowestDistance < 10 {
//Reset attacking
self.movementHandler.hasCompletedMove = true
self.movementHandler.combatMovement.primaryAttacker = nil
self.movementHandler.combatMovement.defendingProvince = nil
self.movementHandler.combatMovement.attackingProvince = nil
self.movementHandler.handleMovement(from: origin, to: destination, for: self.selectedNode, and: self.currentPlayerActive)
}else{
let jitter = SKAction.sequence([SKAction.moveBy(x: 10, y: 0, duration: 0.05), SKAction.moveBy(x: -10, y: 0, duration: 0.05)])
if selectedNode is crawler{
self.selectedNode.run(SKAction.repeat(jitter, count: 3))
}else if selectedNode is landship{
(self.selectedNode as! landship).landShipSprite.run(SKAction.repeat(jitter, count: 3))
}
}
}
private func distanceBetweenPoints(start: CGPoint, end: CGPoint) -> CGFloat{
return sqrt(pow(start.x - end.x, 2) + pow(start.y - end.y, 2))
}
/// This function handles creating an extractor on a valid tile when the user precess the overLayUI extractor button.
///
/// - Parameter player: The player which is adding the extractor
func handleExtractorButtonPress(for player: Player) -> (){
do {
for prov in (try gameState.sharedInstance().GameBoard.Provinces) {
let node = (try gameState.sharedInstance().GameBoard.landShipLayer.childNode(withName: player.playerName!)) as? landship
if node != nil && prov.hasExtractor == false{
if prov.landShipPosition == node?.landShipSprite.position && prov.isCratered == true {
if player.mineralsCollected >= 4 {
player.mineralsCollected -= 4
let newExtractor = player.chosenExtractor.getNodeCopy(andNameIt: player.playerName! + "Ext")
newExtractor.extractorSprite.size = CGSize(width: 70, height: 70)
newExtractor.modifySpawnPosition(position: prov.extractorPosition)
newExtractor.modifyColor(color: player.color, blendfactor: 0.3, blendMode: .alpha)
player.builtExtractorProvinces.append(prov) //Add this extractor to the player data on their extractors
try gameState.sharedInstance().GameBoard.extractorLayer.addChild(newExtractor)
try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.extendedElements.updateProductionIndicators(for: player)
prov.hasExtractor = true
if self.isUpdatingStatistics == true {
try gameState.sharedInstance().PlayerStats.cratersControlled += 1
try gameState.sharedInstance().PlayerStats.extractors += 1
}
return
}else{
try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.displayGameInformation(with: "Not Enough Resources", completion: { })
return
}
}
}
}
try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.displayGameInformation(with: "Invalid Build Location", completion: { })
}catch{print("Error in HandleExtractorButtonPress") }
}
/// This function handles dynamically drawing the movement line when a user is moving a unit. Called from panHandler.
///
/// - Parameter destination: The point at which the person's finger is currently
func drawDottedMoveLineTo(destination: CGPoint){
do{
if let node = try gameState.sharedInstance().GameBoard.boardMap.scene?.childNode(withName: "line") {
node.removeFromParent()
}
let toMove = destination
let selectLine = UIBezierPath()
var startPoint:CGPoint!
if self.selectedNode is crawler {
startPoint = (self.selectedNode as! crawler).position
}else if self.selectedNode is landship {
startPoint = (self.selectedNode as! landship).landShipSprite!.position
}
self.compoundedDistance.x = self.compoundedDistance.x + toMove.x
self.compoundedDistance.y = self.compoundedDistance.y - toMove.y
selectLine.move(to: startPoint)
selectLine.addLine(to: self.compoundedDistance)
let pattern:Array<CGFloat> = [5.0, 5.0]
let dashed = selectLine.cgPath.copy(dashingWithPhase: 2, lengths: pattern)
let shapeNode = SKShapeNode(path: dashed)
shapeNode.fillColor = self.currentPlayerActive.color
shapeNode.strokeColor = self.currentPlayerActive.color
shapeNode.lineWidth = 5.0
shapeNode.name = "line"
try gameState.sharedInstance().GameBoard.boardMap.scene?.addChild(shapeNode)
}catch{ print("Error in drawDottedMoveLineTo") }
}
/// This function is called from tap handler when the HUD botton to end the turn is pressed. It advances the gameturn.
func handleEndTurnPress(completion: @escaping ()->()){
playerLoop: for n in 0..<self.settingsInstance.gamePlayers.count {
if self.settingsInstance.gamePlayers[n].isCurrentlyActive == true {
let players = self.settingsInstance.gamePlayers
players[n].isCurrentlyActive = false
do{
if n < players.count - 1 {
players[n + 1].isCurrentlyActive = true
let playerSprite = (try gameState.sharedInstance().GameBoard.landShipLayer.childNode(withName: players[n + 1].playerName!)) as? landship
if playerSprite != nil {
try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.updateTurnCounter(for: players[n + 1], completion: {() in
do { try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.movementOptions.displayCurrentStats(for: (playerSprite?.combatStats)!)
}catch{ print("Error in handleEndTurnPress") }
})
try gameState.sharedInstance().GameBoard.boardCamera.run(SKAction.move(to: (playerSprite?.landShipSprite.position)!, duration: 0.5), completion: {() in
if (playerSprite?.combatStats.currentHitPoints)! < (playerSprite?.combatStats.hitPoints)! {
playerSprite?.combatStats.currentHitPoints! += 1 //Heal the landship 1 per turn until max health
}
self.updateCrawlerCreation(for: players[n + 1]) //Recalculate number of crawlers
do{
try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.extendedElements.updateProductionIndicators(for: players[n + 1])
try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.extendedElements.setDeployButtonsBasedOn(player: players[n + 1])
if players[n + 1].hasDeployedCrawlers == false {
try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.disableNonCombatUI() //Disable UI so player can only set down crawlers
try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.extendedElements.enableCrawlerPlacementUI()
}
}catch{ print("Error in handleEndTurnPress") }
})
}
self.currentPlayerActive = players[n + 1]
}else{
players[0].isCurrentlyActive = true
let playerSprite = (try gameState.sharedInstance().GameBoard.landShipLayer.childNode(withName: players[0].playerName!)) as? landship
if playerSprite != nil{
try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.updateTurnCounter(for: players[0], completion: {() in
do{ try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.movementOptions.displayCurrentStats(for: (playerSprite?.combatStats)!)
}catch{ print("Error in handleEndTurnPress") }
})
try gameState.sharedInstance().GameBoard.boardCamera.run(SKAction.move(to: (playerSprite?.landShipSprite.position)!, duration: 0.5), completion: {() in
if (playerSprite?.combatStats.currentHitPoints)! < (playerSprite?.combatStats.hitPoints)! {
playerSprite?.combatStats.currentHitPoints! += 1 //Heal the landship 1 per turn until max health
}
self.updateCrawlerCreation(for: players[0]) //Recalculate number of crawlers
do {
try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.extendedElements.updateProductionIndicators(for: players[0])
try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.extendedElements.setDeployButtonsBasedOn(player: players[0])
if players[0].hasDeployedCrawlers == false {
try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.disableNonCombatUI() //Disable UI so player can only set down crawlers
try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.extendedElements.enableCrawlerPlacementUI()
}
}catch{print("Error in handleEndTurnPress")}
})
}
self.currentPlayerActive = players[0]
}
}catch{ print("Error in handleEndTurnPress") }
break playerLoop
}
}
self.numberOfturnsProgress += 1
completion()
}
func deployCrawler(for tapped: CGPoint){
do{
for prov in try (gameState.sharedInstance().GameBoard.Provinces) {
if prov.tapOutline.contains(tapped) {
if prov.owningPlayer?.playerName == self.currentPlayerActive.playerName {
if self.currentPlayerActive.unitsBeingBuilt > 0{
let scene = try gameState.sharedInstance().GameBoard.boardMap.scene
if prov.hasCrawlers == true{
let listOfCrawlers = try (gameState.sharedInstance().GameBoard.crawlerLayer.children) as? Array<crawler>
for unit in listOfCrawlers!{
if prov.extractorPosition == unit.position{
if self.crawlerDeployAmount == 1 {
unit.addCrawlersToStack(numberOfCrawlers: 1)
self.currentPlayerActive.unitsBeingBuilt -= 1
(scene as! GameScene).animateCrawlerRocketLanding(to: prov.extractorPosition, color: prov.provinceImage.color, completion: { })
try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.extendedElements.setDeployButtonsBasedOn(player: self.currentPlayerActive)
}else if self.crawlerDeployAmount == 5 && self.currentPlayerActive.unitsBeingBuilt >= 5{
unit.addCrawlersToStack(numberOfCrawlers: 5)
self.currentPlayerActive.unitsBeingBuilt -= 5
if self.currentPlayerActive.unitsBeingBuilt < 5 {
self.crawlerDeployAmount = 1
try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.extendedElements.setDeployButtonsBasedOn(player: self.currentPlayerActive)
}
(scene as! GameScene).animateCrawlerRocketLanding(to: prov.extractorPosition,color: prov.provinceImage.color, completion: { })
}else if self.crawlerDeployAmount == 10000 && self.currentPlayerActive.unitsBeingBuilt >= 5{
unit.addCrawlersToStack(numberOfCrawlers: self.currentPlayerActive.unitsBeingBuilt)
self.currentPlayerActive.unitsBeingBuilt = 0
(scene as! GameScene).animateCrawlerRocketLanding(to: prov.extractorPosition,color: prov.provinceImage.color, completion: { })
}
}
}
}else{
let newCrawler = crawler(player: self.currentPlayerActive)
newCrawler.position = prov.extractorPosition
prov.hasCrawlers = true
self.currentPlayerActive.unitsBeingBuilt -= 1
(scene as! GameScene).animateCrawlerRocketLanding(to: prov.extractorPosition,color: prov.provinceImage.color, completion: { })
if self.crawlerDeployAmount == 5 && self.currentPlayerActive.unitsBeingBuilt >= 4{
newCrawler.addCrawlersToStack(numberOfCrawlers: 4)
self.currentPlayerActive.unitsBeingBuilt -= 4
if self.currentPlayerActive.unitsBeingBuilt < 5 {
self.crawlerDeployAmount = 1
try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.extendedElements.setDeployButtonsBasedOn(player: self.currentPlayerActive)
}
(scene as! GameScene).animateCrawlerRocketLanding(to: prov.extractorPosition,color: prov.provinceImage.color, completion: { })
}else if self.crawlerDeployAmount == 10000 && self.currentPlayerActive.unitsBeingBuilt >= 5{
newCrawler.addCrawlersToStack(numberOfCrawlers: self.currentPlayerActive.unitsBeingBuilt)
self.currentPlayerActive.unitsBeingBuilt = 0
(scene as! GameScene).animateCrawlerRocketLanding(to: prov.extractorPosition,color: prov.provinceImage.color, completion: { })
}
try gameState.sharedInstance().GameBoard.crawlerLayer.addChild(newCrawler)
}
}
if self.currentPlayerActive.unitsBeingBuilt == 0{
self.currentPlayerActive.hasDeployedCrawlers = true
try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.enableNonCombatUI()
try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.extendedElements.disableCrawlerPlacementUI()
}
}
}
}
try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.extendedElements.updateProductionIndicators(for: self.currentPlayerActive)
}catch{ print("Error in deployCrawler") }
}
func updateCrawlerCreation(for player: Player){
do {
let numberOfFactories = player.builtExtractorProvinces.count
if self.settingsInstance.cardBonusMode == "increases" {
if try self.numberOfturnsProgress % (gameState.sharedInstance().GameSettings.gamePlayers.count) == 0{
self.crawlersPerFactory += 1
}
}else if self.settingsInstance.cardBonusMode == "constant" {
if try self.numberOfturnsProgress % (gameState.sharedInstance().GameSettings.gamePlayers.count) == 0{
self.crawlersPerFactory = 2
}
}else if self.settingsInstance.cardBonusMode == "capped" {
if try self.numberOfturnsProgress % (gameState.sharedInstance().GameSettings.gamePlayers.count) == 0{
if self.crawlersPerFactory < 4 {
self.crawlersPerFactory += 1
}
}
}
player.unitsBeingBuilt = (numberOfFactories * self.crawlersPerFactory)
if player.unitsBeingBuilt == 0{
player.hasDeployedCrawlers = true
}else{
player.hasDeployedCrawlers = false
}
player.mineralsBeingCollected = (numberOfFactories * 1) //1 mineral per factory
player.mineralsCollected += (player.mineralsBeingCollected)
}catch{ print("Error in updateCrawlerCreation") }
}
//Gets a local instance of the settings and checks if the game is singular play.
private func importGameState(){
do{
if try gameState.sharedInstance().isGameInProgress == true{
self.settingsInstance = gameSettings()
}else{
self.settingsInstance = try gameState.sharedInstance().GameSettings
}
if self.settingsInstance != nil {
var n = 0
for player in self.settingsInstance.gamePlayers{
if player.isPlayerHuman == true{
n += 1
}
}
if n > 1 {
self.isUpdatingStatistics = false
}else {
self.isUpdatingStatistics = true
if try gameState.sharedInstance().isGameInProgress == true{
self.statisticsInstance = gameStatistics()
}else{
self.statisticsInstance = try gameState.sharedInstance().PlayerStats
}
}
}
}catch{ print("Error in importGameState") }
}
required init?(coder aDecoder: NSCoder) {
self.isUpdatingStatistics = aDecoder.decodeBool(forKey: "updatingStats")
self.settingsInstance = aDecoder.decodeObject(forKey: "settings") as? gameSettings!
self.statisticsInstance = aDecoder.decodeObject(forKey: "statistics") as? gameStatistics!
self.isGameStarted = aDecoder.decodeBool(forKey: "gameStarted")
self.movementHandler = aDecoder.decodeObject(forKey: "movement") as? movement!
self.currentPlayerActive = aDecoder.decodeObject(forKey: "activeplayer") as? Player!
self.selectedNode = aDecoder.decodeObject(forKey: "selected") as AnyObject!
self.compoundedDistance = aDecoder.decodeCGPoint(forKey: "compounded")
self.combatComputer = aDecoder.decodeObject(forKey: "combatComputer") as? combatResolver!
self.numberOfturnsProgress = aDecoder.decodeInteger(forKey: "numTurns")
self.crawlersPerFactory = aDecoder.decodeInteger(forKey: "crawlers")
self.crawlerDeployAmount = aDecoder.decodeInteger(forKey: "deploy")
}
func encode(with aCoder: NSCoder) {
aCoder.encode(self.isUpdatingStatistics, forKey: "updatingStats")
aCoder.encode(self.settingsInstance, forKey: "settings")
aCoder.encode(self.statisticsInstance, forKey: "statistics")
aCoder.encode(self.isGameStarted, forKey: "gameStarted")
aCoder.encode(self.movementHandler, forKey: "movement")
aCoder.encode(self.currentPlayerActive, forKey: "activeplayer")
aCoder.encode(self.selectedNode, forKey: "selected")
aCoder.encode(self.compoundedDistance, forKey: "compounded")
aCoder.encode(self.combatComputer, forKey: "combatComputer")
aCoder.encode(self.numberOfturnsProgress, forKey: "numTurns")
aCoder.encode(self.crawlersPerFactory, forKey: "crawlers")
aCoder.encode(self.crawlerDeployAmount, forKey: "deploy")
}
}