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HexBoard.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HexBoard : MonoBehaviour
{
Dictionary<int, Dictionary<int, HexPiece>> sceneryDiagonals = new Dictionary<int, Dictionary<int, HexPiece>>();
Dictionary<int, Dictionary<int, HexPiece>> occupantDiagonals = new Dictionary<int, Dictionary<int, HexPiece>>();
float gridScale = 1f;
static float rootThree = Mathf.Sqrt(3);
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void AddBigHex(GameObject hex, int radius, int qCenter, int rCenter, bool isScenery) {
for (int q = -radius; q <= radius; q ++) {
for (int r = -radius; r <= radius; r++) {
if (HexDistance(q, r, qCenter, rCenter) <= radius) {
SetHex(q, r, Instantiate(hex), isScenery);
}
}
}
}
public static float GetX(int q, int r) {
return 2 * q + r;
}
public float GetScaledX(int q, int r) {
return gridScale * GetX(q, r);
}
public static float GetY(int r) {
return rootThree * r * (-1f);
}
public float GetScaledY(int r) {
return gridScale * GetY(r);
}
public static Vector2 GetXY(int q, int r) {
return new Vector2(GetX(q, r), GetY(r));
}
public static Vector2 GetXY(Vector2 hexCoord) {
return GetXY((int) hexCoord.x, (int) hexCoord.y);
}
public Vector2 GetScaledXY (int q, int r) {
return new Vector2(GetScaledX(q, r), GetScaledY(r));
}
public Vector2 GetScaledXY (Vector2 hexCoord) {
return GetScaledXY((int) hexCoord.x, (int) hexCoord.y);
}
public static Vector3 GetXYZ(int q, int r) {
return new Vector3(GetX(q, r), GetY(r), 0f);
}
public static Vector3 GetXYZ (Vector2 hexCoord) {
return GetXYZ((int) hexCoord.x, (int) hexCoord.y);
}
public Vector3 GetScaledXYZ (int q, int r) {
return new Vector3 (GetX(q, r), GetY(r), 0f);
}
public Vector3 GetScaledXYZ (Vector2 hexCoord) {
return GetXYZ((int) hexCoord.x, (int) hexCoord.y);
}
public int HexDistance(int q1, int r1, int q2, int r2) {
return CubeDistance(AxialToCube(q1, r1), AxialToCube(q2, r2));
}
public int HexDistance(Vector2 hexCoord1, Vector2 hexCoord2) {
return HexDistance((int) hexCoord1.x, (int) hexCoord1.y, (int) hexCoord2.x, (int) hexCoord2.y);
}
public int HexDistance(int q, int r){
return HexDistance(q, r, 0, 0);
}
public int HexDistance(Vector2 hexCoord) {
return HexDistance((int) hexCoord.x, (int) hexCoord.y);
}
public Vector2 HexRound(float qf, float rf) {
return CubeToAxial(CubeRound(AxialToCube(qf, rf)));
}
public Vector2 HexRound(Vector2 hexCoord) {
return HexRound(hexCoord.x, hexCoord.y);
}
public int AxialToB(int q, int r) {
return -1 * (q + r);
}
public float AxialToB(float qf, float rf) {
return -1f * (qf + rf);
}
public Vector3 AxialToCube(int q, int r) {
return new Vector3(q, AxialToB(q, r), r);
}
public Vector3 AxialToCube(float qf, float rf) {
return new Vector3(qf, AxialToB(qf, rf), rf);
}
public Vector3 AxialToCube(Vector2 hexCoord) {
return AxialToCube(hexCoord.x, hexCoord.y);
}
public Vector2 CubeToAxial(int a, int c) {
return new Vector2(a, c);
}
public Vector2 CubeToAxial(float a, float c) {
return new Vector2(a, c);
}
public Vector2 CubeToAxial(Vector3 cubeCoord) {
return CubeToAxial(cubeCoord.x, cubeCoord.z);
}
public int CubeDistance(int a1, int b1, int c1, int a2, int b2, int c2) {
return (Mathf.Abs(a1 - a2) + Mathf.Abs(b1 - b2) + Mathf.Abs(c1 - c2)) / 2;
}
public int CubeDistance(Vector3 cubeCoord1, Vector3 cubeCoord2) {
return CubeDistance((int) cubeCoord1.x, (int) cubeCoord1.y, (int) cubeCoord1.z, (int) cubeCoord2.x, (int) cubeCoord2.y, (int) cubeCoord2.z);
}
public int CubeDistance(int a, int b, int c) {
return CubeDistance(a, b, c, 0, 0, 0);
}
public int CubeDistance(Vector3 cubeCoord) {
return CubeDistance((int) cubeCoord.x, (int) cubeCoord.y, (int) cubeCoord.z);
}
public Vector3 CubeRound(float af, float bf, float cf) {
int roundA = Mathf.RoundToInt(af);
int roundB = Mathf.RoundToInt(bf);
int roundC = Mathf.RoundToInt(cf);
float deltaA = Mathf.Abs(roundA - af);
float deltaB = Mathf.Abs(roundB - bf);
float deltaC = Mathf.Abs(roundC - cf);
if (deltaA > deltaB && deltaA > deltaC) {
roundA = -1 * (roundB + roundC);
}
else if (deltaB > deltaC) {
roundB = -1 * (roundA + roundC);
}
else {
roundC = -1 * (roundA + roundB);
}
return new Vector3(roundA, roundB, roundC);
}
public Vector3 CubeRound(Vector3 cubeCoord) {
return CubeRound(cubeCoord.x, cubeCoord.y, cubeCoord.z);
}
public bool CheckOccupied(int q, int r) {
return occupantDiagonals.ContainsKey(q) && occupantDiagonals[q].ContainsKey(r);
}
public bool CheckOccupied(Vector2 hexCoord) {
return CheckOccupied((int) hexCoord.x, (int) hexCoord.y);
}
public bool CheckScenery(int q, int r) {
return sceneryDiagonals.ContainsKey(q) && sceneryDiagonals[q].ContainsKey(r);
}
public bool CheckScenery(Vector2 hexCoord) {
return CheckScenery((int) hexCoord.x, (int) hexCoord.y);
}
public HexPiece GetOccupant(int q, int r) {
return occupantDiagonals[q][r];
}
public HexPiece GetScenery(int q, int r) {
return sceneryDiagonals[q][r];
}
public void SetHex(int q, int r, GameObject hexObj, bool isScenery) {
hexObj.transform.Translate(new Vector3(GetX(q, r), GetY(r), 0f));
HexPiece hex = hexObj.AddComponent<HexPiece>();
hex.Set(q, r, isScenery ? HexPiece.PieceType.Scenery : HexPiece.PieceType.Occupant);
Dictionary<int, Dictionary<int, HexPiece>> diagonals = isScenery ? sceneryDiagonals : occupantDiagonals;
Dictionary<int, HexPiece> diagonal;
if (diagonals.ContainsKey(q)) {
diagonal = diagonals[q];
}
else {
diagonal = new Dictionary<int, HexPiece>();
diagonals.Add(q, diagonal);
}
if (diagonal.ContainsKey(r)) {
diagonal[r] = hex;
}
else {
diagonal.Add(r, hex);
}
}
public void SetOccupant(int q, int r, GameObject hex) {
SetHex(q, r, hex, false);
}
public void SetScenery(int q, int r, GameObject hex) {
SetHex(q, r, hex, true);
}
public bool CheckCollinearHex (int q1, int r1, int q2, int r2) {
return q1 == q2 || r1 == r2 || AxialToB(q1, r1) == AxialToB(q2, r2);
}
public bool CheckCollinearHex (Vector2 hexCoord1, Vector2 hexCoord2) {
return CheckCollinearHex ((int) hexCoord1.x, (int) hexCoord1.y, (int) hexCoord2.x, (int) hexCoord2.y);
}
public bool CheckCollinearCube (int a1, int b1, int c1, int a2, int b2, int c2) {
return a1 == a2 || b1 == b2 || c1 == c2;
}
protected void TestCollinearity (){
Vector2 zeroAxial = new Vector2(0, 0);
Vector2 zeroCube = new Vector3(0, 0, 0);
Vector2 botLeft = new Vector2(-6, 6);
Vector2 botRight = new Vector2(0, 6);
Vector2 mid = new Vector2(-2, 4);
Debug.Log("Left: " + CheckCollinearHex(botLeft, zeroAxial));
Debug.Log("Right: " + CheckCollinearHex(botRight, zeroAxial));
Debug.Log("Bot: " + CheckCollinearHex(botLeft, botRight));
Debug.Log("Not With Zero: " + CheckCollinearHex(zeroAxial, mid));
Debug.Log("Not With botLeft: " + CheckCollinearHex(botLeft, mid));
Debug.Log("Not With botRight: " + CheckCollinearHex(botRight, mid));
Vector2 startAxial = new Vector2(-3, 6);
Vector2 endAxial = new Vector2(3, -6);
Vector2 mid1 = new Vector2(3, 0);
Vector2 mid2 = new Vector2(0, 3);
}
}