Beispiel #1
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 protected Ability(Unit unit, string name, string description, AbilityActivationType activationType, int levels)
 {
     Unit = unit;
     Name = name;
     Description = description;
     ActivationType = activationType;
     Levels = levels;
     Level = 0;
 }
Beispiel #2
0
 public Actor(Unit unit, VGame.Shape shape)
 {
     Unit = unit;
     Shape = shape;
 }
Beispiel #3
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 public void SendAttackOrder(Unit unit)
 {
     LocalPlayer.CurrentUnit.AttackTarget = unit;
     if (IsLocalServer) {
         Server.Local.ReceiveAttackOrder(Units.FirstOrDefault(x => x.Value == LocalPlayer.CurrentUnit).Key, Units.FirstOrDefault(x => x.Value == unit).Key);
     }
     else {
         Game.Cmd.Console.WriteLine("Sending attack order: " + LocalPlayer.Name + " -> " + unit.Owner.Name);
         NetOutgoingMessage msg = client.CreateMessage();
         msg.Write((byte)PacketType.AttackOrder);
         msg.Write(GetUnitID(LocalPlayer.CurrentUnit));
         msg.Write(GetUnitID(unit));
         client.SendMessage(msg, NetDeliveryMethod.ReliableOrdered, 0);
     }
 }
Beispiel #4
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        public void ReceiveNewPlayerUnit(int unitIndex, int playerIndex, float x, float y, double direction)
        {
            Game.Cmd.Console.WriteLine("Recieving new player unit for " + Players[playerIndex].Name + " at (" + x + ", " + y + ")");
            Player player = Players[playerIndex];
            Unit u = new Unit(player, Role.List[player.Role].Health, Role.List[player.Role].Energy);
            u.Owner = player;
            u.Team = player.Team;
            u.JumpTo(new Vector2(x, y));
            Role.SetUpUnit(ref u, player.Role);
            player.PlayerUnit = u;

            VGame.Shape shape = Role.MakeShape(player.Role);
            u.Actor = new Actor(u, shape);
            u.Actor.Unit = u;

            Actors.Add(u.Actor);
            Units.Add(unitIndex, u);
            player.ControlledUnits.Add(u);
            if (player.ControlledUnits.Count == 0) {
                player.PlayerUnit = u;
                player.CurrentUnit = u;
            }
        }
Beispiel #5
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 public int GetUnitID(Unit unit)
 {
     return Units.FirstOrDefault(x => x.Value == unit).Key;
 }
Beispiel #6
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 public void SendUseAbility(Unit unit, int ability, float? val1, float? val2)
 {
     if (Server.Local.IsLocalServer) {
         Client.Local.ReceiveUseAbility(Server.Local.GetUnitID(unit), ability, val1, val2);
     }
     else {
         NetOutgoingMessage msg = Server.Local.server.CreateMessage();
         msg.Write((byte)NetConnectionStatus.Connected);
         msg.Write((byte)PacketType.UseAbility);
         msg.Write(Server.Local.GetUnitID(unit));
         msg.Write((byte)ability);
         if (val1.HasValue)
             msg.Write((float)val1);
         if (val2.HasValue)
             msg.Write((float)val2);
         Server.Local.server.SendMessage(msg, Connection, NetDeliveryMethod.ReliableOrdered, 0);
     }
 }
Beispiel #7
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 public void SendMoveOrder(Unit unit, Vector2 position)
 {
     if (Server.Local.IsLocalServer) {
         Client.Local.ReceiveMoveOrder(Server.Local.GetUnitID(unit), position.X, position.Y);
     }
     else {
         NetOutgoingMessage msg = Server.Local.server.CreateMessage();
         msg.Write((byte)NetConnectionStatus.Connected);
         msg.Write((byte)PacketType.MoveOrder);
         msg.Write(Server.Local.GetUnitID(unit));
         msg.Write(unit.IntendedPosition.X);
         msg.Write(unit.IntendedPosition.Y);
         Server.Local.server.SendMessage(msg, Connection, NetDeliveryMethod.ReliableOrdered, 0);
     }
 }
Beispiel #8
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 public void SendLevelUp(Unit unit, int ability)
 {
     if (Server.Local.IsLocalServer) {
         Client.Local.ReceiveLevelUp(Server.Local.GetUnitID(unit), ability);
     }
     else {
         NetOutgoingMessage msg = Server.Local.server.CreateMessage();
         msg.Write((byte)NetConnectionStatus.Connected);
         msg.Write((byte)PacketType.LevelUp);
         msg.Write(Server.Local.GetUnitID(unit));
         msg.Write((byte)ability);
         Server.Local.server.SendMessage(msg, Connection, NetDeliveryMethod.ReliableOrdered, 0);
     }
 }
Beispiel #9
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 public void SendAttackOrder(Unit attacker, Unit victim)
 {
     if (Server.Local.IsLocalServer) {
         Client.Local.ReceiveAttackOrder(Server.Local.GetUnitID(attacker), Server.Local.GetUnitID(victim));
     }
     else {
         NetOutgoingMessage msg = Server.Local.server.CreateMessage();
         msg.Write((byte)NetConnectionStatus.Connected);
         msg.Write((byte)PacketType.AttackOrder);
         msg.Write(Server.Local.GetUnitID(attacker));
         msg.Write(Server.Local.GetUnitID(victim));
         Server.Local.server.SendMessage(msg, Connection, NetDeliveryMethod.ReliableOrdered, 0);
     }
 }
Beispiel #10
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        public Unit MakePlayerUnit(Player player, Vector2 position)
        {
            Console.WriteLine("[S] Making new player unit for " + player.Name + " at (" + position.X + ", " + position.Y + ")");
            Unit u = new Unit(player, Role.List[player.Role].Health, Role.List[player.Role].Energy);
            u.Owner = player;
            u.Team = player.Team;
            u.JumpTo(position);
            Role.SetUpUnit(ref u, player.Role);
            player.ControlledUnits.Add(u);
            player.PlayerUnit = u;

            Units.Add(++unitIndex, u);
            foreach (RemoteClient r in AllClients())
                r.SendNewPlayerUnit(unitIndex, GetPlayerID(player));
            return u;
        }
Beispiel #11
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 protected void SendAttackOrder(Unit u)
 {
     if (CurrentUnit.AttackTarget != u)
         Server.Local.ReceiveAttackOrder(Server.Local.Units.FirstOrDefault(x => x.Value == CurrentUnit).Key, Server.Local.Units.FirstOrDefault(x => x.Value == u).Key);
 }
Beispiel #12
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 public static void SetUpUnit(ref Unit unit, Roles role)
 {
     unit.MoveSpeed = Arena.Role.List[role].MoveSpeed;
     unit.TurnSpeed = Arena.Role.List[role].TurnSpeed;
     unit.AttackRange = Arena.Role.List[role].AttackRange;
     unit.AttackDamage = Arena.Role.List[role].AttackDamage;
     unit.BaseAttackTime = Arena.Role.List[role].BaseAttackTime;
     unit.HealthRegen = Arena.Role.List[role].HealthRegen;
     unit.EnergyRegen = Arena.Role.List[role].EnergyRegen;
     foreach (System.Type t in Arena.Role.List[role].Abilities) {
         unit.Abilities.Add((Ability)Activator.CreateInstance(t, unit));
     }
 }