Beispiel #1
0
        public async Task <UInt16> IsHit()
        {
            UInt16 points = 0;

            Console.WriteLine($"Bot {bot.Name} a été touché @ {bot.X}/{bot.Y}");
            if (bot.ShieldLevel > 0)
            {
                // le bouclier absorbe le choc
                if (bot.ShieldLevel >= MainGame.Settings.EnergyLostContactEnemy)
                {
                    bot.ShieldLevel -= MainGame.Settings.EnergyLostContactEnemy;
                    MainGame.ViewerPlayerShield(bot.X, bot.Y, bot.ShieldLevel);
                    points = MainGame.Settings.PointByEnnemyTouch;
                }
                else
                {
                    UInt16 tmp = bot.ShieldLevel;
                    bot.ShieldLevel = 0;
                    tmp             = (UInt16)(2 * (MainGame.Settings.EnergyLostContactEnemy - tmp));
                    if (bot.Energy >= tmp)
                    {
                        bot.Energy -= tmp;
                    }
                    else
                    {
                        bot.Energy = 0;
                    }
                    points = tmp;
                }
                MainGame.ViewerPlayerShield(bot.X, bot.Y, bot.ShieldLevel);
            }
            else
            {
                points = (UInt16)(2 * MainGame.Settings.PointByEnnemyTouch);
                // pas de bouclier, perte directe d'énergie !
                if (bot.Energy >= (2 * MainGame.Settings.EnergyLostContactEnemy))
                {
                    bot.Energy -= (ushort)(2 * MainGame.Settings.EnergyLostContactEnemy);
                }
                else
                {
                    bot.Energy = 0;
                }
            }
            // perte du champ occultant
            if (bot.CloakLevel > 0)
            {
                bot.CloakLevel = 0;
                MainGame.ViewerPlayerCloak(bot.X, bot.Y, bot.CloakLevel);
            }
            await SendChangeInfo();

            if (bot.Energy == 0)
            {
                await SendDead();

                points += MainGame.Settings.PointByEnnemyKill;
            }
            return(points);
        }
Beispiel #2
0
        /// <summary>
        /// réception des messages
        /// fin si le client se déconnecte
        /// </summary>
        /// <returns></returns>
        public async Task WaitReceive()
        {

            //Console.WriteLine("First, listen for GUID");
            // 1 - on attend la première data du client
            // qui doit etre son GUID

            var buffer = new byte[1024 * 4];
            WebSocketReceiveResult result = null;
            try
            {
                result = await webSocket.ReceiveAsync(new ArraySegment<byte>(buffer), CancellationToken.None);
                Console.WriteLine($"[DEBUG] {result}");
            }
            catch (Exception err)
            {
                Console.WriteLine($"[ERROR] {err.Message}");
                //Console.WriteLine($"[ERROR] {err.Message}");
                IsEnd = true;
                State = BotState.Disconnect;
                try
                {
                    await webSocket.CloseAsync(WebSocketCloseStatus.ProtocolError, "Error waiting data", CancellationToken.None);
                }
                catch (Exception) { }
                return;
            }
            while (!result.CloseStatus.HasValue)
            {

                // 2 - réception du GUID

                if (State == BotState.WaitingGUID)
                {
                    if (result.Count != 38 && result.Count != 36 && result.Count != 32) // pas de GUID ?
                    {
                        IsEnd = true;
                        State = BotState.Disconnect;
                        if (result.Count > 0)
                        {
                            var temp = System.Text.Encoding.UTF8.GetString(buffer, 0, result.Count);
                            Console.WriteLine($"[ERROR GUID] {temp}");
                        }
                        await webSocket.CloseAsync(WebSocketCloseStatus.ProtocolError, "No GUID", CancellationToken.None);
                        return;
                    }
                    var text = System.Text.Encoding.UTF8.GetString(buffer, 0, result.Count);
                    // check que l'on a reçu un GUID
                    if (Guid.TryParse(text, out bot.GUID))
                    {
                        // et qu'il soit ok !
                        bot.Name = bot.GUID.ToString();
                        MapXY xy = MainGame.SearchEmptyCase();
                        MainGame.TheMap[xy.X, xy.Y] = CaseState.Ennemy;
                        bot.X = xy.X;
                        bot.Y = xy.Y;
                        bot.Energy = MainGame.Settings.EnergyStart;
                        bot.Score = 0;
                        Console.WriteLine($"[NEW BOT] {bot.GUID} @ {xy.X}/{xy.Y}");

                        State = BotState.Ready;
                        await SendMessage("OK");

                        //MainGame.RefreshViewer();

                        SendPositionToCockpit();
                        //await StartNewTurn();
                    }
                    else
                    {
                        IsEnd = true;
                        State = BotState.Disconnect;
                        await webSocket.CloseAsync(WebSocketCloseStatus.ProtocolError, $"[{text}] is not a GUID", CancellationToken.None);
                        return;
                    }
                } // réception GUID
                else
                { // exécute une action
                    if (result.Count < 1)
                    {
                        MainGame.TheMap[bot.X, bot.Y] = CaseState.Empty;
                        IsEnd = true;
                        State = BotState.Disconnect;
                        await webSocket.CloseAsync(WebSocketCloseStatus.ProtocolError, "Missing data in answer", CancellationToken.None);
                        return;
                    }
                    Console.WriteLine($"State {State}");
                    // On reçoit une commande du BOT
                    switch (State)
                    {
                        case BotState.WaitingAnswerD: // le niveau de détection désiré pour ce tour
                            string command = System.Text.Encoding.UTF8.GetString(buffer, 0, 1);
                            if (command != "D")
                            {
                                MainGame.TheMap[bot.X, bot.Y] = CaseState.Empty;
                                IsEnd = true;
                                State = BotState.Disconnect;
                                await webSocket.CloseAsync(WebSocketCloseStatus.ProtocolError, $"[ERROR] Not the right answer, waiting D#, receive {command}", CancellationToken.None);
                                return;
                            }
                            // commande D sans niveau...
                            if (result.Count < 1)
                            {
                                MainGame.TheMap[bot.X, bot.Y] = CaseState.Empty;
                                IsEnd = true;
                                State = BotState.Disconnect;
                                await webSocket.CloseAsync(WebSocketCloseStatus.ProtocolError, "Missing data in answer 'D'", CancellationToken.None);
                                return;
                            }
                            // do a scan of size value and send answer
                            byte distance = buffer[1];
                            Console.WriteLine($"{bot.Name}: scan distance={distance}");
                            if (distance > 0)
                            {
                                if (distance < bot.Energy)
                                {
                                    bot.Energy -= distance;
                                    await SendChangeInfo();
                                    await DoScan(distance);
                                }
                                else
                                {
                                    bot.Energy = 0;
                                    State = BotState.IsDead;
                                    await SendChangeInfo();
                                    await SendDead();
                                }
                            }
                            else
                            {
                                // ici cas simple du scan à 0, pas de conso d'énergie
                                await DoScan(distance);
                            }
                            break;

                        case BotState.WaitingAction: // l'action a effectuer
                            BotAction action = (BotAction)buffer[0];
                            switch (action)
                            {
                                case BotAction.None: // None
                                    State = BotState.Ready;
                                    Console.WriteLine($"Bot {bot.Name} do nothing");
                                    await SendMessage("OK");
                                    break;
                                case BotAction.Move: // move
                                    if (result.Count < 2)
                                    {
                                        MainGame.TheMap[bot.X, bot.Y] = CaseState.Empty;
                                        IsEnd = true;
                                        State = BotState.Disconnect;
                                        await webSocket.CloseAsync(WebSocketCloseStatus.ProtocolError, "Missing data in answer 'M'", CancellationToken.None);
                                        return;
                                    }
                                    byte direction = buffer[1];
                                    Console.WriteLine($"Bot {bot.Name} moving direction {(MoveDirection)direction}");
                                    await DoMove((MoveDirection)direction);
                                    State = BotState.Ready;
                                    await SendMessage("OK");
                                    MainGame.RefreshViewer();

                                    break;
                                case BotAction.ShieldLevel: // shield
                                    if (result.Count < 3)
                                    {
                                        MainGame.TheMap[bot.X, bot.Y] = CaseState.Empty;
                                        IsEnd = true;
                                        State = BotState.Disconnect;
                                        await webSocket.CloseAsync(WebSocketCloseStatus.ProtocolError, "Missing data in answer 'S'", CancellationToken.None);
                                        return;
                                    }
                                    UInt16 shieldLevel = (UInt16)(buffer[1] + (buffer[2] << 8));
                                    Console.WriteLine($"Bot {bot.Name} activate shield level {shieldLevel}");
                                    bot.Energy += bot.ShieldLevel;
                                    bot.ShieldLevel = shieldLevel;
                                    MainGame.ViewerPlayerShield(bot.X, bot.Y, (byte)bot.ShieldLevel);
                                    if (shieldLevel > bot.Energy)
                                    {
                                        bot.ShieldLevel = 0;
                                        bot.Energy = 0;
                                        await SendChangeInfo();
                                        await SendDead();
                                    }
                                    else
                                        bot.Energy -= shieldLevel;
                                    State = BotState.Ready;
                                    await SendMessage("OK");
                                    break;
                                case BotAction.CloakLevel: // cloak
                                    if (result.Count < 3)
                                    {
                                        MainGame.TheMap[bot.X, bot.Y] = CaseState.Empty;
                                        IsEnd = true;
                                        State = BotState.Disconnect;
                                        await webSocket.CloseAsync(WebSocketCloseStatus.ProtocolError, "Missing data in answer 'C'", CancellationToken.None);
                                        return;
                                    }
                                    UInt16 cloakLevel = (UInt16)(buffer[1] + (buffer[2] << 8));
                                    Console.WriteLine($"Bot {bot.Name} activate cloak level {cloakLevel}");
                                    // on récupère l'énergie actuelle dans le cloak
                                    bot.Energy += (UInt16)(bot.CloakLevel / MainGame.Settings.EnergyCloakCostMultiplier);
                                    // a-t-on assez d'énergie pour le niveau demandé ?
                                    if (cloakLevel * MainGame.Settings.EnergyCloakCostMultiplier > bot.Energy)
                                    {
                                        bot.CloakLevel = 0;
                                        bot.Energy = 0;
                                        await SendChangeInfo();
                                        await SendDead();
                                    }
                                    else
                                    {
                                        bot.Energy -= (UInt16)(cloakLevel * MainGame.Settings.EnergyCloakCostMultiplier);
                                        bot.CloakLevel = cloakLevel;
                                        MainGame.ViewerPlayerCloak(bot.X, bot.Y, (byte)bot.CloakLevel);
                                    }
                                    State = BotState.Ready;
                                    await SendMessage("OK");
                                    break;
                                case BotAction.Shoot:
                                    if (result.Count < 2)
                                    {
                                        MainGame.TheMap[bot.X, bot.Y] = CaseState.Empty;
                                        IsEnd = true;
                                        State = BotState.Disconnect;
                                        await webSocket.CloseAsync(WebSocketCloseStatus.ProtocolError, "Missing data in answer 'F'", CancellationToken.None);
                                        return;
                                    }
                                    byte fireDirection = buffer[1];
                                    Console.WriteLine($"Bot {bot.Name} shoot in direction {fireDirection}");
                                    if (bot.Energy >= MainGame.Settings.EnergyLostShot)
                                    {
                                        bot.Energy -= MainGame.Settings.EnergyLostShot;
                                        if (turn == 1)
                                            await IsHit();
                                        else
                                            DoShoot(fireDirection);
                                    }
                                    else
                                        bot.Energy = 0;
                                    if (bot.Energy == 0)
                                    {
                                        await SendChangeInfo();
                                        await SendDead();
                                    }
                                    State = BotState.Ready;
                                    await SendMessage("OK");
                                    break;
                                default:
                                    Console.WriteLine($"[ERROR] lost with command {action} for state Action");
                                    MainGame.TheMap[bot.X, bot.Y] = CaseState.Empty;
                                    IsEnd = true;
                                    State = BotState.Disconnect;
                                    await webSocket.CloseAsync(WebSocketCloseStatus.ProtocolError, $"[ERROR] lost with command {action} for state Action", CancellationToken.None);
                                    return;
                            }
                            break;
                        default:
                            string cmd = System.Text.Encoding.UTF8.GetString(buffer, 0, 1);
                            // on reçoit le nom du BOT
                            if (cmd == "N" && result.Count > 1)
                            {
                                bot.Name = System.Text.Encoding.UTF8.GetString(buffer, 1, result.Count - 1);
                                Console.WriteLine($"Le BOT {bot.GUID} se nomme {bot.Name}");
                                State = BotState.Ready;
                                //MainGame.SendCockpitInfo(bot.GUID, "N" + bot.Name);
                                MainGame.RefreshViewer();
                                await SendMessage("OK");

                                break;
                            }
                            Console.WriteLine($"[ERROR] lost with state {State}");
                            MainGame.TheMap[bot.X, bot.Y] = CaseState.Empty;
                            IsEnd = true;
                            State = BotState.Disconnect;
                            await webSocket.CloseAsync(WebSocketCloseStatus.ProtocolError, $"[ERROR] lost with state {State}", CancellationToken.None);
                            return;
                    }

                    /*var text = System.Text.Encoding.UTF8.GetString(buffer, 0, result.Count);
                    if (text.IndexOf(ClientGuid.ToString()) < 0)
                        MainGame.Broadcast(text + " " + ClientGuid.ToString());
                    */

                    /*text = text + " et " + text + " :)";
                    buffer = System.Text.Encoding.UTF8.GetBytes(text);
                    await webSocket.SendAsync(new ArraySegment<byte>(buffer, 0, buffer.Length), result.MessageType, result.EndOfMessage, CancellationToken.None);
                    */
                }
                //result = await webSocket.ReceiveAsync(new ArraySegment<byte>(buffer), CancellationToken.None);
                try
                {
                    result = await webSocket.ReceiveAsync(new ArraySegment<byte>(buffer), CancellationToken.None);
                }
                catch (Exception err)
                {
                    Console.WriteLine($"[ERROR] {err.Message}");
                    if (MainGame.TheMap[bot.X, bot.Y] == CaseState.Ennemy)
                        MainGame.TheMap[bot.X, bot.Y] = CaseState.Empty;
                    IsEnd = true;
                    State = BotState.Disconnect;
                    try
                    {
                        await webSocket.CloseAsync(WebSocketCloseStatus.ProtocolError, "Error waiting data", CancellationToken.None);
                    }
                    catch (Exception) { }
                    return;
                }
            }
            if (MainGame.TheMap[bot.X, bot.Y] == CaseState.Ennemy)
                MainGame.TheMap[bot.X, bot.Y] = CaseState.Empty;
            await webSocket.CloseAsync(result.CloseStatus.Value, result.CloseStatusDescription, CancellationToken.None);
            IsEnd = true;
            State = BotState.Disconnect;
        }
Beispiel #3
0
        static void Main(string[] args)
        {
            var currentDir = Directory.GetCurrentDirectory();
            var theFile    = Path.Combine(currentDir, "settings.json");

            // création du fichier settings.json avec les valeurs par défaut
            if (!File.Exists(theFile))
            {
                MainGame.Settings = new Settings();
                string json = Newtonsoft.Json.JsonConvert.SerializeObject(MainGame.Settings, Newtonsoft.Json.Formatting.Indented);
                File.WriteAllText(theFile, json);
            }
            var prm = Newtonsoft.Json.JsonConvert.DeserializeObject <Settings>(File.ReadAllText(theFile));

            MainGame.Settings = prm;
            if (MainGame.Settings.MapName != "")
            {
                MainGame.LoadMap(MainGame.Settings.MapName);
            }
            else
            {
                MainGame.InitNewMap();
            }



            var host = new WebHostBuilder()
                       .UseKestrel()
                       .UseStartup <Startup>()
                       .ConfigureKestrel((context, options) => { options.ListenAnyIP(MainGame.Settings.ServerPort); })
                       .Build();

            host.Start();                     //Start server non-blocking

            ShowHelp();
            bool exit = false;

            while (!exit)
            {
                Console.Write(">");
                var key = Console.ReadKey(true);
                switch (key.KeyChar.ToString().ToLower())
                {
                case "h":
                    ShowHelp();
                    break;

                case "e":
                    Console.WriteLine("Exit program");
                    if (MainGame.AllBot.Count > 0)
                    {
                        Console.WriteLine("Not possible, at least 1 BOT is in arena.");
                    }
                    else
                    {
                        if (MainGame.AllViewer.Count > 0)
                        {
                            Console.WriteLine("Not possible, at least 1 VIEWER is working.");
                        }
                        else
                        {
                            exit = true;
                        }
                    }
                    break;

                case "g":
                    Console.WriteLine("GO!");
                    MainGame.RunSimulator();
                    break;

                case "s":
                    Console.WriteLine("Stop");
                    MainGame.StopSimulator();
                    break;

                case "x":     // debug stuff to view shield
                    foreach (OneBot x in MainGame.AllBot)
                    {
                        x.bot.ShieldLevel++;
                        if (x.bot.ShieldLevel > 10)
                        {
                            x.bot.ShieldLevel = 0;
                        }
                        MainGame.ViewerPlayerShield(x.bot.X, x.bot.Y, x.bot.ShieldLevel);
                    }
                    break;

                case "w":     // debug stuff to view cloak
                    foreach (OneBot x in MainGame.AllBot)
                    {
                        x.bot.CloakLevel++;
                        if (x.bot.CloakLevel > 10)
                        {
                            x.bot.CloakLevel = 0;
                        }
                        MainGame.ViewerPlayerCloak(x.bot.X, x.bot.Y, x.bot.CloakLevel);
                    }
                    break;
                }
            }
            host.StopAsync();
        }
Beispiel #4
0
        public async Task DoMove(MoveDirection direction)
        {
            if (bot.Energy > MainGame.Settings.EnergyLostByMove)
            {
                bot.Energy -= MainGame.Settings.EnergyLostByMove;
            }
            else
            {
                bot.Energy = 0;
            }
            int x = 0;
            int y = 0;

            switch (direction)
            {// TODO: check if it is ok for east/west. Ok for north/south
            // pour l'instant, on se déplace haut/bas/gauche/droite, pas de diagonale
            case MoveDirection.North: y = 1; break;

            case MoveDirection.South: y = -1; break;

            case MoveDirection.East: x = -1; break;

            case MoveDirection.West: x = 1; break;

                /*case MoveDirection.NorthWest: y = 1; x = 1; break;
                 * case MoveDirection.NorthEast: y = 1; x = -1; break;
                 * case MoveDirection.SouthWest: y = -1; x = 1; break;
                 * case MoveDirection.SouthEast: y = -1; x = -1; break;
                 */
            }
            switch (MainGame.TheMap[bot.X + x, bot.Y + y])
            {
            case CaseState.Empty:
                MainGame.ViewerMovePlayer(bot.X, bot.Y, (byte)(bot.X + x), (byte)(bot.Y + y));
                MainGame.TheMap[bot.X, bot.Y] = CaseState.Empty;
                bot.X = (byte)(bot.X + x);
                bot.Y = (byte)(bot.Y + y);
                MainGame.TheMap[bot.X, bot.Y] = CaseState.Ennemy;
                SendPositionToCockpit();
                break;

            case CaseState.Energy:
                MainGame.ViewerClearCase((byte)(bot.X + x), (byte)(bot.Y + y));
                MainGame.ViewerMovePlayer(bot.X, bot.Y, (byte)(bot.X + x), (byte)(bot.Y + y));
                MainGame.TheMap[bot.X, bot.Y] = CaseState.Empty;
                bot.X = (byte)(bot.X + x);
                bot.Y = (byte)(bot.Y + y);
                MainGame.TheMap[bot.X, bot.Y] = CaseState.Ennemy;
                UInt16 temp = (UInt16)(MainGame.RND.Next(1 + MainGame.Settings.EnergyPodMax - MainGame.Settings.EnergyPodFrom) + MainGame.Settings.EnergyPodFrom);
                bot.Energy += temp;
                Console.WriteLine($"Bot {bot.Name} win energy: {temp}");
                bot.Score += MainGame.Settings.PointByEnergyFound;
                SendPositionToCockpit();
                break;

            case CaseState.Ennemy:     // on tamponne un bot adverse
                if (bot.ShieldLevel >= MainGame.Settings.EnergyLostContactEnemy)
                {
                    bot.ShieldLevel -= MainGame.Settings.EnergyLostContactEnemy;
                    MainGame.ViewerPlayerShield(bot.X, bot.Y, bot.ShieldLevel);
                }
                else
                {
                    UInt16 tmp = bot.ShieldLevel;
                    bot.ShieldLevel = 0;
                    tmp             = (UInt16)(2 * (MainGame.Settings.EnergyLostContactEnemy - tmp));
                    if (bot.Energy >= tmp)
                    {
                        bot.Energy -= tmp;
                    }
                    else
                    {
                        bot.Energy = 0;
                    }
                }
                // perte du champ occultant
                if (bot.CloakLevel > 0)
                {
                    bot.CloakLevel = 0;
                    MainGame.ViewerPlayerCloak(bot.X, bot.Y, bot.CloakLevel);
                }
                bot.Score += MainGame.Settings.PointByEnnemyTouch;
                Console.WriteLine($"Bot {bot.Name} tamponne un bot ennemi !");
                TouchEnemy((UInt16)(bot.X + x), (UInt16)(bot.Y + y));
                break;

            case CaseState.Wall:
                if (bot.ShieldLevel > 0)
                {
                    bot.ShieldLevel--;
                    MainGame.ViewerPlayerShield(bot.X, bot.Y, bot.ShieldLevel);
                }
                else
                {
                    if (bot.Energy > MainGame.Settings.EnergyLostContactWall)
                    {
                        bot.Energy -= MainGame.Settings.EnergyLostContactWall;
                    }
                    else
                    {
                        bot.Energy = 0;
                    }
                }
                // perte du champ occultant
                if (bot.CloakLevel > 0)
                {
                    bot.CloakLevel = 0;
                    MainGame.ViewerPlayerCloak(bot.X, bot.Y, bot.CloakLevel);
                }
                break;
            }
            await SendChangeInfo();

            //MainGame.RefreshViewer();
            if (bot.Energy == 0)
            {
                await SendDead();
            }
        } // DoMove