Beispiel #1
0
        public void HandleOnGameMaster(Messages.GameMaster.IConnection connection)
        {
            var msg = new Data();

            IPlayer player = connection.GameState.BluePlayers.FirstOrDefault(p => p.Guid.ToString() == this.playerGuid);

            if (player == null)
            {
                player = connection.GameState.RedPlayers.FirstOrDefault(p => p.Guid.ToString() == this.playerGuid);
            }
            msg.playerId = player.Id;
            Piece[] pickedUpPiece = new Piece[1];
            foreach (PieceInfo p in connection.GameState.Pieces)
            {
                if (player.Location.x == p.Location.x && player.Location.y == p.Location.y)
                {
                    p.Piece.playerId          = player.Id;
                    p.Piece.playerIdSpecified = true;
                    pickedUpPiece[0]          = new Piece()
                    {
                        type = PieceType.unknown, playerId = player.Id, playerIdSpecified = true, id = p.Piece.id
                    };
                    msg.Pieces = pickedUpPiece;
                    connection.GameState.CalculateManhattanDistance();
                }
            }
            msg.gameFinished = connection.GameState.GameFinished;
            var serializer = new Messages.XmlHandling.Serializer(msg);

            connection.DelayMessage(serializer, connection.GameState.ActionCosts.PickUpDelay);
        }
Beispiel #2
0
Datei: Move.cs Projekt: m-s-z/SE2
        public void HandleOnGameMaster(Messages.GameMaster.IConnection connection)
        {
            IPlayer player = connection.GameState.BluePlayers.FirstOrDefault(p => p.Guid.ToString() == this.playerGuid);

            if (player == null)
            {
                player = connection.GameState.RedPlayers.FirstOrDefault(p => p.Guid.ToString() == this.playerGuid);
            }
            //TO DO:location of piece carried by player should also change
            var location = Validate(connection, player);
            var piece    = connection.GameState.Pieces.FirstOrDefault(p => p.Piece.playerId == player.Id && p.Piece.playerIdSpecified == true);

            if (piece != null)
            {
                piece.Location = location;
            }
            var msg = new Data();

            msg.PlayerLocation = player.Location = location;
            msg.playerId       = player.Id;
            msg.gameFinished   = connection.GameState.GameFinished;
            var  serializer = new Messages.XmlHandling.Serializer(msg);
            Task delay      = new Task(() => {
                System.Threading.Thread.Sleep((int)connection.GameState.ActionCosts.MoveDelay);
                connection.SendMessage(serializer.Serialize());
                Console.WriteLine("I have waited for: " + (int)connection.GameState.ActionCosts.MoveDelay);
            });

            delay.Start();
        }
Beispiel #3
0
        private TaskField[] GetSurroundingFields(Messages.GameMaster.IConnection connection, IPlayer player)
        {
            var gameState  = connection.GameState;
            var location   = player.Location;
            var taskFields = new List <TaskField>();

            for (int i = -1; i <= 1; i++)
            {
                for (int j = -1; j <= 1; j++)
                {
                    if (location.x + i < 0 || location.x + i >= gameState.BoardWidth ||
                        location.y + j < 0 || location.y + j >= (gameState.TaskAreaLength + gameState.GoalAreaLength * 2))
                    {
                        continue;
                    }
                    if (gameState.BoardList[(int)location.x + i][(int)location.y + j] is Xsd2.TaskField)
                    {
                        //Console.WriteLine(" my location x is: " + location.x + " y is: " + location.y);
                        taskFields.Add(gameState.BoardList[(int)location.x + i][(int)location.y + j] as TaskField);
                    }
                }
            }

            return(taskFields?.ToArray());
        }
Beispiel #4
0
        public void HandleOnGameMaster(Messages.GameMaster.IConnection connection)
        {
            var sender = connection.GameState.GetPlayerByGuid(this.playerGuid);

            if (connection.GameState.GetPlayerById(this.withPlayerId) == null)
            {
                RejectKnowledgeExchange msg = new RejectKnowledgeExchange(this.withPlayerId, sender.Id, true);
                var serializer = new Messages.XmlHandling.Serializer(msg);
                connection.SendMessage(serializer.Serialize());
            }
            else
            {
                Tuple <ulong, ulong> pair = new Tuple <ulong, ulong>(sender.Id, this.withPlayerIdField);

                if (connection.GameState.PlayerPairs.FirstOrDefault(x => x.Item1 == sender.Id && x.Item2 == this.withPlayerId) == null)
                {
                    //no pair yet
                    KnowledgeExchangeRequest msg = new KnowledgeExchangeRequest(this.withPlayerId, sender.Id);
                    var serializer = new Messages.XmlHandling.Serializer(msg);
                    connection.GameState.PlayerPairs.Add(pair);
                    connection.DelayMessage(serializer, connection.GameState.ActionCosts.KnowledgeExchangeDelay);
                }
                else
                {
                    // pair exists
                    connection.GameState.PlayerPairs.RemoveAll(x => x.Item1 == sender.Id && x.Item2 == this.withPlayerId);
                    AcceptExchangeRequest msg = new AcceptExchangeRequest(this.withPlayerId, sender.Id);
                    var serializer            = new Messages.XmlHandling.Serializer(msg);
                    connection.SendMessage(serializer.Serialize());
                }
            }
        }
Beispiel #5
0
        public void HandleOnGameMaster(Messages.GameMaster.IConnection connection)
        {
            var     msg    = new Data();
            IPlayer player = connection.GameState.BluePlayers.FirstOrDefault(p => p.Guid.ToString() == this.playerGuid);

            if (player == null)
            {
                player = connection.GameState.RedPlayers.FirstOrDefault(p => p.Guid.ToString() == this.playerGuid);
            }
            msg.playerId = player.Id;
            Piece[] checkedPiece = new Piece[1];

            foreach (PieceInfo p in connection.GameState.Pieces)
            {
                if (player.Id == p.Piece.playerId)
                {
                    checkedPiece[0] = new Piece()
                    {
                        type = p.Piece.type, playerId = player.Id, playerIdSpecified = true, id = p.Piece.id
                    };
                    msg.Pieces = checkedPiece;
                }
            }
            msg.gameFinished = connection.GameState.GameFinished;

            var serializer = new Messages.XmlHandling.Serializer(msg);

            connection.DelayMessage(serializer, connection.GameState.ActionCosts.TestDelay);
        }
        public void HandleOnGameMaster(Messages.GameMaster.IConnection connection)
        {
            var guid      = Guid.NewGuid();
            var gameState = connection.GameState;
            var msg       = new ConfirmJoiningGame(gameState.GameId, guid, this.playerId, new Player(this.playerId, this.preferredTeam, this.preferredRole));

            connection.AddPlayer(guid, msg.playerId, this.preferredTeam, this.preferredRole);

            var serializer = new Messages.XmlHandling.Serializer(msg);

            connection.SendMessage(serializer.Serialize());
            if (((ulong)gameState.RedPlayers.Count == gameState.RedTeamMax)
                &&
                ((ulong)gameState.BluePlayers.Count == gameState.BlueTeamMax))
            {
                gameState.GameStarted = true;
                var gameMsg = new Game();
                gameMsg.Players = new Player[gameState.RedTeamMax + gameState.BlueTeamMax];
                int index = 0;
                for (int i = 0; i < (int)gameState.RedTeamMax; i++, index++)
                {
                    var p = gameState.RedPlayers[i];
                    gameMsg.Players[index] = new Player(p.Id, p.TeamColour, p.PlayerType);
                }
                for (int i = 0; i < (int)gameState.BlueTeamMax; i++, index++)
                {
                    var p = gameState.BluePlayers[i];
                    gameMsg.Players[index] = new Player(p.Id, p.TeamColour, p.PlayerType);
                }
                connection.GameState.SetPlayerLocations();
                Console.WriteLine("Sending game msg");
                gameMsg.Board             = new GameBoard();
                gameMsg.Board.goalsHeight = (uint)connection.GameState.GoalAreaLength;
                gameMsg.Board.tasksHeight = (uint)connection.GameState.TaskAreaLength;
                gameMsg.Board.width       = (uint)connection.GameState.BoardWidth;

                foreach (var player in connection.GameState.RedPlayers)
                {
                    gameMsg.playerId       = player.Id;
                    gameMsg.PlayerLocation = player.Location;
                    serializer             = new Serializer(gameMsg);
                    connection.SendMessage(serializer.Serialize());
                }
                foreach (var player in connection.GameState.BluePlayers)
                {
                    gameMsg.playerId       = player.Id;
                    gameMsg.PlayerLocation = player.Location;
                    serializer             = new Serializer(gameMsg);
                    connection.SendMessage(serializer.Serialize());
                }
                var gameStartedMsg = new GameStarted(connection.GameState.GameId);
                serializer = new Serializer(gameStartedMsg);
                connection.SendMessage(serializer.Serialize());

                connection.GameState.StartSpawningPieces();
            }
        }
Beispiel #7
0
 private bool CheckIfEnding(Messages.GameMaster.IConnection connection)
 {
     //Console.WriteLine("i red goal values : " + connection.GameState.RedGoalsFinished + " blue goals finished " + connection.GameState.BlueGoalsFinished);
     //Console.WriteLine("i red goal TO BE DONE : " + connection.GameState.RedNumberOfGoals + " blue goals TO BE DONE " + connection.GameState.BlueNumberOfGoals);
     if (connection.GameState.RedGoalsFinished == connection.GameState.RedNumberOfGoals)
     {
         return(true);
     }
     if (connection.GameState.BlueGoalsFinished == connection.GameState.BlueNumberOfGoals)
     {
         return(true);
     }
     return(false);
 }
Beispiel #8
0
        public void HandleOnGameMaster(Messages.GameMaster.IConnection connection)
        {
            var     msg    = new Data();
            IPlayer player = connection.GameState.BluePlayers.FirstOrDefault(p => p.Guid.ToString() == this.playerGuid);

            if (player == null)
            {
                player = connection.GameState.RedPlayers.FirstOrDefault(p => p.Guid.ToString() == this.playerGuid);
            }
            msg.TaskFields   = GetSurroundingFields(connection, player);
            msg.playerId     = player.Id;
            msg.gameFinished = connection.GameState.GameFinished;
            var serializer = new Messages.XmlHandling.Serializer(msg);

            connection.DelayMessage(serializer, connection.GameState.ActionCosts.DiscoverDelay);
        }
Beispiel #9
0
Datei: Move.cs Projekt: m-s-z/SE2
        private Location Validate(Messages.GameMaster.IConnection connection, IPlayer player)
        {
            var gameState   = connection.GameState;
            var newLocation = GetNewPlayerLocation(player);

            if (player.TeamColour == TeamColour.red)
            {
                if (newLocation.y >= (gameState.GoalAreaLength + gameState.TaskAreaLength) || newLocation.y < 0)
                {
                    return(player.Location);
                }
            }
            if (player.TeamColour == TeamColour.blue)
            {
                if (newLocation.y >= (gameState.GoalAreaLength * 2 + gameState.TaskAreaLength) ||
                    newLocation.y < (gameState.GoalAreaLength))
                {
                    return(player.Location);
                }
            }
            if (newLocation.x >= gameState.BoardWidth || newLocation.x < 0)
            {
                return(player.Location);
            }
            foreach (var p in gameState.RedPlayers)
            {
                if (p.Location.x == newLocation.x && p.Location.y == newLocation.y &&
                    p.Id != player.Id)
                {
                    return(player.Location);
                }
            }
            foreach (var p in gameState.BluePlayers)
            {
                if (p.Location.x == newLocation.x && p.Location.y == newLocation.y &&
                    p.Id != player.Id)
                {
                    return(player.Location);
                }
            }
            return(newLocation);
        }
Beispiel #10
0
 public void HandleOnGameMaster(Messages.GameMaster.IConnection connection)
 {
     try
     {
         Console.WriteLine("Player id #{0} disconnected", this.playerId);
         connection.GameState.RemovePlayer(this.playerId);
         if (connection.GameState.GameStarted == true &&
             connection.GameState.RedPlayers.Count == 0 &&
             connection.GameState.BluePlayers.Count == 0)
         {
             connection.Disconnect();
             Console.WriteLine("All players disconnected");
         }
     }
     catch (ArgumentNullException)
     {
         Console.WriteLine("Invalid msg: {0}", this);
     }
     Thread.Sleep(2000);
 }
 public void HandleOnGameMaster(Messages.GameMaster.IConnection connection)
 {
     connection.Disconnect();
 }
Beispiel #12
0
        public void HandleOnGameMaster(Messages.GameMaster.IConnection connection)
        {
            var msg = new Data();

            IPlayer player = connection.GameState.BluePlayers.FirstOrDefault(p => p.Guid.ToString() == this.playerGuid);

            if (player == null)
            {
                player = connection.GameState.RedPlayers.FirstOrDefault(p => p.Guid.ToString() == this.playerGuid);
            }
            msg.playerId = player.Id;

            Piece[]     placedPiece = new Piece[1];
            GoalField[] goalFields  = new GoalField[1];
            //we pick piece which shares the location with player.
            PieceInfo myPiece = connection.GameState.Pieces.First(p => p.Location.x == player.Location.x &&
                                                                  p.Location.y == player.Location.y &&
                                                                  p.Piece.playerId == player.Id &&
                                                                  p.Piece.playerIdSpecified == true);

            if (myPiece.Piece.type != PieceType.sham)
            {
                //if piece is on place we are standing,
                foreach (PieceInfo p in connection.GameState.Pieces)
                {
                    if (player.Location.x == p.Location.x && player.Location.y == p.Location.y)
                    {
                        if (player.Id != p.Piece.playerId)
                        {
                            placedPiece[0] = new Piece()
                            {
                                type = myPiece.Piece.type, playerId = player.Id, playerIdSpecified = true, id = myPiece.Piece.id
                            };
                        }
                    }
                }
                // this is overriding the lines before, we need to think through this process.
                placedPiece[0] = new Piece()
                {
                    type = myPiece.Piece.type, id = myPiece.Piece.id
                };

                foreach (List <Xsd2.Field> flist in connection.GameState.BoardList)
                {
                    foreach (var f in flist)
                    {
                        if (f is GoalField)
                        {
                            if (f.x == player.Location.x && f.y == player.Location.y)
                            {
                                goalFields[0] = new GoalField()
                                {
                                    playerId = player.Id, type = ((GoalField)f).type, playerIdSpecified = true, x = f.x, y = f.y
                                };
                                Console.WriteLine(((GoalField)f).type);
                                Console.WriteLine("f.x: " + f.x + ", f.y: " + f.y);
                                Console.WriteLine(" x " + player.Location.x + " y " + player.Location.y);
                                //testing whether piece is not sham.
                                if (((GoalField)f).type == GoalFieldType.goal && myPiece.Piece.type == PieceType.normal)
                                {
                                    if (player.TeamColour == TeamColour.red)
                                    {
                                        connection.GameState.RedGoalsFinished++;
                                    }
                                    else
                                    {
                                        connection.GameState.BlueGoalsFinished++;
                                    }
                                }
                            }
                        }
                    }
                }
                // why do we send here piece?
                msg.Pieces     = placedPiece; // we are still or not holding it.
                msg.GoalFields = goalFields;
                if (connection.GameState.GameFinished != true)
                {
                    connection.GameState.GameFinished = CheckIfEnding(connection);
                }
                //edit
                msg.gameFinished = connection.GameState.GameFinished;
                var serializer = new Messages.XmlHandling.Serializer(msg);
                connection.DelayMessage(serializer, connection.GameState.ActionCosts.PlacingDelay);
            }
            else
            {
                connection.GameState.Pieces.First(p => p.Location.x == player.Location.x &&
                                                  p.Location.y == player.Location.y &&
                                                  p.Piece.playerId == player.Id &&
                                                  p.Piece.playerIdSpecified == true).Piece.playerIdSpecified = false;
                //we are sending the keep alive back
                var serializer = new Messages.XmlHandling.Serializer(char.ToString((char)23));
            }
        }