Beispiel #1
0
        public List <object> QueryGame(string playerName, int intQueryType, int[] arguments)
        {
            var queryType = (GameQueryType)intQueryType;
            var result    = new List <object> {
                intQueryType
            };

            var player = FindPlayer(playerName);

            if (player?.Entity.Being.IsAlive != true)
            {
                return(result);
            }

            var manager = player.Entity.Manager;
            var context = new SerializationContext(_dbContext, player.Entity, _gameServices);

            switch (queryType)
            {
            case GameQueryType.SlottableAbilities:
                var slot = arguments[0];
                result.Add(slot);
                var abilities = new List <object>();
                result.Add(abilities);

                foreach (var slottableAbilityEntity in manager.AbilitiesToAffectableRelationship[player.EntityId])
                {
                    var ability = slottableAbilityEntity.Ability;
                    if (!ability.IsUsable)
                    {
                        continue;
                    }

                    if (slot == AbilitySlottingSystem.DefaultMeleeAttackSlot)
                    {
                        if (ability.Template?.Type == AbilityType.DefaultAttack &&
                            ((WieldingAbility)ability.Template).ItemType == ItemType.WeaponMelee)
                        {
                            abilities.Add(AbilitySnapshot.Serialize(slottableAbilityEntity, null, context));
                        }
                    }
                    else if (slot == AbilitySlottingSystem.DefaultRangedAttackSlot)
                    {
                        if (ability.Template?.Type == AbilityType.DefaultAttack &&
                            ((WieldingAbility)ability.Template).ItemType == ItemType.WeaponRanged)
                        {
                            abilities.Add(AbilitySnapshot.Serialize(slottableAbilityEntity, null, context));
                        }
                    }
                    else if ((ability.Activation & ActivationType.Slottable) != 0 &&
                             ability.Template?.Type != AbilityType.DefaultAttack)
                    {
                        abilities.Add(AbilitySnapshot.Serialize(slottableAbilityEntity, null, context));
                    }
                }

                break;

            case GameQueryType.PlayerAttributes:
                result.Add(LevelActorSnapshot.SerializeAttributes(player.Entity, SenseType.Sight, context));
                break;

            case GameQueryType.PlayerAdaptations:
                result.Add(PlayerSnapshot.SerializeAdaptations(player.Entity, context));
                break;

            case GameQueryType.PlayerSkills:
                result.Add(PlayerSnapshot.SerializeSkills(player.Entity, context));
                break;

            case GameQueryType.ActorAttributes:
                var actorKnowledge = manager.FindEntity(arguments[0])?.Knowledge;

                result.Add(LevelActorSnapshot.SerializeAttributes(
                               actorKnowledge?.KnownEntity, actorKnowledge?.SensedType ?? SenseType.None, context));
                break;

            case GameQueryType.ItemAttributes:
                var itemEntity    = manager.FindEntity(arguments[0]);
                var item          = itemEntity?.Item;
                var itemKnowledge = itemEntity?.Knowledge;

                if (item != null)
                {
                    result.Add(InventoryItemSnapshot.SerializeAttributes(itemEntity, SenseType.Sight, context));
                }
                else
                {
                    result.Add(InventoryItemSnapshot.SerializeAttributes(
                                   itemKnowledge?.KnownEntity, itemKnowledge?.SensedType ?? SenseType.None, context));
                }

                break;

            case GameQueryType.AbilityAttributes:
                var abilityEntity = manager.FindEntity(arguments[0]);

                var ownerEntity     = abilityEntity.Ability.OwnerEntity;
                var activatorEntity = abilityEntity.Ability.OwnerEntity.HasComponent(EntityComponent.Item)
                        ? player.Entity
                        : ownerEntity;

                result.Add(AbilitySnapshot.SerializeAttributes(abilityEntity, activatorEntity, context));
                break;

            default:
                throw new InvalidOperationException($"Query type {intQueryType} not supported");
            }

            return(result);
        }
Beispiel #2
0
        public static List <object> Serialize(
            GameEntity levelEntity, EntityState?state, LevelSnapshot snapshot, SerializationContext context)
        {
            var           manager = context.Manager;
            var           level   = levelEntity.Level;
            List <object> properties;

            switch (state)
            {
            case null:
            case EntityState.Added:
                var knownTerrain = new List <short>();
                for (short j = 0; j < level.KnownTerrain.Length; j++)
                {
                    var feature = level.KnownTerrain[j];
                    if (feature != (byte)MapFeature.Unexplored)
                    {
                        knownTerrain.Add(j);
                        knownTerrain.Add(feature);
                    }
                }

                var wallNeighbours = new List <short>();
                for (short j = 0; j < level.WallNeighbours.Length; j++)
                {
                    if (level.KnownTerrain[j] == (byte)MapFeature.Unexplored)
                    {
                        continue;
                    }

                    var neighbours = level.WallNeighbours[j] & (byte)DirectionFlags.Cross;
                    if (neighbours != (byte)DirectionFlags.None)
                    {
                        wallNeighbours.Add(j);
                        wallNeighbours.Add((byte)neighbours);
                    }
                }

                var visibleTerrain = new List <short>();
                for (short j = 0; j < level.VisibleTerrain.Length; j++)
                {
                    var visibility = level.VisibleTerrain[j];
                    if (visibility != 0)
                    {
                        visibleTerrain.Add(j);
                        visibleTerrain.Add(visibility);
                    }
                }

                properties = state == null
                        ? new List <object>(10)
                        : new List <object>(11)
                {
                    (int)state
                };

                properties.Add(GetActors(levelEntity, manager)
                               .Select(a => LevelActorSnapshot.Serialize(a, null, context)).ToList());
                properties.Add(GetItems(levelEntity, manager)
                               .Select(t => LevelItemSnapshot.Serialize(t, null, null, context)).ToList());
                properties.Add(GetConnections(levelEntity, manager)
                               .Select(c => ConnectionSnapshot.Serialize(c, null, context)).ToList());
                properties.Add(knownTerrain);
                properties.Add(wallNeighbours);
                properties.Add(visibleTerrain);
                properties.Add(level.BranchName);
                properties.Add(level.Depth);
                properties.Add(level.Width);
                properties.Add(level.Height);
                return(properties);

            default:
                var levelEntry = context.DbContext.Entry(level);
                properties = new List <object> {
                    (int)state
                };

                var i = 2;
                var serializedActors = GameTransmissionProtocol.Serialize(
                    GetActors(levelEntity, manager),
                    snapshot.ActorsSnapshot,
                    LevelActorSnapshot.Serialize,
                    context);
                if (serializedActors.Count > 0)
                {
                    properties.Add(i);
                    properties.Add(serializedActors);
                }

                i++;
                var serializedItems = GameTransmissionProtocol.Serialize(
                    GetItems(levelEntity, manager),
                    snapshot.ItemsSnapshot,
                    LevelItemSnapshot.Serialize,
                    context);
                if (serializedItems.Count > 0)
                {
                    properties.Add(i);
                    properties.Add(serializedItems);
                }

                i++;
                var serializedConnections = GameTransmissionProtocol.Serialize(
                    GetConnections(levelEntity, manager),
                    snapshot.ConnectionsSnapshot,
                    ConnectionSnapshot.Serialize,
                    context);
                if (serializedConnections.Count > 0)
                {
                    properties.Add(i);
                    properties.Add(serializedConnections);
                }

                if (levelEntry.State != EntityState.Unchanged)
                {
                    i++;
                    var wallNeighboursChanges = new List <object>();
                    var knownTerrainChanges   = new List <object>(level.KnownTerrainChanges.Count * 2);
                    if (level.KnownTerrainChanges.Count > 0)
                    {
                        foreach (var terrainChange in level.KnownTerrainChanges)
                        {
                            knownTerrainChanges.Add(terrainChange.Key);
                            knownTerrainChanges.Add(terrainChange.Value);

                            wallNeighboursChanges.Add(terrainChange.Key);
                            wallNeighboursChanges.Add(level.WallNeighbours[terrainChange.Key] &
                                                      (byte)DirectionFlags.Cross);
                        }
                    }

                    if (level.TerrainChanges.Count > 0)
                    {
                        foreach (var terrainChange in level.TerrainChanges)
                        {
                            if (level.VisibleTerrain[terrainChange.Key] == 0)
                            {
                                continue;
                            }

                            knownTerrainChanges.Add(terrainChange.Key);
                            knownTerrainChanges.Add(terrainChange.Value);
                        }
                    }

                    if (knownTerrainChanges.Count > 0)
                    {
                        properties.Add(i);
                        properties.Add(knownTerrainChanges);
                    }

                    i++;
                    if (level.WallNeighboursChanges.Count > 0)
                    {
                        foreach (var wallNeighboursChange in level.WallNeighboursChanges)
                        {
                            if (level.VisibleTerrain[wallNeighboursChange.Key] == 0)
                            {
                                continue;
                            }

                            wallNeighboursChanges.Add(wallNeighboursChange.Key);
                            wallNeighboursChanges.Add(wallNeighboursChange.Value & (byte)DirectionFlags.Cross);
                        }
                    }

                    if (wallNeighboursChanges.Count > 0)
                    {
                        properties.Add(i);
                        properties.Add(wallNeighboursChanges);
                    }

                    i++;
                    if (level.VisibleTerrainChanges.Count > 0)
                    {
                        properties.Add(i);
                        var changes = new object[level.VisibleTerrainChanges.Count * 2];
                        var j       = 0;
                        foreach (var visibleTerrainChange in level.VisibleTerrainChanges)
                        {
                            changes[j++] = visibleTerrainChange.Key;
                            changes[j++] = visibleTerrainChange.Value;
                        }

                        properties.Add(changes);
                    }
                }

                return(properties.Count > 1 ? properties : null);
            }
        }