private void btnStartGame_Click(object sender, RoutedEventArgs e) { ShowInfo("*** Sending start game ***"); if (cmbPlayers.SelectedItem != null) { var item = cmbPlayers.SelectedItem as ComboBoxItem; if (item != null) { string id = (string)item.Tag; if (!string.IsNullOrEmpty(id)) { //var userReq = OrderFactory.CreateSetPlayerSelectUserOrder("Jan"); //_gameClient.Send(userReq); //ShowInfo("*** Player selects user " + userReq.Id); var selectReq = GameControlRequest.CreateControlRequestObject( CommsMarshaller.GameControlRequestType.PlayerSelectScenarioPlayer, id, "", 0); _gameClient.Send(selectReq); ShowInfo("*** Player selects scenario player " + id); } } } GameControlRequest req = GameControlRequest.CreateControlRequestObject( CommsMarshaller.GameControlRequestType.GameSceneLoaded, "", "", 0); _gameClient.Send(req); req = GameControlRequest.CreateControlRequestObject( CommsMarshaller.GameControlRequestType.StartGame, "", "", 0); _gameClient.Send(req); var timeComprReq = GameControlRequest.CreateControlRequestObject(CommsMarshaller.GameControlRequestType.SetTimeCompressionRatio, "", "", 10); _gameClient.Send(timeComprReq); }
private void btnScenario_Click(object sender, RoutedEventArgs e) { if (_gameClient == null) { ShowInfo("** NOT CONNECTED **"); return; } GameControlRequest reqCampaign = GameControlRequest.CreateControlRequestObject( CommsMarshaller.GameControlRequestType.PlayerSelectCampaign, "test", string.Empty, 0); _gameClient.Send(reqCampaign); ShowInfo("*** Sending select scenario ***"); if (cmbPlayers.SelectedItem != null) { var item = cmbPlayers.SelectedItem as ComboBoxItem; if (item != null) { string id = (string)item.Tag; if (!string.IsNullOrEmpty(id)) { var selectReq = GameControlRequest.CreateControlRequestObject( CommsMarshaller.GameControlRequestType.PlayerSelectScenarioPlayer, id, "", 0); _gameClient.Send(selectReq); } } } GameControlRequest req = GameControlRequest.CreateControlRequestObject( CommsMarshaller.GameControlRequestType.PlayerSelectScenario, txtScenario.Text, "", 0); _gameClient.Send(req); }
public void StartGame() { GameControlRequest req = GameControlRequest.CreateControlRequestObject( CommsMarshaller.GameControlRequestType.StartGame, "", "", 0); _client.Send(req); }
public static GameControlRequest CreateAutomaticActiveSensorResponseRequest(bool isAlwaysRespondingToActiveSensor) { GameControlRequest request = new GameControlRequest(); request.ControlRequestType = CommsMarshaller.GameControlRequestType.SetAutomaticActiveSensorResponse; request.IsParameter = isAlwaysRespondingToActiveSensor; return(request); }
public static GameControlRequest CreateSetPlayerSelectUserOrder(string userId) { GameControlRequest request = new GameControlRequest(); request.ControlRequestType = CommsMarshaller.GameControlRequestType.PlayerSelectUser; request.Id = userId; return(request); }
public static GameControlRequest CreateDefaultFoFDesignationRequest(bool isAllUndefinedTargetsHostile) { GameControlRequest request = new GameControlRequest(); request.ControlRequestType = CommsMarshaller.GameControlRequestType.SetUnknownContactFoFDesignation; request.IsParameter = isAllUndefinedTargetsHostile; return(request); }
/// <summary> /// Generates a request object to request from server a list of all non-carried units within /// a certain radius from a position. Server will respond by sending a GameStateInfo object /// over the network. /// </summary> /// <param name="position">Center of area</param> /// <param name="radiusM">Include units within this radius in meters from center</param> /// <returns>GameControlRequest</returns> public static GameControlRequest CreateGetAllUnitsInAreaRequest(PositionInfo position, double radiusM) { GameControlRequest request = new GameControlRequest(); request.ControlParameterValue = radiusM; request.Position = position; return(request); }
public static GameControlRequest CreateSetPlayerNameOrder(string playerName) { GameControlRequest request = new GameControlRequest(); request.ControlRequestType = CommsMarshaller.GameControlRequestType.PlayerSetName; request.Id = playerName; return(request); }
/// <summary> /// Create signal to backend that corresponds to existing EventTrigger. Signal must be equal to Id of EventTrigger. /// </summary> /// <param name="signal"></param> /// <returns></returns> public static GameControlRequest CreateTriggerSignal(string signal) { var request = new GameControlRequest(); request.ControlRequestType = CommsMarshaller.GameControlRequestType.TriggerSignal; request.ControlParameterString = signal; return(request); }
public static GameControlRequest CreateAutomaticEvasionStatusRequest(bool isAutomaticallyEvadingAttacks) { GameControlRequest request = new GameControlRequest(); request.ControlRequestType = CommsMarshaller.GameControlRequestType.SetAutomaticUnitEvasion; request.IsParameter = isAutomaticallyEvadingAttacks; return(request); }
public static GameControlRequest CreateRemoveHighLevelOrderRequest(string id) { GameControlRequest request = new GameControlRequest(); request.ControlRequestType = CommsMarshaller.GameControlRequestType.RemoveHighLevelOrder; request.Id = id; return(request); }
public static GameControlRequest CreateSetPlayerSelectCampaignOrder(string campaignId) { GameControlRequest request = new GameControlRequest(); request.ControlRequestType = CommsMarshaller.GameControlRequestType.PlayerSelectCampaign; request.Id = campaignId; return(request); }
public static GameControlRequest CreatePlayerSelectScenarioOrder(string scenarioId, int skillLevel) { GameControlRequest request = new GameControlRequest(); request.ControlRequestType = CommsMarshaller.GameControlRequestType.PlayerSelectScenario; request.Id = scenarioId; request.ControlParameterValue = skillLevel; return(request); }
public static GameControlRequest CreateMessageToPlayers(string playerId, string message) { GameControlRequest request = new GameControlRequest(); request.ControlRequestType = CommsMarshaller.GameControlRequestType.SendMessageToPlayers; request.ControlParameterString = message; request.Id = playerId; return(request); }
public static GameControlRequest CreateRenameGroupOrder(string unitId, string name) { GameControlRequest request = new GameControlRequest(); request.ControlRequestType = CommsMarshaller.GameControlRequestType.RenameGroup; request.ControlParameterString = name; request.Id = unitId; return(request); }
public static GameControlRequest CreateAutomaticTimeCompressionOnNoOrderRequest(bool isAutomaticallyChangingTimeCompressionOnNoOrder, double timeCompressionToChangeTo) { GameControlRequest request = new GameControlRequest(); request.ControlRequestType = CommsMarshaller.GameControlRequestType.SetAutomaticTimeCompressionOnNoOrder; request.IsParameter = isAutomaticallyChangingTimeCompressionOnNoOrder; request.ControlParameterValue = timeCompressionToChangeTo; return(request); }
public static GameControlRequest CreateCheatOrder(string cheatCode, string parameter) { GameControlRequest request = new GameControlRequest(); request.ControlRequestType = CommsMarshaller.GameControlRequestType.CheatCode; request.Id = cheatCode; request.ControlParameterString = parameter; return(request); }
public void SetTimeCompression(int compression) { GameControlRequest request = new GameControlRequest(); request.ControlRequestType = CommsMarshaller.GameControlRequestType.SetTimeCompressionRatio; request.ControlParameterValue = compression; GameManager.Instance.NetworkManager.Send(request); }
public static GameControlRequest CreateUnitWeaponOrdersOrder( GameConstants.WeaponOrders weaponOrders, string unitId) { GameControlRequest request = new GameControlRequest(); request.ControlRequestType = CommsMarshaller.GameControlRequestType.SetWeaponOrdersUnit; request.WeaponOrders = weaponOrders; request.Id = unitId; return(request); }
public static GameControlRequest CreateGlobalWeaponOrdersOrder( GameConstants.WeaponOrders weaponOrders, bool changeAllUnits) { GameControlRequest request = new GameControlRequest(); request.ControlRequestType = CommsMarshaller.GameControlRequestType.SetWeaponOrdersGlobal; request.WeaponOrders = weaponOrders; request.IsParameter = changeAllUnits; return(request); }
public static GameControlRequest CreateFriendOrFoeDesignationOrder(string detectedContactId, GameConstants.FriendOrFoe friendOrFoe) { GameControlRequest request = new GameControlRequest(); request.Id = detectedContactId; request.ControlRequestType = CommsMarshaller.GameControlRequestType.DesignateContactFriendOrFoe; request.FriendOrFoeDesignation = friendOrFoe; return(request); }
public static GameControlRequest CreateMessageToPlayers(GameConstants.SendMessageTo recipient, string message) { GameControlRequest request = new GameControlRequest(); request.ControlRequestType = CommsMarshaller.GameControlRequestType.SendMessageToPlayers; request.ControlParameterString = message; request.SendMessageTo = recipient; request.Id = string.Empty; return(request); }
private void btnEndGame_Click(object sender, RoutedEventArgs e) { GameControlRequest req = new GameControlRequest(); req.ControlRequestType = CommsMarshaller.GameControlRequestType.TerminateGame; _gameClient.Send(req); ShowInfo("Terminate object sent"); btnConnect.IsEnabled = true; _DetectedGroups.Clear(); _Detections.Clear(); _Units.Clear(); _Groups.Clear(); lstDetections.Items.Refresh(); lstUnits.Items.Refresh(); }
public void LoadScenario(string scenarioName) { GameControlRequest req = GameControlRequest.CreateControlRequestObject(CommsMarshaller.GameControlRequestType.PlayerSelectScenario, scenarioName, "", 0); _client.Send(req); }