Example #1
0
        /// <inheritdoc/>
        public void StartGame(StartGameRequest request)
        {
            try
            {
                lock (this.Padlock)
                {
                    if (this.LobbyMode != Mode.LobbyMode)
                    {
                        return;
                    }

                    this.Difficulty  = request.Difficulty;
                    this.LobbyMode   = Mode.InputMode;
                    this.RoundNumber = 1;

                    this.Broadcaster.GameMode(request.StageNumber, (byte)request.Difficulty);
                    this.Broadcaster.InputRound(this.RoundNumber);

                    EnemyDefinitions enemies = EnemyDefinitions.Parse(StorageAPI.DownloadEnemies());
                    RoundDefinitions rounds  = RoundDefinitions.Parse(StorageAPI.DownloadRounds());
                    Stage            stage   = Stage.Parse(StorageAPI.DownloadStage(request.StageNumber));
                    TowerDefinitions towers  = TowerDefinitions.Parse(StorageAPI.DownloadTowers());
                    this.NumberOfRounds = rounds.Rounds.Count;
                    this.EcsContainer   = new EcsContainer(
                        this.Broadcaster,
                        request.Difficulty,
                        enemies,
                        rounds,
                        stage,
                        towers
                        );
                    this.EcsContainer.UpdateClientSystem.UpdateClients();
                }
            }
            finally
            {
                this.ResetInactivityTimer();
            }
        }
Example #2
0
        /// <summary>
        /// Initializes a new instance of the <see cref="EcsContainer"/> class.
        /// </summary>
        /// <param name="broadcaster"><see cref="Broadcaster"/> to send game messages to.</param>
        /// <param name="difficulty">Difficulty of this game instance.</param>
        /// <param name="enemies">Enemy definitions to utilize.</param>
        /// <param name="rounds">Round definitions to utilize.</param>
        /// <param name="stage"><see cref="Stage"/> to play on.</param>
        /// <param name="towers">Tower definitions to utilize.</param>
        public EcsContainer(
            Broadcaster broadcaster,
            StartGameRequest.Difficulties difficulty,
            EnemyDefinitions enemies,
            RoundDefinitions rounds,
            Stage stage,
            TowerDefinitions towers
            )
        {
            this.world   = new EcsWorld();
            this.systems = new EcsSystems(this.world);

            Dictionary <string, EnemyType> enemyTypeMap = new Dictionary <string, EnemyType>();

            foreach (EnemyType enemyType in enemies.EnemyTypes)
            {
                enemyTypeMap.Add(enemyType.Name, enemyType);
            }

            GameComponent gameSettings = new GameComponent()
            {
                Broadcaster  = broadcaster,
                EnemyTypeMap = enemyTypeMap,
                Stage        = stage,
                TickDuration = 1d / TickNumber,
                Time         = 0d,
            };

            switch (difficulty)
            {
            case StartGameRequest.Difficulties.EASY:
                gameSettings.TowerCostFactor = 0.8d;
                gameSettings.TowerSaleFactor = 0.9d;
                break;

            case StartGameRequest.Difficulties.MEDIUM:
                gameSettings.TowerCostFactor = 1.0d;
                gameSettings.TowerSaleFactor = 0.8d;
                break;

            case StartGameRequest.Difficulties.HARD:
                gameSettings.TowerCostFactor = 1.2d;
                gameSettings.TowerSaleFactor = 0.6d;
                break;
            }

            // Init
            _ = this.systems.Add(new GameInitializeSystem(gameSettings));
            _ = this.systems.Add(new PlayerInitializeSystem());

            // Input
            this.PlaceEnemySystem = new PlaceEnemySystem(rounds);
            _ = this.systems.Add(this.PlaceEnemySystem);
            this.PlaceTowerSystem = new PlaceTowerSystem(towers);
            _ = this.systems.Add(this.PlaceTowerSystem);
            this.SellTowerSystem = new SellTowerSystem();
            _ = this.systems.Add(this.SellTowerSystem);
            this.UpdateClientSystem = new UpdateClientSystem();
            _ = this.systems.Add(this.UpdateClientSystem);

            // Pre-frame
            _ = this.systems.Add(new TimeSystem());

            // Frame
            _ = this.systems.Add(new ShootingSystem());
            _ = this.systems.Add(new ImpactTimerSystem());
            _ = this.systems.Add(new ReloadSystem());
            _ = this.systems.Add(new PathMoveSystem());
            _ = this.systems.Add(new HurtPlayerSystem());

            // Post-frame
            _ = this.systems.Add(new EndRoundSystem(this));

            // Debug

            _ = this.systems.ProcessInjects();
            this.systems.Init();
        }