Example #1
0
 /// <summary>
 /// Method for evaluating commands. Calls private functions based on what type of command is being evaluated.
 /// </summary>
 /// <param name="req">Command that is to be evaluated.</param>
 /// <param name="rules">Rulebook for checking dependancies, build time, etc...</param>
 /// <param name="player">Player that is requesting the command being evaluated.</param>
 /// <param name="time">Current game time.</param>
 /// <returns>Queue of translated commands resulting from the evaluations of req.</returns>
 internal Queue<Command> EvaluateCommand(Command req, RuleBook rules, Player player, TimeSpan time)
 {
     Queue<Command> retval = new Queue<Command>();
     switch (req.CmdType)
     {
         case Command.T_COMMAND.MOVE:
             retval = evaluateMove(req, rules, player, time);
             break;
         case Command.T_COMMAND.ADD:
             retval = evaluateAdd(req, rules, player, time);
             break;
         case Command.T_COMMAND.REMOVE:
             retval = evaluateRemove(req, rules, player, time);
             break;
         case Command.T_COMMAND.SET:
             retval = evaluateSet(req, rules, player, time);
             break;
         case Command.T_COMMAND.ERROR:
             retval = evaluateError(req, rules, player, time);
             break;
         case Command.T_COMMAND.CANCEL:
             retval = evaluateMove(req, rules, player, time);
             break;
         case Command.T_COMMAND.ATTACK:
             retval = evaluateAttack(req, rules, player, time);
             break;
         default:
             break;
     }
     return retval;
 }
Example #2
0
        public void updateBuffer(GameTime elps)
        {
            byte[] rawCmd = new byte[16];

            fileReader.Read(rawCmd, lastCmd, 16);
            lastCmd++;

            ulong first = 0;
            for (int i = 0; i < 8; i++)
            {
                first <<= 8;
                first |= rawCmd[i];
            }
            ulong second = 0;
            for (int i = 0; i < 8; i++)
            {
                second <<= 8;
                first |= rawCmd[i+8];
            }

            ulong [] cmdDat = new ulong[2];
            cmdDat[0] = first;
            cmdDat[1] = second;

            Command cmd = new Command(cmdDat);
            if (NewCommandEvent != null)
                NewCommandEvent.Invoke(this, new NewCommandEventArgs(cmd));
        }
Example #3
0
        protected virtual void handleMoveCommand(Command moveCommand)
        {
            MoveDecorator mov = new MoveDecorator(moveCommand);
            Vector2 position = new Vector2((float)mov.X, (float)mov.Y);

            Unit u = (Unit)GameObjectFactory.The.getGameObject(mov.UnitID);

            u.forceFinishAction();
            u.moveTo(position);
        }
Example #4
0
 protected virtual void handleAttackCommand(Command cmd)
 {
 }
Example #5
0
 /// <summary>
 /// Handle a unit added command. This function should read
 /// the data out of the command and either:
 /// 1. Use it to create a new game object from the factory or
 /// 2. Use it to ressurect a game object from the factory
 /// </summary>
 /// <param name="addCommand"></param>
 protected void handleAddUnitCommand(Command cmd)
 {
     AddDecorator addCommand = new AddDecorator(cmd);
     Unit newUnit = createNewUnit(addCommand.UnitID,addCommand.Type, addCommand.ParentID);
     Unit adder = (Unit)GameObjectFactory.The.getGameObject(addCommand.ParentID);
     newUnit.setPosition(adder.getPosition());
     units.Add(newUnit);
 }
Example #6
0
        /// <summary>
        /// Collect Changes from the host
        /// </summary>
        /// <param name="gamers">Clients.</param>
        public void clientReadPackets(GamerCollection<LocalNetworkGamer> gamers)
        {
            UInt64[] data = new UInt64[2];
            Command command;

            foreach (LocalNetworkGamer gamer in gamers)
            {
                while (gamer.IsDataAvailable)
                {
                    NetworkGamer sender;

                    gamer.ReceiveData(_reader, out sender);

                    if (sender.IsLocal)
                        return;

                    data[0] = (UInt64)_reader.ReadInt64();
                    data[1] = (UInt64)_reader.ReadInt64();

                    command = new Command(data);
                    if (command.CmdType == Command.T_COMMAND.ADD)
                    {

                    }
                    else if (command.CmdType == Command.T_COMMAND.SET)
                    {

                    }
                }
            }
        }
Example #7
0
        /// <summary>
        /// Collect requests from clients.
        /// </summary>
        /// <param name="gamers">List of Clients.</param>
        public void serverReadPackets(GamerCollection<LocalNetworkGamer> gamers, GameTime time)
        {
            UInt64[] data = new UInt64[2];

            foreach (LocalNetworkGamer gamer in gamers)
            {
                while (gamer.IsDataAvailable)
                {
                    NetworkGamer sender;
                    gamer.ReceiveData(_reader, out sender);

                    if (sender.IsLocal)
                        return;

                    data[0] = (UInt64)_reader.ReadInt64();
                    data[1] = (UInt64)_reader.ReadInt64();
                    Command command = new Command(data);
                    // TODO: Get Player from PlayerList
                    if(NewCommandEvent != null)
                        NewCommandEvent.Invoke(this, new NewCommandEventArgs(command, time.TotalGameTime, new Player()));
                }
            }
        }
Example #8
0
        private void init()
        {
            velocity = new Vector2();
            target = null;
            activeCommand = null;
            aggressive = false;
            pursue = false;

            engine = (Engine)((UnitType)Type).Engine.create();
        }
        public void update(GameTime elps, GamerCollection<LocalNetworkGamer> Gamers)
        {
            if (HostSession)
            {
                NetworkController.serverReadPackets(Gamers, elps);
                Queue<Command> commandsToDo = new Queue<Command>(2);
                Command nextCommand = new Command();
                //needs to be outvalue
                monirator.UpdateSchedule(elps);
                while (monirator.GetNextScheduledCommand(ref nextCommand))
                {
                    commandsToDo.Enqueue(nextCommand);
                }

                simulator.dispatchCommands(commandsToDo);
                simulator.step(elps);
            }
            else
            {

            }
        }
Example #10
0
 public CommandDecorator(Command cmd)
     : base(cmd.Cmd)
 {
     this.decoratedCommand = cmd;
 }
Example #11
0
 /// <summary>
 /// TODO: Impliment.
 /// </summary>
 /// <param name="req"></param>
 /// <param name="rules"></param>
 /// <param name="player"></param>
 /// <param name="time"></param>
 /// <returns></returns>
 private Queue<Command> evaluateSet(Command req, RuleBook rules, Player player, TimeSpan time)
 {
     throw new NotImplementedException();
 }
Example #12
0
 /// <summary>
 /// Method for evaluating Move Commands.
 /// </summary>
 /// <param name="req">Move Command being evaluated.</param>
 /// <param name="rules">RuleBook for evaluating the command.</param>
 /// <param name="player">Player who requested the move.</param>
 /// <param name="time">Current game time.</param>
 /// <returns>Queue of translated commands resulting from the evaluation.</returns>
 private Queue<Command> evaluateMove(Command req, RuleBook rules, Player player, TimeSpan time)
 {
     Queue<Command> retval = new Queue<Command>();
     // Decorate the command to get the required functionality.
     // Probably a better way to do this...
     Command move = new MoveDecorator(req);
     // Unit the command was acting on.
     ActiveGameObject unit = (ActiveGameObject)GameObjectFactory.The.getGameObject(move.Actor);
     Vector2 origin = unit.getPosition();
     Vector2 dest = new Vector2((long)move.X, (long)move.Y);
     List<Vector2> waypoints = _explorer.GetPath(origin, dest, _map);
     // Check that next waypoint is valid. Depending on implimentaiton of PathFinder, this may not be nessisary.
     if (waypoints.Count > 0 && _map.hasUnitsInPath(origin, waypoints[0]))
     {
         Command deny = new DenyDecorator(req.Actor, time.Ticks, new Command());
         retval.Enqueue(deny);
         // TODO: trigger request denied event.
         return retval;
     }
     Engine engine = ((Unit)unit).Engine;
     // Build Move Commands out of waypoints.
     foreach(Vector2 p in waypoints)
     {
         float ttd = engine.timeToReach(dest);
         float curt = time.Ticks;
         retval.Enqueue(new MoveDecorator(req.Actor, (UInt16)p.X, (UInt16)p.Y, curt + ttd, new Command()));
     }
     return retval;
 }
Example #13
0
 /// <summary>
 /// TODO: Impliment
 /// </summary>
 /// <param name="req"></param>
 /// <param name="rules"></param>
 /// <returns></returns>
 private Queue<Command> evaluateCancel(Command req, RuleBook rules)
 {
     throw new NotImplementedException();
 }
Example #14
0
 /// <summary>
 /// Method for evaluating the attack command.
 /// </summary>
 /// <param name="req">Attack Command</param>
 /// <param name="rules">Rules for evaluating the command.</param>
 /// <param name="player">Player requesting the attack command.</param>
 /// <param name="time">Current game time.</param>
 /// <returns>Queue of translated commands resulting from the evaluation.</returns>
 private Queue<Command> evaluateAttack(Command req, RuleBook rules, Player player, TimeSpan time)
 {
     Queue<Command> retval = new Queue<Command>();
     // Decorate the command to get the required functionallity.
     // Probably a better solution. Suggestions welcome.
     Command attack = new AttackDecorator(req);
     // Get the target of the attack.
     ActiveGameObject targ = (ActiveGameObject)GameObjectFactory.The.getGameObject(attack.Target);
     if (targ == null)
     {
         // TODO: flush the unit's queue of commands.  Signifies the attack is over / target is dead.
     }
     // Unit the command is acting on.
     Unit unit = (Unit)GameObjectFactory.The.getGameObject(attack.Actor);
     // Pathfind to the target.
     List<Vector2> waypoints = _explorer.GetPath(unit.getPosition(), targ.getPosition(), _map);
     Engine engine = unit.Engine;
     // Time To Destination.
     // Note for attack commands we only used the first waypoint.
     float ttd = engine.timeToReach(waypoints[0]);
     float curt = time.Ticks;
     retval.Enqueue(new MoveDecorator(req.Actor, (UInt16)targ.getPosition().X, (UInt16)targ.getPosition().Y, curt + ttd, new Command()));
     // TODO: push an attack on as well.
     return retval;
 }
Example #15
0
        // TODO: Get cost of unit
        // TODO: Get player resources
        // TODO: Get buildtime of the unit
        private Queue<Command> evaluateAdd(Command req, RuleBook rules, Player player, TimeSpan time)
        {
            // Decorate the command
            Command add = new AddDecorator(req);

            // Get the units parent
            UInt16 parent = add.ParentID;

            // Get its name to look up in the rule book
            String name = GameObjectFactory.The.getType(add.Type).Name;

            // Get the type evaluator from the rule book
            UnitEvaluation dep = rules.getDependancy(name);

            // Get the name of the type to add
            name = dep.getType(rules._unitExists);

            // Get UInt16 type id from name
            UInt16 type = GameObjectFactory.The.getType(name).ID;

            // TODO: Get cost of unit
            // TODO: Get player resources
            // TODO: Get buildtime of the unit

            Queue<Command> retval = new Queue<Command>();
            Command toadd = new AddDecorator(parent, 0, type, time, new Command());
            retval.Enqueue(toadd);
            return retval;
        }
Example #16
0
 private void handleRemoveCommand(Command cmd)
 {
     //No remove decorator yet
     //removeObjectFromWorld(ActiveGameObject toRemove)
 }
Example #17
0
 /// <summary>
 /// Pull Commands off of the currently exicuting Command queue.
 /// </summary>
 /// <param name="cmd">Command will be passed back through cmd.</param>
 /// <returns>True if there are commands currently exicuting.</returns>
 public bool GetNextScheduledCommand(ref Command cmd)
 {
     if (_ScheduledCommands.Count <= 0)
         return false;
     cmd = _ScheduledCommands.Dequeue();
     return true;
 }
 public CommandChangedEventArgs(Command c)
 {
     newCmd = c;
 }