Example #1
0
        public static async void HandleIncomingConnections()
        {
            bool runServer = true;

            // While a user hasn't visited the `shutdown` url, keep on handling requests
            while (runServer)
            {
                // Will wait here until we hear from a connection
                HttpListenerContext ctx = await Listener.GetContextAsync();

                // Peel out the requests and response objects
                HttpListenerRequest  req  = ctx.Request;
                HttpListenerResponse resp = ctx.Response;

                // Print out some info about the request
                Console.WriteLine(req.Url.ToString());

                World world = Game.OrderManager.World;

                if (world == null || world.LocalPlayer == null)
                {
                    continue;
                }

                PlayerResources playerResources = world.LocalPlayer.PlayerActor.Trait <PlayerResources>();

                if (req.Url.AbsolutePath == "/review")
                {
                    int n = 0;
                    HashSet <string> refineries = new HashSet <string> {
                        "proc", "refinery"
                    };
                    foreach (Actor a in world.Actors)
                    {
                        if (a.Owner == world.LocalPlayer && refineries.Contains(a.Info.Name.ToLower()))
                        {
                            n++;
                        }
                    }

                    int cash = (int)(Math.Sqrt(n) * double.Parse(req.Headers.Get("multiplier")));
                    Console.WriteLine("Giving {0}", cash);
                    playerResources.GiveCash(cash);
                }

                // If `shutdown` url requested w/ POST, then shutdown the server after serving the page
                if ((req.HttpMethod == "POST") && (req.Url.AbsolutePath == "/shutdown"))
                {
                    Console.WriteLine("Shutdown requested");
                    runServer = false;
                }

                // Make sure we don't increment the page views counter if `favicon.ico` is requested
                if (req.Url.AbsolutePath != "/favicon.ico")
                {
                    PageViews += 1;
                }

                // Write the response info
                string disableSubmit = !runServer ? "disabled" : "";
                byte[] data          = Encoding.UTF8.GetBytes(string.Format(playerResources.Cash.ToString()));
                resp.ContentType     = "text/html";
                resp.ContentEncoding = Encoding.UTF8;
                resp.ContentLength64 = data.LongLength;

                // Write out to the response stream (asynchronously), then close it
                await resp.OutputStream.WriteAsync(data, 0, data.Length);

                resp.Close();
            }
        }
Example #2
0
        public Player(World world, Session.Client client, PlayerReference pr, MersenneTwister playerRandom)
        {
            World           = world;
            InternalName    = pr.Name;
            PlayerReference = pr;

            inMissionMap = world.Map.Visibility.HasFlag(MapVisibility.MissionSelector);

            // Real player or host-created bot
            if (client != null)
            {
                ClientIndex = client.Index;
                Color       = client.Color;
                PlayerName  = ResolvePlayerName(client, world.LobbyInfo.Clients, world.Map.Rules.Actors["player"].TraitInfos <IBotInfo>());

                BotType        = client.Bot;
                Faction        = ResolveFaction(world, client.Faction, playerRandom, !pr.LockFaction);
                DisplayFaction = ResolveDisplayFaction(world, client.Faction);

                var assignSpawnPoints = world.WorldActor.TraitOrDefault <IAssignSpawnPoints>();
                HomeLocation      = assignSpawnPoints?.AssignHomeLocation(world, client, playerRandom) ?? pr.HomeLocation;
                SpawnPoint        = assignSpawnPoints?.SpawnPointForPlayer(this) ?? client.SpawnPoint;
                DisplaySpawnPoint = client.SpawnPoint;

                Handicap = client.Handicap;
            }
            else
            {
                // Map player
                ClientIndex    = 0;              // Owned by the host (TODO: fix this)
                Color          = pr.Color;
                PlayerName     = pr.Name;
                NonCombatant   = pr.NonCombatant;
                Playable       = pr.Playable;
                spectating     = pr.Spectating;
                BotType        = pr.Bot;
                Faction        = ResolveFaction(world, pr.Faction, playerRandom, false);
                DisplayFaction = ResolveDisplayFaction(world, pr.Faction);
                HomeLocation   = pr.HomeLocation;
                SpawnPoint     = DisplaySpawnPoint = 0;
                Handicap       = pr.Handicap;
            }

            if (!spectating)
            {
                PlayerMask = new LongBitSet <PlayerBitMask>(InternalName);
            }

            // Set this property before running any Created callbacks on the player actor
            IsBot = BotType != null;

            // Special case handling is required for the Player actor:
            // Since Actor.Created would be called before PlayerActor is assigned here
            // querying player traits in INotifyCreated.Created would crash.
            // Therefore assign the uninitialized actor and run the Created callbacks
            // by calling Initialize ourselves.
            var playerActorType = world.Type == WorldType.Editor ? EditorPlayerActorType : PlayerActorType;

            PlayerActor = new Actor(world, playerActorType, new TypeDictionary {
                new OwnerInit(this)
            });
            PlayerActor.Initialize(true);

            Shroud           = PlayerActor.Trait <Shroud>();
            FrozenActorLayer = PlayerActor.TraitOrDefault <FrozenActorLayer>();

            // Enable the bot logic on the host
            if (IsBot && Game.IsHost)
            {
                var logic = PlayerActor.TraitsImplementing <IBot>().FirstOrDefault(b => b.Info.Type == BotType);
                if (logic == null)
                {
                    Log.Write("debug", "Invalid bot type: {0}", BotType);
                }
                else
                {
                    logic.Activate(this);
                }
            }

            stanceColors.Self     = ChromeMetrics.Get <Color>("PlayerStanceColorSelf");
            stanceColors.Allies   = ChromeMetrics.Get <Color>("PlayerStanceColorAllies");
            stanceColors.Enemies  = ChromeMetrics.Get <Color>("PlayerStanceColorEnemies");
            stanceColors.Neutrals = ChromeMetrics.Get <Color>("PlayerStanceColorNeutrals");

            unlockRenderPlayer = PlayerActor.TraitsImplementing <IUnlocksRenderPlayer>().ToArray();
        }
Example #3
0
        static FactionInfo ResolveFaction(World world, string factionName, MersenneTwister playerRandom, bool requireSelectable)
        {
            var factionInfos = world.Map.Rules.Actors["world"].TraitInfos <FactionInfo>();

            return(ResolveFaction(factionName, factionInfos, playerRandom, requireSelectable));
        }
Example #4
0
        static FactionInfo ResolveDisplayFaction(World world, string factionName)
        {
            var factions = world.Map.Rules.Actors["world"].TraitInfos <FactionInfo>().ToArray();

            return(factions.FirstOrDefault(f => f.InternalName == factionName) ?? factions.First());
        }
Example #5
0
        public void Combine(World world, IEnumerable <Actor> newSelection, bool isCombine, bool isClick)
        {
            if (isClick)
            {
                var adjNewSelection = newSelection.Take(1);                     /* TODO: select BEST, not FIRST */
                if (isCombine)
                {
                    actors.SymmetricExceptWith(adjNewSelection);
                }
                else
                {
                    actors.Clear();
                    actors.UnionWith(adjNewSelection);
                }
            }
            else
            {
                if (isCombine)
                {
                    actors.UnionWith(newSelection);
                }
                else
                {
                    actors.Clear();
                    actors.UnionWith(newSelection);
                }
            }

            foreach (var a in newSelection)
            {
                foreach (var sel in a.TraitsImplementing <INotifySelected>())
                {
                    sel.Selected(a);
                }
            }

            foreach (var ns in world.WorldActor.TraitsImplementing <INotifySelection>())
            {
                ns.SelectionChanged();
            }

            if (world.IsGameOver)
            {
                return;
            }

            // Play the selection voice from one of the selected actors
            // TODO: This probably should only be considering the newly selected actors
            // TODO: Ship this into an INotifySelection trait to remove the engine dependency on Selectable
            foreach (var actor in actors)
            {
                if (actor.Owner != world.LocalPlayer || !actor.IsInWorld)
                {
                    continue;
                }

                var selectable = actor.Info.TraitInfoOrDefault <SelectableInfo>();
                if (selectable == null || !actor.HasVoice(selectable.Voice))
                {
                    continue;
                }

                actor.PlayVoice(selectable.Voice);
                break;
            }
        }