private void CmdGUITurnMessage(ActorTurnSM actorTurnSM, int msgEnum, int extraData) { ActorData actor = actorTurnSM.gameObject.GetComponent <ActorData>(); TurnMessage msg = (TurnMessage)msgEnum; if (!GameFlowData.Get().IsInDecisionState()) { Log.Info($"Recieved CmdGuiTurnMessage not in desicion state! {actor.DisplayName} {msg} ({extraData})"); return; } Log.Info($"CmdGuiTurnMessage {actor.DisplayName} {msg} ({extraData})"); if (msg == TurnMessage.CANCEL_BUTTON_CLICKED) { // TODO distinguish CANCEL button and ability cancelling // actor.TeamSensitiveData_authority.SetToggledAction(actionType, false); // if (DONE) make undone // else if (targeting action) set toggled action(false) actorTurnSM.CallRpcTurnMessage((int)TurnMessage.CANCEL_BUTTON_CLICKED, 0); } else if (msg == TurnMessage.DONE_BUTTON_CLICKED) { actorTurnSM.CallRpcTurnMessage((int)TurnMessage.DONE_BUTTON_CLICKED, 0); } // TODO: Timebanks. Notice that client sends CANCEL msg when selecting ability after confirmed // (but we still should have a fallback if it doesn't) but doesn't send one when updating movement. }
internal void OnCastAbility(NetworkConnection conn, int casterIndex, int actionTypeInt, List <AbilityTarget> targets) { Player player = GameFlow.Get().GetPlayerFromConnectionId(conn.connectionId); ActorData actor = GameFlowData.Get().FindActorByActorIndex(casterIndex); ActorTurnSM turnSm = actor.gameObject.GetComponent <ActorTurnSM>(); AbilityData.ActionType actionType = (AbilityData.ActionType)actionTypeInt; if (actor.gameObject.GetComponent <PlayerData>().m_player.m_connectionId != conn.connectionId) { Log.Error($"Illegal OnCastAbility: {actor.DisplayName} does not belong to player {player.m_accountId}!"); turnSm.CallRpcTurnMessage((int)TurnMessage.ABILITY_REQUEST_REJECTED, 0); ClearAbilityRequest(actor, actionType); return; } Log.Info($"OnCastAbility {actor.DisplayName} {actionType} ({targets.Count} targets)"); // TODO AbilityData.ValidateAbilityOnTarget turnSm.CallRpcTurnMessage((int)TurnMessage.ABILITY_REQUEST_ACCEPTED, 0); SetAbilityRequest(actor, actionType, targets); ArtemisServerMovementManager.Get().UpdatePlayerRemainingMovement(actor); }
public void CmdSetSquare(ActorTurnSM actorTurnSM, int x, int y, bool setWaypoint) { ActorData actor = actorTurnSM.gameObject.GetComponent <ActorData>(); if (!GameFlowData.Get().IsInDecisionState()) { Log.Info($"Recieved CmdSetSquare not in desicion state! {actor.DisplayName} [{x}, {y}] (setWaypoint = {setWaypoint})"); actorTurnSM.CallRpcTurnMessage((int)TurnMessage.MOVEMENT_REJECTED, 0); return; } Log.Info($"CmdSetSquare {actor.DisplayName} [{x}, {y}] (setWaypoint = {setWaypoint})"); BoardSquare boardSquare = Board.Get().GetSquare(x, y); ActorMovement actorMovement = actor.GetActorMovement(); if (!setWaypoint) { ClearMovementRequest(actor, false); } actorMovement.UpdateSquaresCanMoveTo(); if (!actor.CanMoveToBoardSquare(boardSquare)) { boardSquare = actorMovement.GetClosestMoveableSquareTo(boardSquare, false); } if (actor.TeamSensitiveData_authority.MovementLine == null) { actor.TeamSensitiveData_authority.MovementLine = new LineData.LineInstance(); } if (actor.TeamSensitiveData_authority.MovementLine.m_positions.Count == 0) { actor.TeamSensitiveData_authority.MovementLine.m_positions.Add(actor.InitialMoveStartSquare.GetGridPosition()); } BoardSquarePathInfo path = actorMovement.BuildPathTo(actor.TeamSensitiveData_authority.MoveFromBoardSquare, boardSquare); if (path == null) // TODO check cost { Log.Info($"CmdSetSquare: Movement rejected"); UpdatePlayerRemainingMovement(actor); // TODO updating because we cancelled movement - perhaps we should not cancel in this case actorTurnSM.CallRpcTurnMessage((int)TurnMessage.MOVEMENT_REJECTED, 0); return; } //List<GridPos> posList = path.ToGridPosPath(); List <GridPos> posList = new List <GridPos>(); for (var pathNode = path; pathNode.next != null; pathNode = pathNode.next) { posList.Add(pathNode.next.square.GetGridPosition()); // TODO why doesnt path.ToGridPosPath() work? } actor.TeamSensitiveData_authority.MovementLine.m_positions.AddRange(posList); actor.TeamSensitiveData_authority.MoveFromBoardSquare = boardSquare; actor.MoveFromBoardSquare = boardSquare; UpdatePlayerRemainingMovement(actor); actorTurnSM.CallRpcTurnMessage((int)TurnMessage.MOVEMENT_ACCEPTED, 0); }