Exemple #1
0
        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.
        }
Exemple #2
0
        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);
        }