Exemple #1
0
        public void Update()
        {
            switch (_state)
            {
            default:
            case -1:
                return;

                #region Invite Players
            case 0:
                _lobby.Lock();
                _lobby.SetLobby(TeamMode.TeamVs, WinCondition.ScoreV2, 16);

                _lobby.Invite(_input.CaptainA);
                //_lobby.Invite(_input.CaptainB);
                break;

            // Wait for players
            case 1:
            {
                List <ISlot> slots = _lobby.LobbyData.GetUsedSlots();

                if (!slots.Any(s => s.Nickname.Equals(_input.CaptainA))         /*||*/
                    /*!slots.Any(s => s.Nickname.Equals(_input.CaptainB))*/)
                {
                    return;
                }

                _lobby.SendChannelMessage("All players joined, starting match");
            }
            break;
                #endregion

                #region Sort Players
            case 2:
                //_sorter.Register(_eventRunner);
                break;

            case 3:
                //if (!_sorter.Finished)
                //    return;
                break;
                #endregion

                #region Rolls
            case 4:
                _rollRequestBlue = new RollRequest(_lobby, _input.CaptainA, "Please roll " + _input.CaptainA);
                _rollRequestBlue.Request();
                break;

            case 5:
                if (!_rollRequestBlue.RequestFinished)
                {
                    return;
                }
                break;

            case 6:
                //_rollRequestRed = new RollRequest(_lobby, _input.CaptainB, "Please roll " + _input.CaptainB);
                //_rollRequestRed.Request();
                break;

            case 7:
                //if (!_rollRequestRed.RequestFinished)
                //    return;
                break;
                #endregion

                #region Picks
            case 8:
            {
                string winner = _input.CaptainA;
                //string winner = _rollRequestBlue.Rolled > _rollRequestRed.Rolled ? _input.CaptainA : _input.CaptainB;

                _lobby.SendChannelMessage($"{winner} won");

                _pickRequestBlue = new PickRequest(_lobby, _input.CaptainA, false, $"{_input.CaptainA} please pick a map via !pick");
                //_pickRequestRed = new PickRequest(_lobby, _input.CaptainB, false, $"{_input.CaptainB} please pick a map via !pick");

                _pickRequestBlue.Request();
                //_pickRequestRed.Request();
            }
            break;

            case 9:
                if (!_pickRequestBlue.RequestFinished     /*||*/
                    /*!_pickRequestRed.RequestFinished*/)
                {
                    return;
                }
                break;

            case 10:
                _firstMapPick = _pickRequestBlue.MapPick;
                //if (_rollRequestBlue.Rolled > _rollRequestRed.Rolled)
                //{
                //    _firstMapPick = _pickRequestBlue.MapPick;
                //    _SecondMapPick = _pickRequestRed.MapPick;
                //}
                //else
                //{
                //    _firstMapPick = _pickRequestRed.MapPick;
                //    _SecondMapPick = _pickRequestBlue.MapPick;
                //}

                _lobby.SendChannelMessage($"First pick: {_firstMapPick}, Second pick: {_SecondMapPick}");
                break;
                #endregion

            case 11:
                _lobby.SetMap(_firstMapPick);
                _lobby.SendChannelMessage("Please ready up");
                break;

            case 12:
                if (!_allPlayersReady)
                {
                    return;
                }

                _lobby.StartMap(TimeSpan.FromSeconds(10));
                _lobby.SendChannelMessage("Good luck!");
                _allPlayersReady = false;
                break;

            case 13:
            {
                if (!_mapEnded)
                {
                    return;
                }

                IScore score = _lobby.LobbyData.Scores.First();

                _lobby.SendChannelMessage($"{score.Username} achived {score.UserScore} score");

                //IScore blueScore = _lobby.LobbyData.Scores.First(s => s.Username.Equals(_input.CaptainA, StringComparison.CurrentCultureIgnoreCase));
                //IScore redScore = _lobby.LobbyData.Scores.First(s => s.Username.Equals(_input.CaptainB, StringComparison.CurrentCultureIgnoreCase));

                //if (blueScore.UserScore > redScore.UserScore)
                //    _lobby.SendChannelMessage($"{_input.CaptainA} won!");
                //else
                //    _lobby.SendChannelMessage($"{_input.CaptainB} won!");
            }
            break;

            case 14:
                //_lobby.SetMap(_SecondMapPick);
                //_lobby.SendChannelMessage("Please ready up");
                break;

            case 15:
                //if (!_allPlayersReady)
                //    return;

                //_lobby.StartMap(TimeSpan.FromSeconds(10));
                //_lobby.SendChannelMessage("Good luck!");
                //_allPlayersReady = false;
                break;

            case 16:
            {
                //if (!_mapEnded)
                //    return;

                //IScore blueScore = _lobby.LobbyData.Scores.First(s => s.Username.Equals(_input.CaptainA, StringComparison.CurrentCultureIgnoreCase));
                //IScore redScore = _lobby.LobbyData.Scores.First(s => s.Username.Equals(_input.CaptainB, StringComparison.CurrentCultureIgnoreCase));

                //if (blueScore.UserScore > redScore.UserScore)
                //    _lobby.SendChannelMessage($"{_input.CaptainA} won!");
                //else
                //    _lobby.SendChannelMessage($"{_input.CaptainB} won!");
            }
            break;

            case 17:
                _lobby.DebugLog("Closing lobby");
                _lobby.SendChannelMessage("Finished test run");
                _lobby.Close();
                break;
            }

            _state++;
        }