public virtual void OnStartGame(StartGameMessage msg) { gameStarted = true; playerIndex = msg.playerIndex; turnDuration = msg.turnDuration; effectSolver = new EffectSolver(gameState, msg.rngSeed); effectSolver.SetTriggers(playerInfo); effectSolver.SetTriggers(opponentInfo); LoadPlayerStates(msg.player, msg.opponent); }
public void LoadPlayerStates(NetPlayerInfo playerState, NetPlayerInfo opponentState) { var players = new Dictionary <NetPlayerInfo, PlayerInfo>(); players.Add(playerState, playerInfo); players.Add(opponentState, opponentInfo); foreach (var player in players) { player.Value.netId = player.Key.netId; foreach (var stat in player.Key.stats) { var playerStat = player.Value.stats[stat.statId]; var oldValue = playerStat.effectiveValue; playerStat.originalValue = stat.originalValue; playerStat.baseValue = stat.baseValue; playerStat.minValue = stat.minValue; playerStat.maxValue = stat.maxValue; playerStat.modifiers = new List <Modifier>(); foreach (var netModifier in stat.modifiers) { var modifier = new Modifier(netModifier.value, netModifier.duration); playerStat.modifiers.Add(modifier); } if (playerStat.onValueChanged != null) { playerStat.onValueChanged(oldValue, playerStat.effectiveValue); } } foreach (var zone in player.Key.staticZones) { // Remove obsolete entries. var obsoleteCards = new List <RuntimeCard>(player.Value.zones[zone.zoneId].cards.Count); foreach (var card in player.Value.zones[zone.zoneId].cards) { if (System.Array.FindIndex(zone.cards, x => x.instanceId == card.instanceId) == -1) { obsoleteCards.Add(card); } } foreach (var card in obsoleteCards) { player.Value.zones[zone.zoneId].RemoveCard(card); } // Add new entries. foreach (var card in zone.cards) { var runtimeCard = player.Value.zones[zone.zoneId].cards.Find(x => x.instanceId == card.instanceId); if (runtimeCard == null) { runtimeCard = CreateRuntimeCard(); runtimeCard.cardId = card.cardId; runtimeCard.instanceId = card.instanceId; runtimeCard.ownerPlayer = player.Value; player.Value.zones[zone.zoneId].AddCard(runtimeCard); } } player.Value.zones[zone.zoneId].numCards = zone.numCards; } foreach (var zone in player.Key.dynamicZones) { // Remove obsolete entries. var obsoleteCards = new List <RuntimeCard>(player.Value.zones[zone.zoneId].cards.Count); foreach (var card in player.Value.zones[zone.zoneId].cards) { if (System.Array.FindIndex(zone.cards, x => x.instanceId == card.instanceId) == -1) { obsoleteCards.Add(card); } } foreach (var card in obsoleteCards) { player.Value.zones[zone.zoneId].RemoveCard(card); } foreach (var card in zone.cards) { var runtimeCard = player.Value.zones[zone.zoneId].cards.Find(x => x.instanceId == card.instanceId); if (runtimeCard != null) { foreach (var stat in card.stats) { runtimeCard.stats[stat.statId].originalValue = stat.originalValue; runtimeCard.stats[stat.statId].baseValue = stat.baseValue; runtimeCard.stats[stat.statId].minValue = stat.minValue; runtimeCard.stats[stat.statId].maxValue = stat.maxValue; runtimeCard.stats[stat.statId].modifiers = new List <Modifier>(); foreach (var netModifier in stat.modifiers) { var modifier = new Modifier(netModifier.value, netModifier.duration); runtimeCard.stats[stat.statId].modifiers.Add(modifier); } } runtimeCard.keywords.Clear(); foreach (var keyword in card.keywords) { runtimeCard.AddKeyword(keyword.keywordId, keyword.valueId); } } else { runtimeCard = CreateRuntimeCard(); runtimeCard.cardId = card.cardId; runtimeCard.instanceId = card.instanceId; runtimeCard.ownerPlayer = player.Value; foreach (var stat in card.stats) { var runtimeStat = NetworkingUtils.GetRuntimeStat(stat); runtimeCard.stats[stat.statId] = runtimeStat; var libraryCard = GameManager.Instance.config.GetCard(card.cardId); var statName = libraryCard.stats.Find(x => x.statId == stat.statId).name; runtimeCard.namedStats[statName] = runtimeStat; } foreach (var keyword in card.keywords) { runtimeCard.AddKeyword(keyword.keywordId, keyword.valueId); } player.Value.zones[zone.zoneId].AddCard(runtimeCard); effectSolver.SetDestroyConditions(runtimeCard); effectSolver.SetTriggers(runtimeCard); } } player.Value.zones[zone.zoneId].numCards = zone.numCards; } } }
/// <summary> /// Starts the multiplayer game. This is automatically called when the appropriate number of players /// have joined a room. /// </summary> public virtual void StartGame() { Logger.Log("Game has started."); // Start with turn 1. currentTurn = 1; var players = gameState.players; // Create an array with all the player nicknames. var playerNicknames = new List <string>(players.Count); foreach (var player in players) { playerNicknames.Add(player.nickname); } // Set the current player and opponents. gameState.currentPlayer = players[currentPlayerIndex]; gameState.currentOpponent = players.Find(x => x != gameState.currentPlayer); var rngSeed = System.Environment.TickCount; effectSolver = new EffectSolver(gameState, rngSeed); foreach (var player in players) { effectSolver.SetTriggers(player); foreach (var zone in player.zones) { foreach (var card in zone.Value.cards) { effectSolver.SetDestroyConditions(card); effectSolver.SetTriggers(card); } } } // Execute the game start actions. foreach (var action in GameManager.Instance.config.properties.gameStartActions) { ExecuteGameAction(action); } // Send a StartGame message to all the connected players. for (var i = 0; i < players.Count; i++) { var player = players[i]; var msg = new StartGameMessage(); msg.recipientNetId = player.netId; msg.playerIndex = i; msg.turnDuration = turnDuration; msg.nicknames = playerNicknames.ToArray(); msg.player = GetPlayerNetworkState(player); msg.opponent = GetOpponentNetworkState(players.Find(x => x != player)); msg.rngSeed = rngSeed; SafeSendToClient(player, NetworkProtocol.StartGame, msg); } // Start running the turn sequence coroutine. turnCoroutine = StartCoroutine(RunTurn()); }