Exemple #1
0
        public void FindBattle(ConnectedClient client)
        {
            if (!this.BattleQueue.Any())
            {
                this.BattleQueue.Enqueue(client);
                Console.WriteLine(string.Format("{0} added to the battle queue", client.ClientName));
                return;
            }

            //
            // If someone already looks for battle then match them in queue order.
            //

            var enemy = this.BattleQueue.Dequeue();

            var firstPlayer  = new CombatantInfo(client);
            var secondPlayer = new CombatantInfo(enemy);

            Guid battleId = Guid.NewGuid();

            var battle = new Battle(firstPlayer, secondPlayer, battleId);

            this.ActiveBattles.Add(battle);

            NewBattleData data = new NewBattleData()
            {
                OponentName = enemy.ClientName,
                BattleId    = battleId
            };

            this.OnBattleFound(client, data);

            data = new NewBattleData()
            {
                BattleId    = battleId,
                OponentName = client.ClientName
            };

            this.OnBattleFound(enemy, data);
        }
Exemple #2
0
        private void CheckForEndOfRound()
        {
            if (this.combatants.All(x => x.IsMoveMade))
            {
                Dictionary <CombatantInfo, BattleResponseData> battleMoves = new Dictionary <CombatantInfo, BattleResponseData>();

                foreach (CombatantInfo combatant in this.combatants)
                {
                    BattleResponseData responseData = new BattleResponseData();

                    CombatantInfo target =
                        this.combatants.FirstOrDefault(x => x.Client.ClientName.Equals(combatant.CurrentTargetName));

                    if (target == null)
                    {
                        //
                        // TODO: never should be null. But if null occurs then add handling here.
                        //
                    }

                    if (combatant.HitLocation != target.BlockLocation)
                    {
                        responseData.AttackMessageLog =
                            string.Format(
                                "You managed to hit the enemy in the {0} and he couldn't block it. Enemy took {1} damage",
                                combatant.HitLocation.Value.ToString("G"), (byte)combatant.HitLocation.Value);

                        target.CurentHp -= (byte)combatant.HitLocation.Value;

                        responseData.EnemyCurrentHp = target.CurentHp;
                    }
                    else
                    {
                        responseData.AttackMessageLog =
                            string.Format(
                                "You tried to hit the enemy in the {0} but he blocked it. No damage.",
                                combatant.HitLocation.Value.ToString("G"));

                        responseData.EnemyCurrentHp = target.CurentHp;
                    }


                    if (target.HitLocation != combatant.BlockLocation)
                    {
                        responseData.EnemyAttackMessageLog = string.Format(
                            " Enemy hit you in the {0} while you tried to block {1}. You took {2} damage ",
                            target.HitLocation.Value.ToString("G"), combatant.BlockLocation.Value.ToString("G"),
                            (byte)target.HitLocation.Value);

                        responseData.CurrentHp = combatant.CurentHp - (byte)target.HitLocation.Value;
                    }
                    else
                    {
                        responseData.EnemyAttackMessageLog = string.Format(
                            " Enemy hit you in the {0} and you managed to block it. No damage ",
                            target.HitLocation.Value.ToString("G"));

                        responseData.CurrentHp = combatant.CurentHp;
                    }

                    battleMoves.Add(combatant, responseData);
                }

                //
                // Check for battle end conditions before send the result.
                //

                foreach (KeyValuePair <CombatantInfo, BattleResponseData> battleMove in battleMoves)
                {
                    battleMove.Value.IsBattleContinue = battleMove.Key.CurentHp > 0 &&
                                                        this.combatants.First(x =>
                                                                              x.Client.ClientName.Equals(battleMove.Key
                                                                                                         .CurrentTargetName)).CurentHp > 0;

                    battleMove.Value.CurrentHp = battleMove.Key.CurentHp;

                    battleMove.Key.Client.SendResponse(new ServerResponse()
                    {
                        //
                        // IsSuccess basicaly used to show who won if battle is ended.
                        //
                        IsSuccess    = !battleMove.Value.IsBattleContinue && battleMove.Key.CurentHp > 0,
                        Operations   = ClientOperationsType.SendBattleTurn,
                        ResponseData = new OperationDataHandler().GetBytes(battleMove.Value)
                    });
                }

                this.IsBattleEnded = battleMoves.Values.All(x => !x.IsBattleContinue);

                this.combatants.ForEach(x => x.ClearBattleData());
            }
        }
Exemple #3
0
 public Battle(CombatantInfo firstPlayer, CombatantInfo secondPlayer, Guid battleId)
 {
     this.combatants.Add(firstPlayer);
     this.combatants.Add(secondPlayer);
     this.BattleId = battleId;
 }