/// <summary> /// Updates the world based off of commands and game logic. /// </summary> private void updateWorld() { lock (world) { //Powerup logic if (powerUpTimer == 0 && new List <Powerup>(world.GetPowerups()).Count < world.maxPowers) { Random r = new Random(); Vector2D RandLoc = new Vector2D(r.Next(-world.GetSize() / 2 + 16, world.GetSize() / 2 - 16), r.Next(-world.GetSize() / 2 + 16, world.GetSize() / 2 - 16)); while (CheckPowerupWallCollision(RandLoc)) { RandLoc = new Vector2D(r.Next(-world.GetSize() / 2 + 16, world.GetSize() / 2 - 16), r.Next(-world.GetSize() / 2 + 16, world.GetSize() / 2 - 16)); } world.UpdatePowerup(powerupCount++, RandLoc, false); resetPowerupTimer(); } else if (powerUpTimer != 0) { powerUpTimer--; } //Tank logic foreach (Tank t in new List <Tank>(tanksFired.Keys)) { int temp = tanksFired[t]; if (temp > 1) { tanksFired[t]--; } else { tanksFired.Remove(t); } } foreach (Tank t in new List <Tank>(tanksRespawning.Keys)) { if (t.died) { world.UpdateTank(t.ID, t.location, t.orientation, t.aiming, t.name, t.hitPoints, t.score, false, t.disconnected); } int temp = tanksRespawning[t]; if (temp > 1) { tanksRespawning[t]--; } else { tanksRespawning.Remove(t); Random r = new Random(); Vector2D RandLoc = new Vector2D(r.Next(-world.GetSize() / 2 + 16, world.GetSize() / 2 - 16), r.Next(-world.GetSize() / 2 + 16, world.GetSize() / 2 - 16)); while (CheckTankWallCollision(RandLoc)) { RandLoc = new Vector2D(r.Next(-world.GetSize() / 2 + 16, world.GetSize() / 2 - 16), r.Next(-world.GetSize() / 2 + 16, world.GetSize() / 2 - 16)); } t.beams = 0; world.UpdateTank(t.ID, RandLoc, new Vector2D(0, 1), new Vector2D(0, 1), t.name, 3, t.score, t.died, t.disconnected); } } foreach (Tank t in new List <Tank>(world.GetTanks())) { if (t.disconnected == true) { world.UpdateTank(t.ID, new Vector2D(0, 0), new Vector2D(0, 1), new Vector2D(0, 1), t.name, t.hitPoints, 0, t.died, t.disconnected); } } //Disconnect logic foreach (SocketState s in new List <SocketState>(users.Keys)) { if (s.ErrorOccured) { if (world.GetTank(users[s], out Tank t)) { t.setDisconnected(); } } } //Control command logic foreach (int i in new List <int>(controls.Keys)) { if (world.GetTank(i, out Tank t)) { if (t.hitPoints != 0 && !tanksRespawning.ContainsKey(t)) { ControlCommand c = controls[i]; Vector2D orientation = new Vector2D(1, 0); switch (c.moving) { case "none": orientation = t.orientation; t.velocity = new Vector2D(0, 0); break; case "up": orientation = new Vector2D(0, -1); t.velocity = new Vector2D(0, -world.tankSpeed); break; case "down": orientation = new Vector2D(0, 1); t.velocity = new Vector2D(0, world.tankSpeed); break; case "left": orientation = new Vector2D(-1, 0); t.velocity = new Vector2D(-world.tankSpeed, 0); break; case "right": orientation = new Vector2D(1, 0); t.velocity = new Vector2D(world.tankSpeed, 0); break; } Vector2D loc = t.location + t.velocity; if (CheckTankWallCollision(loc)) { loc = t.location; } loc = TankWraparound(loc); orientation.Normalize(); c.direction.Normalize(); world.UpdateTank(t.ID, loc, orientation, c.direction, t.name, t.hitPoints, t.score, t.died, t.disconnected); if (c.fire == "main" && !tanksFired.ContainsKey(t)) { world.UpdateProjectile(projCount++, t.location, c.direction, t.ID, false); tanksFired.Add(t, world.projectileDelay); } else if (c.fire == "alt" && t.beams > 0) { world.AddBeam(beamCount++, t.location, c.direction, t.ID); t.beams--; } controls.Remove(i); } } } //beam logic beams = new List <Beam>(world.GetBeams()); foreach (Beam b in new List <Beam>(world.GetBeams())) { List <Tank> temp = CheckBeamTankCollision(b); foreach (Tank hitTank in temp) { if (hitTank.ID != b.owner && !tanksRespawning.ContainsKey(hitTank)) { if (world.GetTank(b.owner, out Tank t)) { world.UpdateTank(hitTank.ID, hitTank.location, hitTank.orientation, hitTank.aiming, hitTank.name, 0, hitTank.score, true, t.disconnected); tanksRespawning.Add(hitTank, world.respawnTime); t.kill(); } } } world.RemoveBeam(b.ID); } //projectile logic foreach (Projectile p in new List <Projectile>(world.GetProjectiles())) { Vector2D loc = p.location + p.orientation * world.projectileSpeed; world.UpdateProjectile(p.ID, loc, p.orientation, p.owner, p.died); if (!p.died) { if (CheckProjectileWallCollision(loc)) { p.setDied(); } else if (CheckProjectileTankCollision(loc, out Tank hitTank)) { if (hitTank.ID != p.owner && !tanksRespawning.ContainsKey(hitTank)) { p.setDied(); hitTank.hit(); if (world.GetTank(p.owner, out Tank t) && hitTank.hitPoints == 0) { world.UpdateTank(hitTank.ID, hitTank.location, hitTank.orientation, hitTank.aiming, hitTank.name, hitTank.hitPoints, hitTank.score, true, t.disconnected); tanksRespawning.Add(hitTank, world.respawnTime); t.kill(); } } } } } //powerup logic foreach (Powerup p in new List <Powerup>(world.GetPowerups())) { world.UpdatePowerup(p.ID, p.location, p.died); if (!p.died) { if (CheckProjectileTankCollision(p.location, out Tank hitTank)) { if (!tanksRespawning.ContainsKey(hitTank)) { p.setDied(); hitTank.beams++; } } } } //create lists for send (beams is done before these) tanks = new List <Tank>(world.GetTanks()); projs = new List <Projectile>(world.GetProjectiles()); powerups = new List <Powerup>(world.GetPowerups()); } }