Esempio n. 1
0
 public void getMessageFromPlayerClient(Messages.GameMessages message,List<object> data, playerClient client)
 {
     switch (message)
     {
         case Messages.GameMessages.matchCreated:
             broadcast(Messages.GameMessages.gamesUpdated);
             break;
         case Messages.GameMessages.gamesUpdated:
             broadcast(Messages.GameMessages.gamesUpdated);
             break;
         case Messages.GameMessages.SendActiveMatches:
             broadcast(Messages.GameMessages.SendActiveMatches);
             break;
         case Messages.GameMessages.JoinMatch:
             String gameName = (String)data[0];
             Match m = this.getMatch(gameName);
             if (m != null)
                 m.Player2.PlayerName = client.playerName;
             broadcast(Messages.GameMessages.gamesUpdated);
             break;
         default:
             break;
     }
     updateServerForm();
 }
Esempio n. 2
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 void IGameObservable.notifyObservers(Messages.GameMessages msg, DataPlayer player, List <object> data)
 {
     foreach (IGameObserver obs in observers)
     {
         obs.update(player, msg, data);
     }
 }
Esempio n. 3
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 public void broadcast(Messages.GameMessages msg)
 {
     foreach (KeyValuePair<String, playerClient> current in playerSocketList)
     {                
         current.Value.getMessageFromServerManager(msg, null);
     }
 }
Esempio n. 4
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        public void broadcast(Messages.GameMessages message)
        {
            WCFMessage newMessage = null;

            //Interpet message
            switch (message)
            {
            case Messages.GameMessages.PlayerConnected:
                newMessage = new WCFMessage()
                {
                    Type = Messages.DTOType.lobby, Data = getLobbyDTO()
                };
                break;

            case Messages.GameMessages.matchCreated:
                newMessage = new WCFMessage()
                {
                    Type = Messages.DTOType.lobby, Data = getLobbyDTO()
                };
                break;

            default:
                break;
            }
            //Send to all
            if (newMessage != null && players != null)
            {
                foreach (var player in players)
                {
                    newMessage.Player = player;
                    MyMessages[player.PlayerName].Add(newMessage);
                }
            }
        }
Esempio n. 5
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 /// <summary>
 /// Adds WCFMessage to player's queue containing only the network message in the dto
 /// </summary>
 /// <param name="msg"></param>
 /// <param name="player"></param>
 private void addSignalMessage(Messages.GameMessages msg, DataPlayer player)
 {
     MyMessages[player.PlayerName].Add(new WCFMessage()
     {
         Player = player, Data = new DisputeDTO()
         {
             Message = msg
         }, Type = Messages.DTOType.message
     });
 }
Esempio n. 6
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        public void getMessageFromServerManager(Messages.GameMessages message, List <NamedParameter> data)
        {
            switch (message)
            {
            case Messages.GameMessages.gamesUpdated:
                //Tell client that game was created so they can react
                sendData(message.ToString());
                break;

            default:
                break;
            }
        }
        public void parseRequest(Messages.GameMessages header, List <object> args, object sender)
        {
            if (!isConnected() && header != Messages.GameMessages.connect)
            {
                return;
            }
            List <NamedParameter> pars = null;

            switch (header)
            {
            case Messages.GameMessages.connect:
                pars = DataTypes.createList(args, DataType.name);
                this.connect((String)pars[0].data, (String)pars[1].data, (String)pars[2].data);
                break;

            case Messages.GameMessages.CreateMatch:
                sendFeedback("sendMessage", "Begin Create Game");
                this.sendData(header.ToString());
                break;

            case Messages.GameMessages.JoinMatch:
                sendFeedback("sendMessage", "Begin Join Game");
                pars = DataTypes.createList(args, DataType.name);
                String name = (String)pars[0].data;
                sendData(Messages.GameMessages.JoinMatch.ToString());
                sendData(name);
                break;

            case Messages.GameMessages.LeaveMatch:
                sendFeedback("sendMessage", "Begin Join Game");
                sendData(Messages.GameMessages.LeaveMatch.ToString());
                break;

            case Messages.GameMessages.UpdateMatches:
                sendData(Messages.GameMessages.SendActiveMatches);
                break;

            case Messages.GameMessages.playerQuit:
                this.isRunning = false;
                sendFeedback("sendMessage", "Player quit");
                this.sendData(header.ToString());
                break;

            case Messages.GameMessages.SendActiveMatches:
                this.sendData(header.ToString());
                break;

            default:
                break;
            }
        }
Esempio n. 8
0
 /// <summary>
 /// Updates data from server and notifies observers of new data
 /// </summary>
 /// <param name="code"></param>
 void IConnectionObservable.notifyObservers(object code = null)
 {
     getNewMessages();
     foreach (WCFMessage msg in serverMessages)
     {
         parseNewMessage(msg);
         foreach (IConnectionObserver obs in myObservers)
         {
             obs.update(createDataPackage());
             serverMessage = Messages.GameMessages.UpdateMatch;
             viewMessage   = Messages.LobbyViewMessage.UpdateAll;
         }
     }
     serverMessages.Clear();
 }
Esempio n. 9
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        /// <summary>
        /// This method is used to get messages from the Model layer (GameDispute), and pass them on to the players.
        ///
        /// </summary>
        /// <param name="msg"></param>
        /// <param name="player"></param>
        /// <param name="data"></param>
        void IGameObserver.update(DataPlayer player, Messages.GameMessages msg, List <object> data)
        {
            DisputeDTO dto = null;

            switch (msg)
            {
            case Messages.GameMessages.GetSOM:
                dto = new DisputeDTO()
                {
                    SomRequest = (SoMRequest)data[0], Message = Messages.GameMessages.GetSOM
                };
                goto case Messages.GameMessages.none;

            case Messages.GameMessages.ArgumentDone:
                break;

            case Messages.GameMessages.GameOver:
                dto = new DisputeDTO()
                {
                    Message = Messages.GameMessages.GameOver
                };
                goto case Messages.GameMessages.none;

            case Messages.GameMessages.NotPlayerTurn:
                dto = new DisputeDTO()
                {
                    Message = Messages.GameMessages.NotPlayerTurn
                };
                goto case Messages.GameMessages.none;

            case Messages.GameMessages.none:
                this.MyMessages[player.PlayerName].Add(new WCFMessage()
                {
                    Player = player,
                    Type   = Messages.DTOType.match,
                    Data   = dto
                });
                break;

            default:
                break;
            }
        }
Esempio n. 10
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 public void sendMessage(Messages.GameMessages header, List<object> args, object sender)
 {
     switch (header)
     {
         case Messages.GameMessages.matchCreated:
             broadcast(Messages.GameMessages.gamesUpdated);
             break;
         case Messages.GameMessages.SendActiveMatches:
             broadcast(Messages.GameMessages.SendActiveMatches);    
             break;
         case Messages.GameMessages.connect:
             break;
         case Messages.GameMessages.GameOver:
             //Tell everyclient the game is over
             break;
         default:
             break;
     };
 }
Esempio n. 11
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        void parseMessage(String header)
        {
            if (!Enum.IsDefined(typeof(Messages.GameMessages), header))
            {
                Console.WriteLine("Bad Header:" + header);
                return;
            }
            sendFeedback("parseMessage", header);
            Messages.GameMessages data = (Messages.GameMessages)Enum.Parse(typeof(Messages.GameMessages), header);
            switch (data)
            {
            case Messages.GameMessages.dataReceived:
                break;

            case Messages.GameMessages.CreateMatch:
                tryCreateMatch();
                break;

            case Messages.GameMessages.JoinMatch:
                String gameName = getData();
                tryJoinGame(gameName);
                break;

            case Messages.GameMessages.LeaveMatch:
                tryLeaveGame();
                break;

            case Messages.GameMessages.SendActiveMatches:
                SendActiveMatches();
                break;

            case Messages.GameMessages.playerQuit:
                tryLeaveGame();    //Quit player from game if it's in one
                ClientSocket.Close();
                serverManager.disconnect(this.playerName);
                playerConnected = false;
                break;

            default:
                break;
            }
        }
Esempio n. 12
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        /// <summary>
        /// Decision Maker when game is playing.Gets messages from server and decides what to do with them
        /// </summary>
        /// <param name="disputeDTO"></param>
        private void parseMatchDTO(DisputeDTO disputeDTO)
        {
            Messages.GameMessages dtoMessage = disputeDTO.Message;
            serverMessage = dtoMessage;
            switch (dtoMessage)
            {
            case Messages.GameMessages.StartingMatch:
                this.inMatch = disputeDTO.Match;
                viewMessage  = Messages.LobbyViewMessage.StartGame;
                break;

            case Messages.GameMessages.ArgumentDone:
                this.inMatch = disputeDTO.Match;
                break;

            case Messages.GameMessages.GetSOM:
                serverMessage = dtoMessage;    //this was already done above but just emphasize
                myDTO         = disputeDTO;
                break;

            case Messages.GameMessages.NotPlayerTurn:
                sendFeedback("parseMatchDTO", dtoMessage);
                break;

            case Messages.GameMessages.UpdateMatch:
                this.inMatch = disputeDTO.Match;
                break;

            case Messages.GameMessages.stillAlive:
                this.inMatch = disputeDTO.Match;
                break;

            case Messages.GameMessages.GameOver:

                serverMessage = dtoMessage;    //this was already done above but just emphasize
                break;
            }
        }
        void IConnectionObserver.update(object code)
        {
            if (code != null)
            {
                List <NamedParameter> dataList = (List <NamedParameter>)code;

                List <NamedParameter> m = DataTypes.findAll(dataList, DataType.serverMessage);
                if (m != null && m.Count > 0)
                {
                    Messages.GameMessages msg = (Messages.GameMessages)m[0].data;
                    switch (msg)
                    {
                    case Messages.GameMessages.UpdateMatch:
                        updateData(dataList);
                        break;

                    case Messages.GameMessages.UpdateAll:
                        updateData(dataList);
                        break;

                    case Messages.GameMessages.GetSOM:
                        List <NamedParameter> somRequest = DataTypes.findAll(dataList, DataType.SoMRequest);
                        SOM selected = myView.selectSoM((somRequest[0].data as SoMRequest).Allowed, (somRequest[0].data as SoMRequest).Result);
                        MessageSentFromView(MatchViewMessage.SoM, new List <object>()
                        {
                            selected
                        }, this);
                        break;

                    case Messages.GameMessages.GameOver:
                        //Determine who won
                        bool won = Match.Turn == 0 ? player.Equals(Match.Player1) : player.Equals(Match.Player2);
                        myView.gameOver(won);
                        break;
                    } //End Switch
                }     //End MEssage if
            }         //End Code if
        }
Esempio n. 14
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 public void sendData(Messages.GameMessages msg)
 {
     sendData(msg.ToString());
 }
Esempio n. 15
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 public void addDataMessage(DataPlayer player, Messages.GameMessages msg, String data)
 {
     manager.addNewMessage(player, msg, data);
 }
Esempio n. 16
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        /// <summary>
        /// This method looks at the type of request the player sent,
        /// and puts the appropriate data and type in to msg.data before adding it to MyMessages
        /// </summary>
        /// <param name="player"></param>
        /// <param name="msg"></param>
        public void addNewMessage(DataPlayer player, Messages.GameMessages msg, String data = null)
        {
            player = players.Find(n => n.Equals(player));
            if (player == null)
            {
                sendFeedback("addNewMessage", "Player Not Found\n PlayerName:" + player.PlayerName + "\n" +
                             msg.ToString());
                return;
            }
            if (player.InGame)//Use in game handler
            {
                IPlayable  game    = games.Find(n => n.Player1.Equals(player) || n.Player2.Equals(player));
                DataPlayer player1 = players.Find(n => n.Equals(game.Player1)),
                           player2 = players.Find(n => n.Equals(game.Player2));
                switch (msg)
                {
                case Messages.GameMessages.UpdateMatch:
                    updatePlayerInMatch(player);
                    break;

                case Messages.GameMessages.somChosen:
                    SOM som = (SOM)Enum.Parse(typeof(SOM), data);
                    game.getMessageFromConnection(Messages.GameMessages.somChosen,
                                                  player,
                                                  new List <object> {
                        som
                    });
                    game.Match.Transcript += "SoM chosen:" + som.ToString() + "\n";
                    break;

                case Messages.GameMessages.GameOver:
                    //Reset players,remove finished match from list
                    player1.InGame = false;
                    player2.InGame = false;
                    Matches.Remove(player1.ActiveMatch);
                    player1.ActiveMatch = new Match();
                    player1.ActiveMatch = null;
                    player2.ActiveMatch = null;
                    game = null;
                    break;

                case Messages.GameMessages.SendActiveMatches:
                    updatePlayerInMatch(player);
                    break;

                default:    //Covers all argument requests
                    game.getMessageFromConnection(msg, player, null);
                    break;
                }
            }
            else //Use lobby handler
            {
                switch (msg)
                {
                case Messages.GameMessages.SendActiveMatches:
                    updatePlayer(player);
                    break;

                case Messages.GameMessages.CreateMatch:
                    createMatch(player);
                    break;

                case Messages.GameMessages.LeaveMatch:
                    leaveMatch(player);
                    break;

                case Messages.GameMessages.UpdateAll:
                    updatePlayer(player);
                    break;

                case Messages.GameMessages.JoinMatch:
                    if (data == null)
                    {
                        addSignalMessage(Messages.GameMessages.InvalidMatch, player);
                    }
                    else
                    {
                        joinMatch(data, player);
                    }
                    break;

                case Messages.GameMessages.PlayerReady:
                    lockInPlayer(player);
                    break;

                case Messages.GameMessages.PlayerNotReady:
                    lockOutPlayer(player);
                    break;

                case Messages.GameMessages.UpdateMatch:
                    updatePlayerInMatch(player);
                    break;

                default:
                    break;
                }
            }
        }
Esempio n. 17
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        /// <summary>
        /// Gets request from view controller and creates appropriate message for it
        /// </summary>
        /// <param name="header"></param>
        /// <param name="args"></param>
        /// <param name="sender"></param>
        public void parseRequest(Messages.GameMessages header, List <object> args, object sender)
        {
            if (!isConnected() && header != Messages.GameMessages.connect)
            {
                return;
            }
            List <NamedParameter> pars = null;

            switch (header)
            {
                #region LobbyRequests
            case Messages.GameMessages.connect:
                pars = DataTypes.createList(args, DataType.name);
                this.connect(null, null, pars[0].data.ToString());
                //this.connect((String)pars[0].data, (String)pars[1].data, (String)pars[2].data);
                break;

            case Messages.GameMessages.CreateMatch:
                sendFeedback("parseRequest", "Begin Create Match");
                createMatch();
                break;

            case Messages.GameMessages.JoinMatch:
                sendFeedback("parseRequest", "Begin Join Match");
                pars = DataTypes.createList(args, DataType.name);
                if (pars == null || pars.Count < 1)
                {
                    sendFeedback("parseRequest", "Error in match name");
                    return;
                }
                String name = ((Match)pars[0].data).Player1.PlayerName;
                joinGame(name);
                break;

            case Messages.GameMessages.LeaveMatch:
                sendFeedback("parseRequest", "Begin Leave Game");
                leaveGame();
                break;

            case Messages.GameMessages.UpdateMatches:
                updateMatches();
                break;

            case Messages.GameMessages.playerQuit:
                this.connected = false;
                sendFeedback("sendMessage", "Player quit");
                doQuit();
                break;

            case Messages.GameMessages.GameOver:
                sendFeedback("sendMessage", "Game over");
                remoteProxy.addNewMessage(player, Messages.GameMessages.GameOver);
                break;

            case Messages.GameMessages.UpdateAll:    //Do nothing, notify will update anyway, but we don't
                // want it to look like we forgot this case
                break;

            case Messages.GameMessages.SendCharacterToServer:
                pars = DataTypes.createList(args, DataType.character);
                remoteProxy.addCharacter((CharacterData)pars[0].data, player);
                break;

            case Messages.GameMessages.PlayerReady:
                remoteProxy.addNewMessage(player, Messages.GameMessages.PlayerReady);
                break;

            case Messages.GameMessages.SendGoalToServer:
                pars = DataTypes.createList(args, DataType.Goal);
                remoteProxy.addGoal((Goal)pars[0].data, player);
                break;

                #endregion
                #region DATA REQUESTS
            case Messages.GameMessages.SendActiveMatches:
                updateMatches();
                break;

            case Messages.GameMessages.sendPlayers:
                getPlayers();
                break;

                #endregion
                #region ACTIONREQUESTS
            case Messages.GameMessages.doAction:
                remoteProxy.addNewMessage(player, (Messages.GameMessages)args[0]);
                break;

            case Messages.GameMessages.UpdateMatch:
                remoteProxy.addNewMessage(player, Messages.GameMessages.UpdateMatch);
                break;

            case Messages.GameMessages.somChosen:
                remoteProxy.addNewMessage(player, Messages.GameMessages.somChosen, args[0].ToString());
                break;

                #endregion
            default:
                break;
            }
            if (connected)
            {
                (this as IConnectionObservable).notifyObservers();
            }
        }
Esempio n. 18
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 public void sendFeedback(string functionName, Messages.GameMessages feedback)
 {
     FeedbackWriter.WriteLine("Method:" + functionName + "   Feedback:" + feedback.ToString());
 }
Esempio n. 19
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 public void addNewMessage(DataPlayer player, Messages.GameMessages message)
 {
     manager.addNewMessage(player, message);
 }
 void sendData(Messages.GameMessages data)
 {
     sendData(data.ToString());
 }
Esempio n. 21
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        /// <summary>
        /// This method looks at the type of request the player sent,
        /// and puts the appropriate data and type in to msg.data before adding it to MyMessages
        /// </summary>
        /// <param name="player"></param>
        /// <param name="msg"></param>
        public void addNewMessage(DataPlayer player, Messages.GameMessages msg, String data = null)
        {
            player = players.Find(n => n.Equals(player));
            if (player == null)
            {
                sendFeedback("addNewMessage", "Player Not Found\n PlayerName:" + player.PlayerName + "\n" +
                             msg.ToString());
                return;
            }
            if (player.InGame)//Use in game handler
            {
                DisputeGame game    = games.Find(n => n.Player1.Equals(player) || n.Player2.Equals(player));
                DataPlayer  player1 = players.Find(n => n.Equals(game.Player1)),
                            player2 = players.Find(n => n.Equals(game.Player2));
                switch (msg)
                {
                case Messages.GameMessages.UpdateMatch:
                    updatePlayerInMatch(player);
                    break;

                case Messages.GameMessages.somChosen:
                    int    i     = data.IndexOf("$");
                    String name  = data.Substring(0, i);
                    double value = Double.Parse(data.Substring(i + 1));
                    game.getMessageFromConnection(Messages.GameMessages.somChosen,
                                                  player,
                                                  new List <object> {
                        name, value
                    });
                    game.Match.Transcript += "SoM chosen:" + name + "\n";
                    break;

                case Messages.GameMessages.GameOver:
                    player1.InGame = false;
                    player2.InGame = false;
                    Matches.Remove(player1.ActiveMatch);
                    player1.ActiveMatch = new Match();
                    player1.ActiveMatch = null;
                    player2.ActiveMatch = null;
                    game = null;
                    break;

                default:    //Covers all argument requests
                    game.getMessageFromConnection(msg, player, null);
                    break;
                }
            }
            else //Use lobby handler
            {
                switch (msg)
                {
                case Messages.GameMessages.SendActiveMatches:
                    updatePlayer(player);
                    break;

                case Messages.GameMessages.CreateMatch:
                    createMatch(player);
                    break;

                case Messages.GameMessages.LeaveMatch:
                    leaveMatch(player);
                    break;

                case Messages.GameMessages.UpdateAll:
                    updatePlayer(player);
                    break;

                case Messages.GameMessages.JoinMatch:
                    if (data == null)
                    {
                        addSignalMessage(Messages.GameMessages.InvalidMatch, player);
                    }
                    else
                    {
                        joinMatch(data, player);
                    }
                    break;

                case Messages.GameMessages.PlayerReady:
                    lockInPlayer(player);
                    break;

                case Messages.GameMessages.PlayerNotReady:
                    lockOutPlayer(player);
                    break;

                default:
                    break;
                }
            }
        }
        public void parseMessage(String header)
        {
            if (!Enum.IsDefined(typeof(Messages.GameMessages), header))
            {
                sendFeedback("parseMessage:", "Bad Header:" + header);
                return;
            }
            sendFeedback("parseMessage", header);
            Messages.GameMessages data = (Messages.GameMessages)Enum.Parse(typeof(Messages.GameMessages), header);
            switch (data)
            {
            case Messages.GameMessages.connected:
                connected = true;
                sendFeedback("parseMessage", "Connected");
                break;

            case Messages.GameMessages.playerExists:
                //This send data needs to be here because the message came from the connect from server
                //not the listen from playerClient, the connect is expecting an ack
                sendData(Messages.GameMessages.dataReceived.ToString());
                MessageBox.Show("Player Exists");
                break;

            case Messages.GameMessages.SendActiveMatches:    //Get active games
                getGames();
                getActiveMatch();
                break;

            case Messages.GameMessages.matchCreated:    //Game was successfully created, so it is my Active game now
                sendData(Messages.GameMessages.dataReceived);
                sendFeedback("parseMessage", "Game Created");
                break;

            case Messages.GameMessages.gamesUpdated:
                sendData(Messages.GameMessages.SendActiveMatches.ToString());
                break;

            case Messages.GameMessages.playerLeftMatch:
                sendFeedback("parseMessage", this.PlayerName + " has left the game");
                sendData(Messages.GameMessages.SendActiveMatches.ToString());
                break;

            case Messages.GameMessages.PlayerNotInMatch:
                sendFeedback("parseMessage", this.PlayerName + " is not in a game");
                break;

            case Messages.GameMessages.PlayerInMatch:
                sendFeedback("parseMessage", this.PlayerName + " is already in a game");
                break;

            case Messages.GameMessages.MatchIsFull:
                sendFeedback("parseMessage", "Game already has two players");
                break;

            case Messages.GameMessages.PlayerJoinedGame:
                sendFeedback("parseMessage", playerName + " joined game");
                sendData(Messages.GameMessages.SendActiveMatches.ToString());
                break;

            case Messages.GameMessages.emptyDataReceived:
                sendFeedback("parseMessage", " Bad data sent");
                break;

            default:
                break;
            }//End case
            notifyObservers();
        }
Esempio n. 23
0
        /// <summary>
        /// Game decision point. This method gets messages from connection and decides what arguments to call, as well
        /// as taking care of runtime handlers for SoM requests
        /// </summary>
        /// <param name="msg"></param>
        /// <param name="player"></param>
        /// <param name="data"></param>
        public void getMessageFromConnection(Messages.GameMessages msg, DataPlayer player, List <object> data)
        {
            if (!checkTurn(player))//Not right turn?
            {
                (this as IGameObservable).notifyObservers(Messages.GameMessages.NotPlayerTurn, player, null);
                Match.updateTranscript("Not your turn");
                return;
            }
            CharacterData    attacker = Turn == 0?Player1.Character:Player2.Character, defender = Turn == 0?Player2.Character:Player1.Character;
            ArgNames         actionName  = 0;
            ArgumentFeedback argFeedback = null;

            if (waiting && msg != Messages.GameMessages.somChosen)
            {
                Match.updateTranscript("Waiting for SOM");
                return;
            }

            switch (msg)
            {
            ///This case handles the response from a request to get SoM from the user
            ///We need to translate the response (SoMName,value) into values the Handler needs (JoySorrowValue,AngerFearValue)
            case Messages.GameMessages.somChosen:
                SOM name = (SOM)data[0];
                switch (name)
                {
                case SOM.Joy:
                    argFeedback = SoMHandler(1, 0);
                    break;

                case SOM.Sorrow:
                    argFeedback = SoMHandler(-1, 0);
                    break;

                case SOM.Anger:
                    argFeedback = SoMHandler(0, 1);
                    break;

                case SOM.Fear:
                    argFeedback = SoMHandler(0, -1);
                    break;
                }
                waiting = false;    //Just in case
                break;

            case Messages.GameMessages.Trick:
                actionName  = ArgNames.Trick;
                argFeedback = arguments[actionName].doArgument(attacker, defender, World);
                if ((arguments[actionName] as Trick).repeatTurn())
                {
                    Turn--;    //We turn it back then the regular turn counter turns it back to my turn
                }
                break;

            case Messages.GameMessages.Manipulate:
                actionName = ArgNames.Manipulate;
                goto case Messages.GameMessages.SoMDependentArgument;

            case Messages.GameMessages.Taunt:
                actionName = ArgNames.Taunt;
                goto case Messages.GameMessages.SoMDependentArgument;

            case Messages.GameMessages.Focus:
                actionName = ArgNames.Focus;
                goto case Messages.GameMessages.SoMDependentArgument;

            case Messages.GameMessages.Empathy:
                actionName  = ArgNames.Empathy;
                argFeedback = (arguments[actionName] as Empathy).doArgument(attacker, defender, World);
                if (argFeedback != null && argFeedback.result == Result.None)
                {
                    Match.updateTranscript("Empathy cannot be used\n");
                }
                break;

            case Messages.GameMessages.Bluff:
                actionName = ArgNames.Bluff;
                goto case Messages.GameMessages.GenericArgument;

            case Messages.GameMessages.Charm:
                actionName = ArgNames.Charm;
                goto case Messages.GameMessages.GenericArgument;

            case Messages.GameMessages.Coerce:
                actionName = ArgNames.Coerce;
                goto case Messages.GameMessages.GenericArgument;

            case Messages.GameMessages.Convince:
                actionName = ArgNames.Convince;
                goto case Messages.GameMessages.GenericArgument;

            case Messages.GameMessages.Scare:
                actionName = ArgNames.Scare;
                goto case Messages.GameMessages.GenericArgument;

            case Messages.GameMessages.GenericArgument:
                argFeedback = arguments[actionName].doArgument(attacker, defender, World);
                break;

            case Messages.GameMessages.SoMDependentArgument:
                (arguments[actionName] as SoMDependentArgument).Selector = this;

                argFeedback = (arguments[actionName] as SoMDependentArgument).doArgument(attacker, defender, World);
                //If true then it succeeded so it needs to get SoM
                if (argFeedback == null)
                {
                    waiting = true;
                }
                break;
            }//End Switch

            //Update transcript if there is feedback
            if (argFeedback != null)
            {
                argFeedback.playerName = player.PlayerName;
                Match.updateTranscript(argFeedback);
            }

            if (!waiting)
            {
                //Check Game over
                if (Match.Goal.isGoalReached(defender))
                {
                    (this as IGameObservable).notifyObservers(Messages.GameMessages.GameOver, Match.Player1, null);
                    (this as IGameObservable).notifyObservers(Messages.GameMessages.GameOver, Match.Player2, null);
                }
                else//Not over
                {
                    //Tell players to update and go to next turn
                    (this as IGameObservable).notifyObservers(Messages.GameMessages.ArgumentDone, player, null);
                    Turn = (Turn + 1) % 2;
                }
            }
        }
Esempio n. 24
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 public void sendMessage(Messages.GameMessages message)
 {
     manager.broadcast(message);
 }