Esempio n. 1
0
        public void UnitShot(uint userId, Vector2w pos)
        {
            User   user   = d.GetUser(userId);
            Unit   unit   = user.GetSelectUnit();
            Battle battle = d.GetBattle(user.battleId);

            if (!battle.IsUserTurn(userId))
            {
                return;
            }
            Vector2f        startPos = new Vector2f(unit.pos.x + 0.5f, unit.pos.y + 0.5f);
            Vector2f        endPos   = new Vector2f(pos.x + 0.5f, pos.y + 0.5f);
            List <Vector2f> list     = new List <Vector2f>();

            if (VisiblePoint.TraceRayShot(startPos, endPos, 64, out list, false, battle.GetMap(), GameData.blockInfo))
            {
                if (list.Count > 0)
                {
                    Vector2w p             = new Vector2w((short)list[0].x, (short)list[0].y);
                    int      damage        = 10;
                    int      armorPiercing = 10;

                    SendAllShot(userId, pos, battle, unit);
                    DamagePoint(p, damage, armorPiercing);
                }
            }
        }
Esempio n. 2
0
        public void UnitRotate(uint userId, int dir)
        {
            User   user   = d.GetUser(userId);
            Unit   unit   = user.GetSelectUnit();
            Battle battle = d.GetBattle(user.battleId);

            if (!battle.IsUserTurn(userId))
            {
                return;
            }
            int ap = GameUtil.CalcDir(unit.dir, dir) * GameData.unitInfo[unit.id].apRotate;

            if (unit.ap < ap)
            {
                return;
            }
            unit.ap -= ap;
            unit.dir = dir;
            BattleData data = battle.GetData();

            for (int i = 0; i < data.users.Count; i++)
            {
                Vector2w pos = d.GetBattleUnitPos(data.users[i].userid);
                if (data.users[i].userid == userId || VisiblePoint.IsVisible(unit.pos, pos, battle.GetMap(), GameData.blockInfo))
                {
                    Data.t.netMsg.Add(new MsgServerGameAction(data.users[i].userid, new GameActionRotateUnit(unit.uid, unit.dir, unit.pos)));
                    Data.t.netMsg.Add(new MsgServerGameAction(data.users[i].userid, new GameActionInfoUnit(unit)));
                }
            }
        }
Esempio n. 3
0
        public void UnitMove(uint userId, Vector2w pos)
        {
            User   user   = d.GetUser(userId);
            Unit   unit   = user.GetSelectUnit();
            Battle battle = d.GetBattle(user.battleId);

            if (!battle.IsUserTurn(userId))
            {
                return;
            }
            List <Vector2w> road = new List <Vector2w>();

            if (battle.findRoad.Find(unit.pos, pos, battle.GetMap(), GameData.blockInfo, road))
            {
                ClampRoad(road, unit.ap, unit.dir, GameData.unitInfo[unit.id]);
                if (road.Count > 1)//move
                {
                    UnitVisible unitVisible = CreateUnitVisible(userId, unit.pos, battle);
                    battle.GetMap().RemoveUnitPos(unit.pos);
                    List <GameAction> actions = new List <GameAction>();
                    for (int i = 1; i < road.Count; i++)
                    {
                        int direction = GameUtil.GetDir(road[i - 1], road[i]);
                        if (unit.dir != direction)
                        {
                            unit.ap -= GameUtil.CalcDir(unit.dir, direction) * GameData.unitInfo[unit.id].apRotate;
                            unit.dir = direction;
                            actions.Add(new GameActionRotateUnit(unit.uid, unit.dir, unit.pos));
                        }
                        unit.ap -= GameData.unitInfo[unit.id].apMove;
                        unit.pos = road[i];
                        actions.Add(new GameActionMoveUnit(unit.uid, unit.pos));

                        //проверка обнаруженных юнитов и остановка
                        if (IsNewUnitVisible(unitVisible, userId, unit.pos, battle))
                        {
                            break;
                        }
                    }

                    battle.GetMap().SetUnitPos(unit.pos);

                    SendAllMoveUnit(userId, unit, battle, actions);
                    SendAllInfoUnit(unit, battle);

                    //обновление видимости вражеских юнитов
                    UpdateEnemyVisible(userId, unit.pos, battle);
                }
            }
        }
Esempio n. 4
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        private void UpdateEnemyVisible(uint userId, Vector2w pos, Battle battle)
        {
            var data = battle.GetData();

            for (int i = 0; i < data.users.Count; i++)
            {
                if (data.users[i].userid != userId)
                {
                    Unit unit      = d.GetBattleUnit(userId);
                    bool isVisible = VisiblePoint.IsVisible(pos, unit.pos, battle.GetMap(), GameData.blockInfo);

                    Data.t.netMsg.Add(new MsgServerGameAction(userId, new GameActionVisible(unit, isVisible)));
                }
            }
        }
Esempio n. 5
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        private void SendAllShot(uint userId, Vector2w pos, Battle battle, Unit unit)
        {
            BattleData data = battle.GetData();

            for (int i = 0; i < data.users.Count; i++)
            {
                Vector2w posEnemy = d.GetBattleUnitPos(data.users[i].userid);
                if (data.users[i].userid == userId || VisiblePoint.IsVisible(posEnemy, unit.pos, battle.GetMap(), GameData.blockInfo) ||
                    VisiblePoint.IsVisible(posEnemy, pos, battle.GetMap(), GameData.blockInfo))
                {
                    Data.t.netMsg.Add(new MsgServerGameAction(data.users[i].userid, new GameActionShotUnit(unit.uid, unit.pos)));
                    Data.t.netMsg.Add(new MsgServerGameAction(data.users[i].userid, new GameActionInfoUnit(unit)));
                }
            }
        }
Esempio n. 6
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        private bool IsNewUnitVisible(UnitVisible unitVisible, uint userId, Vector2w pos, Battle battle)
        {
            var data = battle.GetData();

            for (int i = 0; i < data.users.Count; i++)
            {
                if (data.users[i].userid != userId)
                {
                    Vector2w unitPos = d.GetBattleUnitPos(userId);
                    if (VisiblePoint.IsVisible(pos, unitPos, battle.GetMap(), GameData.blockInfo) && !unitVisible.IsVisible(data.users[i].userid))
                    {
                        return(true);
                    }
                }
            }
            return(false);
        }
Esempio n. 7
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        private UnitVisible CreateUnitVisible(uint userId, Vector2w pos, Battle battle)
        {
            UnitVisible unitVisible = new UnitVisible();
            var         data        = battle.GetData();

            for (int i = 0; i < data.users.Count; i++)
            {
                if (data.users[i].userid != userId)
                {
                    Vector2w unitPos = d.GetBattleUnitPos(userId);
                    if (VisiblePoint.IsVisible(pos, unitPos, battle.GetMap(), GameData.blockInfo))
                    {
                        unitVisible.AddVisible(data.users[i].userid);
                    }
                }
            }
            return(unitVisible);
        }
Esempio n. 8
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 private void UnitShot(uint userId, Vector2w pos)
 {
     battleManager.UnitShot(userId, pos);
 }
Esempio n. 9
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 private void DamagePoint(Vector2w pos, int damage, int armorPiercing)
 {
     //TODO
 }