public override void Handle(Event e) { switch (e.GetEventType()) { case EventType.NameEvent: fallthrough.Handle(e); break; case EventType.UnitMoveEvent: UnitMoveEvent ume = (UnitMoveEvent)e; Unit u = Game.World.Units[ume.ID]; u.MoveTo(ume.x, ume.y); break; //normal game event handler also handles build station //but that's an event generated by the interface, //which we don't have server side, obv, //so we don't have to bother with that. case EventType.CreateUnitEvent: fallthrough.Handle(e); break; case EventType.PlayerDisconnect: PlayerDisconnectEvent pde = (PlayerDisconnectEvent)e; lock (Game.World.Players) { Game.World.RemovePlayer(pde.id); } break; case EventType.ProjectFinishedEvent: fallthrough.Handle(e); break; default: throw new ArgumentException(); } }
public override void Handle(Event e) { Station s; switch (e.GetEventType()) { case EventType.NameEvent: NameEvent ne = (NameEvent)e; Game.World.GetPlayer(ne.ID).Name = ne.Name; Game.World.GetPlayer(ne.ID).Color = ne.Color; break; case EventType.UnitMoveEvent: UnitMoveEvent ume = (UnitMoveEvent)e; Unit u = Game.World.Units[ume.ID]; u.GetAnimateable().AddAnimation( new PositionAnimation( 150, CurveType.EaseOut, u.fPosition, new Vector2(ume.x, ume.y) ) ); u.MoveTo(ume.x, ume.y); if (ume.Local) { engine.NetClient.Send( new NetMessage3( NM3MessageType.unit_move, u.ID, ume.x, ume.y ) ); } break; case EventType.BuildStationEvent: BuildStationEvent bse = (BuildStationEvent)e; engine.NetClient.Send( new NetMessage3( NM3MessageType.station_create, bse.Owner, //isn't this always us? //oh, right, but since the same message //is used server -> client, //it provides owner as well. -1, //client doesn't give id, handled serverside bse.x, bse.y ) ); break; case EventType.BuildUnitEvent: BuildUnitEvent bue = (BuildUnitEvent)e; engine.NetClient.Send( new NetMessage3( NM3MessageType.unit_build, (int)bue.UnitType, bue.x, bue.y ) ); break; case EventType.CreateUnitEvent: CreateUnitEvent cue = (CreateUnitEvent)e; Game.World.SpawnUnit( new Unit( Game.World, cue.UnitType, cue.Owner, cue.ID, cue.x, cue.y ) ); break; case EventType.PlayerDisconnect: PlayerDisconnectEvent pde = (PlayerDisconnectEvent)e; Game.Log.Add( string.Format( "{0} disconnected.", Game.World.GetPlayer(pde.id).Name ) ); Game.World.RemovePlayer(pde.id); break; case EventType.SetProjectEvent: SetProjectEvent spe = (SetProjectEvent)e; s = Game.World.Map.Stations[spe.Station]; int time; switch (spe.ProjectType) { case ProjectType.UnitProject: UnitType type = UnitType.GetType( (UnitTypes)spe.Project ); time = type.ConstructionTime; break; case ProjectType.TechProject: Tech tech = Tech.Techs[(TechID)spe.Project]; time = tech.ResearchTime; break; default: throw new ArgumentException(); } engine.NetClient.Send( new NetMessage3( NM3MessageType.station_set_project, spe.Owner, s.ID, time, (int)spe.ProjectType, spe.Project ) ); break; case EventType.ProjectFinishedEvent: ProjectFinishedEvent pfe = (ProjectFinishedEvent)e; Project p = pfe.Project; switch (p.GetProjectType()) { case ProjectType.UnitProject: //this is a bit hacky, but we specifically only //want to send this netmessage from the client //*OWNING* the project, whereas with techprojects //we can handle them just fine on our own side. //this is because we need to keep our unit ids //synchronized. if (p.Station.Tile.Unit == null) { if ( Game.LocalPlayer != null && //not serverside p.Owner == Game.LocalPlayer.ID //and our ) { Push( new BuildUnitEvent( (UnitTypes)p.GetProject(), p.Owner, p.Station.Position.X, p.Station.Position.Y ) ); } p.SetFinished(); } break; case ProjectType.TechProject: Game.World.Players[p.Owner].Tech.Add( (TechID)p.GetProject() ); p.SetFinished(); break; default: throw new ArgumentException(); } break; default: throw new ArgumentException(); } }