public override GameSaveState Create(GameEngine engine, Play.Player fromPlayer) { // Still need to a way to send users their state back // I'm thinking that the CardIdentity.Key could be // encrypted with Crypto.Encrypt(something,pkey) // and the server could store the player private key // so that you only have to ask the server to decrypt // the key and figure out the type // still need the card that's targeting this card or vise versa this.GlobalVariables = engine.GlobalVariables; this.StopTurn = engine.StopTurn; //this.TurnPlayer = engine.TurnPlayer.Id; if (engine.TurnPlayer != null) { this.TurnPlayer = engine.TurnPlayer.Id; } this.TurnNumber = engine.TurnNumber; if (Play.Player.LocalPlayer == fromPlayer) { CurrentUniqueId = engine.CurrentUniqueId; } Players = Play.Player.All.Where(x => x.Id != fromPlayer.Id).Select(x => new PlayerSaveState().Create(x, fromPlayer)).ToArray(); Table = new GroupSaveState().Create(Program.GameEngine.Table, fromPlayer); Table.Visiblity = GroupVisibility.Undefined; SessionId = engine.SessionId; return(this); }
internal void LoadGroup(GroupSaveState g) { var group = Play.Group.Find(g.Id); group.Controller = Play.Player.Find(g.Controller); group.Viewers = g.Viewers.Select(Play.Player.Find).ToList(); group.Visibility = g.Visiblity; foreach (var c in g.Cards) { DataNew.Entities.Card model = null; if (c.Type != Guid.Empty) { model = Core.DataManagers.GameManager.Get() .GetById(Program.GameEngine.Definition.Id) .GetCardById(c.Type); } var owner = Play.Player.Find(c.Owner); var card = new Play.Card(owner, c.Id, (ulong)c.EncType, model, owner == Play.Player.LocalPlayer); if (group.Cards.Any(x => x.Id == card.Id) == false) { group.Add(card); } card.SwitchTo(owner, c.Alternate, false); card.Controller = Play.Player.Find(c.Controller); card.DeleteWhenLeavesGroup = c.DeleteWhenLeavesGroup; card.SetFaceUp(c.FaceUp); card.SetHighlight(c.HighlightColor); card.SetIndex(c.Index); card.Orientation = c.Orientation; card.SetOverrideGroupVisibility(c.OverrideGroupVisibility); card.SetTargetedBy(Play.Player.Find(c.TargetedBy)); card.TargetsOtherCards = c.TargetsOtherCards; card.X = c.X; card.Y = c.Y; foreach (var m in c.Markers) { card.SetMarker(card.Owner, m.Id, m.Name, m.Count, false); } foreach (var pp in c.PeekingPlayers.Select(Play.Player.Find)) { card.PeekingPlayers.Add(pp); } } }
internal void LoadGroup(GroupSaveState g, Play.Player fromPlayer, bool isTable = false) { var group = Play.Group.Find(g.Id); if (!isTable) { group.Controller = Play.Player.Find(g.Controller); } group.Viewers = g.Viewers.Select(Play.Player.Find).ToList(); group.Visibility = g.Visiblity; foreach (var c in g.Cards) { var owner = Play.Player.Find(c.Owner); DataNew.Entities.Card model = null; if (c.Type != Guid.Empty) { model = Core.DataManagers.GameManager.Get() .GetById(Program.GameEngine.Definition.Id) .GetCardById(c.Type); } var card = Play.Card.Find(c.Id); if (fromPlayer == owner && card != null) { //card.Type.Key = ulong.Parse(c.EncType); card.SetModel(model.Clone()); //card.Type = new CardIdentity(card.Id){Key=(ulong)c.EncType,Model = model.Clone(),MySecret = owner == Play.Player.LocalPlayer}; //Play.Card.Remove(card); //card = null; } if (card == null) { card = new Play.Card(owner, c.Id, model, owner == Play.Player.LocalPlayer, c.Size); } group.Remove(card); group.Add(card); card.Group = group; card.SwitchTo(owner, c.Alternate, false); card.Controller = Play.Player.Find(c.Controller); card.DeleteWhenLeavesGroup = c.DeleteWhenLeavesGroup; card.SetFaceUp(c.FaceUp); card.SetHighlight(c.HighlightColor); card.SetIndex(c.Index); card.Orientation = c.Orientation; card.SetOverrideGroupVisibility(c.OverrideGroupVisibility); card.SetTargetedBy(Play.Player.Find(c.TargetedBy)); card.TargetsOtherCards = c.TargetsOtherCards; card.X = c.X; card.Y = c.Y; card.PropertyOverrides = c.PropertyOverrides; foreach (var m in c.Markers) { card.SetMarker(card.Owner, m.Id, m.Name, m.Count, false); } foreach (var pp in c.PeekingPlayers.Select(Play.Player.Find)) { card.PeekingPlayers.Add(pp); } } group.OnCardsChanged(); }