コード例 #1
0
ファイル: CGameRoom.cs プロジェクト: zeroxy/freegostop
    /// <summary>
    /// 카드 선택에 대한 결과를 모든 플레이어에게 전송한다.
    /// </summary>
    /// <param name="current_turn_player_index"></param>
    /// <param name="slot_index"></param>
    void send_select_card_ack(PLAYER_SELECT_CARD_RESULT result,
                              byte current_turn_player_index, byte slot_index)
    {
        byte delay = get_aiplayer_delay(this.players[current_turn_player_index]);

        for (int i = 0; i < this.players.Count; ++i)
        {
            CPacket msg = CPacket.create((short)PROTOCOL.SELECT_CARD_ACK);

            msg.push(delay);

            // 플레이어 정보.
            msg.push(current_turn_player_index);

            // 낸 카드 정보.
            add_player_select_result_to(msg, slot_index);

            // 둘중 하나를 선택하는 경우 대상이 되는 카드 정보를 담는다.
            msg.push((byte)result);
            if (result == PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_PLAYER)
            {
                add_choice_card_info_to(msg);
            }

            this.players[i].send(msg);
        }
    }
コード例 #2
0
ファイル: CPopupChoiceCard.cs プロジェクト: sunduk/freegostop
 public void refresh(PLAYER_SELECT_CARD_RESULT result_type, Sprite card1, Sprite card2)
 {
     this.result_type_from_server = result_type;
     Debug.Log(this.slots.Count);
     this.slots[0].sprite = card1;
     this.slots[1].sprite = card2;
 }
コード例 #3
0
    void ON_FLIP_DECK_CARD_ACK(CPacket msg)
    {
        byte player_index = msg.pop_byte();

        // 덱에서 뒤집은 카드 정보.
        byte     deck_card_number     = msg.pop_byte();
        PAE_TYPE deck_card_pae_type   = (PAE_TYPE)msg.pop_byte();
        byte     deck_card_position   = msg.pop_byte();
        byte     same_count_with_deck = msg.pop_byte();

        PLAYER_SELECT_CARD_RESULT result = (PLAYER_SELECT_CARD_RESULT)msg.pop_byte();

        if (result == PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_DECK)
        {
            if (is_me(player_index))
            {
                CPacket choose_msg = CPacket.create((short)PROTOCOL.CHOOSE_CARD);
                choose_msg.push((byte)result);
                choose_msg.push((byte)0);
                this.local_server.on_receive_from_ai(choose_msg);
            }
        }
        else
        {
            CPacket ret = CPacket.create((short)PROTOCOL.TURN_END);
            this.local_server.on_receive_from_ai(ret);
        }
    }
コード例 #4
0
 public void refresh(PLAYER_SELECT_CARD_RESULT result_type, Sprite card1, Sprite card2)
 {
     this.result_type_from_server = result_type;
     Debug.Log(this.slots.Count);
     this.slots[0].sprite = card1;
     this.slots[1].sprite = card2;
 }
コード例 #5
0
ファイル: CGameRoom.cs プロジェクト: zeroxy/freegostop
    void send_flip_result(PLAYER_SELECT_CARD_RESULT result, byte current_turn_player_index)
    {
        for (int i = 0; i < this.players.Count; ++i)
        {
            CPacket msg = CPacket.create((short)PROTOCOL.FLIP_DECK_CARD_ACK);
            // 플레이어 정보.
            msg.push(current_turn_player_index);

            add_flip_result_to(msg);

            msg.push((byte)result);
            if (result == PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_DECK)
            {
                add_choice_card_info_to(msg);
            }
            else
            {
                add_player_get_cards_info_to(msg);
                add_others_card_result_to(msg);
                add_turn_result_to(msg, current_turn_player_index);
            }

            this.players[i].send(msg);
        }
    }
コード例 #6
0
    void ON_CHOICE_ONE_CARD(CPacket msg)
    {
        PLAYER_SELECT_CARD_RESULT result = (PLAYER_SELECT_CARD_RESULT)msg.pop_byte();

        CPacket choose_msg = CPacket.create((short)PROTOCOL.CHOOSE_CARD);

        choose_msg.push((byte)result);
        choose_msg.push((byte)0);
        this.local_server.on_receive_from_ai(choose_msg);
    }
コード例 #7
0
ファイル: CGameRoom.cs プロジェクト: zeroxy/freegostop
    public void on_player_put_card(byte player_index,
                                   byte card_number,
                                   PAE_TYPE pae_type,
                                   byte position,
                                   byte slot_index,
                                   byte is_shaking)
    {
        PLAYER_SELECT_CARD_RESULT result = this.engine.player_put_card(
            player_index, card_number, pae_type, position, slot_index, is_shaking);

        if (result == PLAYER_SELECT_CARD_RESULT.ERROR_INVALID_CARD)
        {
            return;
        }

        clear_received_protocol();
        send_select_card_ack(result, player_index, slot_index);
    }
コード例 #8
0
ファイル: CGostopEngine.cs プロジェクト: zeroxy/freegostop
 /// <summary>
 /// 매 턴 진행하기 전에 초기화 해야할 데이터.
 /// </summary>
 public void clear_turn_data()
 {
     this.turn_result_type    = TURN_RESULT_TYPE.RESULT_OF_NORMAL_CARD;
     this.card_from_player    = null;
     this.selected_slot_index = byte.MaxValue;
     this.card_from_deck      = null;
     this.target_cards_to_choice.Clear();
     this.same_card_count_with_player = 0;
     this.same_card_count_with_deck   = 0;
     this.card_event_type             = CARD_EVENT_TYPE.NONE;
     this.flipped_card_event_type.Clear();
     this.cards_to_give_player.Clear();
     this.cards_to_floor.Clear();
     this.other_cards_to_player.Clear();
     this.bomb_cards_from_player.Clear();
     this.expected_result_type = PLAYER_SELECT_CARD_RESULT.ERROR_INVALID_CARD;
     this.shaking_cards.Clear();
 }
コード例 #9
0
ファイル: CGostopEngine.cs プロジェクト: zeroxy/freegostop
    public PLAYER_SELECT_CARD_RESULT on_choose_card(byte player_index, PLAYER_SELECT_CARD_RESULT result_type, byte choice_index)
    {
        if (result_type != this.expected_result_type)
        {
            //todo:error! 기대했던 타입과 다르다! 오류이거나 어뷰징이거나.
            UnityEngine.Debug.LogError(string.Format("Invalid result type. client {0}, expected {1}",
                                                     result_type, this.expected_result_type));
        }


        // 클라이언트에서 엉뚱한 값을 보내올 수 있으므로 검증 후 이상이 있으면 첫번째 카드를 선택한다.
        CCard player_choose_card = null;

        if (this.target_cards_to_choice.Count <= choice_index)
        {
            // Error! Invalid list index. Choice first card.
            player_choose_card = this.target_cards_to_choice[0];
        }
        else
        {
            player_choose_card = this.target_cards_to_choice[choice_index];
        }


        PLAYER_SELECT_CARD_RESULT ret = PLAYER_SELECT_CARD_RESULT.COMPLETED;

        switch (this.expected_result_type)
        {
        case PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_PLAYER:
            this.cards_to_give_player.Add(this.card_from_player);
            this.cards_to_give_player.Add(player_choose_card);
            return(this.expected_result_type);

        case PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_DECK:
            this.cards_to_give_player.Add(this.card_from_deck);
            this.cards_to_give_player.Add(player_choose_card);
            after_flipped_card(player_index);
            break;
        }

        return(ret);
    }
コード例 #10
0
ファイル: CGostopEngine.cs プロジェクト: zeroxy/freegostop
    /// <summary>
    /// 가운데 덱에서 카드를 뒤집어 그에 맞는 처리를 진행한다.
    /// </summary>
    /// <param name="player_index"></param>
    /// <returns></returns>
    public PLAYER_SELECT_CARD_RESULT flip_process(byte player_index, TURN_RESULT_TYPE turn_result_type)
    {
        this.turn_result_type = turn_result_type;

        byte card_number_from_player = byte.MaxValue;

        if (this.turn_result_type == TURN_RESULT_TYPE.RESULT_OF_NORMAL_CARD)
        {
            card_number_from_player = this.card_from_player.number;
        }
        PLAYER_SELECT_CARD_RESULT result = flip_deck_card(card_number_from_player);

        if (result != PLAYER_SELECT_CARD_RESULT.COMPLETED)
        {
            return(result);
        }

        after_flipped_card(player_index);
        return(PLAYER_SELECT_CARD_RESULT.COMPLETED);
    }
コード例 #11
0
ファイル: CGostopEngine.cs プロジェクト: sunduk/freegostop
    PLAYER_SELECT_CARD_RESULT flip_deck_card(byte card_number_from_player)
    {
        this.card_from_deck = pop_front_card();

        List<CCard> same_cards = this.floor_manager.get_cards(this.card_from_deck.number);
        if (same_cards != null)
        {
            this.same_card_count_with_deck = (byte)same_cards.Count;
        }
        else
        {
            this.same_card_count_with_deck = 0;
        }

        //UnityEngine.Debug.Log(string.Format("flipped card {0},  same card count {1}",
        //	this.card_from_deck.number, this.same_card_count_with_deck));

        switch (this.same_card_count_with_deck)
        {
            case 0:
                if (card_number_from_player == this.card_from_deck.number)
                {
                    // 쪽.
                    this.flipped_card_event_type.Add(CARD_EVENT_TYPE.KISS);

                    this.cards_to_give_player.Clear();
                    this.cards_to_give_player.Add(this.card_from_player);
                    this.cards_to_give_player.Add(this.card_from_deck);

                    take_cards_from_others(1);
                }
                break;

            case 1:
                {
                    if (card_number_from_player == this.card_from_deck.number)
                    {
                        // 뻑.
                        this.flipped_card_event_type.Add(CARD_EVENT_TYPE.PPUK);
                        get_current_player().plus_ppuk_count();

                        // 플레이어에게 주려던 카드를 모두 취소한다.
                        this.cards_to_give_player.Clear();
                    }
                    else
                    {
                        this.cards_to_give_player.Add(this.card_from_deck);
                        this.cards_to_give_player.Add(same_cards[0]);
                    }
                }
                break;

            case 2:
                {
                    if (this.card_from_deck.number == card_number_from_player)
                    {
                        // 따닥.
                        this.flipped_card_event_type.Add(CARD_EVENT_TYPE.DDADAK);

                        // 플레이어가 4장 모두 가져간다.
                        this.cards_to_give_player.Clear();
                        for (int i = 0; i < same_cards.Count; ++i)
                        {
                            this.cards_to_give_player.Add(same_cards[i]);
                        }
                        this.cards_to_give_player.Add(this.card_from_deck);
                        this.cards_to_give_player.Add(this.card_from_player);

                        take_cards_from_others(2);
                    }
                    else
                    {
                        if (same_cards[0].pae_type != same_cards[1].pae_type)
                        {
                            // 뒤집었는데 타입이 다른 카드 두장과 같다면 한장을 선택하도록 한다.
                            this.target_cards_to_choice.Clear();
                            for (int i = 0; i < same_cards.Count; ++i)
                            {
                                this.target_cards_to_choice.Add(same_cards[i]);
                            }

                            this.expected_result_type = PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_DECK;
                            return PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_DECK;
                        }

                        // 카드 타입이 같다면 첫번째 카드를 선택해 준다.
                        this.cards_to_give_player.Add(this.card_from_deck);
                        this.cards_to_give_player.Add(same_cards[0]);
                    }
                }
                break;

            case 3:
                // 플레이어가 4장 모두 가져간다.
                for (int i = 0; i < same_cards.Count; ++i)
                {
                    this.cards_to_give_player.Add(same_cards[i]);
                }
                this.cards_to_give_player.Add(this.card_from_deck);

                //todo:자뻑이라면 두장.
                take_cards_from_others(1);
                break;
        }

        return PLAYER_SELECT_CARD_RESULT.COMPLETED;
    }
コード例 #12
0
ファイル: CGostopEngine.cs プロジェクト: sunduk/freegostop
    /// <summary>
    /// 플레이어가 카드를 낼 때 호출된다.
    /// </summary>
    /// <param name="player_index"></param>
    /// <param name="card_number"></param>
    /// <param name="pae_type"></param>
    /// <param name="position"></param>
    /// <returns></returns>
    public PLAYER_SELECT_CARD_RESULT player_put_card(byte player_index,
		byte card_number,
		PAE_TYPE pae_type,
		byte position,
		byte slot_index,
		byte is_shaking)
    {
        this.selected_slot_index = slot_index;

        //UnityEngine.Debug.Log(string.Format("recv {0}, {1}, {2}",
        //	card_number, pae_type, position));

        // 클라이언트가 보내온 카드 정보가 실제로 플레이어가 들고 있는 카드인지 확인한다.
        CCard card = this.player_agents[player_index].pop_card_from_hand(
            card_number, pae_type, position);
        if (card == null)
        {
            UnityEngine.Debug.LogError(string.Format("invalid card! {0}, {1}, {2}",
                card_number, pae_type, position));
            // error! Invalid slot index.
            return PLAYER_SELECT_CARD_RESULT.ERROR_INVALID_CARD;
        }

        this.card_from_player = card;

        // 바닥 카드중에서 플레이어가 낸 카드와 같은 숫자의 카드를 구한다.
        List<CCard> same_cards = this.floor_manager.get_cards(card.number);
        if (same_cards != null)
        {
            this.same_card_count_with_player = (byte)same_cards.Count;
        }
        else
        {
            this.same_card_count_with_player = 0;
        }

        //UnityEngine.Debug.Log("same card(player) " + this.same_card_count_with_player);
        switch (this.same_card_count_with_player)
        {
            case 0:
                {
                    if (is_shaking == 1)
                    {
                        byte count_from_hand =
                            this.player_agents[player_index].get_same_card_count_from_hand(this.card_from_player.number);
                        if (count_from_hand == 2)
                        {
                            this.card_event_type = CARD_EVENT_TYPE.SHAKING;
                            this.player_agents[player_index].plus_shaking_count();

                            // 플레이어에게 흔든 카드 정보를 보내줄 때 사용하기 위해서 리스트에 보관해 놓는다.
                            this.shaking_cards =
                                this.player_agents[player_index].find_same_cards_from_hand(
                                this.card_from_player.number);
                            this.shaking_cards.Add(this.card_from_player);
                        }
                    }
                }
                break;

            case 1:
                {
                    // 폭탄인 경우와 아닌 경우를 구분해서 처리 해 준다.
                    byte count_from_hand =
                        this.player_agents[player_index].get_same_card_count_from_hand(this.card_from_player.number);
                    if (count_from_hand == 2)
                    {
                        this.card_event_type = CARD_EVENT_TYPE.BOMB;

                        get_current_player().plus_shaking_count();

                        // 플레이어가 선택한 카드와, 바닥 카드, 폭탄 카드를 모두 가져 간다.
                        this.cards_to_give_player.Add(this.card_from_player);
                        this.cards_to_give_player.Add(same_cards[0]);
                        this.bomb_cards_from_player.Add(this.card_from_player);
                        List<CCard> bomb_cards =
                            this.player_agents[player_index].pop_all_cards_from_hand(this.card_from_player.number);
                        for (int i = 0; i < bomb_cards.Count; ++i)
                        {
                            this.cards_to_give_player.Add(bomb_cards[i]);
                            this.bomb_cards_from_player.Add(bomb_cards[i]);
                        }

                        take_cards_from_others(1);
                        this.player_agents[player_index].add_bomb_count(2);
                    }
                    else
                    {
                        // 뒤집이서 뻑이 나오면 못가져갈 수 있으므로 일단 임시변수에 넣어 놓는다.
                        this.cards_to_give_player.Add(this.card_from_player);
                        this.cards_to_give_player.Add(same_cards[0]);
                    }
                }
                break;

            case 2:
                {
                    if (same_cards[0].pae_type != same_cards[1].pae_type)
                    {
                        // 카드 종류가 다르다면 플레이어가 한장을 선택할 수 있도록 해준다.
                        this.target_cards_to_choice.Clear();
                        for (int i = 0; i < same_cards.Count; ++i)
                        {
                            this.target_cards_to_choice.Add(same_cards[i]);
                        }

                        this.expected_result_type = PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_PLAYER;
                        return PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_PLAYER;
                    }

                    // 같은 종류의 카드라면 플레이어가 선택할 필요가 없으므로 첫번째 카드를 선택해 준다.
                    this.cards_to_give_player.Add(this.card_from_player);
                    this.cards_to_give_player.Add(same_cards[0]);
                }
                break;

            case 3:
                {
                    //todo:자뻑인지 구분하여 처리하기.
                    this.card_event_type = CARD_EVENT_TYPE.EAT_PPUK;

                    // 쌓여있는 카드를 모두 플레이어에게 준다.
                    this.cards_to_give_player.Add(card);
                    for (int i = 0; i < same_cards.Count; ++i)
                    {
                        this.cards_to_give_player.Add(same_cards[i]);
                    }

                    //todo:상대방 카드 한장 가져오기. 자뻑이었다면 두장 가져오기.
                    take_cards_from_others(1);
                }
                break;
        }

        return PLAYER_SELECT_CARD_RESULT.COMPLETED;
    }
コード例 #13
0
ファイル: CGostopEngine.cs プロジェクト: sunduk/freegostop
    public PLAYER_SELECT_CARD_RESULT on_choose_card(byte player_index, PLAYER_SELECT_CARD_RESULT result_type, byte choice_index)
    {
        if (result_type != this.expected_result_type)
        {
            //todo:error! 기대했던 타입과 다르다! 오류이거나 어뷰징이거나.
            UnityEngine.Debug.LogError(string.Format("Invalid result type. client {0}, expected {1}",
                result_type, this.expected_result_type));
        }

        // 클라이언트에서 엉뚱한 값을 보내올 수 있으므로 검증 후 이상이 있으면 첫번째 카드를 선택한다.
        CCard player_choose_card = null;
        if (this.target_cards_to_choice.Count <= choice_index)
        {
            // Error! Invalid list index. Choice first card.
            player_choose_card = this.target_cards_to_choice[0];
        }
        else
        {
            player_choose_card = this.target_cards_to_choice[choice_index];
        }

        PLAYER_SELECT_CARD_RESULT ret = PLAYER_SELECT_CARD_RESULT.COMPLETED;
        switch (this.expected_result_type)
        {
            case PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_PLAYER:
                this.cards_to_give_player.Add(this.card_from_player);
                this.cards_to_give_player.Add(player_choose_card);
                return this.expected_result_type;

            case PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_DECK:
                this.cards_to_give_player.Add(this.card_from_deck);
                this.cards_to_give_player.Add(player_choose_card);
                after_flipped_card(player_index);
                break;
        }

        return ret;
    }
コード例 #14
0
ファイル: CGostopEngine.cs プロジェクト: sunduk/freegostop
 /// <summary>
 /// 매 턴 진행하기 전에 초기화 해야할 데이터.
 /// </summary>
 public void clear_turn_data()
 {
     this.turn_result_type = TURN_RESULT_TYPE.RESULT_OF_NORMAL_CARD;
     this.card_from_player = null;
     this.selected_slot_index = byte.MaxValue;
     this.card_from_deck = null;
     this.target_cards_to_choice.Clear();
     this.same_card_count_with_player = 0;
     this.same_card_count_with_deck = 0;
     this.card_event_type = CARD_EVENT_TYPE.NONE;
     this.flipped_card_event_type.Clear();
     this.cards_to_give_player.Clear();
     this.cards_to_floor.Clear();
     this.other_cards_to_player.Clear();
     this.bomb_cards_from_player.Clear();
     this.expected_result_type = PLAYER_SELECT_CARD_RESULT.ERROR_INVALID_CARD;
     this.shaking_cards.Clear();
 }
コード例 #15
0
    IEnumerator on_flip_deck_card_ack(CPacket msg)
    {
        byte player_index = msg.pop_byte();

        // 덱에서 뒤집은 카드 정보.
        byte     deck_card_number     = msg.pop_byte();
        PAE_TYPE deck_card_pae_type   = (PAE_TYPE)msg.pop_byte();
        byte     deck_card_position   = msg.pop_byte();
        byte     same_count_with_deck = msg.pop_byte();

        List <Sprite>             target_to_choice = new List <Sprite>();
        PLAYER_SELECT_CARD_RESULT result           = (PLAYER_SELECT_CARD_RESULT)msg.pop_byte();

        if (result == PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_DECK)
        {
            byte count = msg.pop_byte();
            for (byte i = 0; i < count; ++i)
            {
                byte     number   = msg.pop_byte();
                PAE_TYPE pae_type = (PAE_TYPE)msg.pop_byte();
                byte     position = msg.pop_byte();

                CCard card = this.card_manager.find_card(number, pae_type, position);
                target_to_choice.Add(get_hwatoo_sprite(card));
            }


            yield return(StartCoroutine(move_flip_card(deck_card_number, deck_card_pae_type, deck_card_position)));

            if (player_index == this.player_me_index)
            {
                CUIManager.Instance.show(UI_PAGE.POPUP_CHOICE_CARD);
                CPopupChoiceCard popup =
                    CUIManager.Instance.get_uipage(UI_PAGE.POPUP_CHOICE_CARD).GetComponent <CPopupChoiceCard>();
                popup.refresh(result, target_to_choice[0], target_to_choice[1]);
            }
        }
        else
        {
            List <CCard>           cards_to_give          = parse_cards_to_get(msg);
            List <CCardPicture>    take_cards_from_others = parse_cards_to_take_from_others(player_index, msg);
            List <CARD_EVENT_TYPE> events = parse_flip_card_events(msg);


            refresh_player_floor_slots(PAE_TYPE.PEE, player_index);

            // 화면 연출 진행.
            yield return(StartCoroutine(move_flip_card(deck_card_number, deck_card_pae_type, deck_card_position)));


            if (events.Count > 0)
            {
                for (int i = 0; i < events.Count; ++i)
                {
                    CEffectManager.Instance.play(events[i]);
                    yield return(new WaitForSeconds(1.5f));
                }
            }


            yield return(StartCoroutine(move_after_flip_card(player_index, take_cards_from_others, cards_to_give)));
        }
    }
コード例 #16
0
    IEnumerator on_select_card_ack(CPacket msg)
    {
        // 데이터 파싱 시작 ----------------------------------------
        byte player_index = msg.pop_byte();

        // 카드 내는 연출을 위해 필요한 변수들.
        CARD_EVENT_TYPE card_event           = CARD_EVENT_TYPE.NONE;
        List <CCard>    bomb_cards_info      = new List <CCard>();
        List <CCard>    shaking_cards_info   = new List <CCard>();
        byte            slot_index           = byte.MaxValue;
        byte            player_card_number   = byte.MaxValue;
        PAE_TYPE        player_card_pae_type = PAE_TYPE.PEE;
        byte            player_card_position = byte.MaxValue;

        // 플레이어가 낸 카드 정보.
        player_card_number   = msg.pop_byte();
        player_card_pae_type = (PAE_TYPE)msg.pop_byte();
        player_card_position = msg.pop_byte();
        byte same_count_with_player = msg.pop_byte();

        slot_index = msg.pop_byte();
        //Debug.Log("on select card ack. " + slot_index);

        card_event = (CARD_EVENT_TYPE)msg.pop_byte();
        //Debug.Log("-------------------- event " + card_event);
        switch (card_event)
        {
        case CARD_EVENT_TYPE.BOMB:
        {
            byte bomb_card_count = (byte)msg.pop_byte();
            for (byte i = 0; i < bomb_card_count; ++i)
            {
                byte     number   = msg.pop_byte();
                PAE_TYPE pae_type = (PAE_TYPE)msg.pop_byte();
                byte     position = msg.pop_byte();
                CCard    card     = this.card_manager.find_card(number, pae_type, position);
                bomb_cards_info.Add(card);

                //UnityEngine.Debug.Log(string.Format("BOMB {0}, {1}, {2}", number, pae_type, position));
            }
        }
        break;

        case CARD_EVENT_TYPE.SHAKING:
        {
            byte shaking_card_count = (byte)msg.pop_byte();
            for (byte i = 0; i < shaking_card_count; ++i)
            {
                byte     number   = msg.pop_byte();
                PAE_TYPE pae_type = (PAE_TYPE)msg.pop_byte();
                byte     position = msg.pop_byte();
                CCard    card     = this.card_manager.find_card(number, pae_type, position);
                shaking_cards_info.Add(card);

                //UnityEngine.Debug.Log(string.Format("SHAKING {0}, {1}, {2}", number, pae_type, position));
            }
        }
        break;
        }


        List <Sprite>             target_to_choice = new List <Sprite>();
        PLAYER_SELECT_CARD_RESULT select_result    = (PLAYER_SELECT_CARD_RESULT)msg.pop_byte();

        if (select_result == PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_PLAYER)
        {
            byte count = msg.pop_byte();
            for (byte i = 0; i < count; ++i)             // 같은 월의 수만큼 가져갈 패를 보여준다.
            {
                byte     number   = msg.pop_byte();
                PAE_TYPE pae_type = (PAE_TYPE)msg.pop_byte();
                byte     position = msg.pop_byte();

                CCard card = this.card_manager.find_card(number, pae_type, position);
                target_to_choice.Add(get_hwatoo_sprite(card));
            }
        }
        // 파싱 끝 ------------------------------------------------



        refresh_player_floor_slots(PAE_TYPE.PEE, player_index);

        // 화면 연출 진행.
        // 흔들었을 경우 흔든 카드의 정보를 출력해 준다.
        if (card_event == CARD_EVENT_TYPE.SHAKING)
        {
            CUIManager.Instance.show(UI_PAGE.POPUP_SHAKING_CARDS);
            CPopupShakingCards popup =
                CUIManager.Instance.get_uipage(UI_PAGE.POPUP_SHAKING_CARDS).GetComponent <CPopupShakingCards>();
            List <Sprite> sprites = new List <Sprite>();
            for (int i = 0; i < shaking_cards_info.Count; ++i)
            {
                sprites.Add(get_hwatoo_sprite(shaking_cards_info[i]));
            }
            popup.refresh(sprites);

            yield return(new WaitForSeconds(1.5f));

            CUIManager.Instance.hide(UI_PAGE.POPUP_SHAKING_CARDS);
        }

        // 플레이어가 낸 카드 움직이기.
        yield return(StartCoroutine(move_player_cards_to_floor(
                                        player_index,
                                        card_event,
                                        bomb_cards_info,
                                        slot_index, player_card_number, player_card_pae_type, player_card_position)));

        yield return(new WaitForSeconds(0.3f));


        if (card_event != CARD_EVENT_TYPE.NONE)
        {
            // 흔들기는 위에서 팝업으로 보여줬기 때문에 별도의 이펙트는 필요 없다.
            if (card_event != CARD_EVENT_TYPE.SHAKING)
            {
                CEffectManager.Instance.play(card_event);
                yield return(new WaitForSeconds(1.5f));
            }
        }


        if (player_index == this.player_me_index)
        {
            // 바닥에 깔린 카드가 두장일 때 둘중 하나를 선택하는 팝업을 출력한다.
            if (select_result == PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_PLAYER)
            {
                CUIManager.Instance.show(UI_PAGE.POPUP_CHOICE_CARD);
                CPopupChoiceCard popup =
                    CUIManager.Instance.get_uipage(UI_PAGE.POPUP_CHOICE_CARD).GetComponent <CPopupChoiceCard>();
                popup.refresh(select_result, target_to_choice[0], target_to_choice[1]);
            }
            else
            {
                // 가운데 카드 뒤집기 요청.
                CPacket flip_msg = CPacket.create((short)PROTOCOL.FLIP_DECK_CARD_REQ);
                CNetworkManager.Instance.send(flip_msg);
            }
        }
    }
コード例 #17
0
ファイル: CGameRoom.cs プロジェクト: zeroxy/freegostop
    //--------------------------------------------------------
    // Handler.
    //--------------------------------------------------------
    public void on_receive(CPlayer owner, CPacket msg)
    {
        PROTOCOL protocol = (PROTOCOL)msg.pop_protocol_id();

        if (is_received(owner.player_index, protocol))
        {
            //error!! already exist!!
            return;
        }

        checked_protocol(owner.player_index, protocol);

        //UnityEngine.Debug.Log("protocol " + protocol);
        switch (protocol)
        {
        case PROTOCOL.READY_TO_START:
            on_ready_req();
            break;

        case PROTOCOL.DISTRIBUTED_ALL_CARDS:
        {
            if (all_received(protocol))
            {
                CPacket turn_msg = CPacket.create((short)PROTOCOL.START_TURN);
                turn_msg.push((byte)0);
                this.players[this.engine.current_player_index].send(turn_msg);
            }
        }
        break;

        case PROTOCOL.SELECT_CARD_REQ:
        {
            byte     number     = msg.pop_byte();
            PAE_TYPE pae_type   = (PAE_TYPE)msg.pop_byte();
            byte     position   = msg.pop_byte();
            byte     slot_index = msg.pop_byte();
            byte     is_shaking = msg.pop_byte();
            //UnityEngine.Debug.Log("server. " + slot_index);
            on_player_put_card(
                owner.player_index,
                number, pae_type, position, slot_index,
                is_shaking);
        }
        break;

        case PROTOCOL.CHOOSE_CARD:
        {
            clear_received_protocol();

            PLAYER_SELECT_CARD_RESULT client_result = (PLAYER_SELECT_CARD_RESULT)msg.pop_byte();
            byte choice_index = msg.pop_byte();
            PLAYER_SELECT_CARD_RESULT server_result =
                this.engine.on_choose_card(owner.player_index, client_result, choice_index);
            if (server_result == PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_PLAYER)
            {
                PLAYER_SELECT_CARD_RESULT choose_result =
                    this.engine.flip_process(owner.player_index,
                                             TURN_RESULT_TYPE.RESULT_OF_NORMAL_CARD);
                send_flip_result(choose_result, this.engine.current_player_index);
            }
            else
            {
                send_turn_result(this.engine.current_player_index);
            }
            //send_turn_result(this.engine.current_player_index, this.engine.selected_slot_index);
        }
        break;

        case PROTOCOL.FLIP_BOMB_CARD_REQ:
        {
            clear_received_protocol();

            if (this.engine.current_player_index != owner.player_index)
            {
                break;
            }

            if (!owner.agent.decrease_bomb_count())
            {
                // error!
                UnityEngine.Debug.Log(string.Format("Invalid bomb count!! player {0}", owner.player_index));
                break;
            }

            PLAYER_SELECT_CARD_RESULT choose_result = this.engine.flip_process(owner.player_index, TURN_RESULT_TYPE.RESULT_OF_BOMB_CARD);
            send_flip_result(choose_result, this.engine.current_player_index);
        }
        break;

        case PROTOCOL.FLIP_DECK_CARD_REQ:
        {
            clear_received_protocol();

            PLAYER_SELECT_CARD_RESULT result =
                this.engine.flip_process(this.engine.current_player_index,
                                         TURN_RESULT_TYPE.RESULT_OF_NORMAL_CARD);
            send_flip_result(result, this.engine.current_player_index);
        }
        break;

        case PROTOCOL.TURN_END:
        {
            if (!all_received(PROTOCOL.TURN_END))
            {
                break;
            }

            if (this.engine.has_kookjin(this.engine.current_player_index))
            {
                CPacket ask_msg = CPacket.create((short)PROTOCOL.ASK_KOOKJIN_TO_PEE);
                this.players[this.engine.current_player_index].send(ask_msg);
            }
            else
            {
                check_game_finish();
            }
        }
        break;

        case PROTOCOL.ANSWER_KOOKJIN_TO_PEE:
        {
            clear_received_protocol();
            owner.agent.kookjin_selected();
            byte answer = msg.pop_byte();
            if (answer == 1)
            {
                // 국진을 쌍피로 이동.
                owner.agent.move_kookjin_to_pee();
                send_player_statistics(owner.player_index);
                broadcast_move_kookjin(owner.player_index);
            }

            check_game_finish();
        }
        break;

        case PROTOCOL.ANSWER_GO_OR_STOP:
        {
            clear_received_protocol();
            // answer가 1이면 GO, 0이면 STOP.
            byte answer = msg.pop_byte();
            if (answer == 1)
            {
                owner.agent.plus_go_count();
                broadcast_go_count(owner);
                next_turn();
            }
            else
            {
                broadcast_game_result();
            }
        }
        break;
        }
    }
コード例 #18
0
ファイル: CGameRoom.cs プロジェクト: sunduk/freegostop
    void send_flip_result(PLAYER_SELECT_CARD_RESULT result, byte current_turn_player_index)
    {
        for (int i = 0; i < this.players.Count; ++i)
        {
            CPacket msg = CPacket.create((short)PROTOCOL.FLIP_DECK_CARD_ACK);
            // 플레이어 정보.
            msg.push(current_turn_player_index);

            add_flip_result_to(msg);

            msg.push((byte)result);
            if (result == PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_DECK)
            {
                add_choice_card_info_to(msg);
            }
            else
            {
                add_player_get_cards_info_to(msg);
                add_others_card_result_to(msg);
                add_turn_result_to(msg, current_turn_player_index);
            }

            this.players[i].send(msg);
        }
    }
コード例 #19
0
    void ON_SELECT_CARD_ACK(CPacket msg)
    {
        byte delay = msg.pop_byte();
        byte current_player_index = msg.pop_byte();

        //short score = msg.pop_int16();
        //byte remain_bomb_card_count = msg.pop_byte();

        if (is_me(current_player_index))
        {
            // 카드 내는 연출을 위해 필요한 변수들.
            CARD_EVENT_TYPE card_event           = CARD_EVENT_TYPE.NONE;
            byte            slot_index           = byte.MaxValue;
            byte            player_card_number   = byte.MaxValue;
            PAE_TYPE        player_card_pae_type = PAE_TYPE.PEE;
            byte            player_card_position = byte.MaxValue;

            // 플레이어가 낸 카드 정보.
            player_card_number   = msg.pop_byte();
            player_card_pae_type = (PAE_TYPE)msg.pop_byte();
            player_card_position = msg.pop_byte();
            byte same_count_with_player = msg.pop_byte();
            slot_index = msg.pop_byte();

            card_event = (CARD_EVENT_TYPE)msg.pop_byte();
            switch (card_event)
            {
            case CARD_EVENT_TYPE.BOMB:
            {
                byte bomb_card_count = (byte)msg.pop_byte();
                for (byte i = 0; i < bomb_card_count; ++i)
                {
                    byte     number   = msg.pop_byte();
                    PAE_TYPE pae_type = (PAE_TYPE)msg.pop_byte();
                    byte     position = msg.pop_byte();

                    CCard card = this.hand_cards.Find(obj => obj.is_same(number, pae_type, position));
                    this.hand_cards.Remove(card);
                }
            }
            break;

            case CARD_EVENT_TYPE.SHAKING:
            {
                byte shaking_card_count = (byte)msg.pop_byte();
                for (byte i = 0; i < shaking_card_count; ++i)
                {
                    byte     number   = msg.pop_byte();
                    PAE_TYPE pae_type = (PAE_TYPE)msg.pop_byte();
                    byte     position = msg.pop_byte();
                }

                this.hand_cards.RemoveAt(slot_index);
            }
            break;

            default:
                this.hand_cards.RemoveAt(slot_index);
                break;
            }


            PLAYER_SELECT_CARD_RESULT select_result = (PLAYER_SELECT_CARD_RESULT)msg.pop_byte();
            if (select_result == PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_PLAYER)
            {
                byte count = msg.pop_byte();
                for (byte i = 0; i < count; ++i)
                {
                    byte     number   = msg.pop_byte();
                    PAE_TYPE pae_type = (PAE_TYPE)msg.pop_byte();
                    byte     position = msg.pop_byte();
                }

                CPacket choose_msg = CPacket.create((short)PROTOCOL.CHOOSE_CARD);
                choose_msg.push((byte)select_result);
                choose_msg.push((byte)0);
                this.local_server.on_receive_from_ai(choose_msg);
                return;
            }

            CPacket ret = CPacket.create((short)PROTOCOL.FLIP_DECK_CARD_REQ);
            this.local_server.on_receive_from_ai(ret);
        }
    }
コード例 #20
0
ファイル: CGostopEngine.cs プロジェクト: zeroxy/freegostop
    /// <summary>
    /// 플레이어가 카드를 낼 때 호출된다.
    /// </summary>
    /// <param name="player_index"></param>
    /// <param name="card_number"></param>
    /// <param name="pae_type"></param>
    /// <param name="position"></param>
    /// <returns></returns>
    public PLAYER_SELECT_CARD_RESULT player_put_card(byte player_index,
                                                     byte card_number,
                                                     PAE_TYPE pae_type,
                                                     byte position,
                                                     byte slot_index,
                                                     byte is_shaking)
    {
        this.selected_slot_index = slot_index;

        //UnityEngine.Debug.Log(string.Format("recv {0}, {1}, {2}",
        //	card_number, pae_type, position));

        // 클라이언트가 보내온 카드 정보가 실제로 플레이어가 들고 있는 카드인지 확인한다.
        CCard card = this.player_agents[player_index].pop_card_from_hand(
            card_number, pae_type, position);

        if (card == null)
        {
            UnityEngine.Debug.LogError(string.Format("invalid card! {0}, {1}, {2}",
                                                     card_number, pae_type, position));
            // error! Invalid slot index.
            return(PLAYER_SELECT_CARD_RESULT.ERROR_INVALID_CARD);
        }

        this.card_from_player = card;

        // 바닥 카드중에서 플레이어가 낸 카드와 같은 숫자의 카드를 구한다.
        List <CCard> same_cards = this.floor_manager.get_cards(card.number);

        if (same_cards != null)
        {
            this.same_card_count_with_player = (byte)same_cards.Count;
        }
        else
        {
            this.same_card_count_with_player = 0;
        }

        //UnityEngine.Debug.Log("same card(player) " + this.same_card_count_with_player);
        switch (this.same_card_count_with_player)
        {
        case 0:
        {
            if (is_shaking == 1)
            {
                byte count_from_hand =
                    this.player_agents[player_index].get_same_card_count_from_hand(this.card_from_player.number);
                if (count_from_hand == 2)
                {
                    this.card_event_type = CARD_EVENT_TYPE.SHAKING;
                    this.player_agents[player_index].plus_shaking_count();

                    // 플레이어에게 흔든 카드 정보를 보내줄 때 사용하기 위해서 리스트에 보관해 놓는다.
                    this.shaking_cards =
                        this.player_agents[player_index].find_same_cards_from_hand(
                            this.card_from_player.number);
                    this.shaking_cards.Add(this.card_from_player);
                }
            }
        }
        break;

        case 1:
        {
            // 폭탄인 경우와 아닌 경우를 구분해서 처리 해 준다.
            byte count_from_hand =
                this.player_agents[player_index].get_same_card_count_from_hand(this.card_from_player.number);
            if (count_from_hand == 2)
            {
                this.card_event_type = CARD_EVENT_TYPE.BOMB;

                get_current_player().plus_shaking_count();

                // 플레이어가 선택한 카드와, 바닥 카드, 폭탄 카드를 모두 가져 간다.
                this.cards_to_give_player.Add(this.card_from_player);
                this.cards_to_give_player.Add(same_cards[0]);
                this.bomb_cards_from_player.Add(this.card_from_player);
                List <CCard> bomb_cards =
                    this.player_agents[player_index].pop_all_cards_from_hand(this.card_from_player.number);
                for (int i = 0; i < bomb_cards.Count; ++i)
                {
                    this.cards_to_give_player.Add(bomb_cards[i]);
                    this.bomb_cards_from_player.Add(bomb_cards[i]);
                }

                take_cards_from_others(1);
                this.player_agents[player_index].add_bomb_count(2);
            }
            else
            {
                // 뒤집이서 뻑이 나오면 못가져갈 수 있으므로 일단 임시변수에 넣어 놓는다.
                this.cards_to_give_player.Add(this.card_from_player);
                this.cards_to_give_player.Add(same_cards[0]);
            }
        }
        break;

        case 2:
        {
            if (same_cards[0].pae_type != same_cards[1].pae_type)
            {
                // 카드 종류가 다르다면 플레이어가 한장을 선택할 수 있도록 해준다.
                this.target_cards_to_choice.Clear();
                for (int i = 0; i < same_cards.Count; ++i)
                {
                    this.target_cards_to_choice.Add(same_cards[i]);
                }

                this.expected_result_type = PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_PLAYER;
                return(PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_PLAYER);
            }

            // 같은 종류의 카드라면 플레이어가 선택할 필요가 없으므로 첫번째 카드를 선택해 준다.
            this.cards_to_give_player.Add(this.card_from_player);
            this.cards_to_give_player.Add(same_cards[0]);
        }
        break;

        case 3:
        {
            //todo:자뻑인지 구분하여 처리하기.
            this.card_event_type = CARD_EVENT_TYPE.EAT_PPUK;

            // 쌓여있는 카드를 모두 플레이어에게 준다.
            this.cards_to_give_player.Add(card);
            for (int i = 0; i < same_cards.Count; ++i)
            {
                this.cards_to_give_player.Add(same_cards[i]);
            }

            //todo:상대방 카드 한장 가져오기. 자뻑이었다면 두장 가져오기.
            take_cards_from_others(1);
        }
        break;
        }

        return(PLAYER_SELECT_CARD_RESULT.COMPLETED);
    }
コード例 #21
0
    /// <summary>
    /// 패킷을 순차적으로 처리하기 위한 루프.
    /// 카드 움직이는 연출 장면을 순서대로 처리하기 위해 구현한 매소드 이다.
    /// 코루틴에 의한 카드 이동 연출이 진행중일때도 서버로부터의 패킷은 수신될 수 있으므로
    /// 연출 도중에 다른 연출이 수행되는 경우가 생겨 버린다.
    /// 이런 경우를 방지하려면 두가지 방법이 있다.
    /// 첫번째. 각 연출 단계마다 다른 클라이언트들과 동기화를 수행한다.
    /// 두번째. 들어오는 패킷을 큐잉처리 하여 하나의 연출 장면이 끝난 뒤에 다음 패킷을 꺼내어 처리한다.
    /// 여기서는 두번째 방법으로 구현하였다.
    /// 첫번째 방법의 경우 동기화 패킷을 수시로 교환해야 하기 때문에 구현하기가 번거롭고
    /// 상대방의 네트워크 상태가 좋지 않을 경우 게임 진행이 매끄럽지 못하게 된다.
    /// </summary>
    /// <returns></returns>
    IEnumerator sequential_packet_handler()
    {
        while (true)
        {
            if (this.waiting_packets.Count <= 0)
            {
                yield return(0);

                continue;
            }

            CPacket  msg      = this.waiting_packets.Dequeue();
            PROTOCOL protocol = (PROTOCOL)msg.pop_protocol_id();

            switch (protocol)
            {
            case PROTOCOL.LOCAL_SERVER_STARTED:
            {
                CPacket send = CPacket.create((short)PROTOCOL.READY_TO_START);
                CNetworkManager.Instance.send(send);
            }
            break;

            case PROTOCOL.BEGIN_CARD_INFO:
            {
                reset();

                // if (is_test_mode)
                // {
                //  this.test_auto_slot_index = 0;
                // }

                Queue <CCard> floor_cards = new Queue <CCard>();
                // floor cards.
                this.player_me_index = msg.pop_byte();
                byte floor_count = msg.pop_byte();
                for (byte i = 0; i < floor_count; ++i)
                {
                    byte     number   = msg.pop_byte();
                    PAE_TYPE pae_type = (PAE_TYPE)msg.pop_byte();
                    byte     position = msg.pop_byte();

                    CCard card = this.card_manager.find_card(number, pae_type, position);
                    if (card == null)
                    {
                        Debug.LogError(string.Format("Cannot find the card. {0}, {1}, {2}",
                                                     number, pae_type, position));
                    }
                    floor_cards.Enqueue(card);
                }


                Dictionary <byte, Queue <CCard> > player_cards = new Dictionary <byte, Queue <CCard> >();
                byte player_count = msg.pop_byte();
                for (byte player = 0; player < player_count; ++player)
                {
                    Queue <CCard> cards        = new Queue <CCard>();
                    byte          player_index = msg.pop_byte();
                    byte          card_count   = msg.pop_byte();
                    for (byte i = 0; i < card_count; ++i)
                    {
                        byte number = msg.pop_byte();
                        if (number != byte.MaxValue)
                        {
                            PAE_TYPE pae_type = (PAE_TYPE)msg.pop_byte();
                            byte     position = msg.pop_byte();
                            CCard    card     = this.card_manager.find_card(number, pae_type, position);
                            cards.Enqueue(card);
                        }
                    }

                    player_cards.Add(player_index, cards);
                }


                yield return(StartCoroutine(distribute_cards(floor_cards, player_cards)));
            }
            break;

            case PROTOCOL.START_TURN:
            {
                byte remain_bomb_card_count = msg.pop_byte();


                // if (this.is_test_mode)
                // {
                //  if (this.player_hand_card_manager[0].get_card_count() <= 0)
                //  {
                //      break;
                //  }
                //
                //  CPacket card_msg = CPacket.create((short)PROTOCOL.SELECT_CARD_REQ);
                //  CCardPicture card_pic = this.player_hand_card_manager[0].get_card(0);
                //
                //  card_msg.push(card_pic.card.number);
                //  card_msg.push((byte)card_pic.card.pae_type);
                //  card_msg.push(card_pic.card.position);
                //  // card_msg.push(this.test_auto_slot_index);
                //      // ++this.test_auto_slot_index;
                //
                //  CNetworkManager.Instance.send(card_msg);
                // }

                // 내 차례가 되었을 때 카드 선택 기능을 활성화 시켜준다.
                this.card_collision_manager.enabled = true;
                this.player_hand_card_manager[0].enable_all_colliders(true);

                // 이전에 폭탄낸게 남아있다면 가운데 카드를 뒤집을 수 있도록 충돌박스를 켜준다.
                if (remain_bomb_card_count > 0)
                {
                    CCardPicture top_card = deck_cards.Peek();
                    top_card.enable_collider(true);
                }
            }
            break;

            case PROTOCOL.SELECT_CARD_ACK:
                yield return(StartCoroutine(on_select_card_ack(msg)));

                break;

            case PROTOCOL.FLIP_DECK_CARD_ACK:
                yield return(StartCoroutine(on_flip_deck_card_ack(msg)));

                break;

            case PROTOCOL.CHOICE_ONE_CARD:
            {
                List <Sprite>             target_cards = new List <Sprite>();
                PLAYER_SELECT_CARD_RESULT result       = (PLAYER_SELECT_CARD_RESULT)msg.pop_byte();
                CCardPicture deck_card = null;
                if (result == PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_DECK)
                {
                    deck_card = this.deck_cards.Pop();
                    byte     number   = msg.pop_byte();
                    PAE_TYPE pae_type = (PAE_TYPE)msg.pop_byte();
                    byte     position = msg.pop_byte();
                    CCard    card     = this.card_manager.find_card(number, pae_type, position);
                    deck_card.update_card(card, get_hwatoo_sprite(card));
                }
                byte count = msg.pop_byte();
                for (byte i = 0; i < count; ++i)
                {
                    byte     number   = msg.pop_byte();
                    PAE_TYPE pae_type = (PAE_TYPE)msg.pop_byte();
                    byte     position = msg.pop_byte();

                    CCard card = this.card_manager.find_card(number, pae_type, position);
                    target_cards.Add(get_hwatoo_sprite(card));
                    //Debug.Log(string.Format("choice one card. {0}, {1}, {2}", number, pae_type, position));
                }

                CUIManager.Instance.show(UI_PAGE.POPUP_CHOICE_CARD);
                CPopupChoiceCard popup =
                    CUIManager.Instance.get_uipage(UI_PAGE.POPUP_CHOICE_CARD).GetComponent <CPopupChoiceCard>();
                popup.refresh(result, target_cards[0], target_cards[1]);

                yield return(StartCoroutine(show_choice_card_popup(deck_card)));
            }
            break;

            case PROTOCOL.TURN_RESULT:
            {
                // 데이터 파싱 시작 ----------------------------------------
                byte player_index = msg.pop_byte();
                yield return(StartCoroutine(on_turn_result(player_index, msg)));
            }
            break;

            case PROTOCOL.ASK_GO_OR_STOP:
                CUIManager.Instance.show(UI_PAGE.POPUP_GO_STOP);
                break;

            case PROTOCOL.UPDATE_PLAYER_STATISTICS:
                update_player_statistics(msg);
                break;

            case PROTOCOL.ASK_KOOKJIN_TO_PEE:
                CUIManager.Instance.show(UI_PAGE.POPUP_ASK_KOOKJIN);
                break;

            case PROTOCOL.MOVE_KOOKJIN_TO_PEE:
            {
                byte player_index = msg.pop_byte();
                yield return(StartCoroutine(move_kookjin_to_pee(player_index)));
            }
            break;

            case PROTOCOL.GAME_RESULT:
                on_game_result(msg);
                break;
            }

            yield return(0);
        }
    }
コード例 #22
0
ファイル: CGameRoom.cs プロジェクト: sunduk/freegostop
    /// <summary>
    /// 카드 선택에 대한 결과를 모든 플레이어에게 전송한다.
    /// </summary>
    /// <param name="current_turn_player_index"></param>
    /// <param name="slot_index"></param>
    void send_select_card_ack(PLAYER_SELECT_CARD_RESULT result,
		byte current_turn_player_index, byte slot_index)
    {
        byte delay = get_aiplayer_delay(this.players[current_turn_player_index]);

        for (int i = 0; i < this.players.Count; ++i)
        {
            CPacket msg = CPacket.create((short)PROTOCOL.SELECT_CARD_ACK);

            msg.push(delay);

            // 플레이어 정보.
            msg.push(current_turn_player_index);

            // 낸 카드 정보.
            add_player_select_result_to(msg, slot_index);

            // 둘중 하나를 선택하는 경우 대상이 되는 카드 정보를 담는다.
            msg.push((byte)result);
            if (result == PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_PLAYER)
            {
                add_choice_card_info_to(msg);
            }

            this.players[i].send(msg);
        }
    }
コード例 #23
0
ファイル: CGostopEngine.cs プロジェクト: zeroxy/freegostop
    PLAYER_SELECT_CARD_RESULT flip_deck_card(byte card_number_from_player)
    {
        this.card_from_deck = pop_front_card();

        List <CCard> same_cards = this.floor_manager.get_cards(this.card_from_deck.number);

        if (same_cards != null)
        {
            this.same_card_count_with_deck = (byte)same_cards.Count;
        }
        else
        {
            this.same_card_count_with_deck = 0;
        }

        //UnityEngine.Debug.Log(string.Format("flipped card {0},  same card count {1}",
        //	this.card_from_deck.number, this.same_card_count_with_deck));

        switch (this.same_card_count_with_deck)
        {
        case 0:
            if (card_number_from_player == this.card_from_deck.number)
            {
                // 쪽.
                this.flipped_card_event_type.Add(CARD_EVENT_TYPE.KISS);

                this.cards_to_give_player.Clear();
                this.cards_to_give_player.Add(this.card_from_player);
                this.cards_to_give_player.Add(this.card_from_deck);

                take_cards_from_others(1);
            }
            break;

        case 1:
        {
            if (card_number_from_player == this.card_from_deck.number)
            {
                // 뻑.
                this.flipped_card_event_type.Add(CARD_EVENT_TYPE.PPUK);
                get_current_player().plus_ppuk_count();

                // 플레이어에게 주려던 카드를 모두 취소한다.
                this.cards_to_give_player.Clear();
            }
            else
            {
                this.cards_to_give_player.Add(this.card_from_deck);
                this.cards_to_give_player.Add(same_cards[0]);
            }
        }
        break;

        case 2:
        {
            if (this.card_from_deck.number == card_number_from_player)
            {
                // 따닥.
                this.flipped_card_event_type.Add(CARD_EVENT_TYPE.DDADAK);

                // 플레이어가 4장 모두 가져간다.
                this.cards_to_give_player.Clear();
                for (int i = 0; i < same_cards.Count; ++i)
                {
                    this.cards_to_give_player.Add(same_cards[i]);
                }
                this.cards_to_give_player.Add(this.card_from_deck);
                this.cards_to_give_player.Add(this.card_from_player);

                take_cards_from_others(2);
            }
            else
            {
                if (same_cards[0].pae_type != same_cards[1].pae_type)
                {
                    // 뒤집었는데 타입이 다른 카드 두장과 같다면 한장을 선택하도록 한다.
                    this.target_cards_to_choice.Clear();
                    for (int i = 0; i < same_cards.Count; ++i)
                    {
                        this.target_cards_to_choice.Add(same_cards[i]);
                    }

                    this.expected_result_type = PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_DECK;
                    return(PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_DECK);
                }

                // 카드 타입이 같다면 첫번째 카드를 선택해 준다.
                this.cards_to_give_player.Add(this.card_from_deck);
                this.cards_to_give_player.Add(same_cards[0]);
            }
        }
        break;

        case 3:
            // 플레이어가 4장 모두 가져간다.
            for (int i = 0; i < same_cards.Count; ++i)
            {
                this.cards_to_give_player.Add(same_cards[i]);
            }
            this.cards_to_give_player.Add(this.card_from_deck);

            //todo:자뻑이라면 두장.
            take_cards_from_others(1);
            break;
        }

        return(PLAYER_SELECT_CARD_RESULT.COMPLETED);
    }