コード例 #1
0
        private async Task doBattle()
        {
            game.StartTime = DateTime.Now;
            while (game.Players.Count() > 1 && game.GameState == GameState.Attacking && game.Players.Any(p => game.PlayerCanAttack(p)))
            {
                var consecutivePacifistTurns = 0;

                for (int i = 0; i < game.Players.Count() && game.Players.Count() > 1; i++)
                {
                    var currentPlayer = game.Players.Skip(i).First() as ApiPlayer;
                    if (game.PlayerCanAttack(currentPlayer))
                    {
                        var failedTries = 0;

                        TryAttackResult attackResult = new TryAttackResult {
                            AttackInvalid = false
                        };
                        Territory attackingTerritory = null;
                        Territory defendingTerritory = null;

                        logger.LogInformation($"Asking {currentPlayer.Name} what action they want to perform...");
                        var actionResponse = await askForActionAsync(currentPlayer, ActionStatus.PreviousActionRequestFailed);

                        if (actionResponse.userAction == UserAction.Attack)
                        {
                            consecutivePacifistTurns = 0;
                            do
                            {
                                logger.LogInformation($"Asking {currentPlayer.Name} where they want to attack...");

                                var beginAttackResponse = await askForAttackLocationAsync(currentPlayer, BeginAttackStatus.PreviousAttackRequestFailed);

                                try
                                {
                                    attackingTerritory = game.Board.GetTerritory(beginAttackResponse.From);
                                    defendingTerritory = game.Board.GetTerritory(beginAttackResponse.To);

                                    logger.LogInformation($"{currentPlayer.Name} wants to attack from {attackingTerritory} to {defendingTerritory}");

                                    attackResult = game.TryAttack(currentPlayer.Token, attackingTerritory, defendingTerritory);
                                }
                                catch (Exception ex)
                                {
                                    attackResult = new TryAttackResult {
                                        AttackInvalid = true, Message = ex.Message
                                    };
                                }
                                if (attackResult.AttackInvalid)
                                {
                                    logger.LogError($"Invalid attack request! {currentPlayer.Name} from {attackingTerritory} to {defendingTerritory} ");
                                    failedTries++;
                                    if (failedTries == MaxFailedTries)
                                    {
                                        BootPlayerFromGame(currentPlayer);
                                        i--;
                                        break;
                                    }
                                }
                            } while (attackResult.AttackInvalid);

                            while (attackResult.CanContinue)
                            {
                                var continueResponse = await askContinueAttackingAsync(currentPlayer, attackingTerritory, defendingTerritory);

                                if (continueResponse.ContinueAttacking)
                                {
                                    logger.LogInformation("Keep attacking!");
                                    attackResult = game.TryAttack(currentPlayer.Token, attackingTerritory, defendingTerritory);
                                }
                                else
                                {
                                    logger.LogInformation("run away!");
                                    break;
                                }
                            }
                        }
                        else if (actionResponse.userAction == UserAction.Pacifism)
                        {
                            consecutivePacifistTurns++;
                            if (consecutivePacifistTurns == game.Players.Count())
                            {
                                logger.LogInformation("Game Over");
                                game.SetGameOver();
                                return;
                            }
                        }
                    }
                    else
                    {
                        logger.LogWarning($"{currentPlayer.Name} cannot attack.");
                    }
                }
            }
            logger.LogInformation("Game Over");
            game.SetGameOver();
        }
コード例 #2
0
ファイル: RiskHub.cs プロジェクト: Hecedu/RiskLogging
        public async Task AttackRequest(Location from, Location to)
        {
            responsetime.Stop();
            Stopwatch processingtime = new Stopwatch();

            processingtime.Start();
            Log.Information("Attack request received from player " + currentPlayer.Name);
            Log.Information("Attack request by " + currentPlayer + " from location: " + from.Row + "," + from.Column);
            Log.Information("Attack request by " + currentPlayer + " to location: " + to.Row + "," + to.Column);

            if (game.GameState == GameState.GameOver)
            {
                return;
            }

            if (Context.ConnectionId == currentPlayer.Token)
            {
                game.OutstandingAttackRequestCount--;

                if (currentPlayer.Strikes >= MaxFailedTries)
                {
                    if (game.Players.Count() == 1)
                    {
                        await sendGameOverAsync();

                        return;
                    }
                    Log.Information("Player " + currentPlayer.Name + " kicked out for too many bad attack responses.");
                    await Clients.Client(Context.ConnectionId).SendMessage("Server", $"Too many bad requests. No risk for you");

                    game.RemovePlayerByToken(currentPlayer.Token);
                    game.RemovePlayerFromBoard(currentPlayer.Token);
                    await tellNextPlayerToAttack();

                    return;
                }

                if (game.Players.Count() > 1 && game.GameState == GameState.Attacking && game.Players.Any(p => game.PlayerCanAttack(p)))
                {
                    if (game.PlayerCanAttack(currentPlayer))
                    {
                        TryAttackResult attackResult = new TryAttackResult {
                            AttackInvalid = false
                        };
                        Territory attackingTerritory = null;
                        Territory defendingTerritory = null;
                        try
                        {
                            attackingTerritory = game.Board.GetTerritory(from);
                            defendingTerritory = game.Board.GetTerritory(to);

                            logger.LogInformation($"{currentPlayer.Name} wants to attack from {attackingTerritory} to {defendingTerritory}");

                            attackResult = game.TryAttack(currentPlayer.Token, attackingTerritory, defendingTerritory);
                            await Clients.All.SendStatus(getStatus());
                        }
                        catch (Exception ex)
                        {
                            Log.Error("Attack exception caused by " + currentPlayer.Name + ": " + ex.Message);
                            attackResult = new TryAttackResult {
                                AttackInvalid = true, Message = ex.Message
                            };
                        }
                        if (attackResult.AttackInvalid)
                        {
                            currentPlayer.Strikes++;
                            logger.LogError($"Invalid attack request! {currentPlayer.Name} from {attackingTerritory} to {defendingTerritory}.  You now have {currentPlayer.Strikes} strike(s)!");
                            await Clients.Client(currentPlayer.Token).SendMessage("Server", $"Invalid attack request: {attackResult.Message} :(  You now have {currentPlayer.Strikes} strike(s)!");

                            await Clients.Client(currentPlayer.Token).YourTurnToAttack(game.Board.SerializableTerritories);
                        }
                        else
                        {
                            await Clients.Client(Context.ConnectionId).SendMessage("Server", $"Successfully Attacked From ({from.Row}, {from.Column}) To ({to.Row}, {to.Column})");

                            if (game.GameState == GameState.Attacking)
                            {
                                if (game.PlayerCanAttack(currentPlayer))
                                {
                                    await Clients.Client(currentPlayer.Token).YourTurnToAttack(game.Board.SerializableTerritories);
                                }
                                else
                                {
                                    await tellNextPlayerToAttack();
                                }
                            }
                            else
                            {
                                await sendGameOverAsync();
                            }
                        }
                    }
                    else
                    {
                        await Clients.Client(currentPlayer.Token).SendMessage("Server", "You are unable to attack.  Moving to next player.");

                        logger.LogInformation("Player {currentPlayer} cannot attack.", currentPlayer.Name);
                        await tellNextPlayerToAttack();
                    }
                }
                else
                {
                    await sendGameOverAsync();
                }
            }
            else
            {
                var badPlayer = game.Players.Single(p => p.Token == Context.ConnectionId) as Player;
                badPlayer.Strikes++;
                logger.LogInformation("Player {currentPlayer} tried to play when it's not their turn.  You now have {strikes} strikes!", badPlayer.Name, badPlayer.Strikes);
                processingtime.Stop();
                Log.Information("Processing attack request by " + currentPlayer.Name + " took: " + processingtime.Elapsed);
                await Clients.Client(badPlayer.Token).SendMessage("Server", "It's not your turn");
            }
        }
コード例 #3
0
        public async Task DoPlayerBattle(ApiPlayer player)
        {
            if (game.PlayerCanAttack(player))
            {
                var  failedTries = 0;
                bool hasCard     = false;
                ContinueAttackResponse anotherAttackResponse = new ContinueAttackResponse {
                    ContinueAttacking = false
                };
                do
                {
                    TryAttackResult attackResult = new TryAttackResult {
                        AttackInvalid = false
                    };
                    Territory attackingTerritory = null;
                    Territory defendingTerritory = null;


                    do
                    {
                        logger.LogInformation($"Asking {player.Name} where they want to attack...");

                        var beginAttackResponse = await askForAttackLocationAsync(player, BeginAttackStatus.PreviousAttackRequestFailed);

                        try
                        {
                            attackingTerritory = game.Board.GetTerritory(beginAttackResponse.From);
                            defendingTerritory = game.Board.GetTerritory(beginAttackResponse.To);

                            logger.LogInformation($"{player.Name} wants to attack from {attackingTerritory} to {defendingTerritory}");

                            attackResult = game.TryAttack(player.Token, attackingTerritory, defendingTerritory);

                            if (attackResult.BattleWasWon && !hasCard)
                            {
                                player.PlayerCards.Add(new Card());
                                hasCard = true;
                            }
                        }
                        catch (Exception ex)
                        {
                            attackResult = new TryAttackResult {
                                AttackInvalid = true, Message = ex.Message
                            };
                        }
                        if (attackResult.AttackInvalid)
                        {
                            logger.LogError($"Invalid attack request! {player.Name} from {attackingTerritory} to {defendingTerritory} ");
                            failedTries++;
                            if (failedTries == MaxFailedTries)
                            {
                                BootPlayerFromGame(player);
                                logger.LogError($"Player {player.Name} Booted! Due to attack error");
                                return;
                            }
                        }
                    } while (attackResult.AttackInvalid);
                    while (attackResult.CanContinue)
                    {
                        var continueResponse = await askContinueAttackingAsync(player, attackingTerritory, defendingTerritory);

                        if (continueResponse.ContinueAttacking)
                        {
                            logger.LogInformation("Keep attacking!");
                            attackResult = game.TryAttack(player.Token, attackingTerritory, defendingTerritory);
                            if (attackResult.BattleWasWon && !hasCard)
                            {
                                player.PlayerCards.Add(new Card());
                                hasCard = true;
                            }
                        }
                        else
                        {
                            logger.LogInformation("run away!");
                            break;
                        }
                    }

                    if (game.PlayerCanAttack(player))
                    {
                        anotherAttackResponse = await AskMakeAnotherAttackAsync(player, attackingTerritory, defendingTerritory);
                    }
                    else
                    {
                        anotherAttackResponse.ContinueAttacking = false;
                    }
                } while (anotherAttackResponse.ContinueAttacking);
            }
            else
            {
                logger.LogWarning($"{player.Name} cannot attack.");
            }
        }
コード例 #4
0
ファイル: RiskHub.cs プロジェクト: Alma77/Risk_Telemetry
        public async Task AttackRequest(Location from, Location to)
        {
            if (game.GameState == GameState.GameOver)
            {
                return;
            }

            logger.LogDebug($"Received Attack Request from {Context.ConnectionId}");
            Log.Logger.Debug($"Received Attack Request from {Context.ConnectionId}");

            if (Context.ConnectionId == currentPlayer.Token)
            {
                logger.LogDebug($"{Context.ConnectionId} belongs to {currentPlayer.Name}");
                Log.Logger.Debug($"{Context.ConnectionId} belongs to {currentPlayer.Name}");

                game.OutstandingAttackRequestCount--;

                if (currentPlayer.Strikes >= MaxFailedTries)
                {
                    if (game.Players.Count() == 1)
                    {
                        await sendGameOverAsync();

                        return;
                    }
                    logger.LogInformation("Attacking Phase: {0} has too many strikes.  Booting from game.", currentPlayer.Name);
                    Log.Logger.Information($"Attacking Phase: {currentPlayer.Name} has too many strikes. {currentPlayer.Name } will be booted from the game.");
                    await Clients.Client(Context.ConnectionId).SendMessage("Server", $"Too many bad requests. No risk for you");

                    game.RemovePlayerByToken(currentPlayer.Token);
                    game.RemovePlayerFromBoard(currentPlayer.Token);
                    await tellNextPlayerToAttack();

                    return;
                }

                if (game.Players.Count() > 1 && game.GameState == GameState.Attacking && game.Players.Any(p => game.PlayerCanAttack(p)))
                {
                    if (game.PlayerCanAttack(currentPlayer))
                    {
                        TryAttackResult attackResult = new TryAttackResult {
                            AttackInvalid = false
                        };
                        Territory attackingTerritory = null;
                        Territory defendingTerritory = null;
                        try
                        {
                            attackingTerritory = game.Board.GetTerritory(from);
                            defendingTerritory = game.Board.GetTerritory(to);

                            logger.LogDebug($"{currentPlayer.Name} wants to attack from {attackingTerritory.Location} to {defendingTerritory.Location}");
                            Log.Logger.Debug($"{currentPlayer.Name} wants to attack from {attackingTerritory.Location} to {defendingTerritory.Location}");

                            attackResult = game.TryAttack(currentPlayer.Token, attackingTerritory, defendingTerritory);
                            await Clients.All.SendStatus(getStatus());
                        }
                        catch (Exception ex)
                        {
                            attackResult = new TryAttackResult {
                                AttackInvalid = true, Message = ex.Message
                            };
                        }
                        if (attackResult.AttackInvalid)
                        {
                            currentPlayer.Strikes++;
                            logger.LogWarning($"Invalid attack request! from ({attackingTerritory.Location.Row}, {attackingTerritory.Location.Column}) to ({defendingTerritory.Location.Row}, {defendingTerritory.Location.Column}). {currentPlayer.Name} now has {currentPlayer.Strikes} and will be kicked after {MaxFailedTries - currentPlayer.Strikes} more strikes!");
                            Log.Logger.Warning($"Invalid attack request! from ({attackingTerritory.Location.Row}, {attackingTerritory.Location.Column}) to ({defendingTerritory.Location.Row}, {defendingTerritory.Location.Column}). {currentPlayer.Name} now has {currentPlayer.Strikes} and will be kicked after {MaxFailedTries - currentPlayer.Strikes} more strikes!");
                            await Clients.Client(currentPlayer.Token).SendMessage("Server", $"Invalid attack request: {attackResult.Message} :(  You now have {currentPlayer.Strikes} strike(s)!");

                            await Clients.Client(currentPlayer.Token).YourTurnToAttack(game.Board.SerializableTerritories);
                        }
                        else
                        {
                            logger.LogDebug($"{currentPlayer.Name} attacked from ({from.Row}, {from.Column}) to ({to.Row}, {to.Column})");
                            Log.Logger.Debug($"{currentPlayer.Name} attacked from ({from.Row}, {from.Column}) to ({to.Row}, {to.Column})");
                            await Clients.Client(Context.ConnectionId).SendMessage("Server", $"Successfully Attacked From ({from.Row}, {from.Column}) To ({to.Row}, {to.Column})");

                            if (game.GameState == GameState.Attacking)
                            {
                                if (game.PlayerCanAttack(currentPlayer))
                                {
                                    await Clients.Client(currentPlayer.Token).YourTurnToAttack(game.Board.SerializableTerritories);
                                }
                                else
                                {
                                    await tellNextPlayerToAttack();
                                }
                            }
                            else
                            {
                                await sendGameOverAsync();
                            }
                        }
                    }
                    else
                    {
                        try
                        {
                            await Clients.Client(currentPlayer.Token).SendMessage("Server", "You are unable to attack.  Moving to next player.");

                            logger.LogInformation("Player {currentPlayer} cannot attack. anymore passing turn to next player", currentPlayer.Name);
                            await tellNextPlayerToAttack();
                        }
                        catch (Exception ex)
                        {
                            logger.LogError($"An exception occurred while {currentPlayer.Name} was passing their turn to the next player: {ex.Message}");
                            Log.Logger.Error($"An exception occurred while {currentPlayer.Name} was passing their turn to the next playier; {ex.Message}");
                        }
                    }
                }
                else
                {
                    await sendGameOverAsync();
                }
            }
            else
            {
                var badPlayer = game.Players.Single(p => p.Token == Context.ConnectionId) as Player;
                badPlayer.Strikes++;
                logger.LogWarning("Player {currentPlayer} tried to play when it's not their turn.  You now have {strikes} strikes!", badPlayer.Name, badPlayer.Strikes);
                Log.Logger.Warning($"{badPlayer.Name} tried to play when it's not their turn. {badPlayer.Name} now has {badPlayer.Strikes} strikes! {MaxFailedTries - badPlayer.Strikes} more and you will be booted from the game!");
                await Clients.Client(badPlayer.Token).SendMessage("Server", "It's not your turn");
            }
        }