Exemplo n.º 1
0
        private void InitGame()
        {
#if CLIENTLOG
            TextWriterTraceListener twtl = new TextWriterTraceListener(System.IO.Path.Combine(Directory.GetCurrentDirectory(), AppDomain.CurrentDomain.FriendlyName + DateTime.Now.Hour.ToString() + DateTime.Now.Minute.ToString() + DateTime.Now.Second.ToString() + ".txt"));
            twtl.Name = "TextLogger";
            twtl.TraceOutputOptions = TraceOptions.ThreadId | TraceOptions.DateTime;

            ConsoleTraceListener ctl = new ConsoleTraceListener(false);
            ctl.TraceOutputOptions = TraceOptions.DateTime;

            Trace.Listeners.Add(twtl);
            Trace.Listeners.Add(ctl);
            Trace.AutoFlush = true;

            Trace.WriteLine("Log starting");
#endif

            _game = new RoleGame(1);
            foreach (var g in GameEngine.Expansions.Values)
            {
                _game.LoadExpansion(g);
            }
#if NETWORKING
            ClientNetworkUiProxy activeClientProxy = null;
            for (int i = 0; i < numberOfHeros; i++)
#else
            for (int i = 0; i < 8; i++)
#endif
            {
                Player player = new Player();
                player.Id = i;
                _game.Players.Add(player);
                if (i == 1)
                {
                    player.IsFemale = true;
                }
                else
                {
                    player.IsMale = true;
                }
            }
#if NETWORKING
            _game.GameClient = NetworkClient;
#else
            _game.GlobalProxy = new GlobalDummyProxy();
#endif
            GameViewModel gameModel = new GameViewModel();
            gameModel.Game = _game;
            gameModel.MainPlayerSeatNumber = MainSeat;
            gameView.DataContext = gameModel;
            _game.NotificationProxy = gameView;
            List<ClientNetworkUiProxy> inactive = new List<ClientNetworkUiProxy>();
            for (int i = 0; i < _game.Players.Count; i++)
            {
                var player = gameModel.PlayerModels[i].Player;                
#if NETWORKING
                var proxy = new ClientNetworkUiProxy(
                            new AsyncUiAdapter(gameModel.PlayerModels[i]), NetworkClient, i == 0);
                proxy.HostPlayer = player;
                proxy.TimeOutSeconds = 15;
                if (i == 0)
                {
                    activeClientProxy = proxy;
                }
                else
                {
                    inactive.Add(proxy);
                }
#else
                var proxy = new AsyncUiAdapter(gameModel.PlayerModels[i]);
#endif
                _game.UiProxies.Add(player, proxy);
            }
#if NETWORKING
            _game.GlobalProxy = new GlobalClientUiProxy(_game, activeClientProxy, inactive);
#endif
        }
Exemplo n.º 2
0
        private void InitGame()
        {
#if DEBUG
            TextWriterTraceListener twtl = new TextWriterTraceListener(System.IO.Path.Combine(Directory.GetCurrentDirectory(), AppDomain.CurrentDomain.FriendlyName + DateTime.Now.Hour.ToString() + DateTime.Now.Minute.ToString() + DateTime.Now.Second.ToString() + ".txt"));
            twtl.Name = "TextLogger";
            twtl.TraceOutputOptions = TraceOptions.ThreadId | TraceOptions.DateTime;

            ConsoleTraceListener ctl = new ConsoleTraceListener(false);
            ctl.TraceOutputOptions = TraceOptions.DateTime;

            Trace.Listeners.Add(twtl);
            Trace.Listeners.Add(ctl);
            Trace.AutoFlush = true;

            Trace.WriteLine("Log starting");
#endif
            _game = new RoleGame();
            Game.CurrentGameOverride = _game;
            _game.Settings = NetworkClient.Receive() as GameSettings;
            Trace.Assert(_game.Settings != null);
            NetworkClient.SelfId = (int)NetworkClient.Receive();
            foreach (var g in GameEngine.Expansions.Values)
            {
                _game.LoadExpansion(g);
            }
#if NETWORKING
            ClientNetworkUiProxy activeClientProxy = null;
            for (int i = 0; i < _game.Settings.TotalPlayers; i++)
#else
            for (int i = 0; i < 8; i++)
#endif
            {
                Player player = new Player();
                player.Id = i;
                _game.Players.Add(player);
            }
#if NETWORKING
            _game.GameClient = NetworkClient;
#else
            _game.GlobalProxy = new GlobalDummyProxy();
#endif
            GameViewModel gameModel = new GameViewModel();
            gameModel.Game = _game;
            gameModel.MainPlayerSeatNumber = NetworkClient.SelfId >= _game.Players.Count ? 0 : NetworkClient.SelfId;
            
            _game.NotificationProxy = gameView;
            List<ClientNetworkUiProxy> inactive = new List<ClientNetworkUiProxy>();
            for (int i = 0; i < _game.Players.Count; i++)
            {
                var player = gameModel.PlayerModels[i].Player;                
#if NETWORKING
                var proxy = new ClientNetworkUiProxy(
                            new AsyncUiAdapter(gameModel.PlayerModels[i]), NetworkClient, i == 0);
                proxy.HostPlayer = player;
                proxy.TimeOutSeconds = _game.Settings.TimeOutSeconds;
                if (i == 0)
                {
                    activeClientProxy = proxy;
                }
                else
                {
                    inactive.Add(proxy);
                }
#else
                var proxy = new AsyncUiAdapter(gameModel.PlayerModels[i]);
#endif
                _game.UiProxies.Add(player, proxy);
            }            
#if NETWORKING
            _game.GlobalProxy = new GlobalClientUiProxy(_game, activeClientProxy, inactive);
            _game.IsUiDetached = _game.IsUiDetached;
#endif
            Application.Current.Dispatcher.Invoke((ThreadStart)delegate()
            {                
                gameView.DataContext = gameModel;
                if (BackwardNavigationService != null && !ViewModelBase.IsDetached)
                {
                    BackwardNavigationService.Navigate(this);
                    BackwardNavigationService = null;
                }
            });
            _game.Run();            
        }