private void OnWebRequestFailure(object sender, GameEventArgs e) { Log.Error("OnWebRequestFailure :" + e.ToString()); }
private void OnShowEntityFailure(object sender, GameEventArgs e) { Log.Error("OnShowEntityFailure :" + e.ToString()); }
private void OnOpenUIFormFailure(object sender, GameEventArgs e) { Log.Error("OnOpenUIFormFailure :" + e.ToString()); }
/// <summary> /// Fires an event. /// </summary> /// <param name="eventType">Type of event.</param> /// <param name="eventArgs">The event arguments.</param> /// <param name="sendOnNetwork">Should this event be sent to the other players?</param> private void Fire(EventType eventType, GameEventArgs eventArgs, bool sendOnNetwork) { #if DEBUG System.Diagnostics.Debug.WriteLine("[{0}]: {1} - {2}", eventArgs.SenderId, eventType.ToString(), eventArgs.ToString()); #endif // If I am the player who sent this message (aka it did not come through the network) // and the event needs responses, then prepare for collecting responses. if (eventArgs.SenderId == Player.Instance.Id && eventArgs.NeedResponse) { #if DEBUG System.Diagnostics.Debug.WriteLine("Awaiting responses from other players"); #endif responses[eventArgs.EventId] = 0; awaitingResponses = true; } // Fire the actual event. switch (eventType) { case EventType.AcceptPlayer: if (AcceptPlayerEvent != null) AcceptPlayerEvent(this, (PlayerEventArgs)eventArgs); break; case EventType.PlayerJoined: if (PlayerJoinedEvent != null) PlayerJoinedEvent(this, (PlayerJoinedEventArgs)eventArgs); break; case EventType.PlayersInGame: if (PlayersInGameEvent != null) PlayersInGameEvent(this, (PlayersInGameEventArgs)eventArgs); break; case EventType.RequestOverlord: if (RequestOverlordEvent != null) RequestOverlordEvent(this, eventArgs); break; case EventType.OverlordIs: if (OverlordIsEvent != null) OverlordIsEvent(this, (OverlordIsEventArgs)eventArgs); break; case EventType.Ready: if (ReadyEvent != null) ReadyEvent(this, eventArgs); break; case EventType.AssignHero: if (AssignHeroEvent != null) AssignHeroEvent(this, (AssignHeroEventArgs)eventArgs); break; case EventType.GiveHeroCards: if (GiveHeroCardsEvent != null) GiveHeroCardsEvent(this, (GiveHeroCardsEventArgs)eventArgs); break; case EventType.TradeHeroCard: if (TradeHeroCardEvent != null) TradeHeroCardEvent(this, (TradeHeroCardEventArgs)eventArgs); break; case EventType.AcceptHeroCard: if (AcceptHeroCardsEvent != null) AcceptHeroCardsEvent(this, eventArgs); break; case EventType.BeginGame: if (BeginGameEvent != null) BeginGameEvent(this, eventArgs); break; case EventType.NewRound: if (NewRoundEvent != null) NewRoundEvent(this, eventArgs); break; case EventType.NoAction: if (NoActionEvent != null) NoActionEvent(this, eventArgs); AddResponse(); break; case EventType.Wait: if (WaitEvent != null) WaitEvent(this, eventArgs); awaitingResponses = false; break; case EventType.ChatMessage: if (ChatMessageEvent != null) ChatMessageEvent(this, (ChatMessageEventArgs)eventArgs); break; case EventType.RequestBuyEquipment: if (RequestBuyEquipmentEvent != null) RequestBuyEquipmentEvent(this, (RequestBuyEquipmentEventArgs)eventArgs); break; case EventType.GiveEquipment: if (GiveEquipmentEvent != null) GiveEquipmentEvent(this, (GiveEquipmentEventArgs)eventArgs); break; case EventType.DenyBuy: if (DenyBuyEvent != null) DenyBuyEvent(this, (PlayerEventArgs)eventArgs); break; case EventType.FinishedBuy: if (FinishedBuyEvent != null) FinishedBuyEvent(this, eventArgs); break; case EventType.GiveConquestTokens: if (GiveConquestTokensEvent != null) GiveConquestTokensEvent(this, (TokenEventArgs)eventArgs); break; case EventType.RemoveConquestTokens: if (RemoveConquestTokensEvent != null) RemoveConquestTokensEvent(this, (TokenEventArgs)eventArgs); break; case EventType.GiveCoins: if (GiveCoinsEvent != null) GiveCoinsEvent(this, (GiveCoinsEventArgs)eventArgs); break; case EventType.GiveOverlordCards: if (GiveOverlordCardsEvent != null) GiveOverlordCardsEvent(this, (GiveOverlordCardsEventArgs)eventArgs); break; case EventType.RemoveOverlordCard: if (RemoveOverlordCardEvent != null) RemoveOverlordCardEvent(this, (OverlordCardEventArgs)eventArgs); break; case EventType.GiveThreatTokens: if (GiveThreatTokensEvent != null) GiveThreatTokensEvent(this, (TokenEventArgs)eventArgs); break; case EventType.RemoveThreatTokens: if (RemoveThreatTokensEvent != null) RemoveThreatTokensEvent(this, (TokenEventArgs)eventArgs); break; case EventType.GiveTreasure: if (GiveTreasureEvent != null) GiveTreasureEvent(this, (TreasureEventArgs)eventArgs); break; case EventType.StartPlacement: if (StartPlacementEvent != null) StartPlacementEvent(this, eventArgs); break; case EventType.RequestPlacement: if (RequestPlacementEvent != null) RequestPlacementEvent(this, (CoordinatesEventArgs)eventArgs); break; case EventType.PlaceHero: if (PlaceHeroEvent != null) PlaceHeroEvent(this, (PlaceHeroEventArgs)eventArgs); break; case EventType.DenyPlacement: if (DenyPlacementEvent != null) DenyPlacementEvent(this, (PlayerEventArgs)eventArgs); break; case EventType.RequestTurn: if (RequestTurnEvent != null) RequestTurnEvent(this, eventArgs); break; case EventType.TurnChanged: if (TurnChangedEvent != null) TurnChangedEvent(this, (PlayerEventArgs)eventArgs); break; case EventType.DenyTurnRequest: if (DenyTurnRequestEvent != null) DenyTurnRequestEvent(this, (PlayerEventArgs)eventArgs); break; case EventType.FinishedTurn: if (FinishedTurnEvent != null) FinishedTurnEvent(this, eventArgs); break; case EventType.FinishedReequip: if (FinishedReequipEvent != null) FinishedReequipEvent(this, eventArgs); break; case EventType.ChooseAction: if (ChooseActionEvent != null) ChooseActionEvent(this, (ChooseActionEventArgs)eventArgs); break; case EventType.AddHealth: if (AddHealthEvent != null) AddHealthEvent(this, (PointsEventArgs)eventArgs); break; case EventType.RemoveHealth: if (RemoveHealthEvent != null) RemoveHealthEvent(this, (PointsEventArgs)eventArgs); break; case EventType.AddFatigue: if (AddFatigueEvent != null) AddFatigueEvent(this, (PointsEventArgs)eventArgs); break; case EventType.RemoveFatigue: if (RemoveFatigueEvent != null) RemoveFatigueEvent(this, (PointsEventArgs)eventArgs); break; case EventType.AddMovement: if (AddMovementEvent != null) AddMovementEvent(this, (PointsEventArgs)eventArgs); break; case EventType.RemoveMovement: if (RemoveMovementEvent != null) RemoveMovementEvent(this, (PointsEventArgs)eventArgs); break; case EventType.SwitchItems: if (SwitchItemsEvent != null) SwitchItemsEvent(this, (SwitchItemsEventArgs)eventArgs); break; case EventType.UseOverlordCard: if (UseOverlordCardEvent != null) UseOverlordCardEvent(this, (OverlordCardEventArgs)eventArgs); break; case EventType.AddPowerOverlordCard: if (AddPowerOverlordCardEvent != null) AddPowerOverlordCardEvent(this, (OverlordCardEventArgs)eventArgs); break; case EventType.SpawnMonster: if (SpawnMonsterEvent != null) SpawnMonsterEvent(this, (SpawnMonsterEventArgs)eventArgs); break; case EventType.SpawnFinished: if (SpawnFinishedEvent != null) SpawnFinishedEvent(this, eventArgs); break; case EventType.StartMonsterTurn: if (StartMonsterTurnEvent != null) StartMonsterTurnEvent(this, (CoordinatesEventArgs)eventArgs); break; case EventType.EndMonsterTurn: if (EndMonsterTurnEvent != null) EndMonsterTurnEvent(this, eventArgs); break; case EventType.MoveTo: if (MoveToEvent != null) MoveToEvent(this, (CoordinatesEventArgs)eventArgs); break; case EventType.OpenChest: if (OpenChestEvent != null) OpenChestEvent(this, (ChestEventArgs)eventArgs); break; case EventType.OpenDoor: if (OpenDoorEvent != null) OpenDoorEvent(this, (CoordinatesEventArgs)eventArgs); break; case EventType.PickupMarker: if (PickupMarkerEvent != null) PickupMarkerEvent(this, (CoordinatesEventArgs)eventArgs); break; case EventType.AttackSquare: if (AttackSquareEvent != null) AttackSquareEvent(this, (CoordinatesEventArgs)eventArgs); break; case EventType.RolledDices: if (RolledDicesEvent != null) RolledDicesEvent(this, (RolledDicesEventArgs)eventArgs); break; case EventType.InflictWounds: if (InflictWoundsEvent != null) InflictWoundsEvent(this, (InflictWoundsEventArgs)eventArgs); break; case EventType.RerollDices: if (RerollDicesEvent != null) RerollDicesEvent(this, (RerollDicesEventArgs)eventArgs); break; case EventType.DamageTaken: if (DamageTakenEvent != null) DamageTakenEvent(this, (DamageTakenEventArgs)eventArgs); break; case EventType.WasKilled: if (WasKilledEvent != null) WasKilledEvent(this, (CoordinatesEventArgs)eventArgs); break; case EventType.MissedAttack: if (MissedAttackEvent != null) MissedAttackEvent(this, (GameEventArgs)eventArgs); break; case EventType.BoughtDice: if (BoughtDiceEvent != null) BoughtDiceEvent(this, (DiceEventArgs)eventArgs); break; case EventType.ChangedBlackDiceSide: if (ChangedBlackDiceSideEvent != null) ChangedBlackDiceSideEvent(this, (DiceEventArgs)eventArgs); break; case EventType.BoughtMovement: if (BoughtMovementEvent != null) BoughtMovementEvent(this, eventArgs); break; case EventType.FinishedAttack: if (FinishedAttackEvent != null) FinishedAttackEvent(this, eventArgs); break; case EventType.SquareMarked: if (SquareMarkedEvent != null) SquareMarkedEvent(this, (CoordinatesEventArgs)eventArgs); break; case EventType.InventoryFieldMarked: if (InventoryFieldMarkedEvent != null) InventoryFieldMarkedEvent(this, (InventoryFieldEventArgs)eventArgs); break; case EventType.FatigueClicked: if (FatigueClickedEvent != null) FatigueClickedEvent(this, eventArgs); break; case EventType.DiceClicked: if (DiceClickedEvent != null) DiceClickedEvent(this, (DiceEventArgs)eventArgs); break; case EventType.SurgeAbilityClicked: if (SurgeAbilityClickedEvent != null) SurgeAbilityClickedEvent(this, (SurgeAbilityEventArgs)eventArgs); break; case EventType.DoAttack: if (DoAttackEvent != null) DoAttackEvent(this, eventArgs); break; } if (sendOnNetwork && !this.internalOnly.Contains(eventType)) { Player.Instance.Connection.SendString(EncodeMessage(eventType, eventArgs)); } }
/// <summary> /// Encode a message to a string. /// </summary> /// <param name="eventType">The <see cref="EventType"/>.</param> /// <param name="eventArgs">The <see cref="GameEventArgs"/> object.</param> /// <returns>The message encoded as a string.</returns> private string EncodeMessage(EventType eventType, GameEventArgs eventArgs) { return string.Join(",", eventArgs.SenderId, eventArgs.EventId, (int)eventArgs.EventType, Convert.ToInt32(eventArgs.NeedResponse), eventArgs.ToString()); }
private void OnLoadDataTableFailure(object sender, GameEventArgs e) { Log.Error("OnLoadDataTableFailure :" + e.ToString()); }