public void HandleOnGameMaster(Messages.GameMaster.IConnection connection) { var msg = new Data(); IPlayer player = connection.GameState.BluePlayers.FirstOrDefault(p => p.Guid.ToString() == this.playerGuid); if (player == null) { player = connection.GameState.RedPlayers.FirstOrDefault(p => p.Guid.ToString() == this.playerGuid); } msg.playerId = player.Id; Piece[] pickedUpPiece = new Piece[1]; foreach (PieceInfo p in connection.GameState.Pieces) { if (player.Location.x == p.Location.x && player.Location.y == p.Location.y) { p.Piece.playerId = player.Id; p.Piece.playerIdSpecified = true; pickedUpPiece[0] = new Piece() { type = PieceType.unknown, playerId = player.Id, playerIdSpecified = true, id = p.Piece.id }; msg.Pieces = pickedUpPiece; connection.GameState.CalculateManhattanDistance(); } } msg.gameFinished = connection.GameState.GameFinished; var serializer = new Messages.XmlHandling.Serializer(msg); connection.DelayMessage(serializer, connection.GameState.ActionCosts.PickUpDelay); }
public void HandleOnGameMaster(Messages.GameMaster.IConnection connection) { var sender = connection.GameState.GetPlayerByGuid(this.playerGuid); if (connection.GameState.GetPlayerById(this.withPlayerId) == null) { RejectKnowledgeExchange msg = new RejectKnowledgeExchange(this.withPlayerId, sender.Id, true); var serializer = new Messages.XmlHandling.Serializer(msg); connection.SendMessage(serializer.Serialize()); } else { Tuple <ulong, ulong> pair = new Tuple <ulong, ulong>(sender.Id, this.withPlayerIdField); if (connection.GameState.PlayerPairs.FirstOrDefault(x => x.Item1 == sender.Id && x.Item2 == this.withPlayerId) == null) { //no pair yet KnowledgeExchangeRequest msg = new KnowledgeExchangeRequest(this.withPlayerId, sender.Id); var serializer = new Messages.XmlHandling.Serializer(msg); connection.GameState.PlayerPairs.Add(pair); connection.DelayMessage(serializer, connection.GameState.ActionCosts.KnowledgeExchangeDelay); } else { // pair exists connection.GameState.PlayerPairs.RemoveAll(x => x.Item1 == sender.Id && x.Item2 == this.withPlayerId); AcceptExchangeRequest msg = new AcceptExchangeRequest(this.withPlayerId, sender.Id); var serializer = new Messages.XmlHandling.Serializer(msg); connection.SendMessage(serializer.Serialize()); } } }
public void HandleOnGameMaster(Messages.GameMaster.IConnection connection) { var msg = new Data(); IPlayer player = connection.GameState.BluePlayers.FirstOrDefault(p => p.Guid.ToString() == this.playerGuid); if (player == null) { player = connection.GameState.RedPlayers.FirstOrDefault(p => p.Guid.ToString() == this.playerGuid); } msg.playerId = player.Id; Piece[] checkedPiece = new Piece[1]; foreach (PieceInfo p in connection.GameState.Pieces) { if (player.Id == p.Piece.playerId) { checkedPiece[0] = new Piece() { type = p.Piece.type, playerId = player.Id, playerIdSpecified = true, id = p.Piece.id }; msg.Pieces = checkedPiece; } } msg.gameFinished = connection.GameState.GameFinished; var serializer = new Messages.XmlHandling.Serializer(msg); connection.DelayMessage(serializer, connection.GameState.ActionCosts.TestDelay); }
public void HandleOnGameMaster(Messages.GameMaster.IConnection connection) { var msg = new Data(); IPlayer player = connection.GameState.BluePlayers.FirstOrDefault(p => p.Guid.ToString() == this.playerGuid); if (player == null) { player = connection.GameState.RedPlayers.FirstOrDefault(p => p.Guid.ToString() == this.playerGuid); } msg.TaskFields = GetSurroundingFields(connection, player); msg.playerId = player.Id; msg.gameFinished = connection.GameState.GameFinished; var serializer = new Messages.XmlHandling.Serializer(msg); connection.DelayMessage(serializer, connection.GameState.ActionCosts.DiscoverDelay); }
public void HandleOnGameMaster(Messages.GameMaster.IConnection connection) { var msg = new Data(); IPlayer player = connection.GameState.BluePlayers.FirstOrDefault(p => p.Guid.ToString() == this.playerGuid); if (player == null) { player = connection.GameState.RedPlayers.FirstOrDefault(p => p.Guid.ToString() == this.playerGuid); } msg.playerId = player.Id; Piece[] placedPiece = new Piece[1]; GoalField[] goalFields = new GoalField[1]; //we pick piece which shares the location with player. PieceInfo myPiece = connection.GameState.Pieces.First(p => p.Location.x == player.Location.x && p.Location.y == player.Location.y && p.Piece.playerId == player.Id && p.Piece.playerIdSpecified == true); if (myPiece.Piece.type != PieceType.sham) { //if piece is on place we are standing, foreach (PieceInfo p in connection.GameState.Pieces) { if (player.Location.x == p.Location.x && player.Location.y == p.Location.y) { if (player.Id != p.Piece.playerId) { placedPiece[0] = new Piece() { type = myPiece.Piece.type, playerId = player.Id, playerIdSpecified = true, id = myPiece.Piece.id }; } } } // this is overriding the lines before, we need to think through this process. placedPiece[0] = new Piece() { type = myPiece.Piece.type, id = myPiece.Piece.id }; foreach (List <Xsd2.Field> flist in connection.GameState.BoardList) { foreach (var f in flist) { if (f is GoalField) { if (f.x == player.Location.x && f.y == player.Location.y) { goalFields[0] = new GoalField() { playerId = player.Id, type = ((GoalField)f).type, playerIdSpecified = true, x = f.x, y = f.y }; Console.WriteLine(((GoalField)f).type); Console.WriteLine("f.x: " + f.x + ", f.y: " + f.y); Console.WriteLine(" x " + player.Location.x + " y " + player.Location.y); //testing whether piece is not sham. if (((GoalField)f).type == GoalFieldType.goal && myPiece.Piece.type == PieceType.normal) { if (player.TeamColour == TeamColour.red) { connection.GameState.RedGoalsFinished++; } else { connection.GameState.BlueGoalsFinished++; } } } } } } // why do we send here piece? msg.Pieces = placedPiece; // we are still or not holding it. msg.GoalFields = goalFields; if (connection.GameState.GameFinished != true) { connection.GameState.GameFinished = CheckIfEnding(connection); } //edit msg.gameFinished = connection.GameState.GameFinished; var serializer = new Messages.XmlHandling.Serializer(msg); connection.DelayMessage(serializer, connection.GameState.ActionCosts.PlacingDelay); } else { connection.GameState.Pieces.First(p => p.Location.x == player.Location.x && p.Location.y == player.Location.y && p.Piece.playerId == player.Id && p.Piece.playerIdSpecified == true).Piece.playerIdSpecified = false; //we are sending the keep alive back var serializer = new Messages.XmlHandling.Serializer(char.ToString((char)23)); } }