示例#1
0
        public override void DoInteraction()
        {
            if (!GameManager.Instance.RoomGameObject.MonsterObject.activeSelf)
            {
                var moveRequest = new MoveRequest()
                {
                    MoveDirection = DoorDirection
                };

                var writer = ClientBehaviour.Instance.m_Driver.BeginSend(ClientBehaviour.Instance.m_Connection);
                moveRequest.SerializeObject(ref writer);
                ClientBehaviour.Instance.m_Driver.EndSend(writer);
            }
        }
        public override void HandleMessages(Message.MessageType messageType, DataStreamReader reader, int ConnectionID)
        {
            if (IsClient)
            {
                //Clientside Handling
                switch (messageType)
                {
                case Message.MessageType.PlayerTurn:

                    //This part handles the client side of a player turn.
                    var playerTurn = new PlayerTurn();
                    playerTurn.DeserializeObject(ref reader);
                    GameManager.Instance.PlayerTurnUI.text = "Current Turn: " + ClientBehaviour.Instance.Clients[playerTurn.PlayerID].ClientName;
                    GameManager.Instance.PlayerCurrentTurn = GameManager.Instance.Players[playerTurn.PlayerID];

                    break;

                case Message.MessageType.RoomInfo:
                    var roomInfo = new RoomInfo();
                    roomInfo.DeserializeObject(ref reader);

                    GameManager.Instance.RoomGameObject.SetRoomProperties(
                        (Room.RoomDirections)roomInfo.MoveDirections, roomInfo.TreasureInRoom,
                        roomInfo.ContainsMonster, roomInfo.ContainsExit);

                    #region SetNewPlayers
                    //Disable all players first.
                    for (int i = 0; i < GameManager.Instance.Players.Count; i++)
                    {
                        GameManager.Instance.Players[i].gameObject.SetActive(false);
                    }

                    //Then enable all players that are currently in this room.
                    for (int f = 0; f < roomInfo.NumberOfOtherPlayers; f++)
                    {
                        if (!GameManager.Instance.Players[roomInfo.OtherPlayerIDs[f]].noTurn)
                        {
                            GameManager.Instance.Players[roomInfo.OtherPlayerIDs[f]].gameObject.SetActive(true);
                        }
                    }
                    #endregion

                    break;

                case Message.MessageType.PlayerEnterRoom:
                    var playerEnter = new PlayerEnterRoom();
                    playerEnter.DeserializeObject(ref reader);

                    GameManager.Instance.Players[playerEnter.PlayerID].gameObject.SetActive(true);

                    if (playerEnter.PlayerID != ConnectionID)
                    {
                        string enterMessage = GameManager.Instance.Players[playerEnter.PlayerID].Client.ClientName + " joined the room";
                        ClientBehaviour.Instance.ClientUI.ShowMessage(enterMessage);
                    }

                    break;

                case Message.MessageType.PlayerLeaveRoom:
                    var playerLeave = new PlayerLeaveRoom();
                    playerLeave.DeserializeObject(ref reader);

                    GameManager.Instance.Players[playerLeave.PlayerID].gameObject.SetActive(false);

                    if (playerLeave.PlayerID != ConnectionID)
                    {
                        string leftMessage = GameManager.Instance.Players[playerLeave.PlayerID].Client.ClientName + " left the room";
                        ClientBehaviour.Instance.ClientUI.ShowMessage(leftMessage);
                    }

                    break;

                case Message.MessageType.ObtainTreasure:
                    var obtainedTreasure = new ObtainTreasure();
                    obtainedTreasure.DeserializeObject(ref reader);

                    GameManager.Instance.RoomGameObject.ChestObject.SetActive(false);

                    #region SetTreasureAmount
                    if (ClientBehaviour.Instance.IsHost)
                    {
                        for (int f = 0; f < GameManager.Instance.Players[ConnectionID].CurrentRoom.PlayersInRoom.Count; f++)
                        {
                            GameManager.Instance.Players[GameManager.Instance.Players[ConnectionID].CurrentRoom.PlayersInRoom[f].Client.ClientID].PlayerTreasureAmount += obtainedTreasure.TreasureAmount;
                        }
                    }
                    else
                    {
                        GameManager.Instance.Players[ClientBehaviour.Instance.PlayerID].PlayerTreasureAmount += obtainedTreasure.TreasureAmount;
                    }
                    #endregion

                    string obtainMessage = GameManager.Instance.PlayerCurrentTurn.name + " took a treasure and shared it with everyone in the room. You gained "
                                           + obtainedTreasure.TreasureAmount + "$.";
                    ClientBehaviour.Instance.ClientUI.ShowMessage(obtainMessage);


                    break;

                case Message.MessageType.HitMonster:
                    var hitMessage = new HitMonster();
                    hitMessage.DeserializeObject(ref reader);

                    string hitString = GameManager.Instance.Players[hitMessage.PlayerAttackingID].Client.ClientName + " killed the monster.";
                    ClientBehaviour.Instance.ClientUI.ShowMessage(hitString);

                    GameManager.Instance.RoomGameObject.MonsterObject.SetActive(false);

                    break;

                case Message.MessageType.HitByMonster:
                    var playerHit = new HitByMonster();
                    playerHit.DeserializeObject(ref reader);

                    GameManager.Instance.Players[playerHit.PlayerHitID].Health -= playerHit.DamageDealt;
                    if (playerHit.PlayerHitID == ClientBehaviour.Instance.PlayerID)
                    {
                        ClientBehaviour.Instance.ClientUI.HealthInfo.text = GameManager.Instance.Players[playerHit.PlayerHitID].Health + "/" + ClientBehaviour.Instance.Clients[playerHit.PlayerHitID].StartHealth + " HP";
                    }

                    string playerHitMessage = GameManager.Instance.Players[playerHit.PlayerHitID].Client.ClientName + " took " + playerHit.DamageDealt + " damage.";
                    ClientBehaviour.Instance.ClientUI.ShowMessage(playerHitMessage);


                    break;

                case Message.MessageType.PlayerDefends:
                    var playerDefend = new PlayerDefend();
                    playerDefend.DeserializeObject(ref reader);

                    if (playerDefend.PlayerDefendingID == ClientBehaviour.Instance.PlayerID)
                    {
                        ClientBehaviour.Instance.ClientUI.HealthInfo.text = GameManager.Instance.Players[playerDefend.PlayerDefendingID].Health + "/" + ClientBehaviour.Instance.Clients[playerDefend.PlayerDefendingID].StartHealth + " HP";
                    }

                    string playerDefendMessage = GameManager.Instance.Players[playerDefend.PlayerDefendingID].Client.ClientName + " defended hismelf from the monster, and healed for 1 HP.";
                    ClientBehaviour.Instance.ClientUI.ShowMessage(playerDefendMessage);

                    break;

                case Message.MessageType.PlayerLeftDungeon:
                    var playerLeft = new PlayerLeftDungeon();
                    playerLeft.DeserializeObject(ref reader);

                    string leaveMessage = GameManager.Instance.Players[playerLeft.PlayerLeftID].Client.ClientName + " has left the dungeon.";
                    ClientBehaviour.Instance.ClientUI.ShowMessage(leaveMessage);

                    GameManager.Instance.Players[playerLeft.PlayerLeftID].gameObject.SetActive(false);
                    GameManager.Instance.Players[playerLeft.PlayerLeftID].noTurn = true;

                    if (!GameManager.Instance.LeftPlayers.Contains(GameManager.Instance.Players[playerLeft.PlayerLeftID]))
                    {
                        GameManager.Instance.LeftPlayers.Add(GameManager.Instance.Players[playerLeft.PlayerLeftID]);
                    }

                    break;

                case Message.MessageType.PlayerDies:
                    var playerDies = new PlayerDies();
                    playerDies.DeserializeObject(ref reader);

                    string deathMessage = GameManager.Instance.Players[playerDies.PlayerDeathID].Client.ClientName + " has died.";
                    ClientBehaviour.Instance.ClientUI.ShowMessage(deathMessage);

                    if (playerDies.PlayerDeathID == ClientBehaviour.Instance.PlayerID)
                    {
                        ClientBehaviour.Instance.ClientUI.HealthInfo.text = "0/" + ClientBehaviour.Instance.Clients[playerDies.PlayerDeathID].StartHealth + " HP";
                    }

                    GameManager.Instance.Players[playerDies.PlayerDeathID].gameObject.SetActive(false);
                    GameManager.Instance.Players[playerDies.PlayerDeathID].noTurn = true;

                    GameManager.Instance.DeadPlayers.Add(GameManager.Instance.Players[playerDies.PlayerDeathID]);
                    break;

                case Message.MessageType.EndGame:
                    ClientBehaviour.Instance.ClientUI.ShowMessage("Game Over");

                    UnityEngine.SceneManagement.SceneManager.LoadScene("EndGame");

                    break;

                case Message.MessageType.MoveRequest:
                    break;

                case Message.MessageType.AttackRequest:
                    break;

                case Message.MessageType.DefendRequest:
                    break;

                case Message.MessageType.ClaimTreasureRequest:
                    break;

                case Message.MessageType.LeaveDungeonRequest:
                    break;
                }
            }
            else
            {
                //Serverside Handling
                switch (messageType)
                {
                case Message.MessageType.PlayerTurn:
                    break;

                case Message.MessageType.RoomInfo:
                    break;

                case Message.MessageType.PlayerEnterRoom:
                    break;

                case Message.MessageType.PlayerLeaveRoom:
                    break;

                case Message.MessageType.ObtainTreasure:
                    break;

                case Message.MessageType.HitMonster:
                    break;

                case Message.MessageType.HitByMonster:
                    break;

                case Message.MessageType.PlayerDefends:
                    break;

                case Message.MessageType.PlayerLeftDungeon:
                    break;

                case Message.MessageType.PlayerDies:
                    break;

                case Message.MessageType.EndGame:
                    break;

                case Message.MessageType.MoveRequest:     //Handle Player Leaving the room.
                    var moveRequest = new MoveRequest();
                    moveRequest.DeserializeObject(ref reader);

                    //Remove Player form room.
                    GameManager.Instance.Players[ConnectionID].CurrentRoom.PlayersInRoom.Remove(GameManager.Instance.Players[ConnectionID]);

                    #region RoomLeaveInfo
                    //Send to other clients in room that player left.
                    var playerLeave = new PlayerLeaveRoom()
                    {
                        PlayerID = ConnectionID
                    };

                    for (int j = 0; j < GameManager.Instance.Players[ConnectionID].CurrentRoom.PlayersInRoom.Count; j++)
                    {
                        var writer = ServerBehaviour.Instance.m_Driver.BeginSend(
                            ServerBehaviour.Instance.m_Connections[
                                GameManager.Instance.Players[ConnectionID].CurrentRoom.PlayersInRoom[j].Client.ClientID
                            ]);

                        playerLeave.SerializeObject(ref writer);
                        ServerBehaviour.Instance.m_Driver.EndSend(writer);
                    }
                    #endregion

                    #region SetPlayerPosition
                    //Set new room position.

                    Vector2 currentGridPosition = GameManager.Instance.Players[ConnectionID].CurrentRoom.GridPosition;
                    Vector2 positionTranslation = GameManager.Instance.Players[ConnectionID].CurrentRoom.MoveToNeighbour(moveRequest.MoveDirection);

                    Vector2Int newPosition = new Vector2Int((int)currentGridPosition.x + (int)positionTranslation.x, (int)currentGridPosition.y + (int)positionTranslation.y);
                    #endregion

                    //Set new room variable.
                    GameManager.Instance.Players[ConnectionID].CurrentRoom = GameManager.Instance.Grid.RoomGrid[newPosition.x, newPosition.y];
                    GameManager.Instance.Players[ConnectionID].CurrentRoom.PlayersInRoom.Add(GameManager.Instance.Players[ConnectionID]);

                    #region RoomEnterInfo
                    //Send to other clients in room that player entered.
                    var playerJoin = new PlayerEnterRoom()
                    {
                        PlayerID = ConnectionID
                    };

                    //Send to other clients.
                    for (int e = 0; e < GameManager.Instance.Players[ConnectionID].CurrentRoom.PlayersInRoom.Count; e++)
                    {
                        var writer = ServerBehaviour.Instance.m_Driver.BeginSend(
                            ServerBehaviour.Instance.m_Connections[
                                GameManager.Instance.Players[ConnectionID].CurrentRoom.PlayersInRoom[e].Client.ClientID
                            ]);

                        playerJoin.SerializeObject(ref writer);
                        ServerBehaviour.Instance.m_Driver.EndSend(writer);
                    }
                    #endregion

                    #region RoomInfo
                    //Make new room info.
                    var roomInfo = new RoomInfo()
                    {
                        MoveDirections       = (byte)GameManager.Instance.Players[ConnectionID].CurrentRoom.possibleDirections,
                        TreasureInRoom       = GameManager.Instance.Players[ConnectionID].CurrentRoom.TreasureAmount,
                        ContainsMonster      = GameManager.Instance.Players[ConnectionID].CurrentRoom.ContainsMonster,
                        ContainsExit         = GameManager.Instance.Players[ConnectionID].CurrentRoom.ContainsExit,
                        NumberOfOtherPlayers = (byte)GameManager.Instance.Players[ConnectionID].CurrentRoom.PlayersInRoom.Count
                    };

                    //Search for ID's of players already in room.
                    int[] newRoomIDs = new int[GameManager.Instance.Players[ConnectionID].CurrentRoom.PlayersInRoom.Count];
                    for (int i = 0; i < GameManager.Instance.Players[ConnectionID].CurrentRoom.PlayersInRoom.Count; i++)
                    {
                        newRoomIDs[i] = GameManager.Instance.Players[ConnectionID].CurrentRoom.PlayersInRoom[i].Client.ClientID;
                    }
                    #endregion

                    //Send Room info to client that is moving room.
                    var writer1 = ServerBehaviour.Instance.m_Driver.BeginSend(ServerBehaviour.Instance.m_Connections[ConnectionID]);
                    roomInfo.SerializeObject(ref writer1, newRoomIDs);
                    ServerBehaviour.Instance.m_Driver.EndSend(writer1);

                    //Set next player's turn.
                    GameManager.Instance.NextTurn();

                    break;

                case Message.MessageType.AttackRequest:

                    GameManager.Instance.Players[ConnectionID].CurrentRoom.ContainsMonster = 0;

                    var attackFeedback = new HitMonster()
                    {
                        PlayerAttackingID = ConnectionID,
                        DamageDealt       = 1
                    };

                    //Experiment: use foreach instead of for loop. conclusion: works pretty good and i'm an idiot for not using it everywhere else.
                    foreach (Player player in GameManager.Instance.Players[ConnectionID].CurrentRoom.PlayersInRoom)
                    {
                        var writer = ServerBehaviour.Instance.m_Driver.BeginSend(ServerBehaviour.Instance.m_Connections[player.Client.ClientID]);
                        attackFeedback.SerializeObject(ref writer);
                        ServerBehaviour.Instance.m_Driver.EndSend(writer);


                        //If the player's health is smaller than 2. the player dies of an attack by the monster. Else it'll take 2 damage.
                        if (GameManager.Instance.Players[ConnectionID].Health > 2)
                        {
                            //the player that attacks also gets hit by the enemy.
                            var attackPlayer = new HitByMonster()
                            {
                                PlayerHitID = ConnectionID,
                                DamageDealt = 2
                            };

                            var writer2 = ServerBehaviour.Instance.m_Driver.BeginSend(ServerBehaviour.Instance.m_Connections[player.Client.ClientID]);
                            attackPlayer.SerializeObject(ref writer2);
                            ServerBehaviour.Instance.m_Driver.EndSend(writer2);
                        }
                        else
                        {
                            var playerDeath = new PlayerDies()
                            {
                                PlayerDeathID = ConnectionID
                            };

                            var writer2 = ServerBehaviour.Instance.m_Driver.BeginSend(ServerBehaviour.Instance.m_Connections[player.Client.ClientID]);
                            playerDeath.SerializeObject(ref writer2);
                            ServerBehaviour.Instance.m_Driver.EndSend(writer2);

                            if (GameManager.Instance.Players.Count == (GameManager.Instance.DeadPlayers.Count + 1))
                            {
                                GameManager.Instance.EndGame();
                            }
                        }
                    }


                    GameManager.Instance.NextTurn();

                    break;

                case Message.MessageType.DefendRequest:
                    var defendRequest = new DefendRequest();

                    ushort newPlayerHP = GameManager.Instance.Players[ConnectionID].Health++;

                    var defendFeedback = new PlayerDefend()
                    {
                        PlayerDefendingID = ConnectionID,
                        NewHP             = newPlayerHP
                    };

                    foreach (Player player in GameManager.Instance.Players[ConnectionID].CurrentRoom.PlayersInRoom)
                    {
                        var writer = ServerBehaviour.Instance.m_Driver.BeginSend(ServerBehaviour.Instance.m_Connections[player.Client.ClientID]);
                        defendFeedback.SerializeObject(ref writer);
                        ServerBehaviour.Instance.m_Driver.EndSend(writer);
                    }


                    GameManager.Instance.NextTurn();
                    break;

                case Message.MessageType.ClaimTreasureRequest:

                    int dividedAmount = GameManager.Instance.Players[ConnectionID].CurrentRoom.TreasureAmount / System.Convert.ToUInt16(GameManager.Instance.Players[ConnectionID].CurrentRoom.PlayersInRoom.Count);

                    #region SendTreasureAmount
                    //Send treasure amount to all players in room.
                    var treasureObtain = new ObtainTreasure()
                    {
                        TreasureAmount = (ushort)dividedAmount
                    };

                    //Send to other clients.
                    for (int e = 0; e < GameManager.Instance.Players[ConnectionID].CurrentRoom.PlayersInRoom.Count; e++)
                    {
                        var writer = ServerBehaviour.Instance.m_Driver.BeginSend(
                            ServerBehaviour.Instance.m_Connections[
                                GameManager.Instance.Players[ConnectionID].CurrentRoom.PlayersInRoom[e].Client.ClientID
                            ]);

                        treasureObtain.SerializeObject(ref writer);
                        ServerBehaviour.Instance.m_Driver.EndSend(writer);
                    }
                    #endregion

                    GameManager.Instance.Players[ConnectionID].CurrentRoom.TreasureAmount = 0;
                    GameManager.Instance.NextTurn();

                    break;

                case Message.MessageType.LeaveDungeonRequest:

                    var dungeonLeftMessage = new PlayerLeftDungeon
                    {
                        PlayerLeftID = ConnectionID
                    };

                    for (int i = 0; i < ServerBehaviour.Instance.Clients.Count; i++)
                    {
                        var writer = ServerBehaviour.Instance.m_Driver.BeginSend(ServerBehaviour.Instance.m_Connections[i]);
                        dungeonLeftMessage.SerializeObject(ref writer);
                        ServerBehaviour.Instance.m_Driver.EndSend(writer);
                    }

                    if (GameManager.Instance.Players.Count == (GameManager.Instance.LeftPlayers.Count + 1))
                    {
                        GameManager.Instance.LeftPlayers.Add(GameManager.Instance.Players[ConnectionID]);
                        GameManager.Instance.EndGame();
                    }
                    else
                    {
                        //Set next player's turn.
                        GameManager.Instance.NextTurn();
                    }
                    break;
                }
            }
        }