示例#1
0
        public void SendLifePackUpdates()
        {
            Boolean showLifePack = true;
            foreach (Contestant c in playerList)
            {
                if (c.CurrentP.Equals(GameEngine.lifePackList[GameEngine.lifePacksToDisclose - 1].Position))
                {
                    showLifePack = false;
                    break;
                }
            }
            if (showLifePack)
            {

                int x = GameEngine.lifePackList[GameEngine.lifePacksToDisclose - 1].Position.X;
                int y = GameEngine.lifePackList[GameEngine.lifePacksToDisclose - 1].Position.Y;
                int lifeTime = GameEngine.lifePackList[GameEngine.lifePacksToDisclose - 1].LifeTime;

                string tStatus = "L:" + x + "," +
                   y + ":" +
                  lifeTime + Constant.S2C_DEL;

                Monitor.Enter(GameEngine.availableLifePackList);
                GameEngine.availableLifePackList.Add(GameEngine.lifePackList[GameEngine.lifePacksToDisclose - 1]);
                GameEngine.availableLifePackList.Sort(this.CompareMapItemsByDisappearTime);
                Monitor.Exit(GameEngine.availableLifePackList);

                GameEngine.lifePacksToDisclose--;
                DataObject dO = new DataObject(tStatus, GameEngine.playerIPList, GameEngine.playerPort);
                ThreadPool.QueueUserWorkItem(new WaitCallback(com.BroadCast), (object)dO);
                Console.WriteLine("............................................................................");
                Console.WriteLine("NEXT Life Packet IN :" + GameEngine.nextLifePackSend + " :: T-To-Disclose :" + GameEngine.lifePacksToDisclose);
                Console.WriteLine(tStatus);

                gui.AddLifePack(x, y, lifeTime);
            }
            else
            {
                GameEngine.lifePackList[GameEngine.lifePacksToDisclose - 1].AppearTime += 2000;
                GameEngine.lifePackList[GameEngine.lifePacksToDisclose - 1].DisappearTime += 2000;
                GameEngine.lifePackList.Sort(CompareMapItemsByTime);
            }
        }
示例#2
0
        public void SendPlayerUpdates()
        {
            if (!GameEngine.gameFinished)
            {
                Monitor.Enter(GameEngine.playerList);

                string msg = "G:";
                foreach (Contestant p in GameEngine.playerList)
                {
                    int shotNum = 0;
                    if (p.Shot)
                    {
                        shotNum = 1;
                        p.Shot = false; //reset the shoot variable.
                    }
                    msg += p.Name + ";" + p.CurrentP.X + "," + p.CurrentP.Y + ";" + p.Direction + ";" + shotNum + ";" + p.Health + ";" + p.Coins + ";" + p.PointsEarned + ":";

                }

                foreach (BrickWall b in GameEngine.brickWalls)
                {
                    msg += b.Pos.X + "," + b.Pos.Y + "," + b.DamageLevel + ";";
                }
                msg = msg.Substring(0, msg.Length - 1);

                gui.UpdateMap(msg);

                msg += Constant.S2C_DEL;
                Console.WriteLine(msg);
                DataObject dO = new DataObject(msg, GameEngine.playerIPList, GameEngine.playerPort);
                ThreadPool.QueueUserWorkItem(new WaitCallback(com.BroadCast), (object)dO);

                List<CoinPile> currentCoinPiles = new List<CoinPile>();
                currentCoinPiles.AddRange(availableCoinPileList);
                currentCoinPiles.AddRange(plunderCoinPileList);

                AIMain.GetInstance().AvailableCoinPileList = currentCoinPiles;
                AIMain.GetInstance().moveShips();
                List<AIMessage> nextAIupdates = AIMain.GetInstance().NextAIupdates;
                for (int i = 0; i < nextAIupdates.Count; i++)
                {
                    updateContestant(nextAIupdates[i].Contestant, nextAIupdates[i].Command);
                }

            }
        }
示例#3
0
        public void SendCoinPileUpdates()
        {
            //  System.Windows.Forms.MessageBox.Show("Test");
            Boolean showTress = true;
            foreach (Contestant c in playerList)
            {
                if (c.CurrentP.Equals(GameEngine.coinPileList[GameEngine.coinPilesToDisclose - 1].Position))
                {
                    showTress = false;
                    break;
                }
            }
            if (showTress)
            {
                int x = GameEngine.coinPileList[GameEngine.coinPilesToDisclose - 1].Position.X;
                int y = GameEngine.coinPileList[GameEngine.coinPilesToDisclose - 1].Position.Y;
                int lifeT = GameEngine.coinPileList[GameEngine.coinPilesToDisclose - 1].LifeTime;
                int price = GameEngine.coinPileList[GameEngine.coinPilesToDisclose - 1].Price;

                string tStatus = "C:" + x + "," +
                    y + ":" +
                   lifeT + ":" +
                    price + Constant.S2C_DEL;

                Monitor.Enter(GameEngine.availableCoinPileList);
                GameEngine.availableCoinPileList.Add(GameEngine.coinPileList[GameEngine.coinPilesToDisclose - 1]);
                GameEngine.availableCoinPileList.Sort(this.CompareMapItemsByDisappearTime);
                Monitor.Exit(GameEngine.availableCoinPileList);

                GameEngine.coinPilesToDisclose--;
                DataObject dO = new DataObject(tStatus, GameEngine.playerIPList, GameEngine.playerPort);
                ThreadPool.QueueUserWorkItem(new WaitCallback(com.BroadCast), (object)dO);
                Console.WriteLine("............................................................................");
                Console.WriteLine("NEXT CoinPile IN :" + GameEngine.nextCoinPileSend + " :: T-To-Disclose :" + GameEngine.coinPilesToDisclose);
                Console.WriteLine(tStatus);

                gui.AddCoin(x, y, price, lifeT);
            }
            else
            {
                GameEngine.coinPileList[GameEngine.coinPilesToDisclose - 1].AppearTime += 2000;
                GameEngine.coinPileList[GameEngine.coinPilesToDisclose - 1].DisappearTime += 2000;
                GameEngine.coinPileList.Sort(CompareMapItemsByTime);
            }
        }
示例#4
0
 public void PrepareStartingGame()
 {
     Thread.Sleep(int.Parse(ConfigurationManager.AppSettings.Get("StartDelay")));
     while (playerList.Count < minPlayerNumber)
     {
         Thread.Sleep(100);//Looping delay. To reduce the burden on the processor
     }
     Thread.Sleep(1000);//Real player delay. Let the message go through the network
     Monitor.Enter(GameEngine.playerList);
     Monitor.Enter(GameEngine.playerPort);
     Monitor.Enter(GameEngine.playerIPList);
     string msg = "S:";
     foreach (Contestant p in GameEngine.playerList)
     {
         msg += p.Name + ";" + p.StartP.X + "," + p.StartP.Y + ";" + p.Direction + ":";
         p.UpdatedTime = DateTime.Now;
     }
     msg = msg.Substring(0, msg.Length - 1);
     msg += Constant.S2C_DEL;
     Console.WriteLine(msg);
     DataObject dO = new DataObject(msg, GameEngine.playerIPList, GameEngine.playerPort);
     ThreadPool.QueueUserWorkItem(new WaitCallback(com.BroadCast), (object)dO);
     if (!GameEngine.gameStarted)
     {
         gameStarted = true;
         gameFinished = false;
         this.RaiseGameJustStartedEvent();
     }
     Monitor.Exit(GameEngine.playerIPList);
     Monitor.Exit(GameEngine.playerPort);
     Monitor.Exit(GameEngine.playerList);
 }
示例#5
0
 public void FinishGame()
 {
     GameEngine.gameStarted = false;
     GameEngine.gameFinished = true;
     GameEngine.coinPilesToDisclose = 0;
     DataObject dO = new DataObject(Constant.S2C_GAMEJUSTFINISHED + Constant.S2C_DEL, GameEngine.playerIPList, GameEngine.playerPort);
     ThreadPool.QueueUserWorkItem(new WaitCallback(com.BroadCast), (object)dO);
 }
示例#6
0
        private void IssuePlunderCoinPile(Point pos, int value)
        {
            string tStatus = "C:" + pos.X + "," + pos.Y + ":" + Constant.PLUNDER_TREASUR_LIFE + ":" + value + Constant.S2C_DEL;

            DataObject dO = new DataObject(tStatus, GameEngine.playerIPList, GameEngine.playerPort);
            ThreadPool.QueueUserWorkItem(new WaitCallback(com.BroadCast), (object)dO);
            Console.WriteLine("NEXT CoinPile IN :" + GameEngine.nextCoinPileSend + " :: T-To-Disclose :" + GameEngine.coinPilesToDisclose);
            Console.WriteLine(tStatus);

            CoinPile c = new CoinPile(pos.X, pos.Y);
            c.Price = value;
            int waitAmout = 0;
            for (int i = 0; i < plunderCoinPileList.Count; i++)
            {
                waitAmout += plunderCoinPileList[i].DisappearBalance;
            }
            c.DisappearBalance = Math.Max(0, (Constant.PLUNDER_TREASUR_LIFE - waitAmout));
            plunderCoinPileList.Add(c);
            gui.AddCoin(pos.X, pos.Y, value, Constant.PLUNDER_TREASUR_LIFE);
        }
示例#7
0
        public void ReceiveData()
        {
            bool errorOcurred = false;
            Socket connection = null; //The socket that is listened to
            try
            {
                //Creating listening Socket
                this.listener = new TcpListener(IPAddress.Parse(Constant.SERVER_IP), Constant.SERVER_PORT);
                //Starts listening
                this.listener.Start();
                //Establish connection upon client request
                DataObject dataObj;
                while (true)
                {
                    //connection is connected socket
                    connection = listener.AcceptSocket();
                    if (connection.Connected)
                    {
                        //To read from socket create NetworkStream object associated with socket
                        this.serverStream = new NetworkStream(connection);

                        SocketAddress sockAdd = connection.RemoteEndPoint.Serialize();
                        string s = connection.RemoteEndPoint.ToString();
                        List<Byte> inputStr = new List<byte>();

                        int asw = 0;
                        while (asw != -1)
                        {
                            asw = this.serverStream.ReadByte();
                            inputStr.Add((Byte)asw);
                        }

                        reply = Encoding.UTF8.GetString(inputStr.ToArray());
                        this.serverStream.Close();
                        string ip = s.Substring(0, s.IndexOf(":"));
                        int port = Constant.CLIENT_PORT;
                        try
                        {
                            string ss = reply.Substring(0, reply.IndexOf(";"));
                            port = Convert.ToInt32(ss);
                        }
                        catch (Exception)
                        {
                           port= Constant.CLIENT_PORT;
                        }
                        Console.WriteLine(ip + ": " + reply.Substring(0, reply.Length - 1));
                        dataObj = new DataObject(reply.Substring(0, reply.Length - 1), ip, port);
                        ThreadPool.QueueUserWorkItem(new WaitCallback(GameEngine.Resolve), (object)dataObj);
                    }
                }
            }
            catch (Exception e)
            {
                Console.WriteLine("Communication (RECEIVING) Failed! \n " + e.Message);
                errorOcurred = true;
            }
            finally
            {
                if(connection != null)
                    if(connection.Connected)
                        connection.Close();
                if (errorOcurred)
                    this.ReceiveData();
            }
        }