OneNightDuel/ONDServer/Net/CommandProcessor.cs

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C#
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using ONDServer.Map;
using PacketLib;
namespace ONDServer.Net;
public static class CommandProcessor {
private static readonly Dictionary<int, Action<ServerPlayer, PlayerCommand>> commandHandlers = new(){
[0] = (p, c) => SwitchCamera(p, c.Args[0]),
[1] = (p, c) => SetMonitorState(p, c.Args[0] == 1),
[2] = (p, c) => SetDoorStateOffice(p, c.Args[0], c.Args[1] == 1),
[3] = (p, c) => SetDoorStateRemote(p.State.Pid, (c.Args[0], c.Args[1]), c.Args[2] == 1),
[4] = (p, c) => SetLightState(p, c.Args[0], c.Args[1] == 1)
};
public static void Evaluate(PlayerCommand[] commands, int pid) {
ServerPlayer currentPlayer = Server.Players[pid];
foreach (var playerCommand in commands){
commandHandlers[playerCommand.Id](currentPlayer, playerCommand);
// switch (playerCommand.ID){
// case 0:
// Console.WriteLine($"C: Player {pid} switched to camera {playerCommand.Args[0]}");
// currentPlayer.state.camera = playerCommand.Args[0];
// Server.SendUpdateToAll([GameEvent.SWITCH_CAM(pid, playerCommand.Args[0])]);
// break;
// case 1:
// bool monitorState = playerCommand.Args[0] == 1;
// currentPlayer.state.monitorUp = monitorState;
// Console.WriteLine($"C: Player {pid} toggled camera {(monitorState ? "on" : "off")}");
// Server.SendUpdateToAll([GameEvent.TOGGLE_MONITOR(pid, monitorState)]);
// break;
// case 2:
// bool doorState = playerCommand.Args[1] == 1;
// currentPlayer.state.doorStates[playerCommand.Args[0]] = doorState;
// TileConnector? officeDoor = MapManager.Get(currentPlayer.state.officeTileId).GetConnector(currentPlayer.state.neighbouringTiles[playerCommand.Args[0]]);
// officeDoor.Blocked = doorState;
//
// if (doorState){
// GameLogic.PowerConsumers[officeDoor] = (GameLogic.OfficeDoorUsage, pid);
// }
// else{
// GameLogic.PowerConsumers.Remove(officeDoor);
// }
//
// Console.WriteLine($"C: Player {pid} {(doorState ? "closed" : "opened")} door {playerCommand.Args[0]}");
// Server.SendUpdateToAll([GameEvent.TOGGLE_DOOR_OFFICE(pid,playerCommand.Args[0] ,doorState)]);
// break;
// case 3:
// TileConnector? door = MapManager.Get(playerCommand.Args[0]).GetConnector(playerCommand.Args[1]);
// if(door == null) return;
//
// door.Blocked = playerCommand.Args[2] == 1;
// if (door.Blocked){
// GameLogic.PowerConsumers[door] = (GameLogic.RemoteDoorUsage, pid);
// }
// else{
// GameLogic.PowerConsumers.Remove(door);
// }
//
// Console.WriteLine($"C: Player {pid} {(door.Blocked ? "closed" : "opened")} door {(playerCommand.Args[0], playerCommand.Args[1])}");
// Server.SendUpdateToAll([GameEvent.TOGGLE_DOOR_REMOTE(pid, (playerCommand.Args[0], playerCommand.Args[1]), door.Blocked)]);
// break;
// case 4:
// bool lit = playerCommand.Args[1] == 1;
// MapTile lightTile = MapManager.Get(playerCommand.Args[0]);
// lightTile.Lit = lit;
// if (lit){
// GameLogic.PowerConsumers[lightTile] = (GameLogic.LightUsage, pid);
// }
// else{
// GameLogic.PowerConsumers.Remove(lightTile);
// }
//
// Server.SendUpdateToAll([GameEvent.TOGGLE_LIGHT(pid, playerCommand.Args[0], lit)]);
// break;
// }
}
}
private static void SwitchCamera(ServerPlayer currentPlayer, int cameraId) {
if (MapManager.TryGet(cameraId) == null || Server.Players.Values.Any(p => p.State.OfficeTileId == cameraId)) return;
Console.WriteLine($"C: Player {currentPlayer.State.Pid} switched to camera {cameraId}");
currentPlayer.State.Camera = cameraId;
Server.SendUpdateToAll([GameEvent.SWITCH_CAM(currentPlayer.State.Pid, cameraId)]);
}
private static void SetMonitorState(ServerPlayer currentPlayer, bool monitorState) {
currentPlayer.State.MonitorUp = monitorState;
Console.WriteLine($"C: Player {currentPlayer.State.Pid} toggled camera {(monitorState ? "on" : "off")}");
Server.SendUpdateToAll([GameEvent.TOGGLE_MONITOR(currentPlayer.State.Pid, monitorState)]);
}
private static void SetDoorStateOffice(ServerPlayer currentPlayer, int doorId, bool doorState) {
if (doorId < 0 || currentPlayer.State.DoorStates.Length <= doorId) return;
currentPlayer.State.DoorStates[doorId] = doorState;
TileConnector? officeDoor = MapManager.Get(currentPlayer.State.OfficeTileId).GetConnector(currentPlayer.State.NeighbouringTiles[doorId]);
if (officeDoor == null) return;
officeDoor.Blocked = doorState;
if (doorState){
GameLogic.PowerConsumers[officeDoor] = (GameLogic.OfficeDoorUsage, currentPlayer.State.Pid);
}
else{
GameLogic.PowerConsumers.Remove(officeDoor);
}
Console.WriteLine($"C: Player {currentPlayer.State.Pid} {(doorState ? "closed" : "opened")} door {doorId}");
Server.SendUpdateToAll([GameEvent.TOGGLE_DOOR_OFFICE(currentPlayer.State.Pid, doorId ,doorState)]);
}
private static void SetDoorStateRemote(int pid, (int tile1, int tile2) doorId, bool state) {
TileConnector? door = MapManager.Get(doorId.tile1).GetConnector(doorId.tile2);
if(door == null) return;
door.Blocked = state;
if (door.Blocked){
GameLogic.PowerConsumers[door] = (GameLogic.RemoteDoorUsage, pid);
}
else{
GameLogic.PowerConsumers.Remove(door);
}
Console.WriteLine($"C: Player {pid} {(door.Blocked ? "closed" : "opened")} door {doorId}");
Server.SendUpdateToAll([GameEvent.TOGGLE_DOOR_REMOTE(pid, doorId, door.Blocked)]);
}
public static void SetLightState(ServerPlayer currentPlayer, int tileId, bool state) {
MapTile lightTile = MapManager.Get(tileId);
lightTile.Lit = state;
if (state){
GameLogic.PowerConsumers[lightTile] = (GameLogic.LightUsage, currentPlayer.State.Pid);
}
else{
GameLogic.PowerConsumers.Remove(lightTile);
}
Server.SendUpdateToAll([GameEvent.TOGGLE_LIGHT(currentPlayer.State.Pid, tileId, state)]);
}
}