OneNightDuel/ONDClient/Net/EventProcessor.cs

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8.1 KiB
C#
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using System;
using System.Collections.Generic;
using System.Linq;
using GlobalClassLib;
using ONDClient.Enemies;
using ONDClient.GUI;
using ONDClient.Map;
using ONDClient.Sound;
using PacketLib;
namespace ONDClient.Net;
public static class EventProcessor {
private static readonly Dictionary<int, Action<GameEvent>> eventHandlers = new(){
[0] = _ => PlayerJoin(),
[1] = _ => PlayerLeave(),
[2] = e => SwitchCam(e.Args[0], e.Args[1]),
[3] = e => ChangeMonitorState(e.Args[0], e.Args[1] == 1),
[4] = e => ChangeDoorStateOffice(e.Args[0], e.Args[1], e.Args[2] == 1),
[5] = e => ChangeDoorStateRemote(e.Args[0], (e.Args[1], e.Args[2]), e.Args[3] == 1),
[6] = e => SpawnEnemy((EnemyType)e.Args[0], e.Args[1], e.Args[3]),
[7] = e => MoveEnemy(e.Args[0], e.Args[1]),
[8] = e => EnemyAttack(e.Args[0], e.Args[1]),
[9] = e => EnemyReset(e.Args[0], e.Args[1]),
[10] = e => SpotSetActive(e.Args[0], e.Args[1] == 1),
[11] = e => PlayerWin(e.Args[0]),
[12] = _ => StartGame(),
[13] = e => PowerTick(e.Args[0], e.Args[1]),
[14] = e => PowerOut(e.Args[0]),
[15] = e => ChangeLightState(e.Args[0], e.Args[1], e.Args[2] == 1),
[16] = _ => NekoAnger(),
[17] = _ => VentWalk(),
[18] = _ => NextPhase()
};
public static void Evaluate(GameEvent[] events) {
foreach (var e in events){
eventHandlers[e.Id](e);
}
}
private static void PlayerJoin() {
Console.WriteLine("E: Player joined");
}
private static void PlayerLeave() {
Console.WriteLine("E: Player left");
}
private static void SwitchCam(int pid, int camId) {
if (Client.Player.State.Pid != pid){
UIManager.ChangeCameraOpponent(camId);
return;
}
if (Client.Player.State.Camera != camId) Console.WriteLine("!!! DESYNC: CAMERA STATE");
Console.WriteLine($"E: player {pid} switched to camera {camId}");
}
private static void ChangeMonitorState(int pid, bool state) {
Console.WriteLine($"E: Player {pid} toggled monitor {(state ? "off" : "on")}");
if (pid != Client.Player.State.Pid){
UIManager.ChangeMonitorStateOpponent(state);
return;
}
if (Client.Player.State.MonitorUp != state) Console.WriteLine("!!! DESYNC: MONITOR STATE");
}
private static void ChangeDoorStateOffice(int pid, int doorId, bool state) {
Console.WriteLine($"E: Player {pid} {(state ? "closed" : "opened")} door {doorId}");
if (pid == Client.Player.State.Pid){
if (Client.Player.State.DoorStates[doorId] != state) Console.WriteLine("!!! DESYNC: DOOR STATE");
return;
}
Client.Opponent.State.DoorStates[doorId] = state;
UIManager.ChangeDoorStateOpponent((Direction)doorId, state);
}
private static void ChangeDoorStateRemote(int pid, (int tile1, int tile2) connectorId, bool state) {
Console.WriteLine($"E: Player {pid} {(state ? "closed" : "opened")} door {connectorId.tile1}-{connectorId.tile2}");
TileConnectorProjection connector = ClientMapManager.GetConnector(connectorId);
if (connector == null){
Console.WriteLine($"!!! Connector {connectorId} not found");
return;
}
if (pid == Client.Player.State.Pid){
if (connector.Blocked != state) Console.WriteLine("!!! DESYNC: REMOTE DOOR STATE");
return;
}
connector.Blocked = state;
UIManager.ChangeRemoteDoorState(connectorId, state);
}
private static void SpawnEnemy(EnemyType type, int id, int camId) {
Console.WriteLine($"E: Spawned enemy {type} at {camId}");
ClientEnemyManager.AddEnemyByTemplate(type, id, ClientMapManager.Get(camId));
UIManager.UpdateCameras([camId]);
}
private static void MoveEnemy(int id, int camId) {
Console.WriteLine($"E: Enemy {id} moved to {camId}");
int oldPos = ClientEnemyManager.Get(id).Location!.Id;
ClientEnemyManager.Move(id, ClientMapManager.Get(camId));
UIManager.UpdateCameras([oldPos, camId]);
SoundManager.PlayEnemyMove(ClientEnemyManager.Get(id));
}
private static void EnemyAttack(int enemyId, int pid) {
Console.WriteLine($"E: Enemy {enemyId} attacked player {pid}");
if (pid == Client.Player.State.Pid) {
UIManager.Jumpscare(ClientEnemyManager.Get(enemyId));
SoundManager.PlayJumpscare();
}
}
private static void EnemyReset(int id, int camId) {
Console.WriteLine($"E: Enemy {id} reset to {camId}");
int preResetPos = ClientEnemyManager.Get(id).Location!.Id;
ClientEnemyManager.Move(id, ClientMapManager.Get(camId));
UIManager.UpdateCameras([preResetPos, camId]);
SoundManager.PlayEnemyReset(ClientEnemyManager.Get(id));
}
private static void SpotSetActive(int id, bool state) {
ClientEnemy enemy = ClientEnemyManager.Get(id);
if (enemy.Type != EnemyType.SPOT) return;
Console.WriteLine($"E: Spot:{id} turned {(state ? "on" : " off")}");
ClientEnemyManager.Get(id).Sprite.SetTexture(state ? 0 : 1);
SoundManager.PlaySpotActivate();
}
private static void PlayerWin(int pid) {
Console.WriteLine($"E: Player {pid} won");
if(Client.Player.State.Pid == pid) UIManager.ShowVictoryScreen();
Client.Disconnect();
ClientEnemyManager.ClearEnemies();
}
private static void StartGame() {
Console.WriteLine("E: Game started");
UIManager.DisplayGameUI();
UIManager.StartTimer();
SoundManager.StartAmbience();
Client.State = Client.ConnectionState.GAME_IN_PROGRESS;
}
private static void PowerTick(int pid, int value) {
// Console.WriteLine($"E: power tick {e.Args[0]}: {e.Args[1]}");
if (pid == Client.Player.State.Pid){
Client.Player.State.Power = value;
}
else{
Client.Opponent.State.Power = value;
}
}
private static void PowerOut(int pid) {
Console.WriteLine($"E: Player {pid} powered out");
ClientMapManager.GetAllConnectors().Where(c =>
(c.Type == ConnectorType.DOOR_REMOTE || c.Type == ConnectorType.DOOR_OFFICE) &&
c.Owner == Client.GetPlayer(pid)).ToList().ForEach(c =>
{
c.Blocked = false;
if(c.Type == ConnectorType.DOOR_REMOTE)
UIManager.ChangeRemoteDoorState(c.Id, false);
});
foreach (var tile in ClientMapManager.GetAllTiles()){
tile.Lit = false;
}
if (pid == Client.Player.State.Pid){
UIManager.ChangeDoorState(Direction.EAST, false);
UIManager.ChangeDoorState(Direction.NORTH, false);
UIManager.ChangeDoorState(Direction.WEST, false);
CommandManager.AllowGameControls(false);
UIManager.ChangeMonitorState(false);
SoundManager.PlayPowerOut();
}
else{
UIManager.ChangeDoorStateOpponent(Direction.EAST, false);
UIManager.ChangeDoorStateOpponent(Direction.NORTH, false);
UIManager.ChangeDoorStateOpponent(Direction.WEST, false);
UIManager.ChangeMonitorStateOpponent(false);
}
}
private static void ChangeLightState(int pid, int camId, bool state) {
Console.WriteLine($"E: Player {pid} {(state ? "lit": "unlit")} tile {camId}");
if (pid == Client.Player.State.Pid){
if (ClientMapManager.Get(camId).Lit != state) Console.WriteLine("!!! DESYNC: LIGHT STATE");
return;
}
ClientMapManager.Get(camId).Lit = state;
UIManager.UpdateCameras([camId]);
}
private static void NekoAnger() {
SoundManager.PlayNekoAnger();
}
private static void VentWalk() {
SoundManager.PlayVentWalk();
}
private static void NextPhase() {
SoundManager.PlayBell();
}
}