Oprava spawnování monster, optimalizace v CommandProcessor a EventProcessor. Přesunutí některých tříd do vlastních namespaců, pročištění kódu, úpravy formátování, odstranění nepoužívaných souborů a zakomentovaného kódu
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212
ONDClient/Net/EventProcessor.cs
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212
ONDClient/Net/EventProcessor.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using GlobalClassLib;
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using ONDClient.Enemies;
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using ONDClient.GUI;
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using ONDClient.Map;
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using ONDClient.Sound;
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using PacketLib;
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namespace ONDClient.Net;
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public static class EventProcessor {
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private static readonly Dictionary<int, Action<GameEvent>> eventHandlers = new(){
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[0] = _ => PlayerJoin(),
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[1] = _ => PlayerLeave(),
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[2] = e => SwitchCam(e.Args[0], e.Args[1]),
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[3] = e => ChangeMonitorState(e.Args[0], e.Args[1] == 1),
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[4] = e => ChangeDoorStateOffice(e.Args[0], e.Args[1], e.Args[2] == 1),
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[5] = e => ChangeDoorStateRemote(e.Args[0], (e.Args[1], e.Args[2]), e.Args[3] == 1),
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[6] = e => SpawnEnemy((EnemyType)e.Args[0], e.Args[1], e.Args[3]),
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[7] = e => MoveEnemy(e.Args[0], e.Args[1]),
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[8] = e => EnemyAttack(e.Args[0], e.Args[1]),
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[9] = e => EnemyReset(e.Args[0], e.Args[1]),
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[10] = e => SpotSetActive(e.Args[0], e.Args[1] == 1),
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[11] = e => PlayerWin(e.Args[0]),
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[12] = _ => StartGame(),
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[13] = e => PowerTick(e.Args[0], e.Args[1]),
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[14] = e => PowerOut(e.Args[0]),
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[15] = e => ChangeLightState(e.Args[0], e.Args[1], e.Args[2] == 1),
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[16] = _ => NekoAnger(),
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[17] = _ => VentWalk(),
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[18] = _ => NextPhase()
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};
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public static void Evaluate(GameEvent[] events) {
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foreach (var e in events){
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eventHandlers[e.Id](e);
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}
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}
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private static void PlayerJoin() {
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Console.WriteLine("E: Player joined");
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}
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private static void PlayerLeave() {
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Console.WriteLine("E: Player left");
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}
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private static void SwitchCam(int pid, int camId) {
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if (Client.Player.State.Pid != pid){
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UIManager.ChangeCameraOpponent(camId);
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return;
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}
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if (Client.Player.State.Camera != camId) Console.WriteLine("!!! DESYNC: CAMERA STATE");
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Console.WriteLine($"E: player {pid} switched to camera {camId}");
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}
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private static void ChangeMonitorState(int pid, bool state) {
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Console.WriteLine($"E: Player {pid} toggled monitor {(state ? "off" : "on")}");
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if (pid != Client.Player.State.Pid){
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UIManager.ChangeMonitorStateOpponent(state);
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return;
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}
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if (Client.Player.State.MonitorUp != state) Console.WriteLine("!!! DESYNC: MONITOR STATE");
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}
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private static void ChangeDoorStateOffice(int pid, int doorId, bool state) {
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Console.WriteLine($"E: Player {pid} {(state ? "closed" : "opened")} door {doorId}");
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if (pid == Client.Player.State.Pid){
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if (Client.Player.State.DoorStates[doorId] != state) Console.WriteLine("!!! DESYNC: DOOR STATE");
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return;
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}
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Client.Opponent.State.DoorStates[doorId] = state;
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UIManager.ChangeDoorStateOpponent((Direction)doorId, state);
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}
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private static void ChangeDoorStateRemote(int pid, (int tile1, int tile2) connectorId, bool state) {
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Console.WriteLine($"E: Player {pid} {(state ? "closed" : "opened")} door {connectorId.tile1}-{connectorId.tile2}");
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TileConnectorProjection connector = ClientMapManager.GetConnector(connectorId);
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if (connector == null){
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Console.WriteLine($"!!! Connector {connectorId} not found");
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return;
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}
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if (pid == Client.Player.State.Pid){
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if (connector.Blocked != state) Console.WriteLine("!!! DESYNC: REMOTE DOOR STATE");
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return;
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}
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connector.Blocked = state;
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UIManager.ChangeRemoteDoorState(connectorId, state);
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}
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private static void SpawnEnemy(EnemyType type, int id, int camId) {
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Console.WriteLine($"E: Spawned enemy {type} at {camId}");
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ClientEnemyManager.AddEnemyByTemplate(type, id, ClientMapManager.Get(camId));
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UIManager.UpdateCameras([camId]);
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}
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private static void MoveEnemy(int id, int camId) {
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Console.WriteLine($"E: Enemy {id} moved to {camId}");
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int oldPos = ClientEnemyManager.Get(id).Location!.Id;
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ClientEnemyManager.Move(id, ClientMapManager.Get(camId));
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UIManager.UpdateCameras([oldPos, camId]);
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SoundManager.PlayEnemyMove(ClientEnemyManager.Get(id));
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}
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private static void EnemyAttack(int enemyId, int pid) {
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Console.WriteLine($"E: Enemy {enemyId} attacked player {pid}");
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if (pid == Client.Player.State.Pid) {
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UIManager.Jumpscare(ClientEnemyManager.Get(pid));
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SoundManager.PlayJumpscare();
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}
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}
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private static void EnemyReset(int id, int camId) {
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Console.WriteLine($"E: Enemy {id} reset to {camId}");
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int preResetPos = ClientEnemyManager.Get(id).Location!.Id;
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ClientEnemyManager.Move(id, ClientMapManager.Get(camId));
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UIManager.UpdateCameras([preResetPos, camId]);
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SoundManager.PlayEnemyReset(ClientEnemyManager.Get(id));
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}
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private static void SpotSetActive(int id, bool state) {
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ClientEnemy enemy = ClientEnemyManager.Get(id);
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if (enemy.Type != EnemyType.SPOT) return;
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Console.WriteLine($"E: Spot:{id} turned {(state ? "on" : " off")}");
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ClientEnemyManager.Get(id).Sprite.SetTexture(state ? 0 : 1);
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SoundManager.PlaySpotActivate();
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}
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private static void PlayerWin(int pid) {
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Console.WriteLine($"E: Player {pid} won");
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if(Client.Player.State.Pid == pid) UIManager.ShowVictoryScreen();
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Client.Disconnect();
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ClientEnemyManager.ClearEnemies();
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}
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private static void StartGame() {
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Console.WriteLine("E: Game started");
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UIManager.DisplayGameUI();
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UIManager.StartTimer();
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SoundManager.StartAmbience();
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Client.State = Client.ConnectionState.GAME_IN_PROGRESS;
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}
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private static void PowerTick(int pid, int value) {
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// Console.WriteLine($"E: power tick {e.Args[0]}: {e.Args[1]}");
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if (pid == Client.Player.State.Pid){
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Client.Player.State.Power = value;
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}
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else{
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Client.Opponent.State.Power = value;
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}
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}
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private static void PowerOut(int pid) {
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Console.WriteLine($"E: Player {pid} powered out");
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ClientMapManager.GetAllConnectors().Where(c =>
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(c.Type == ConnectorType.DOOR_REMOTE || c.Type == ConnectorType.DOOR_OFFICE) &&
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c.Owner == Client.GetPlayer(pid)).ToList().ForEach(c =>
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{
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c.Blocked = false;
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if(c.Type == ConnectorType.DOOR_REMOTE)
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UIManager.ChangeRemoteDoorState(c.Id, false);
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});
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foreach (var tile in ClientMapManager.GetAllTiles()){
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tile.Lit = false;
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}
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if (pid == Client.Player.State.Pid){
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UIManager.ChangeDoorState(Direction.EAST, false);
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UIManager.ChangeDoorState(Direction.NORTH, false);
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UIManager.ChangeDoorState(Direction.WEST, false);
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CommandManager.AllowGameControls(false);
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UIManager.ChangeMonitorState(false);
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SoundManager.PlayPowerOut();
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}
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else{
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UIManager.ChangeDoorStateOpponent(Direction.EAST, false);
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UIManager.ChangeDoorStateOpponent(Direction.NORTH, false);
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UIManager.ChangeDoorStateOpponent(Direction.WEST, false);
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UIManager.ChangeMonitorStateOpponent(false);
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}
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}
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private static void ChangeLightState(int pid, int camId, bool state) {
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Console.WriteLine($"E: Player {pid} {(state ? "lit": "unlit")} tile {camId}");
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if (pid == Client.Player.State.Pid){
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if (ClientMapManager.Get(camId).Lit != state) Console.WriteLine("!!! DESYNC: LIGHT STATE");
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return;
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}
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ClientMapManager.Get(camId).Lit = state;
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UIManager.UpdateCameras([camId]);
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}
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private static void NekoAnger() {
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SoundManager.PlayNekoAnger();
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}
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private static void VentWalk() {
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SoundManager.PlayVentWalk();
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}
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private static void NextPhase() {
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SoundManager.PlayBell();
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}
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}
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