Power - spotřebovává se když jsou zavřené dveře. Hráči mohou zavírat pouze dveře na svojí polovině mapy. Oprava bugu v MovementOpportunity, který způsoboval zpožďování intervalu.
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22 changed files with 240 additions and 59 deletions
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@ -1,7 +1,9 @@
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using System;
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using System.Linq;
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using FNAF_Clone.GUI;
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using FNAF_Clone.Map;
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using GlobalClassLib;
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using MonoGameLibrary.Input;
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using PacketLib;
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namespace FNAF_Clone;
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@ -102,10 +104,50 @@ public class EventProcessor {
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break;
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case 12:
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Console.WriteLine($"E: Game started");
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Console.WriteLine("E: Game started");
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UIManager.DisplayGameUI();
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UIManager.StartTimer();
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break;
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case 13:
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Console.WriteLine($"E: power tick {e.Args[0]}: {e.Args[1]}");
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if (e.Args[0] == Client.Player.state.pid){
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Client.Player.state.power = e.Args[1];
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}
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else{
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Client.Opponent.state.power = e.Args[1];
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}
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break;
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case 14:
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Console.WriteLine($"E: Player {e.Args[0]} 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(e.Args[0])).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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if (e.Args[0] == 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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}
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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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break;
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}
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}
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}
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