Power - spotřebovává se když jsou zavřené dveře. Hráči mohou zavírat pouze dveře na svojí polovině mapy. Oprava bugu v MovementOpportunity, který způsoboval zpožďování intervalu.

This commit is contained in:
Perry 2026-03-12 22:33:35 +01:00
parent 7656707177
commit 25a62af483
22 changed files with 240 additions and 59 deletions

View file

@ -16,27 +16,42 @@ public class GameLogic {
public static MapTile P1Office;
public static MapTile P2Office;
public static MapTile[] Offices =>[P1Office, P2Office];
public static int OfficeDoorUsage{ get; set; } = 10;
public static int RemoteDoorUsage{ get; set; } = 3;
// public const int POWER_MAX = 1000;
// public static int P1Power{ get; set; } = Power.MAX_POWER_VALUE;
// public static int P2Power{ get; set; } = Power.MAX_POWER_VALUE;
// public static int[] PowerValues =>[P1Power, P2Power];
public static Dictionary<object, (int usage, int pid)> PowerConsumers{ get; set; } = new();
public static void Init() {
// Create map
MapManager.InitMap();
P1Office = MapManager.Get(10);
P2Office = MapManager.Get(14);
//
// foreach (var player in Server.Players.Values){
// player.state.power = Power.MAX_POWER_VALUE;
// }
//Send map to client
TileConnector[] connectors = MapManager.GetAllConnectors();
int[] connectorsConverted = new int[connectors.Length * 3];
int[] connectorsConverted = new int[connectors.Length * 4];
for (int i = 0; i < connectors.Length; i++){
connectorsConverted[i * 3] = connectors[i].Tiles.tile1.Id;
connectorsConverted[i * 3 + 1] = connectors[i].Tiles.tile2.Id;
connectorsConverted[i * 3 + 2] = (int)connectors[i].Type;
connectorsConverted[i * 4] = connectors[i].Tiles.tile1.Id;
connectorsConverted[i * 4 + 1] = connectors[i].Tiles.tile2.Id;
connectorsConverted[i * 4 + 2] = (int)connectors[i].Type;
connectorsConverted[i * 4 + 3] = connectors[i].Owner == null ? -1 : connectors[i].Owner.state.pid;
}
Server.SendPacket(new MapInitPacket{Connectors = connectorsConverted, UpsideDown = false}, Server.P1.peer);
Server.SendPacket(new MapInitPacket{Connectors = connectorsConverted, UpsideDown = true}, Server.P2.peer);
EnemyManager.AddEnemy(new LurkEnemy(0)).Spawn(MapManager.Get(12));
EnemyManager.AddEnemy(new NekoEnemy(0)).Spawn(MapManager.Get(2));
EnemyManager.AddEnemy(new SpotEnemy(10)).Spawn(MapManager.Get(12));
EnemyManager.AddEnemy(new SpotEnemy(0)).Spawn(MapManager.Get(12));
Thread.Sleep(3000);
secondCycleTimer.Start();
@ -44,6 +59,24 @@ public class GameLogic {
}
public static void Update() {
if(secondCycleTimer.Check()) NSecondUpdate = true;
if (NSecondUpdate){
(int p1, int p2) powerUsage = CalculatePowerUsage();
Server.P1.state.power -= powerUsage.p1;
Server.P2.state.power -= powerUsage.p2;
foreach (var player in Server.Players.Values){
if (player.state.power < 0){
player.state.poweredOut = true;
player.state.power = 0;
PowerOut(player);
}
// Server.SendUpdateToAll([GameEvent.POWER_OUT(player.state.pid)]);
}
Server.SendUpdateToAll([GameEvent.POWER_TICK(Server.P1.state.pid, Server.P1.state.power), GameEvent.POWER_TICK(Server.P2.state.pid, Server.P2.state.power)]);
}
EnemyManager.Update();
@ -55,4 +88,28 @@ public class GameLogic {
Server.Stop();
Console.WriteLine("Player " + player.state.pid + " won!");
}
private static (int p1Usage, int p2Usage) CalculatePowerUsage() {
int p1Usage = 0;
int p2Usage = 0;
foreach (var consumer in PowerConsumers){
if (consumer.Value.pid == Server.P1.state.pid){
p1Usage += consumer.Value.usage;
}
else if (consumer.Value.pid == Server.P2.state.pid){
p2Usage += consumer.Value.usage;
}
}
return (p1Usage, p2Usage);
}
private static void PowerOut(ServerPlayer player) {
foreach (var door in MapManager.GetDoors(player)){
door.Blocked = false;
}
PowerConsumers.Where(c => c.Value.pid == player.state.pid).ToList().ForEach(c => PowerConsumers.Remove(c.Key));
Server.SendUpdateToAll([GameEvent.POWER_OUT(player.state.pid)]);
}
}