Rozsvěcení a zhasínání světel, sprity pro místnosti, indikátory rozsvícených světel, po konci hry je hráč vrácen do hlavního menu

This commit is contained in:
Perry 2026-03-16 20:43:53 +01:00
parent 25a62af483
commit 55fd052072
27 changed files with 338 additions and 113 deletions

View file

@ -51,6 +51,19 @@ public class CommandProcessor {
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;
}
}
}

View file

@ -18,7 +18,8 @@ public abstract class RoamingPathfinder : Pathfinder{
c => (!c.Blocked || c.Type == ConnectorType.DOOR_OFFICE) && tile != Enemy.Location,
t =>
(!distances.ContainsKey(t) || distances[t] > distances[tile]) &&
(!Enemy.BlocksTile || EnemyManager.GetByLocation(t).All(e => !e.BlocksTile || e == Enemy)));
(!Enemy.BlocksTile || EnemyManager.GetByLocation(t).All(e => !e.BlocksTile || e == Enemy)) &&
Server.Players.All(p => p.Value.state.officeTileId != t.Id));
neighbours.ForEach(t => distances[t] = distances[tile] + tile.GetConnector(t)!.Value);

View file

@ -19,6 +19,7 @@ public class GameLogic {
public static int OfficeDoorUsage{ get; set; } = 10;
public static int RemoteDoorUsage{ get; set; } = 3;
public static int LightUsage{ get; set; } = 2;
// public const int POWER_MAX = 1000;
// public static int P1Power{ get; set; } = Power.MAX_POWER_VALUE;
@ -46,12 +47,22 @@ public class GameLogic {
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);
List<int> p1Tiles = new();
List<int> p2Tiles = new();
List<int> neutralTiles = new();
foreach (var tile in MapManager.GetAllTiles()){
if(tile.Owner == null) neutralTiles.Add(tile.Id);
else if(tile.Owner == Server.P1) p1Tiles.Add(tile.Id);
else if(tile.Owner == Server.P2) p2Tiles.Add(tile.Id);
}
Server.SendPacket(new MapInitPacket{Connectors = connectorsConverted, UpsideDown = false, YourTiles = p1Tiles.ToArray(), OpponentTiles = p2Tiles.ToArray(), LitTiles = neutralTiles.ToArray()}, Server.P1.peer);
Server.SendPacket(new MapInitPacket{Connectors = connectorsConverted, UpsideDown = true, YourTiles = p2Tiles.ToArray(), OpponentTiles = p1Tiles.ToArray(), LitTiles = neutralTiles.ToArray()}, 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(0)).Spawn(MapManager.Get(12));
EnemyManager.AddEnemy(new LurkEnemy(0)).Spawn(MapManager.Get(12));
EnemyManager.AddEnemy(new NekoEnemy(10)).Spawn(MapManager.Get(2));
Thread.Sleep(3000);
secondCycleTimer.Start();
@ -109,6 +120,9 @@ public class GameLogic {
foreach (var door in MapManager.GetDoors(player)){
door.Blocked = false;
}
foreach (var tile in MapManager.GetAllTiles().Where(t => t.Owner == player)){
tile.Lit = 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)]);
}

View file

@ -73,7 +73,16 @@ public static class MapManager {
return connectors.ToArray();
}
public static MapTile[] GetAllTiles() {
List<MapTile> tiles = new();
foreach (var tile in map){
tiles.Add(tile);
}
return tiles.ToArray();
}
public const int ID_X_OFFSET = 5; // map grid height
public static int CoordsToId(int x, int y) => x * ID_X_OFFSET + y;