Na začátku hry se mapa na serveru synchronizuje s mapou u clienta. Rozšířen spritesheet monitoru o remote dveře. Přidána GlobalClassLib pro kód sdílený mezi clientem a serverem. Základ pro implementaci ovládání remote dveří.
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25 changed files with 374 additions and 67 deletions
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@ -1,17 +1,19 @@
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using GlobalClassLib;
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namespace FNAF_Server.Map;
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public static class MapManager {
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private static MapTile[,] map = new MapTile[5, 5];
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private static Dictionary<(int x1, int y1), (int x2, int y2, int value)[]> halfConnectors = new(){
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[(0, 0)] =[(1, 0, 1), (0, 1, 1)],
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[(1, 0)] =[(2, 0, 1), (1, 1, 1)],
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[(3, 0)] =[(2, 0, 1), (4, 0, 1), (3, 1, 1)],
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[(4, 0)] =[(4, 1, 1)],
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[(0, 1)] =[(1, 1, 1)],
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[(1, 1)] =[(1, 2, 1)],
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[(2, 1)] =[(2, 2, 1), (2, 0, 1)],
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[(3, 1)] =[(3, 2, 1), (4, 1, 1)]
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private static Dictionary<(int x1, int y1), (int x2, int y2, int value, ConnectorType type)[]> halfConnectors = new(){
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[(0, 0)] =[(1, 0, 1, ConnectorType.HALL), (0, 1, 1, ConnectorType.DOOR_REMOTE)],
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[(1, 0)] =[(2, 0, 1, ConnectorType.DOOR_OFFICE), (1, 1, 1, ConnectorType.DOOR_REMOTE)],
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[(3, 0)] =[(2, 0, 1, ConnectorType.DOOR_OFFICE), (4, 0, 1, ConnectorType.HALL), (3, 1, 1, ConnectorType.DOOR_REMOTE)],
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[(4, 0)] =[(4, 1, 1, ConnectorType.DOOR_REMOTE)],
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[(0, 1)] =[(1, 1, 1, ConnectorType.HALL)],
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[(1, 1)] =[(1, 2, 1, ConnectorType.DOOR_REMOTE)],
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[(2, 1)] =[(2, 2, 1, ConnectorType.HALL), (2, 0, 1, ConnectorType.DOOR_OFFICE)],
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[(3, 1)] =[(3, 2, 1, ConnectorType.DOOR_REMOTE), (4, 1, 1, ConnectorType.HALL)]
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};
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private static Dictionary<(int x1, int y1), (int x2, int y2, int value)[]> mainHallwayConnectors = new(){
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@ -24,24 +26,42 @@ public static class MapManager {
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public static void InitMap() { // TODO: make map size not hardcoded
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for (int i = 0; i < 5; i++){
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for (int j = 0; j < 2; j++){
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map[i, j] = new MapTile(i * 5 + j, null); // TODO: implement ownership
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map[i, j] = new MapTile(MapTile.CoordsToId(i, j), null); // TODO: implement ownership
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}
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map[i, 2] = new MapTile(i * 5 + 2, null);
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map[i, 2] = new MapTile(MapTile.CoordsToId(i, 2), null);
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for (int j = 3; j < 5; j++){
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map[i, j] = new MapTile(i * 5 + j, null);
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map[i, j] = new MapTile(MapTile.CoordsToId(i, j), null);
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}
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}
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foreach (var con in mainHallwayConnectors){
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map[con.Key.x1, con.Key.y1].AddConnectors(con.Value.Select(c => (map[c.x2, c.y2], TileConnector.ConnectorType.HALL, c.value)).ToArray());
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map[con.Key.x1, con.Key.y1].AddConnectors(con.Value.Select(c => new TileConnector(map[c.x2, c.y2], ConnectorType.HALL, c.value)).ToArray());
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}
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foreach (var con in halfConnectors){
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map[con.Key.x1, con.Key.y1].AddConnectors(con.Value.Select(c => (map[c.x2, c.y2], TileConnector.ConnectorType.HALL, c.value)).ToArray());
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map[con.Key.x1, con.Key.y1].AddConnectors(con.Value.Select(c => new TileConnector(map[c.x2, c.y2], c.type, c.value)).ToArray());
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}
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foreach (var con in halfConnectors){
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map[4 - con.Key.x1, 4 - con.Key.y1].AddConnectors(con.Value.Select(c => (map[4 - c.x2, 4 - c.y2], TileConnector.ConnectorType.HALL, c.value)).ToArray());
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map[4 - con.Key.x1, 4 - con.Key.y1].AddConnectors(con.Value.Select(c => new TileConnector(map[4 - c.x2, 4 - c.y2], c.type, c.value)).ToArray());
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}
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}
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public static TileConnector[] GetAllConnectors() {
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List<TileConnector> connectors = new();
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for (int i = 0; i < 5; i++){
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for (int j = 0; j < 5; j++){
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Array.ForEach(map[i, j].GetAllConnectors(), c => {
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if(c.Tiles.tile1.Id < c.Tiles.tile2.Id)
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connectors.Add(c);
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});
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}
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}
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return connectors.ToArray();
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}
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}
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