Přidány základy generování mapy (zatím pouze server-side, bez zrcadlení do clienta)
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6 changed files with 100 additions and 1 deletions
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@ -1,9 +1,13 @@
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using FNAF_Server.Map;
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using PacketLib;
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namespace FNAF_Server;
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public class GameLogic {
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public static void Init() {
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MapManager.InitMap();
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}
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public static void Update() {
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}
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47
FNAF_Server/Map/MapManager.cs
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47
FNAF_Server/Map/MapManager.cs
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@ -0,0 +1,47 @@
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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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};
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private static Dictionary<(int x1, int y1), (int x2, int y2, int value)[]> mainHallwayConnectors = new(){
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[(0,2)] = [(1,2,1)],
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[(1,2)] = [(2,2,1)],
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[(2,2)] = [(3,2,1)],
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[(3,2)] = [(4,2,1)]
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};
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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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}
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map[i, 2] = new MapTile(i * 5 + 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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}
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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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}
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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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}
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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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}
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}
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}
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25
FNAF_Server/Map/MapTile.cs
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25
FNAF_Server/Map/MapTile.cs
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namespace FNAF_Server.Map;
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public class MapTile {
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public int Id { get; private set; }
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public ServerPlayer Owner { get; private set; }
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public bool Lit { get; set; } = false;
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private List<TileConnector> Connectors { get; set; } = new();
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public MapTile(int id, ServerPlayer owner) {
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Id = id;
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Owner = owner;
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}
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public void AddConnector(MapTile tile, TileConnector.ConnectorType type, int value) {
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Connectors.Add(new TileConnector(this, tile, type, value));
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tile.Connectors.Add(new TileConnector(tile, this, type, value));
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}
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public void AddConnectors((MapTile tile, TileConnector.ConnectorType type, int value)[] connectors) =>
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Array.ForEach(connectors, c => AddConnector(c.tile, c.type, c.value));
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public override string ToString() => $"{PositionAsString} -> {string.Join(", ", Connectors.Select(c => c.Tiles.Item2.PositionAsString))}";
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public string PositionAsString => $"[{Id / 5}, {Id % 5}]"; // for debug purposes
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}
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18
FNAF_Server/Map/TileConnector.cs
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18
FNAF_Server/Map/TileConnector.cs
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namespace FNAF_Server.Map;
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public struct TileConnector(MapTile tile1, MapTile tile2, TileConnector.ConnectorType type, int value) {
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public (MapTile, MapTile) Tiles { get; set; } = (tile1, tile2);
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public ConnectorType Type { get; set; } = type;
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public bool Blocked { get; set; } = false;
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public int Value{ get; set; } = value;
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public MapTile OtherTile(MapTile tile) => Tiles.Item1 == tile ? Tiles.Item2 : Tiles.Item1;
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public override string ToString() => $"Con ({Tiles.Item1.PositionAsString} -> {Tiles.Item2.PositionAsString})";
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public enum ConnectorType {
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HALL,
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DOOR,
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VENT
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}
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}
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@ -61,7 +61,7 @@ public class Server {
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};
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server.Start(port);
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Run();
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}
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@ -115,6 +115,9 @@ public class Server {
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else{
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P2 = newPlayer;
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}
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GameLogic.Init(); // TODO: implement a way to start the game once both players join
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}
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public static void OnNetworkReceive(NetPeer peer, NetPacketReader reader, DeliveryMethod deliveryMethod) {
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