OneNightDuel/FNAF_Clone/EventProcessor.cs

64 lines
No EOL
2.8 KiB
C#

using System;
using FNAF_Clone.GUI;
using FNAF_Clone.Map;
using GlobalClassLib;
using PacketLib;
namespace FNAF_Clone;
public class EventProcessor {
public static void Evaluate(GameEvent[] events) {
foreach (var e in events){
switch (e.ID){
case 0: // join
Console.WriteLine("E: Player joined");
break;
case 1: // leave
Console.WriteLine("E: Player left");
break;
case 2: // switch cam
if (Client.Player.state.pid != e.Args[0]) return;
if (Client.Player.state.camera != e.Args[1]) Console.WriteLine("!!! DESYNC: CAMERA STATE");
Console.WriteLine($"E: player {e.Args[0]} switched to camera {e.Args[1]}");
break;
case 3: // toggle cam
if (e.Args[0] == Client.Player.state.pid && Client.Player.state.monitorUp != (e.Args[1] == 1)) Console.WriteLine("!!! DESYNC: MONITOR STATE");
// UIManager.ChangeMonitorState(e.Args[1] == 1);
Console.WriteLine($"E: Player {e.Args[0]} toggled monitor {(e.Args[1] == 0 ? "off" : "on")}");
break;
case 4: // toggle door
Console.WriteLine($"E: Player {e.Args[0]} {(e.Args[2] == 1 ? "closed" : "opened")} door {e.Args[1]}");
if (e.Args[0] == Client.Player.state.pid){
if (Client.Player.state.doorStates[e.Args[1]] != (e.Args[2] == 1)) Console.WriteLine("!!! DESYNC: DOOR STATE");
break;
}
Client.Opponent.state.doorStates[e.Args[1]] = e.Args[2] == 1;
UIManager.ChangeDoorStateOpponent((Direction)e.Args[1], e.Args[2] == 1);
break;
case 5: // toggle remote door
Console.WriteLine($"E: Player {e.Args[0]} {(e.Args[3] == 1 ? "closed" : "opened")} door {e.Args[1]}-{e.Args[2]}");
if (e.Args[0] == Client.Player.state.pid){
if (ClientMapManager.GetConnector((e.Args[1], e.Args[2])).Blocked != (e.Args[3] == 1)) Console.WriteLine("!!! DESYNC: REMOTE DOOR STATE");
break;
}
ClientMapManager.GetConnector((e.Args[1], e.Args[2])).Blocked = e.Args[3] == 1;
UIManager.ChangeRemoteDoorState((e.Args[1], e.Args[2]), e.Args[3] == 1);
break;
case -1: // movement
throw new NotImplementedException();
}
}
}
}