93 lines
No EOL
3.9 KiB
C#
93 lines
No EOL
3.9 KiB
C#
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 List<TileConnector> doors = new();
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private static List<TileConnector> doorsP1 = new();
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private static List<TileConnector> doorsP2 = new();
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public static MapTile Get((int x, int y) coords) => map[coords.x, coords.y];
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public static MapTile Get(int tileId) => Get(IdToCoords(tileId));
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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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[(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() {
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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(CoordsToId(i, j)){Owner = Server.P1};
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}
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map[i, 2] = new MapTile(CoordsToId(i, 2));
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for (int j = 3; j < 5; j++){
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map[i, j] = new MapTile(CoordsToId(i, j)){Owner = Server.P2};
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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 => 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 => new TileConnector(map[c.x2, c.y2], c.type, c.value){Owner = Server.P1}).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 => new TileConnector(map[4 - c.x2, 4 - c.y2], c.type, c.value){Owner = Server.P2}).ToArray());
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}
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doors = GetAllConnectors().Where(c => c.Type == ConnectorType.DOOR_OFFICE || c.Type == ConnectorType.DOOR_REMOTE).ToList();
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doorsP1 = doors.Where(c => c.Owner == Server.P1).ToList();
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doorsP2 = doors.Where(c => c.Owner == Server.P2).ToList();
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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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MapTile tile = map[i, j];
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Array.ForEach(tile.GetAllConnectors(), c => {
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if(tile.Id < c.OtherTile(tile).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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public static MapTile[] GetAllTiles() {
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List<MapTile> tiles = new();
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foreach (var tile in map){
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tiles.Add(tile);
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}
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return tiles.ToArray();
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}
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public const int ID_X_OFFSET = 5; // map grid height
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public static int CoordsToId(int x, int y) => x * ID_X_OFFSET + y;
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public static (int, int) IdToCoords(int id) => (id / ID_X_OFFSET, id % ID_X_OFFSET);
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public static TileConnector[] GetDoors() => doors.ToArray();
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public static TileConnector[] GetDoors(ServerPlayer player) => player == Server.P1 ? doorsP1.ToArray() : doorsP2.ToArray();
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} |