187 lines
No EOL
8.7 KiB
C#
187 lines
No EOL
8.7 KiB
C#
using System;
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using System.Linq;
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using GlobalClassLib;
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using MonoGameLibrary.Input;
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using ONDClient.GUI;
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using ONDClient.Map;
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using PacketLib;
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namespace ONDClient;
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public class EventProcessor {
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public static void Evaluate(GameEvent[] events) {
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foreach (var e in events){
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switch (e.ID){
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case 0: // join
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Console.WriteLine("E: Player joined");
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break;
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case 1: // leave
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Console.WriteLine("E: Player left");
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break;
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case 2: // switch cam
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if (Client.Player.state.pid != e.Args[0]){
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UIManager.ChangeCameraOpponent(e.Args[1]);
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break;
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}
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if (Client.Player.state.camera != e.Args[1]) Console.WriteLine("!!! DESYNC: CAMERA STATE");
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Console.WriteLine($"E: player {e.Args[0]} switched to camera {e.Args[1]}");
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break;
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case 3: // toggle cam
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Console.WriteLine($"E: Player {e.Args[0]} toggled monitor {(e.Args[1] == 0 ? "off" : "on")}");
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if (e.Args[0] != Client.Player.state.pid){
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UIManager.ChangeMonitorStateOpponent(e.Args[1] == 1);
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break;
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}
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if (Client.Player.state.monitorUp != (e.Args[1] == 1)) Console.WriteLine("!!! DESYNC: MONITOR STATE");
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// UIManager.ChangeMonitorState(e.Args[1] == 1);
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break;
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case 4: // toggle door
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Console.WriteLine($"E: Player {e.Args[0]} {(e.Args[2] == 1 ? "closed" : "opened")} door {e.Args[1]}");
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if (e.Args[0] == Client.Player.state.pid){
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if (Client.Player.state.doorStates[e.Args[1]] != (e.Args[2] == 1)) Console.WriteLine("!!! DESYNC: DOOR STATE");
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break;
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}
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Client.Opponent.state.doorStates[e.Args[1]] = e.Args[2] == 1;
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UIManager.ChangeDoorStateOpponent((Direction)e.Args[1], e.Args[2] == 1);
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break;
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case 5: // toggle remote door
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Console.WriteLine($"E: Player {e.Args[0]} {(e.Args[3] == 1 ? "closed" : "opened")} door {e.Args[1]}-{e.Args[2]}");
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if (e.Args[0] == Client.Player.state.pid){
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if (ClientMapManager.GetConnector((e.Args[1], e.Args[2])).Blocked != (e.Args[3] == 1)) Console.WriteLine("!!! DESYNC: REMOTE DOOR STATE");
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break;
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}
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ClientMapManager.GetConnector((e.Args[1], e.Args[2])).Blocked = e.Args[3] == 1;
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UIManager.ChangeRemoteDoorState((e.Args[1], e.Args[2]), e.Args[3] == 1);
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break;
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case 6: // spawn
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Console.WriteLine($"E: Spawned enemy {e.Args[0]} at {e.Args[3]}");
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ClientEnemyManager.AddEnemyByTemplate((EnemyType)e.Args[0], e.Args[1], e.Args[2], ClientMapManager.Get(e.Args[3]));
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UIManager.UpdateCameras([e.Args[3]]);
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break;
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case 7: // movement
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Console.WriteLine($"E: Enemy {e.Args[0]} moved to {e.Args[1]}");
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int oldPos = ClientEnemyManager.Get(e.Args[0]).Location!.Id;
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ClientEnemyManager.Move(e.Args[0], ClientMapManager.Get(e.Args[1]));
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UIManager.UpdateCameras([oldPos, e.Args[1]]);
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SoundManager.PlayEnemyMove(ClientEnemyManager.Get(e.Args[0]));
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break;
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case 8: // attack
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Console.WriteLine($"E: Enemy {e.Args[0]} attacked player {e.Args[1]}"); // TODO: add an arg to indicate lethality
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if (e.Args[1] == Client.Player.state.pid) {
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UIManager.Jumpscare(ClientEnemyManager.Get(e.Args[0]));
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SoundManager.PlayJumpscare();
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}
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break;
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case 9: // reset
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Console.WriteLine($"E: Enemy {e.Args[0]} reset to {e.Args[1]}");
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int preResetPos = ClientEnemyManager.Get(e.Args[0]).Location!.Id;
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ClientEnemyManager.Move(e.Args[0], ClientMapManager.Get(e.Args[1]));
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UIManager.UpdateCameras([preResetPos, e.Args[1]]);
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SoundManager.PlayEnemyReset(ClientEnemyManager.Get(e.Args[0]));
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break;
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case 10:
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Console.WriteLine($"E: Spot:{e.Args[0]} turned {(e.Args[1] == 1 ? "on" : " off")}");
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ClientEnemyManager.Get(e.Args[0]).Sprite.SetTexture(e.Args[1] == 1 ? 0 : 1);
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SoundManager.PlaySpotActivate();
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break;
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case 11:
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Console.WriteLine($"E: Player {e.Args[0]} won");
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if(Client.Player.state.pid == e.Args[0]) UIManager.ShowVictoryScreen();
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Client.Disconnect();
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ClientEnemyManager.ClearEnemies();
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break;
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case 12: // game start
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Console.WriteLine("E: Game started");
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UIManager.DisplayGameUI();
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UIManager.StartTimer();
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SoundManager.StartAmbience();
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break;
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case 13:
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// Console.WriteLine($"E: power tick {e.Args[0]}: {e.Args[1]}");
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if (e.Args[0] == Client.Player.state.pid){
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Client.Player.state.power = e.Args[1];
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}
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else{
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Client.Opponent.state.power = e.Args[1];
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}
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break;
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case 14: // powerout
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Console.WriteLine($"E: Player {e.Args[0]} powered out");
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ClientMapManager.GetAllConnectors().Where(c =>
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(c.Type == ConnectorType.DOOR_REMOTE || c.Type == ConnectorType.DOOR_OFFICE) &&
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c.Owner == Client.GetPlayer(e.Args[0])).ToList().ForEach(c =>
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{
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c.Blocked = false;
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if(c.Type == ConnectorType.DOOR_REMOTE)
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UIManager.ChangeRemoteDoorState(c.Id, false);
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});
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foreach (var tile in ClientMapManager.GetAllTiles()){
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tile.Lit = false;
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}
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if (e.Args[0] == Client.Player.state.pid){
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UIManager.ChangeDoorState(Direction.EAST, false);
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UIManager.ChangeDoorState(Direction.NORTH, false);
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UIManager.ChangeDoorState(Direction.WEST, false);
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CommandManager.AllowGameControls(false);
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UIManager.ChangeMonitorState(false);
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SoundManager.PlayPowerOut();
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}
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else{
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UIManager.ChangeDoorStateOpponent(Direction.EAST, false);
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UIManager.ChangeDoorStateOpponent(Direction.NORTH, false);
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UIManager.ChangeDoorStateOpponent(Direction.WEST, false);
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UIManager.ChangeMonitorStateOpponent(false);
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}
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break;
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case 15: // light
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bool lightState = e.Args[2] == 1;
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Console.WriteLine($"E: Player {e.Args[0]} {(lightState ? "lit": "unlit")} tile {e.Args[1]}");
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if (e.Args[0] == Client.Player.state.pid){
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if (ClientMapManager.Get(e.Args[1]).Lit != lightState) Console.WriteLine("!!! DESYNC: LIGHT STATE");
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break;
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}
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ClientMapManager.Get(e.Args[1]).Lit = lightState;
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UIManager.UpdateCameras([e.Args[1]]);
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break;
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case 16: // neko anger
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SoundManager.PlayNekoAnger();
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break;
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case 17:
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SoundManager.PlayVentWalk();
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break;
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case 18:
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SoundManager.PlayBell();
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break;
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}
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}
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}
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} |