107 lines
No EOL
5 KiB
C#
107 lines
No EOL
5 KiB
C#
using System;
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using FNAF_Clone.GUI;
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using FNAF_Clone.Map;
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using GlobalClassLib;
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using PacketLib;
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namespace FNAF_Clone;
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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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break;
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case 8: // attack
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Console.WriteLine($"E: Enemy {e.Args[0]} attacked player {e.Args[1]}"); // TODO: add an arg to indicate lethality
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if (e.Args[1] == Client.Player.state.pid) {
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UIManager.Jumpscare(ClientEnemyManager.Get(e.Args[0]));
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}
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break;
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case 9:
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Console.WriteLine($"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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break;
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case 10:
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Console.WriteLine($"E: Spot:{e.Args[0]} turned {(e.Args[1] == 1 ? "on" : " off")}");
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ClientEnemyManager.Get(e.Args[0]).Sprite.SetTexture(e.Args[1] == 1 ? 0 : 2);
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break;
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case 11:
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Console.WriteLine($"E: Player {e.Args[0]} won");
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if(Client.Player.state.pid == e.Args[0]) UIManager.ShowVictoryScreen();
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break;
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}
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}
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}
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} |