Better lobby system
All checks were successful
All checks were successful
This commit is contained in:
36
Mau/Game.cs
36
Mau/Game.cs
@@ -10,9 +10,11 @@ public class Game
|
||||
public List<Player> Players = new();
|
||||
public Player CurrentPlayer;
|
||||
public int TurnDirection = 1;
|
||||
private readonly Room _room;
|
||||
|
||||
public Game()
|
||||
public Game(Room room)
|
||||
{
|
||||
_room = room;
|
||||
CurrentCard = Deck.DrawCard();
|
||||
Deck.AddCardToUsedDeck(CurrentCard);
|
||||
}
|
||||
@@ -57,10 +59,10 @@ public class Game
|
||||
{
|
||||
break;
|
||||
}
|
||||
CurrentCard = new Card(cardType, CardValue.JACK);
|
||||
CurrentPlayer.State = PlayerState.WAIT;
|
||||
CurrentPlayer = CurrentCard.CardType == CardType.JOKER ? GetNextPlayer() : GetNextPlayer(2);
|
||||
CurrentPlayer = CurrentCard.CardType == CardType.JOKER ? GetNextPlayer(2) : GetNextPlayer();
|
||||
CurrentPlayer.State = PlayerState.TURN;
|
||||
CurrentCard = new Card(cardType, CardValue.JACK);
|
||||
break;
|
||||
case "DRAW":
|
||||
if (player.State != PlayerState.TURN)
|
||||
@@ -79,6 +81,11 @@ public class Game
|
||||
Deck.AddCardToUsedDeck(card);
|
||||
hand.Remove(GetSameCardFromHand(hand, card));
|
||||
CurrentCard = card;
|
||||
if (hand.Count == 0)
|
||||
{
|
||||
_room.EndGame(player);
|
||||
return;
|
||||
}
|
||||
HandleNextPlayer(card);
|
||||
}
|
||||
|
||||
@@ -106,24 +113,20 @@ public class Game
|
||||
{
|
||||
nextPlayer.Hand.Add(drawnCard);
|
||||
}
|
||||
CurrentPlayer.State = PlayerState.WAIT;
|
||||
CurrentPlayer = GetNextPlayer(2);
|
||||
CurrentPlayer.State = PlayerState.TURN;
|
||||
HandleNextPlayer(CurrentPlayer, GetNextPlayer(2));
|
||||
break;
|
||||
}
|
||||
case CardValue.SEVEN:
|
||||
case CardValue.KING:
|
||||
break;
|
||||
case CardValue.EIGHT:
|
||||
CurrentPlayer.State = PlayerState.WAIT;
|
||||
CurrentPlayer = GetNextPlayer(2);
|
||||
CurrentPlayer.State = PlayerState.TURN;
|
||||
HandleNextPlayer(CurrentPlayer, GetNextPlayer(2));
|
||||
break;
|
||||
case CardValue.ACE:
|
||||
if (Players.Count > 2)
|
||||
{
|
||||
TurnDirection *= -1;
|
||||
CurrentPlayer = GetNextPlayer();
|
||||
HandleNextPlayer(CurrentPlayer, GetNextPlayer());
|
||||
}
|
||||
break;
|
||||
case CardValue.JACK:
|
||||
@@ -137,17 +140,22 @@ public class Game
|
||||
case CardValue.TEN:
|
||||
case CardValue.QUEEN:
|
||||
default:
|
||||
CurrentPlayer = GetNextPlayer();
|
||||
HandleNextPlayer(CurrentPlayer, GetNextPlayer());
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleNextPlayer(Player current, Player next)
|
||||
{
|
||||
current.State = PlayerState.WAIT;
|
||||
next.State = PlayerState.TURN;
|
||||
CurrentPlayer = next;
|
||||
}
|
||||
|
||||
private void DrawCard(Player player)
|
||||
{
|
||||
player.Hand.Add(Deck.DrawCard());
|
||||
CurrentPlayer = GetNextPlayer();
|
||||
player.State = PlayerState.WAIT;
|
||||
CurrentPlayer.State = PlayerState.TURN;
|
||||
HandleNextPlayer(player, GetNextPlayer());
|
||||
}
|
||||
|
||||
private Player GetNextPlayer(int numberOfPlayers = 1)
|
||||
|
||||
@@ -15,7 +15,7 @@ public class Chat
|
||||
|
||||
public void SendChatMessage(ConnectionInstance connection, string message)
|
||||
{
|
||||
var chatMessage = new ChatMessage(DateTime.UtcNow, connection.Name, message);
|
||||
var chatMessage = new ChatMessage(connection.Name, message);
|
||||
var formattedMessage = new MessageDTO("CHAT", JsonSerializer.Serialize(chatMessage));
|
||||
WebsocketManager.BroadcastAsync(_room.GetWebsockets(), JsonSerializer.Serialize(formattedMessage));
|
||||
}
|
||||
@@ -23,13 +23,11 @@ public class Chat
|
||||
|
||||
public class ChatMessage
|
||||
{
|
||||
public DateTime Time { get; set; }
|
||||
public string Sender { get; set; }
|
||||
public string Message { get; set; }
|
||||
|
||||
public ChatMessage(DateTime dateTime, string sender, string message)
|
||||
public ChatMessage(string sender, string message)
|
||||
{
|
||||
Time = dateTime;
|
||||
Sender = sender;
|
||||
Message = message;
|
||||
}
|
||||
|
||||
83
Room/Room.cs
83
Room/Room.cs
@@ -10,9 +10,10 @@ public class Room
|
||||
private readonly IRoomManager _roomManager;
|
||||
private readonly string _roomId;
|
||||
private readonly List<ConnectionInstance> _connections = new();
|
||||
private ConnectionInstance _host;
|
||||
private ConnectionInstance? _host;
|
||||
private readonly Chat _chat;
|
||||
private readonly Game _game = new();
|
||||
private Game? _game;
|
||||
private RoomState _state = RoomState.LOBBY;
|
||||
|
||||
public Room(IRoomManager roomManager, string roomId)
|
||||
{
|
||||
@@ -24,14 +25,13 @@ public class Room
|
||||
public async Task InstantiateConnection(WebSocket socket, string name)
|
||||
{
|
||||
var connection = AddConnection(socket, name);
|
||||
if (IsEmpty()) _host = connection;
|
||||
_game.AddPlayerToGame(connection);
|
||||
_game?.AddPlayerToGame(connection);
|
||||
await HandleConnection(connection);
|
||||
}
|
||||
|
||||
private async Task HandleConnection(ConnectionInstance connection)
|
||||
{
|
||||
BroadcastGameState();
|
||||
BroadcastState();
|
||||
var webSocketResponse = await WebsocketManager.ReceiveAsync(connection.Socket);
|
||||
while (!webSocketResponse.Result!.CloseStatus.HasValue)
|
||||
{
|
||||
@@ -40,6 +40,7 @@ public class Room
|
||||
{
|
||||
case "GAME":
|
||||
{
|
||||
if (_state != RoomState.GAME) break;
|
||||
var gameInput = JsonSerializer.Deserialize<ActionDTO>(message.Payload);
|
||||
_game.HandleAction(connection.ConnectionId, gameInput);
|
||||
break;
|
||||
@@ -54,9 +55,17 @@ public class Room
|
||||
_chat.SendChatMessage(connection, cleanedMessage);
|
||||
break;
|
||||
}
|
||||
case "LOBBY":
|
||||
{
|
||||
if (connection.ConnectionId == _host?.ConnectionId)
|
||||
{
|
||||
ChangeLobbyState(RoomState.GAME);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
BroadcastGameState();
|
||||
BroadcastState();
|
||||
webSocketResponse = await WebsocketManager.ReceiveAsync(connection.Socket);
|
||||
}
|
||||
WebsocketManager.CloseAsync(connection.Socket, webSocketResponse.Result);
|
||||
@@ -67,6 +76,7 @@ public class Room
|
||||
{
|
||||
var connectionId = Guid.NewGuid().ToString();
|
||||
var connection = new ConnectionInstance(name, connectionId, socket);
|
||||
if (IsEmpty()) _host = connection;
|
||||
_connections.Add(connection);
|
||||
return connection;
|
||||
}
|
||||
@@ -78,6 +88,10 @@ public class Room
|
||||
|
||||
private void BroadcastGameState()
|
||||
{
|
||||
if (_game == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
foreach (var connection in _connections)
|
||||
{
|
||||
var gameState = new GameState(_game, connection.ConnectionId);
|
||||
@@ -86,10 +100,50 @@ public class Room
|
||||
}
|
||||
}
|
||||
|
||||
private void BroadcastState()
|
||||
{
|
||||
switch (_state)
|
||||
{
|
||||
case RoomState.LOBBY:
|
||||
var message = new MessageDTO("LOBBY", JsonSerializer.Serialize("a"));
|
||||
WebsocketManager.BroadcastAsync(GetWebsockets(), JsonSerializer.Serialize(message));
|
||||
break;
|
||||
case RoomState.GAME:
|
||||
BroadcastGameState();
|
||||
break;
|
||||
default:
|
||||
//
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void ChangeLobbyState(RoomState targetState)
|
||||
{
|
||||
switch (targetState)
|
||||
{
|
||||
case RoomState.LOBBY:
|
||||
_state = RoomState.LOBBY;
|
||||
_game = null;
|
||||
break;
|
||||
case RoomState.GAME:
|
||||
{
|
||||
_state = RoomState.GAME;
|
||||
_game = new Game(this);
|
||||
foreach (var connectionInstance in _connections)
|
||||
{
|
||||
_game.AddPlayerToGame(connectionInstance);
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException(nameof(targetState), targetState, null);
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleDisconnect(string socketId)
|
||||
{
|
||||
RemoveConnection(socketId);
|
||||
_game.RemovePlayer(socketId);
|
||||
_game?.RemovePlayer(socketId);
|
||||
if (IsEmpty())
|
||||
{
|
||||
_roomManager.RemoveRoom(_roomId);
|
||||
@@ -112,6 +166,19 @@ public class Room
|
||||
|
||||
private static string StripHTML(string input)
|
||||
{
|
||||
return Regex.Replace(input, "<.*?>", String.Empty);
|
||||
return Regex.Replace(input, "<.*?>", string.Empty);
|
||||
}
|
||||
|
||||
public void EndGame(Player player)
|
||||
{
|
||||
var message = new MessageDTO("END", JsonSerializer.Serialize(new PlayerDTO(player)));
|
||||
WebsocketManager.BroadcastAsync(GetWebsockets(), JsonSerializer.Serialize(message));
|
||||
ChangeLobbyState(RoomState.LOBBY);
|
||||
}
|
||||
}
|
||||
|
||||
public enum RoomState
|
||||
{
|
||||
LOBBY,
|
||||
GAME
|
||||
}
|
||||
Reference in New Issue
Block a user