Esempio n. 1
0
func (u SetupComplete) Apply(_g interface{}) {
	g := _g.(*Game)
	if g.Setup == nil {
		return
	}

	g.Engines = make(map[int64]*PlayerData)
	for _, id := range g.Setup.EngineIds {
		g.Engines[id] = &PlayerData{
			PlayerGid: Gid(fmt.Sprintf("Engine:%d", id)),
			Side:      g.Setup.Sides[id].Side,
		}
	}

	// Add a single Ai player to side 0
	g.Engines[123123] = &PlayerData{
		PlayerGid: Gid(fmt.Sprintf("Engine:%d", 123123)),
		Side:      0,
		Ai:        &AiPlayerData{},
	}
	g.Setup.Sides[123123] = &SetupSideData{
		Champ: 0,
		Side:  0,
	}

	var room Room
	dx, dy := 1024, 1024
	generated := generator.GenerateRoom(float64(dx), float64(dy), 100, 64, u.Seed)
	data, err := json.Marshal(generated)
	if err != nil {
		base.Error().Fatalf("%v", err)
	}
	err = json.Unmarshal(data, &room)
	// err = base.LoadJson(filepath.Join(base.GetDataDir(), "rooms/basic.json"), &room)
	if err != nil {
		base.Error().Fatalf("%v", err)
	}
	g.Levels = make(map[Gid]*Level)
	g.Levels[GidInvadersStart] = &Level{}
	g.Levels[GidInvadersStart].Room = room
	g.Rng = cmwc.MakeGoodCmwc()
	g.Rng.Seed(12313131)
	g.Ents = make(map[Gid]Ent)
	g.Friction = 0.97
	// g.Standard = &GameModeStandard{}
	g.Moba = &GameModeMoba{
		Sides: make(map[int]*GameModeMobaSideData),
	}
	sides := make(map[int][]int64)
	for id, data := range g.Engines {
		sides[data.Side] = append(sides[data.Side], id)
	}
	for _, players := range sides {
		var ids []int64
		for _, id := range players {
			ids = append(ids, id)
		}
		side := g.Setup.Sides[ids[0]].Side
		gids := g.AddPlayers(ids, side)
		g.Moba.Sides[side] = &GameModeMobaSideData{}
		for i := range ids {
			player := g.Ents[gids[i]].(*PlayerEnt)
			player.Champ = g.Setup.Sides[ids[i]].Champ
		}
	}
	g.Moba.losCache = makeLosCache(dx, dy)

	g.MakeControlPoints()
	g.Init()
	base.Log().Printf("Nillifying g.Setup()")
	g.Setup = nil
}
Esempio n. 2
0
func debugHookup(version string) (*cgf.Engine, *game.LocalData) {
	// if version != "standard" && version != "moba" && version != "host" && version != "client" {
	// 	base.Log().Fatalf("Unable to handle Version() == '%s'", Version())
	// }

	for false && len(sys.GetActiveDevices()[gin.DeviceTypeController]) < 2 {
		time.Sleep(time.Millisecond * 100)
		sys.Think()
	}

	var engine *cgf.Engine
	var room game.Room
	generated := generator.GenerateRoom(1024, 1024, 100, 64, 64522029961391019)
	data, err := json.Marshal(generated)
	if err != nil {
		base.Error().Fatalf("%v", err)
	}
	err = json.Unmarshal(data, &room)
	// err = base.LoadJson(filepath.Join(base.GetDataDir(), "rooms/basic.json"), &room)
	if err != nil {
		base.Error().Fatalf("%v", err)
	}
	var players []game.Gid
	var localData *game.LocalData
	var g *game.Game
	if version != "host" {
		res, err := cgf.SearchLANForHosts(20007, 20002, 500)
		if err != nil || len(res) == 0 {
			base.Log().Printf("Unable to connect: %v", err)
			base.Error().Fatalf("%v", err.Error())
		}
		engine, err = cgf.NewClientEngine(17, res[0].Ip, 20007, base.EmailCrashReport, base.Log())
		if err != nil {
			base.Log().Printf("Unable to connect: %v", err)
			base.Error().Fatalf("%v", err.Error())
		}
		localData = game.NewLocalDataArchitect(engine, sys)
		g = engine.GetState().(*game.Game)
		for _, ent := range g.Ents {
			if _, ok := ent.(*game.PlayerEnt); ok {
				players = append(players, ent.Id())
			}
		}
	} else {
		sys.Think()
		g = game.MakeGame()
		if version == "host" {
			engine, err = cgf.NewHostEngine(g, 17, "", 20007, base.EmailCrashReport, base.Log())
			if err != nil {
				panic(err)
			}
			err = cgf.Host(20007, "thunderball")
			if err != nil {
				panic(err)
			}
		} else {
			engine, err = cgf.NewLocalEngine(g, 17, base.EmailCrashReport, base.Log())
		}
		if err != nil {
			base.Error().Fatalf("%v", err.Error())
		}
	}
	localData = game.NewLocalDataMoba(engine, gin.DeviceIndexAny, sys)
	// localData = game.NewLocalDataInvaders(engine, sys)

	// Hook the players up regardless of in we're architect or not, since we can
	// switch between the two in debug mode.
	// d := sys.GetActiveDevices()
	// n := 0
	// for _, index := range d[gin.DeviceTypeController] {
	// 	localData.SetLocalPlayer(g.Ents[players[n]], index)
	// 	n++
	// 	if n > len(players) {
	// 		break
	// 	}
	// }
	// if len(d[gin.DeviceTypeController]) == 0 {
	// 	localData.SetLocalPlayer(g.Ents[players[0]], 0)
	// }

	base.Log().Printf("Engine Id: %v", engine.Id())
	base.Log().Printf("All Ids: %v", engine.Ids())
	return engine, localData
}