[client] add death game panel
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@@ -128,20 +128,18 @@ class Game extends GameDispatcher {
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engine.map.setData(level.data);
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teams = new Map<TeamId, Team>();
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var controlFactory:IControlFactory = Provider.build(IControlFactory);
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var players = state.players.slice(0);
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for (teamConfig in state.preset.teams) {
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var teamPoints = points.filter(function(p:SpawnPoint) return p.team == teamConfig.id);
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var team:Team = new Team(teamConfig, teamPoints);
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var team:Team = new Team(teamConfig, teamPoints, state.teams[teamConfig.id]);
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teams[team.id] = team;
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for (player in team.players.iterator()) {
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var controller:Controller = Controller.BOT("hard");
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var nextPlayer:PlayerState = Lambda.find(players, function(p) return p.id == player.id);
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if (nextPlayer != null) {
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player.state = nextPlayer;
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players.remove(nextPlayer);
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switch (nextPlayer.controller) {
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var playerState = state.players[player.id];
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if (playerState != null) {
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player.state = playerState;
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switch (playerState.controller) {
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case HUMAN(_):
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controller = nextPlayer.controller;
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controller = playerState.controller;
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case _:
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}
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}
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@@ -154,8 +152,6 @@ class Game extends GameDispatcher {
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}
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team.spawner.runner = spawn;
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}
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// ToDo:
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state.teams = [for (team in teams.iterator()) team.state];
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for (team in teams.iterator()) {
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for (player in team.players.iterator()) {
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@@ -31,11 +31,13 @@ class PlayerState {
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class TeamState {
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public var id:TeamId;
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public var players:Array<PlayerState>;
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public var life:Int;
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public function new(id:TeamId, life:Int = 0) {
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this.id = id;
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this.life = life;
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this.players = [];
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}
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}
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@@ -44,8 +46,8 @@ class GameState {
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public var type:GameType;
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public var presetId:PresetId;
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public var level:Int;
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public var players:Array<PlayerState>;
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public var teams:Array<TeamState>;
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public var players:Map<String, PlayerState>;
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public var teams:Map<TeamId, TeamState>;
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public var preset(get, null):GamePreset;
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public var config(get, null):Config;
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@@ -55,8 +57,24 @@ class GameState {
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this.type = type;
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this.presetId = presetId;
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this.level = level;
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this.players = state == null ? [] : state.players;
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this.teams = state == null ? [] : state.teams;
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if (state == null) {
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this.teams = new Map();
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this.players = new Map();
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for (team in preset.teams) {
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var teamState = new TeamState(team.id, team.life);
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for (player in team.players) {
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var playerId = new PlayerId(team.id, player.index);
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var controller = player.human ? HUMAN(player.index) : NONE;
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var playerState = new PlayerState(playerId, controller, player.life);
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players[playerId] = playerState;
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teamState.players.push(playerState);
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}
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teams[team.id] = teamState;
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}
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} else {
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this.teams = state.teams;
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this.players = state.players;
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}
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}
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private function get_preset():GamePreset {
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@@ -70,44 +88,29 @@ class GameState {
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}
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public function getTeamLife(id:TeamId):Int {
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var result = 0;
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for (team in teams) {
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if (team.id == id) {
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result += team.life;
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}
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if (teams.exists(id)) {
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return teams[id].life + Lambda.fold(teams[id].players, function(p, c) return c + p.life, 0);
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}
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for (player in players) {
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if (player.id.team == id) {
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result += player.life;
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}
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}
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return result;
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return 0;
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}
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public function getTeamScore(id:TeamId):Int {
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var result = 0;
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for (player in players) {
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if (player.id.team == id) {
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result += player.score;
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}
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if (teams.exists(id)) {
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return Lambda.fold(teams[id].players, function(p, c) return c + p.score, 0);
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}
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return result;
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return 0;
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}
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public function getPlayerLife(id:PlayerId):Int {
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for (player in players) {
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if (player.id == id) {
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return player.life;
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}
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if (players.exists(id)) {
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return players[id].life;
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}
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return 0;
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}
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public function getPlayerScore(id:PlayerId):Int {
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for (player in players) {
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if (player.id == id) {
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return player.score;
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}
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if (players.exists(id)) {
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return players[id].score;
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}
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return 0;
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}
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@@ -21,7 +21,7 @@ bricks:
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player:
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default: &player
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life: 10
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protect: 2
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protect: 1.5
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tanks:
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- {type: default, rate: 1}
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