316 lines
12 KiB
C#
316 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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using MafiaCommon.Packets;
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using MafiaCommon;
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namespace MafiaServer
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{
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public class Game
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{
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private List<PlayerSocketWorker> _players = new List<PlayerSocketWorker>();
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private List<PlayerRole> _playerRolesAtStart = new List<PlayerRole>();
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private bool isStarted = false;
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private GameState _gameState = GameState.NotStarted;
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private List<PlayerSocketWorker> _votesRemain = new List<PlayerSocketWorker>();
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List<PlayerSocketWorker> _mafia = new List<PlayerSocketWorker>();
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private Dictionary<int, int> _mafiaVotes = new Dictionary<int, int>();
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private Dictionary<int, int> _dayVote = new Dictionary<int, int>();
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public Game()
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{
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}
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public void ConnectPlayer(PlayerSocketWorker player)
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{
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if (_players.Count >= Settings.Config().MaxPlayers)
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{
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player.sendPacket(new DisconnectPacket("Game Full!"));
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player.disconnect();
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}
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else
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{
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if (isStarted)
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{
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player.sendPacket(new DisconnectPacket("Game already started!"));
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player.disconnect();
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}
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else
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{
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foreach (PlayerSocketWorker othPlayer in _players)
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{
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othPlayer.sendPacket(new PlayerConnectedPacket(player.PlayerName, _players.Count + 1,
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Settings.Config().MaxPlayers));
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}
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_players.Add(player);
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player.Id = _players.LastIndexOf(player);
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player.OnDisconnectByErrorEvent += OnDisconnectByError;
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player.OnPlayerSendMessageEvent += PlayerOnOnPlayerSendMessageEvent;
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player.OnDisconnectEvent += PlayerOnOnDisconnectEvent;
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player.OnPlayerVoteEvent += PlayerOnOnPlayerVoteEvent;
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player.sendPacket(new WelcomePacket(Settings.Config().ServerName, _players.Count,
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Settings.Config().MaxPlayers));
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}
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}
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}
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private void WorkDeath(PlayerSocketWorker player)
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{
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switch (player.Role)
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{
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case Role.Don:
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_mafia.Remove(player);
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if (_mafia.Count == 0)
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{
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foreach (PlayerSocketWorker p in _players)
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{
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player.sendPacket(new EndGamePacket(true,_playerRolesAtStart));
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}
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isStarted = false;
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_gameState = GameState.NotStarted;
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}
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else
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{
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_mafia[0].Role = Role.Don;
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if (_gameState == GameState.VotingNight)
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{
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_mafia[0].sendPacket(new MessageReceivePacket(ChatType.Active,true,"System","Дон покинул игру, ты новый дон!"));
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}
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}
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break;
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}
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player.Role = Role.Died;
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}
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private void PlayerOnOnPlayerVoteEvent(PlayerSocketWorker sender, int id)
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{
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if (_votesRemain.Contains(sender))
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{
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PlayerSocketWorker voteFor = _players.FindPlayerById(id);
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switch (_gameState)
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{
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case GameState.VotingNight:
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switch (sender.Role)
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{
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case Role.Don:
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_mafiaVotes.AddEmpty(id,2);
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_votesRemain.Remove(sender);
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foreach (PlayerSocketWorker player in _players)
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{
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if (player.Role == Role.Mafia || player.Role == Role.Don)
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{
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player.sendPacket(new MessageReceivePacket(ChatType.Active,true,"System",sender.PlayerName+" проголосовал за "+voteFor.PlayerName));
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}
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}
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break;
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case Role.Mafia:
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_mafiaVotes.AddEmpty(id,1);
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_votesRemain.Remove(sender);
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foreach (PlayerSocketWorker player in _players)
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{
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if (player.Role == Role.Mafia || player.Role == Role.Don)
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{
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player.sendPacket(new MessageReceivePacket(ChatType.Active,true,"System",sender.PlayerName+" проголосовал за "+voteFor.PlayerName));
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}
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}
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break;
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}
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break;
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case GameState.VotingDay:
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_dayVote.AddEmpty(id,1);
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_votesRemain.Remove(sender);
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break;
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}
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}
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if (_votesRemain.Count == 0)
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{
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int selId = 0;
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int selVotes = 0;
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foreach (KeyValuePair<int,int> votes in _mafiaVotes)
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{
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if (votes.Value > selVotes)
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{
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selId = votes.Key;
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selVotes = votes.Value;
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}
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}
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_gameState = GameState.Day;
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PlayerSocketWorker killed = _players.FindPlayerById(selId);
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WorkDeath(killed);
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foreach (PlayerSocketWorker player in _players)
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{
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player.sendPacket(new GameStageChangedPacket(GameState.Day,player.Role));
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player.sendPacket(new MessageReceivePacket(ChatType.Day,true,"System",killed.PlayerName+" был убит!"));
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}
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}
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}
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private void PlayerOnOnDisconnectEvent(PlayerSocketWorker sender)
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{
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_players.Remove(sender);
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foreach (PlayerSocketWorker player in _players)
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{
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player.sendPacket(new PlayerDisconnectedPacket(true,sender.Id,_players.Count,Settings.Config().MaxPlayers));
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}
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WorkDeath(sender);
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}
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public void Start()
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{
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if (isStarted)
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{
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return;
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}
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if (_players.Count < 3)
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{
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Console.WriteLine("Not Enough Players");
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return;
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}
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foreach (PlayerSocketWorker player in _players)
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{
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player.Role = Role.Citizen;
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}
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_playerRolesAtStart.Clear();
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_votesRemain.Clear();
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_mafiaVotes.Clear();
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_dayVote.Clear();
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Random random = new Random();
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PlayerSocketWorker[] empty = _players.ToArray();
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random.Shuffle(empty);
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int mafiasNeed = empty.Length / 3;
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Console.WriteLine("Debug: needs counted");
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while (mafiasNeed!=0)
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{
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for (var i = 0; i < empty.Length; i++)
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{
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switch (random.Next(2))
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{
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case 0: //Мирный
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break;
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case 1: //Мафия
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if (mafiasNeed > 0)
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{
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empty[i].Role = Role.Mafia;
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mafiasNeed--;
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_mafia.Add(empty[i]);
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empty = empty.RemoveFromArray(i);
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}
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break;
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}
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}
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}
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Console.WriteLine("Debug: randomazed");
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PlayerSocketWorker don = _mafia[0];
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don.Role = Role.Don;
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_mafia.RemoveAt(0);
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List<Player> players = new List<Player>();
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foreach (PlayerSocketWorker player in _players)
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{
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players.Add(new Player(player.Id, player.PlayerName));
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}
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don.sendPacket(new GameStartPacket(Role.Don,players));
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_votesRemain.Add(don);
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foreach (PlayerSocketWorker player in empty)
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{
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player.sendPacket(new GameStartPacket(Role.Citizen,players));
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}
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foreach (PlayerSocketWorker player in _mafia)
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{
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player.sendPacket(new GameStartPacket(Role.Mafia,players));
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_votesRemain.Add(player);
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}
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foreach (PlayerSocketWorker player in _players)
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{
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_playerRolesAtStart.Add(new PlayerRole(player.PlayerName,player.Role));
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}
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Console.WriteLine("Debug: packets sended");
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isStarted = true;
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_gameState = GameState.VotingNight;
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}
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private void OnDisconnectByError(PlayerSocketWorker sender)
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{
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_players.Remove(sender);
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foreach (PlayerSocketWorker player in _players)
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{
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player.sendPacket(new PlayerDisconnectedPacket(true,sender.Id,_players.Count,Settings.Config().MaxPlayers));
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}
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WorkDeath(sender);
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}
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private void PlayerOnOnPlayerSendMessageEvent(PlayerSocketWorker sender, ChatType chatType, string text)
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{
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switch (chatType)
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{
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case ChatType.Queue:
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if (!isStarted)
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{
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foreach (PlayerSocketWorker player in _players)
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{
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player.sendPacket(new MessageReceivePacket(ChatType.Queue,false,sender.PlayerName,text));
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}
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}
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break;
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case ChatType.Active:
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if (isStarted)
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{
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switch (sender.Role)
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{
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case Role.Mafia:
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case Role.Don:
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foreach (PlayerSocketWorker player in _players)
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{
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if (player.Role == Role.Mafia || player.Role == Role.Don)
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{
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player.sendPacket(new MessageReceivePacket(ChatType.Active, false, sender.PlayerName,
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text));
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}
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}
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break;
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}
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}
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break;
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case ChatType.Day:
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if (isStarted)
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{
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if (sender.Role == Role.Died)
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{
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sender.sendPacket(new MessageReceivePacket(ChatType.Day,true,"system","Мёртвое говорить не может"));
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}
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else
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{
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foreach (PlayerSocketWorker player in _players)
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{
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player.sendPacket(
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new MessageReceivePacket(ChatType.Day, false, sender.PlayerName, text));
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}
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}
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}
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break;
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}
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}
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}
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} |