Files
Civilization/Lib/Civilization.Server/Game/GameSession.cs
2025-08-08 15:37:34 +02:00

68 lines
2.0 KiB
C#

using Civilization.Core;
using Civilization.Core.Actions;
using Civilization.Core.Game;
using Civilization.Core.Grid;
using Civilization.Core.Interfaces;
using Civilization.Core.Units;
using Civilization.Shared.Commands;
using Civilization.Shared.Packets;
using Civilization.Shared.Packets.ServerMessages;
namespace Civilization.Server.Game;
public class GameSession
{
private const int DefaultSize = 10;
private readonly GameState _state;
private readonly GameSessionCoordinator _coordinator;
public GameState State => _state;
public GameSession(GameSessionCoordinator coordinator)
{
_coordinator = coordinator;
var grid = new SquareGrid(DefaultSize, DefaultSize);
var map = new GameMap(grid);
var players = new List<Player>
{
new(0, "Player 1", new ColorRGBA(255, 0, 0)),
new(1, "Player 2", new ColorRGBA(0, 0, 255)),
};
_state = new GameState(map, players);
_state.AddUnit(new Unit(0, UnitType.Settler, new Vec2I(2, 2)));
}
public Task ProcessCommand(ClientMessage msg)
{
var context = new GameActionContext(_state);
switch (msg.Command)
{
case MoveUnitCommand move:
EnqueueAndExecute(new MoveUnitAction(move.UnitId, move.TargetPosition), context);
break;
case SettleCityCommand settle:
EnqueueAndExecute(new SettleCityAction(settle.UnitId), context);
break;
default:
throw new NotSupportedException($"Command type {msg.Command.GetType()} is not supported.");
}
return Task.CompletedTask;
}
private void EnqueueAndExecute(IGameAction action, GameActionContext context)
{
if (!action.CanExecute(context))
{
Console.WriteLine($"Rejected invalid command from player {context.CurrentPlayer.Id}");
return;
}
_state.ActionQueue.Enqueue(action);
_state.ActionQueue.ExecuteAll(context);
}
}