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CharacterAnimator.cs
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CharacterAnimator.cs
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using EndlessClient.GameExecution;
using EOLib;
using EOLib.Domain.Character;
using EOLib.Domain.Extensions;
using EOLib.Domain.Map;
using EOLib.IO.Map;
using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.Linq;
namespace EndlessClient.Rendering.Character
{
public class CharacterAnimator : GameComponent, ICharacterAnimator
{
public const int WALK_FRAME_TIME_MS = 120;
public const int ATTACK_FRAME_TIME_MS = 100;
private readonly ICharacterRepository _characterRepository;
private readonly ICurrentMapStateRepository _currentMapStateRepository;
private readonly ICurrentMapProvider _currentMapProvider;
private readonly ICharacterActions _characterActions;
private readonly IWalkValidationActions _walkValidationActions;
private readonly Dictionary<int, EODirection> _queuedDirections;
private readonly Dictionary<int, MapCoordinate> _queuedPositions;
private readonly Dictionary<int, RenderFrameActionTime> _otherPlayerStartWalkingTimes;
private readonly Dictionary<int, RenderFrameActionTime> _otherPlayerStartAttackingTimes;
private readonly Dictionary<int, RenderFrameActionTime> _otherPlayerStartSpellCastTimes;
public CharacterAnimator(IEndlessGameProvider gameProvider,
ICharacterRepository characterRepository,
ICurrentMapStateRepository currentMapStateRepository,
ICurrentMapProvider currentMapProvider,
ICharacterActions characterActions,
IWalkValidationActions walkValidationActions)
: base((Game) gameProvider.Game)
{
_characterRepository = characterRepository;
_currentMapStateRepository = currentMapStateRepository;
_currentMapProvider = currentMapProvider;
_characterActions = characterActions;
_walkValidationActions = walkValidationActions;
_queuedDirections = new Dictionary<int, EODirection>();
_queuedPositions = new Dictionary<int, MapCoordinate>();
_otherPlayerStartWalkingTimes = new Dictionary<int, RenderFrameActionTime>();
_otherPlayerStartAttackingTimes = new Dictionary<int, RenderFrameActionTime>();
_otherPlayerStartSpellCastTimes = new Dictionary<int, RenderFrameActionTime>();
}
public override void Update(GameTime gameTime)
{
AnimateCharacterWalking();
AnimateCharacterAttacking();
AnimateCharacterSpells();
base.Update(gameTime);
}
public void MainCharacterFace(EODirection direction)
{
if (_otherPlayerStartWalkingTimes.ContainsKey(_characterRepository.MainCharacter.ID))
{
_queuedDirections[_characterRepository.MainCharacter.ID] = direction;
return;
}
var renderProperties = _characterRepository.MainCharacter.RenderProperties;
renderProperties = renderProperties.WithDirection(direction);
var newMainCharacter = _characterRepository.MainCharacter.WithRenderProperties(renderProperties);
_characterRepository.MainCharacter = newMainCharacter;
}
public void StartMainCharacterWalkAnimation()
{
if (_otherPlayerStartWalkingTimes.ContainsKey(_characterRepository.MainCharacter.ID))
{
_otherPlayerStartWalkingTimes[_characterRepository.MainCharacter.ID].Replay = true;
return;
}
var startWalkingTime = new RenderFrameActionTime(_characterRepository.MainCharacter.ID);
_otherPlayerStartWalkingTimes.Add(_characterRepository.MainCharacter.ID, startWalkingTime);
_characterActions.Walk();
}
public void StartMainCharacterAttackAnimation()
{
if (_otherPlayerStartAttackingTimes.ContainsKey(_characterRepository.MainCharacter.ID))
{
_otherPlayerStartAttackingTimes[_characterRepository.MainCharacter.ID].Replay = true;
return;
}
var startAttackingTime = new RenderFrameActionTime(_characterRepository.MainCharacter.ID);
_otherPlayerStartAttackingTimes.Add(_characterRepository.MainCharacter.ID, startAttackingTime);
}
public void StartOtherCharacterWalkAnimation(int characterID, byte destinationX, byte destinationY, EODirection direction)
{
if (_otherPlayerStartWalkingTimes.TryGetValue(characterID, out var _))
{
_otherPlayerStartWalkingTimes[characterID].Replay = true;
_queuedDirections[characterID] = direction;
_queuedPositions[characterID] = new MapCoordinate(destinationX, destinationY);
return;
}
var startWalkingTimeAndID = new RenderFrameActionTime(characterID);
_otherPlayerStartWalkingTimes.Add(characterID, startWalkingTimeAndID);
}
public void StartOtherCharacterAttackAnimation(int characterID)
{
if (_otherPlayerStartAttackingTimes.TryGetValue(characterID, out var _))
{
_otherPlayerStartAttackingTimes[characterID].Replay = true;
return;
}
var startAttackingTimeAndID = new RenderFrameActionTime(characterID);
_otherPlayerStartAttackingTimes.Add(characterID, startAttackingTimeAndID);
}
public void StartOtherCharacterSpellCast(int characterID)
{
if (_otherPlayerStartWalkingTimes.ContainsKey(characterID) ||
_otherPlayerStartAttackingTimes.ContainsKey(characterID))
return;
if (_otherPlayerStartSpellCastTimes.TryGetValue(characterID, out var _))
{
ResetCharacterAnimationFrames(characterID);
_otherPlayerStartSpellCastTimes.Remove(characterID);
}
var startAttackingTimeAndID = new RenderFrameActionTime(characterID);
_otherPlayerStartSpellCastTimes.Add(characterID, startAttackingTimeAndID);
}
public void StopAllCharacterAnimations()
{
_otherPlayerStartWalkingTimes.Clear();
_otherPlayerStartAttackingTimes.Clear();
_otherPlayerStartSpellCastTimes.Clear();
_characterRepository.MainCharacter =
_characterRepository.MainCharacter.WithRenderProperties(
_characterRepository.MainCharacter.RenderProperties.ResetAnimationFrames());
_currentMapStateRepository.Characters =
new HashSet<ICharacter>(
_currentMapStateRepository.Characters.Select(x => x.WithRenderProperties(x.RenderProperties.ResetAnimationFrames())));
}
#region Walk Animation
private void AnimateCharacterWalking()
{
var playersDoneWalking = new List<int>();
foreach (var pair in _otherPlayerStartWalkingTimes.Values)
{
var sendWalk = false;
if (pair.ActionTimer.ElapsedMilliseconds >= WALK_FRAME_TIME_MS)
{
var currentCharacter = GetCurrentCharacterFromRepository(pair);
if (currentCharacter == null)
{
playersDoneWalking.Add(pair.UniqueID);
continue;
}
var renderProperties = currentCharacter.RenderProperties;
var nextFrameRenderProperties = AnimateOneWalkFrame(renderProperties);
pair.UpdateActionStartTime();
if (nextFrameRenderProperties.IsActing(CharacterActionState.Standing))
{
if (pair.Replay)
{
var isMainCharacter = currentCharacter == _characterRepository.MainCharacter;
if (isMainCharacter && _walkValidationActions.CanMoveToCoordinates(nextFrameRenderProperties.GetDestinationX(), nextFrameRenderProperties.GetDestinationY()))
{
// send the walk packet after the game state has been updated so the correct coordinates are sent
sendWalk = currentCharacter == _characterRepository.MainCharacter;
nextFrameRenderProperties = AnimateOneWalkFrame(nextFrameRenderProperties.ResetAnimationFrames());
pair.Replay = false;
if (_queuedDirections.ContainsKey(pair.UniqueID))
{
nextFrameRenderProperties = nextFrameRenderProperties.WithDirection(_queuedDirections[pair.UniqueID]);
_queuedDirections.Remove(pair.UniqueID);
}
}
else
{
// tried to replay but the new destination position is not walkable
playersDoneWalking.Add(pair.UniqueID);
}
}
else
{
if (_queuedPositions.ContainsKey(pair.UniqueID))
{
nextFrameRenderProperties = nextFrameRenderProperties
.WithMapX(_queuedPositions[pair.UniqueID].X)
.WithMapY(_queuedPositions[pair.UniqueID].Y);
_queuedPositions.Remove(pair.UniqueID);
}
playersDoneWalking.Add(pair.UniqueID);
}
}
var nextFrameCharacter = currentCharacter.WithRenderProperties(nextFrameRenderProperties);
UpdateCharacterInRepository(currentCharacter, nextFrameCharacter);
if (sendWalk)
{
_characterActions.Walk();
}
}
}
foreach (var key in playersDoneWalking)
_otherPlayerStartWalkingTimes.Remove(key);
}
private ICharacterRenderProperties AnimateOneWalkFrame(ICharacterRenderProperties renderProperties)
{
var isSteppingStone = _currentMapProvider.CurrentMap.Tiles[renderProperties.MapY, renderProperties.MapX] == TileSpec.Jump
|| _currentMapProvider.CurrentMap.Tiles[renderProperties.GetDestinationY(), renderProperties.GetDestinationX()] == TileSpec.Jump;
var nextFrameRenderProperties = renderProperties.WithNextWalkFrame(isSteppingStone);
if (nextFrameRenderProperties.CurrentAction != CharacterActionState.Walking)
{
nextFrameRenderProperties = nextFrameRenderProperties
.WithMapX(nextFrameRenderProperties.GetDestinationX())
.WithMapY(nextFrameRenderProperties.GetDestinationY());
}
return nextFrameRenderProperties;
}
#endregion
#region Attack Animation
private void AnimateCharacterAttacking()
{
var playersDoneAttacking = new HashSet<int>();
foreach (var pair in _otherPlayerStartAttackingTimes.Values)
{
if (pair.ActionTimer.ElapsedMilliseconds >= ATTACK_FRAME_TIME_MS)
{
var currentCharacter = GetCurrentCharacterFromRepository(pair);
if (currentCharacter == null)
{
playersDoneAttacking.Add(pair.UniqueID);
continue;
}
var renderProperties = currentCharacter.RenderProperties;
var nextFrameRenderProperties = renderProperties.WithNextAttackFrame();
pair.UpdateActionStartTime();
if (nextFrameRenderProperties.IsActing(CharacterActionState.Standing))
{
if (pair.Replay)
{
nextFrameRenderProperties = renderProperties.ResetAnimationFrames()
.WithNextAttackFrame();
pair.Replay = false;
}
else
{
playersDoneAttacking.Add(pair.UniqueID);
}
}
var nextFrameCharacter = currentCharacter.WithRenderProperties(nextFrameRenderProperties);
UpdateCharacterInRepository(currentCharacter, nextFrameCharacter);
}
}
foreach (var key in playersDoneAttacking)
_otherPlayerStartAttackingTimes.Remove(key);
}
#endregion
#region Spell Animation
private void AnimateCharacterSpells()
{
var playersDoneCasting = new HashSet<int>();
foreach (var pair in _otherPlayerStartSpellCastTimes.Values)
{
if (pair.ActionTimer.ElapsedMilliseconds >= ATTACK_FRAME_TIME_MS)
{
var currentCharacter = GetCurrentCharacterFromRepository(pair);
if (currentCharacter == null)
{
playersDoneCasting.Add(pair.UniqueID);
continue;
}
var renderProperties = currentCharacter.RenderProperties;
var nextFrameRenderProperties = renderProperties.WithNextSpellCastFrame();
pair.UpdateActionStartTime();
if (nextFrameRenderProperties.IsActing(CharacterActionState.Standing))
playersDoneCasting.Add(pair.UniqueID);
var nextFrameCharacter = currentCharacter.WithRenderProperties(nextFrameRenderProperties);
UpdateCharacterInRepository(currentCharacter, nextFrameCharacter);
}
}
foreach (var key in playersDoneCasting)
_otherPlayerStartSpellCastTimes.Remove(key);
}
#endregion
private ICharacter GetCurrentCharacterFromRepository(RenderFrameActionTime pair)
{
return pair.UniqueID == _characterRepository.MainCharacter.ID
? _characterRepository.MainCharacter
: _currentMapStateRepository.Characters.SingleOrDefault(x => x.ID == pair.UniqueID);
}
private void UpdateCharacterInRepository(ICharacter currentCharacter, ICharacter nextFrameCharacter)
{
if (currentCharacter == _characterRepository.MainCharacter)
{
_characterRepository.MainCharacter = nextFrameCharacter;
}
else
{
_currentMapStateRepository.Characters.Remove(currentCharacter);
_currentMapStateRepository.Characters.Add(nextFrameCharacter);
}
}
private void ResetCharacterAnimationFrames(int characterID)
{
var character = _currentMapStateRepository.Characters.Single(x => x.ID == characterID);
var renderProps = character.RenderProperties.ResetAnimationFrames();
var newCharacter = character.WithRenderProperties(renderProps);
_currentMapStateRepository.Characters.Remove(character);
_currentMapStateRepository.Characters.Add(newCharacter);
}
}
public interface ICharacterAnimator : IGameComponent
{
void MainCharacterFace(EODirection direction);
void StartMainCharacterWalkAnimation();
void StartMainCharacterAttackAnimation();
void StartOtherCharacterWalkAnimation(int characterID, byte targetX, byte targetY, EODirection direction);
void StartOtherCharacterAttackAnimation(int characterID);
void StartOtherCharacterSpellCast(int characterID);
void StopAllCharacterAnimations();
}
}