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deepserv_21.vb
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deepserv_21.vb
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Imports System
Imports System.Net
Imports System.IO
Imports System.Net.Sockets
Imports System.Threading
Imports System.Drawing
Imports System.Windows.forms
Module Module1
Public fps As Integer = 75
Public tick As Integer = 0
Public rand As New Random
Public width_ As Integer
Public height_ As Integer
Public world_size As Single = 4000
Public base_size As Single = 350
Public ss_div As Single = 100
Public kill_multiplier As Single = 1
Public max_life As Integer = 100
Public max_size As Integer = 100
Public min_size As Integer = 60
Public damage_on_hit As Integer = 5
Public regen_per_tick As Integer = 1
Public players As New List(Of Player)
Public dead_players As New List(Of DeadPlayer)
Public bullets As New List(Of Bullet)
Public dead_bullets As New List(Of DeadBullet)
Public shapes As New List(Of Shape)
Public shoot_tick As Integer = 10
Public starting_score As Single = 100
Public accel As Single = 0.25
Public diss As Single = 25
Public thrust As Single = 2
Public max_vel As Single = 3
Public bullet_speed As Single = 10
Public collision As Single = 20
Public knockback As Single = 10
Public deflect As Single = 1
Public listen_addr As IPAddress = IPAddress.Any
Public port As UInt16 = 35656
Public max_party As UInteger = 100
Public time_out As Integer = 60000
Public allow_multi As Boolean = True
Public Sub Load()
If File.Exists("server.ini") Then
Dim settings As New Dictionary(Of String, String)
For Each l As String In File.ReadAllLines("server.ini")
If Not String.IsNullOrWhiteSpace(l) And Not l.StartsWith("//") Then
settings.Add(l.Split("=")(0), l.Split("=")(1))
End If
Next
listen_addr = IPAddress.Parse(settings("address"))
port = settings("port")
time_out = settings("timeout")
allow_multi = settings("allow_multi_connect")
world_size = settings("world_size")
base_size = settings("base_size")
max_party = settings("maximum_party")
max_size = settings("max_size")
max_life = settings("max_life")
max_vel = settings("max_vel")
min_size = settings("size_addition")
ss_div = settings("size_score_division")
accel = settings("acceleration")
diss = settings("dissipation")
collision = settings("collision_division")
damage_on_hit = settings("damage")
knockback = settings("knockback_division")
deflect = settings("bullet_deflect")
shoot_tick = settings("shoot_interval")
bullet_speed = settings("bullet_speed")
kill_multiplier = settings("kill_multiplier")
starting_score = settings("starting_score")
Else
File.Create("server.ini").Dispose()
File.WriteAllLines("server.ini", {
"",
"// networking settings",
"address=" & listen_addr.ToString,
"port=" & port.ToString,
"timeout=" & time_out.ToString,
"allow_multi_connect=" & allow_multi.ToString,
"",
"// world settings",
"world_size=" & world_size.ToString,
"base_size=" & base_size.ToString,
"maximum_party=" & max_party.ToString,
"",
"// player maximums",
"max_size=" & max_size.ToString,
"max_life=" & max_life.ToString,
"max_vel=" & max_vel.ToString,
"",
"// player constants",
"size_addition=" & min_size.ToString,
"size_score_division=" & ss_div.ToString,
"acceleration=" & accel.ToString,
"dissipation=" & diss.ToString,
"collision_division=" & collision.ToString,
"",
"// bullet constants",
"damage=" & damage_on_hit.ToString,
"knockback_division=" & knockback.ToString,
"bullet_deflect=" & deflect.ToString,
"shoot_interval=" & shoot_tick.ToString,
"bullet_speed=" & bullet_speed.ToString,
"",
"kill_multiplier=" & kill_multiplier.ToString,
"starting_score=" & starting_score.ToString})
Load()
End If
End Sub
Sub Main()
Load()
Console.Title = "Server"
Dim s As New Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp)
s.Bind(New IPEndPoint(listen_addr, port))
s.Listen(10)
Dim t As New Thread(
New ThreadStart(
Function()
While True
Dim a As Socket = s.Accept()
Dim n As New Thread(
New ThreadStart(
Function()
Try
Dim st As New NetworkStream(a)
Using w As New StreamWriter(st), r As New StreamReader(st)
Thread.Sleep(rand.Next(100, 1000))
Dim addr As String = DirectCast(a.RemoteEndPoint, IPEndPoint).Address.ToString
Join(addr)
Dim this As New Player(rand.Next(0 - world_size / 2, world_size), rand.Next(0 - world_size / 2, world_size), addr, MakeTeam)
If this.Team = 0 Then this.X = rand.Next(0 - (world_size / 2), 0 - (world_size / 2) + base_size) Else this.X = rand.Next((world_size / 2) - base_size, world_size / 2)
If allow_multi = False Then
For Each p As Player In players
If p.Address.ToString = addr Then
Reply("multi", w)
Return False
End If
Next
End If
players.Add(this)
Reply("online", w)
Try
While True
Dim req As String = r.ReadLine()
Dim args As String = ""
If req.StartsWith("dwn") Or req.StartsWith("kup") Or req.StartsWith("dir") Then args = req.Split(" ")(1)
Dim c As String = req.Split(" ")(0)
Select Case c
Case "dwn"
this.KeyDown([Enum].Parse(GetType(Keys), args))
Case "kup"
this.KeyUp([Enum].Parse(GetType(Keys), args))
Case "wrd"
Reply(MakeWorldString(this), w)
Case "sht"
this.Shooting = True
Case "ces"
this.Shooting = False
Case "dir"
this.Direction = args
Case "qui"
Leave(addr)
this.HP = -100
a.Close()
Return False
End Select
End While
Catch ex As Exception
this.HP = -100
Disconnect(addr)
End Try
End Using
Catch ex As Exception
Return False
End Try
Return True
End Function))
n.IsBackground = True
n.Start()
End While
Return True
End Function))
t.IsBackground = True
t.Start()
Dim i As New Thread(
New ThreadStart(
Function()
While True
Iterate()
Thread.Sleep(1000 / fps)
End While
Return True
End Function))
i.IsBackground = True
i.Start()
For a = 0 To 10
NewPentagon()
NewSquare()
NewTriangle()
Next
While True
Dim key = Console.ReadKey(True)
If ((key.Modifiers And ConsoleModifiers.Control) <> 0) And key.Key = ConsoleKey.R Then
Load()
ElseIf ((key.Modifiers And ConsoleModifiers.Control) <> 0) And key.Key = ConsoleKey.N Then
Dim add As New Player(rand.Next(0 - world_size / 2, world_size), rand.Next(0 - world_size / 2, world_size), "0.0.0.0", MakeTeam)
add.Score = rand.Next(starting_score, 3000)
add.VelX = rand.Next(-10, 10)
add.VelY = rand.Next(-10, 10)
add.Shooting = True
players.Add(add)
End If
End While
End Sub
Public Function NewSquare() As Shape
Dim s As New Shape(rand.Next(0 - (world_size / 2), 0 + (world_size / 2)), rand.Next(0 - (world_size / 2), 0 + (world_size / 2)), rand.Next(0, 361), 15, 4, 100)
shapes.Add(s)
Return s
End Function
Public Function NewTriangle() As Shape
Dim s As New Shape(rand.Next(0 - (world_size / 2), 0 + (world_size / 2)), rand.Next(0 - (world_size / 2), 0 + (world_size / 2)), rand.Next(0, 361), 15, 3, 100)
shapes.Add(s)
Return s
End Function
Public Function NewPentagon() As Shape
Dim s As New Shape(rand.Next(0 - (world_size / 2), 0 + (world_size / 2)), rand.Next(0 - (world_size / 2), 0 + (world_size / 2)), rand.Next(0, 361), 23, 5, 100)
shapes.Add(s)
Return s
End Function
Public Function MakeTeam() As Integer
Dim blues As Integer = 0, reds As Integer = 0
For Each p As Player In players
If p.Team = 0 Then blues += 1 Else reds += 1
Next
If blues = reds Then Return rand.Next(0, 2)
If blues > reds Then Return 1 Else Return 0
End Function
Public Function MakeWorldString(p As Player) As String
Try
Dim out As String = ""
If p.HP > 0 Then out &= "pb{a=1," Else out &= "pb{a=0,"
out &= "x=" & ((p.X - width_ / 2) + (p.VelX * thrust)).ToString & ",y=" & ((p.Y - height_ / 2) + (p.VelY * thrust)).ToString
out &= ",w=" & world_size.ToString
out &= ",t=" & p.Team.ToString & ",bs=" & base_size.ToString & ",l=" & GetLeaderScore.ToString & ",s=" & p.Score.ToString & "}|"
For Each i As Player In players
out &= If(i Is p, "pt{x=", "pp{x=") & i.X.ToString & ",y=" & i.Y.ToString & ",s=" & i.Size.ToString & ",d=" & i.Direction.ToString & ",t=" & i.Team.ToString & "}|"
Next
For Each i As DeadPlayer In dead_players
out &= "pd{x=" & i.X.ToString & ",y=" & i.Y.ToString & ",s=" & i.Size.ToString & ",d=" & i.Direction.ToString & ",t=" & i.Team.ToString & ",a=" & i.Alpha.ToString & "}|"
Next
For Each i As Bullet In bullets
out &= "bb{x=" & i.X.ToString & ",y=" & i.Y.ToString & ",s=" & i.Size.ToString & ",t=" & i.Sender.Team.ToString & "}|"
Next
For Each i As DeadBullet In dead_bullets
out &= "bd{x=" & i.X.ToString & ",y=" & i.Y.ToString & ",s=" & i.Size.ToString & ",t=" & i.Team.ToString & ",a=" & i.Alpha.ToString & "}|"
Next
For Each i As Shape In shapes
out &= If(i.Vertices = 3, "tr", If(i.Vertices = 4, "sq", "pn")) & "{x=" & i.X.ToString & ",y=" & i.Y.ToString & ",d=" & i.Direction.ToString & "}|"
Next
Return out
Catch ex As Exception
Return MakeWorldString(p)
End Try
End Function
Public Function GetLeaderScore() As Integer
Dim i As Integer = 1
For Each p As Player In players
If p.Score > i Then i = p.Score
Next
Return i
End Function
Public Sub Reply(s As String, n As StreamWriter)
n.WriteLine(s)
n.Flush()
End Sub
Public Sub Join(j As String)
Console.ForegroundColor = ConsoleColor.Gray
Console.Write(Now.ToString("[ hh:mm:ss ] "))
Console.ForegroundColor = ConsoleColor.Green
Console.Write(j)
Console.ForegroundColor = ConsoleColor.Gray
Console.WriteLine(" joined the game")
End Sub
Public Sub Leave(l As String)
Console.ForegroundColor = ConsoleColor.Gray
Console.Write(Now.ToString("[ hh:mm:ss ] "))
Console.ForegroundColor = ConsoleColor.Green
Console.Write(l)
Console.ForegroundColor = ConsoleColor.Gray
Console.WriteLine(" left the game")
End Sub
Public Sub Disconnect(t As String)
Console.ForegroundColor = ConsoleColor.Gray
Console.Write(Now.ToString("[ hh:mm:ss ] "))
Console.ForegroundColor = ConsoleColor.Green
Console.Write(t)
Console.ForegroundColor = ConsoleColor.Gray
Console.WriteLine(" disconnected")
End Sub
Public Sub Kill(k As String, v As String)
Console.ForegroundColor = ConsoleColor.Gray
Console.Write(Now.ToString("[ hh:mm:ss ] "))
Console.ForegroundColor = ConsoleColor.Green
Console.Write(k)
Console.ForegroundColor = ConsoleColor.Gray
Console.Write(" killed ")
Console.ForegroundColor = ConsoleColor.Green
Console.WriteLine(v)
End Sub
Public Sub Iterate()
Try
Dim garabage As New List(Of Object)
For Each b As DeadBullet In dead_bullets
b.Tick()
If b.Expired = True Then garabage.Add(b)
Next
For Each b As Bullet In bullets
If b.X < 0 - world_size / 2 + base_size And b.Sender.Team = 1 Then
b.VelX += deflect
End If
If b.X > world_size / 2 - base_size And b.Sender.Team = 0 Then
b.VelX -= deflect
End If
b.Tick()
If b.Life < 0 Then
garabage.Add(b)
dead_bullets.Add(New DeadBullet(b))
End If
Next
For Each p As DeadPlayer In dead_players
p.Tick()
If p.Expired = True Then garabage.Add(p)
Next
For Each p As Player In players
If p.X < 0 - world_size / 2 + base_size And p.Team = 1 Then
p.X = 0 - world_size / 2 + base_size
End If
If p.X > world_size / 2 - base_size And p.Team = 0 Then
p.X = world_size / 2 - base_size
End If
Dim hbox As New Rectangle(p.X - p.Size / 2, p.Y - p.Size / 2, p.Size, p.Size)
For Each b As Bullet In bullets
If Not b.Sender.Team = p.Team Then
If hbox.Contains(New Point(b.X, b.Y)) Then
b.Life = 0
p.VelX += b.VelX / knockback
p.VelY += b.VelY / knockback
p.HP -= 5
If p.HP < 0 Then
b.Sender.Score += p.Score * kill_multiplier
Kill(b.Sender.Address.ToString, p.Address.ToString)
End If
End If
End If
Next
For Each o As Player In players
If Not o Is p Then
Dim ohbox As New Rectangle(o.X - o.Size / 2, o.Y - o.Size / 2, o.Size, o.Size)
If ohbox.IntersectsWith(hbox) Then
o.VelX += 0 - p.VelX / collision
o.VelY += 0 - p.VelY / collision
End If
End If
Next
If p.Address.ToString = "0.0.0.0" Then
p.Direction += 1
If rand.Next(0, 2) = 0 And Not p.Keys(Keys.S) = True Then p.KeyDown(Keys.W)
If rand.Next(0, 2) = 0 And Not p.Keys(Keys.D) = True Then p.KeyDown(Keys.A)
If rand.Next(0, 2) = 0 And Not p.Keys(Keys.W) = True Then p.KeyDown(Keys.S)
If rand.Next(0, 2) = 0 And Not p.Keys(Keys.A) = True Then p.KeyDown(Keys.D)
If Not rand.Next(0, 5) = 4 Then
If rand.Next(0, 2) = 0 Then p.KeyUp(Keys.W)
If rand.Next(0, 2) = 0 Then p.KeyUp(Keys.A)
If rand.Next(0, 2) = 0 Then p.KeyUp(Keys.S)
If rand.Next(0, 2) = 0 Then p.KeyUp(Keys.D)
End If
For Each r As Player In players
If Not r.Team = p.Team Then
Dim x As Point = New Point(r.X, r.Y)
If p.X > x.X Then
p.KeyDown(Keys.A)
p.KeyUp(Keys.D)
End If
If p.X < x.X Then
p.KeyDown(Keys.D)
p.KeyUp(Keys.A)
End If
If p.Y < x.Y Then
p.KeyDown(Keys.S)
p.KeyUp(Keys.W)
End If
If p.Y > x.Y Then
p.KeyDown(Keys.W)
p.KeyUp(Keys.S)
End If
Dim rad As Integer = 250
If New Rectangle(r.X - rad, r.Y - rad, rad * 2, rad * 2).Contains(New Point(p.X, p.Y)) Then p.Shooting = True Else p.Shooting = False
End If
Next
If p.HP < max_life / 2 Then
If p.Team = 0 Then
p.KeyDown(Keys.A)
p.KeyUp(Keys.D)
Else
p.KeyDown(Keys.D)
p.KeyUp(Keys.A)
End If
If rand.Next(0, 5) = 0 Then p.Shooting = True Else p.Shooting = False
End If
End If
p.Tick()
If p.HP < 0 Then
garabage.Add(p)
dead_players.Add(New DeadPlayer(p))
End If
Next
For Each n As Shape In shapes
Dim hbox As New Rectangle(Math.Ceiling(n.X - n.Size), Math.Ceiling(n.Y - n.Size), n.Size * 2, n.Size * 2)
For Each b As Bullet In bullets
If hbox.Contains(New Point(b.X, b.Y)) Then
b.Life = 0
n.VelX += b.VelX / 10
n.VelY += b.VelY / 10
n.HP -= 5
If n.HP < 0 Then
b.Sender.Score += If(n.Vertices = 3, 25, If(n.Vertices = 4, 10, 75))
garabage.Add(n)
End If
End If
Next
n.Tick()
Next
For Each o As Object In garabage
If TypeOf o Is Bullet Then
bullets.Remove(o)
ElseIf TypeOf o Is Player Then
players.Remove(o)
ElseIf TypeOf o Is DeadBullet Then
dead_bullets.Remove(o)
ElseIf TypeOf o Is DeadPlayer Then
dead_players.Remove(o)
ElseIf TypeOf o Is Shape Then
shapes.Remove(o)
If o.Vertices = 3 Then NewTriangle()
If o.Vertices = 4 Then NewSquare()
If o.Vertices = 5 Then NewPentagon()
End If
Next
tick += 1
Catch ex As Exception
End Try
End Sub
Public Function RotatePoint(pointToRotate As Point, centerPoint As Point, angleInDegrees As Double) As Point
Dim angleInRadians As Double = angleInDegrees * (Math.PI / 180)
Dim cosTheta As Double = Math.Cos(angleInRadians)
Dim sinTheta As Double = Math.Sin(angleInRadians)
Return New Point(cosTheta * (pointToRotate.X - centerPoint.X) - sinTheta * (pointToRotate.Y - centerPoint.Y) + centerPoint.X,
sinTheta * (pointToRotate.X - centerPoint.X) + cosTheta * (pointToRotate.Y - centerPoint.Y) + centerPoint.Y)
End Function
Public Function IsDivisible(x As Integer, y As Integer) As Boolean
Return (x Mod y) = 0
End Function
Class Player
Public X As Single
Public Y As Single
Public Size As Single
Public Score As Single
Public HP As Integer
Public Direction As Single
Public Address As IPAddress
Public Team As Integer
Public Shooting As Boolean = False
Public VelX As Single
Public VelY As Single
Public Keys(256) As Boolean
Public Sub New(x As Single, y As Single, address As String, team As Integer)
Me.X = x
Me.Y = y
Score = starting_score
Size = min_size
Direction = 0
Me.Address = IPAddress.Parse(address)
VelX = 0
VelY = 0
Keys = New Boolean(256) {}
HP = max_life
Me.Team = team
End Sub
Public Sub KeyDown(e As Keys)
Keys(e) = True
End Sub
Public Sub KeyUp(e As Keys)
Keys(e) = False
End Sub
Public Sub Shoot()
bullets.Add(New Bullet(X, Y, Me))
End Sub
Public Sub Tick()
X += VelX
Y += VelY
VelX -= VelX / diss
VelY -= VelY / diss
If Team = 0 And X < 0 - world_size / 2 + base_size Then HP += regen_per_tick Else HP += regen_per_tick / 4
If Team = 1 And X > world_size / 2 - base_size Then HP += regen_per_tick Else HP += regen_per_tick / 4
If X > world_size / 2 Then X = world_size / 2
If X < 0 - world_size / 2 Then X = 0 - world_size / 2
If Y > world_size / 2 Then Y = world_size / 2
If Y < 0 - world_size / 2 Then Y = 0 - world_size / 2
If HP > max_life Then HP = max_life
If VelX > max_vel Then VelX = max_vel
If VelX < 0 - max_vel Then VelX = 0 - max_vel
If VelY > max_vel Then VelY = max_vel
If VelY < 0 - max_vel Then VelY = 0 - max_vel
Size += (TrimNumber((Score / ss_div) + min_size, max_size) - Size) * 0.1
If Size > max_size Then Size = max_size
If Keys(System.Windows.Forms.Keys.A) Or Keys(System.Windows.Forms.Keys.Left) Then VelX -= accel
If Keys(System.Windows.Forms.Keys.D) Or Keys(System.Windows.Forms.Keys.Right) Then VelX += accel
If Keys(System.Windows.Forms.Keys.S) Or Keys(System.Windows.Forms.Keys.Down) Then VelY += accel
If Keys(System.Windows.Forms.Keys.W) Or Keys(System.Windows.Forms.Keys.Up) Then VelY -= accel
If IsDivisible(Module1.tick, shoot_tick) And Shooting = True Then Shoot()
End Sub
Private Function TrimNumber(value As Integer, highest As Integer) As Integer
If value > highest Then Return highest Else Return value
End Function
End Class
Class Bullet
Public X As Single
Public Y As Single
Public Size As Single
Public VelX As Single
Public VelY As Single
Public Sender As Player
Public Life As Integer = 300
Public Sub Tick()
X += VelX
Y += VelY
Life -= 1
If X > world_size / 2 Then Life = -1
If X < 0 - world_size / 2 Then Life = -1
If Y > world_size / 2 Then Life = -1
If Y < 0 - world_size / 2 Then Life = -1
End Sub
Public Sub New(x As Single, y As Single, s As Player)
Sender = s
Size = (s.Size / 2) - 4
Dim o As Point = RotatePoint(New Point(bullet_speed, 0), New Point(0, 0), s.Direction)
VelX = o.X
VelY = o.Y
Me.X = x
Me.Y = y
End Sub
End Class
Class DeadBullet
Public X As Single
Public Y As Single
Public Size As Single
Public VelX As Single
Public VelY As Single
Public Alpha As Single
Public Expired As Boolean = False
Public Team As Integer
Public Sub New(b As Bullet)
X = b.X
Y = b.Y
Size = b.Size
VelX = b.VelX / 5
VelY = b.VelY / 5
Team = b.Sender.Team
Alpha = 255
Expired = False
End Sub
Public Sub Tick()
X += VelX
Y += VelY
Alpha -= 30
Size += 1
If Alpha < 0 Then Expired = True
End Sub
End Class
Class DeadPlayer
Public X As Single
Public Y As Single
Public Size As Single
Public Direction As Single
Public VelX As Single
Public VelY As Single
Public Alpha As Single = 255
Public Expired As Boolean = False
Public Team As Integer
Public Sub New(p As Player)
X = p.X
Y = p.Y
Size = p.Size
Direction = p.Direction
VelX = p.VelX / 5
VelY = p.VelY / 5
Team = p.Team
End Sub
Public Sub Tick()
X += VelX
Y += VelY
Alpha -= 30
Size += 3
If Alpha < 0 Then Expired = True
End Sub
End Class
Public Class Shape
Public X As Single
Public Y As Single
Public Size As Single
Public Direction As Single
Public VelX As Single
Public VelY As Single
Public Vertices As Integer
Public HP As Integer
Public Sub New(x As Single, y As Single, dir As Single, size As Single, verts As Integer, hp As Integer)
Me.X = x
Me.Y = y
Me.Size = size
Direction = dir
VelX = 0
VelY = 0
Vertices = verts
Me.HP = hp
End Sub
Public Sub Tick()
X += VelX
Y += VelY
VelX -= VelX / diss
VelY -= VelY / diss
Direction += 1
If X > world_size / 2 Then X = world_size / 2
If X < 0 - world_size / 2 Then X = 0 - world_size / 2
If Y > world_size / 2 Then Y = world_size / 2
If Y < 0 - world_size / 2 Then Y = 0 - world_size / 2
End Sub
End Class
End Module