Ejemplo n.º 1
0
        public DataContext()
        {
            foreach (var item in Info.Instance().Chars)
            {
                if (item.Value == 0)
                {
                    continue;
                }
                Charactors.Add(new Charactor(0x72FDA + 86 * (uint)(item.Value - 1), item.Name));
            }

            for (uint i = 0; i < 0x1000; i++)
            {
                Items.Add(new Item(0xF21A + i * 97));
            }

            for (uint i = 0; i < 7; i++)
            {
                PartyMembers.Add(new Member(0x73234 + i * 4));
            }
            for (uint i = 0; i < 3; i++)
            {
                BattleMembers.Add(new Member(0x73250 + i * 4));
            }
        }
Ejemplo n.º 2
0
        private async void GetPartyMembersFromAPI()
        {
            HttpClient client = new HttpClient();
            var        json   = await client.GetStringAsync(new Uri(String.Format("http://localhost:5000/api/Passenger/partymembers/{0}", LoginSingleton.passenger.PassengerId)));

            var lst = JsonConvert.DeserializeObject <ObservableCollection <PassengerDTO> >(json);

            lst.ToList().ForEach(i => PartyMembers.Add(new Passenger(i)));
        }
Ejemplo n.º 3
0
 private void HandlePartyNewMemberMessage(IAccount account, PartyNewMemberMessage message)
 {
     if (message.MemberInformations.Id == account.Character.Id)
     {
         return;
     }
     if (PartyMembers.ContainsKey(message.MemberInformations.Id))
     {
         Logger.Default.Log($"Player <{message.MemberInformations.Name}> is already listed in your party.", LogMessageType.Error);
         PartyNewMemberEvent?.Invoke(account, false);
     }
     else
     {
         PartyMembers.Add(message.MemberInformations.Id, message.MemberInformations);
         Logger.Default.Log($"Player <{message.MemberInformations.Name}> is a new member of your party.", LogMessageType.Party);
         PartyNewMemberEvent?.Invoke(account, true);
     }
 }
Ejemplo n.º 4
0
        void NewGame()
        {
            var assets = Resolve <IAssetManager>();

            PartyMembers.Clear();
            foreach (PartyCharacterId charId in Enum.GetValues(typeof(PartyCharacterId)))
            {
                PartyMembers.Add(charId, assets.LoadCharacter(AssetType.PartyMember, charId));
            }

            Npcs.Clear();
            foreach (NpcCharacterId charId in Enum.GetValues(typeof(NpcCharacterId)))
            {
                Npcs.Add(charId, assets.LoadCharacter(AssetType.Npc, charId));
            }

            Chests.Clear();
            foreach (ChestId id in Enum.GetValues(typeof(ChestId)))
            {
                Chests.Add(id, assets.LoadChest(id));
            }

            Merchants.Clear();
            foreach (MerchantId id in Enum.GetValues(typeof(MerchantId)))
            {
                Merchants.Add(id, assets.LoadMerchant(id));
            }

            _party.Clear();

            Raise(new AddPartyMemberEvent(PartyCharacterId.Tom));
            Raise(new AddPartyMemberEvent(PartyCharacterId.Rainer));
            Raise(new AddPartyMemberEvent(PartyCharacterId.Drirr));
            Raise(new AddPartyMemberEvent(PartyCharacterId.Sira));
            Raise(new AddPartyMemberEvent(PartyCharacterId.Mellthas));
            Raise(new AddPartyMemberEvent(PartyCharacterId.Khunag));

            SetupTestState();
            Raise(new ReloadAssetsEvent()); // No need to keep character info cached once we've loaded it. New game is also a good point to clear out state.
            Raise(new PartyChangedEvent());
            Raise(new LoadMapEvent(MapDataId.Toronto2DGesamtkarteSpielbeginn));
            Raise(new StartClockEvent());
            Loaded = true;
        }
Ejemplo n.º 5
0
 private void HandlePartyJoinMessage(IAccount account, PartyJoinMessage message)
 {
     PartyId = message.PartyId;
     if (message.PartyLeaderId == account.Character.Id)
     {
         IsLeader = true;
     }
     else
     {
         IsLeader = false;
     }
     foreach (var member in message.Members)
     {
         if (!PartyMembers.ContainsKey(member.Id))
         {
             PartyMembers.Add(member.Id, member);
         }
     }
 }
Ejemplo n.º 6
0
        public void AddPartyMember(AllyMember _ally)
        {
            bool _validAdd = _ally != null &&
                             AllyHasSameGeneral(_ally) &&
                             AllyIsAPartyMember(_ally) == false &&
                             _ally.IsAlive;

            if (_validAdd)
            {
                PartyMembers.Add(_ally);
                if (AllyInCommand == null)
                {
                    SetAllyInCommand(_ally);
                }
                //Only Call if PartyManager is the Current Player's General
                if (uiMaster && bIsCurrentPlayerCommander)
                {
                    uiMaster.CallRegisterAllyToCharacterStatMonitor(this, _ally);
                }
            }
        }
Ejemplo n.º 7
0
        public AllyMember FindPartyMembers()
        {
            PartyMembers.Clear();
            AllyMember[] Allies = GameObject.FindObjectsOfType <AllyMember>();
            foreach (var ally in Allies)
            {
                if (ally.GeneralCommander == this.GeneralCommander)
                {
                    PartyMembers.Add(ally);
                }
            }

            if (PartyMembers.Count <= 0)
            {
                Debug.LogWarning("No partyMembers in Scene!");
                return(null);
            }
            else
            {
                AllyMember firstallyfound = PartyMembers[0];
                return(firstallyfound);
            }
        }
Ejemplo n.º 8
0
        /// <summary>
        /// Add a party member.
        /// </summary>
        /// <param name="Creature">Supplies the creature to add.</param>
        public void AddPartyMember(CreatureObject Creature)
        {
            if (Creature.Party != null)
            {
                throw new ApplicationException(String.Format(
                                                   "Adding creature {0} to party, but it is already joined to a party."));
            }

            PartyMembers.Add(Creature);
            Creature.Party = this;

            // No party leader defined. Guess it's this guy!
            if (PartyLeader == null)
            {
                PartyLeader = Creature;
            }

            // Existing party leader. Is this guy better at it?
            else
            {
                // If I'm the more charismatic leader, I take over.
                if (Creature.Script.GetAbilityScore(Creature.ObjectId, CLRScriptBase.ABILITY_CHARISMA, CLRScriptBase.TRUE) > PartyLeader.Script.GetAbilityScore(PartyLeader.ObjectId, CLRScriptBase.ABILITY_CHARISMA, CLRScriptBase.TRUE))
                {
                    PartyLeader = Creature;
                }

                // We're equally charismatic, but I'm more experienced. I take over.
                else if (Creature.Script.GetAbilityScore(Creature.ObjectId, CLRScriptBase.ABILITY_CHARISMA, CLRScriptBase.TRUE) == PartyLeader.Script.GetAbilityScore(PartyLeader.ObjectId, CLRScriptBase.ABILITY_CHARISMA, CLRScriptBase.TRUE) &&
                         Creature.Script.GetHitDice(Creature.ObjectId) > PartyLeader.Script.GetHitDice(PartyLeader.ObjectId))
                {
                    PartyLeader = Creature;
                }
            }

            // Now that leadership is established, what sort of guy is this?
            AIParty.AIType TacticsType = (AIParty.AIType)Creature.Script.GetLocalInt(Creature.ObjectId, "ACR_CREATURE_BEHAVIOR");
            if (TacticsType == AIType.BEHAVIOR_TYPE_UNDEFINED)
            {
                string Tactics = Creature.Script.GetLocalString(Creature.ObjectId, "ACR_CREATURE_BEHAVIOR");
                if (!Enum.TryParse <AIParty.AIType>(Tactics.ToUpper(), out TacticsType))
                {
                    TacticsType = AIType.BEHAVIOR_TYPE_UNDEFINED;
                }
            }
            if (TacticsType != AIType.BEHAVIOR_TYPE_UNDEFINED)
            {
                if (TacticsType == AIType.BEHAVIOR_TYPE_ANIMAL)
                {
                    this.PartyAnimals.Add(Creature);
                    Creature.TacticsType = TacticsType;
                }
                else if (TacticsType == AIType.BEHAVIOR_TYPE_ARCHER)
                {
                    this.PartyArchers.Add(Creature);
                    Creature.TacticsType = TacticsType;
                }
                else if (TacticsType == AIType.BEHAVIOR_TYPE_BUFFS)
                {
                    this.PartyBuffs.Add(Creature);
                    Creature.TacticsType = TacticsType;
                }
                else if (TacticsType == AIType.BEHAVIOR_TYPE_CONTROL)
                {
                    this.PartyControls.Add(Creature);
                    Creature.TacticsType = TacticsType;
                }
                else if (TacticsType == AIType.BEHAVIOR_TYPE_COWARD)
                {
                    this.PartyCowards.Add(Creature);
                    Creature.TacticsType = TacticsType;
                }
                else if (TacticsType == AIType.BEHAVIOR_TYPE_FLANK)
                {
                    this.PartyFlanks.Add(Creature);
                    Creature.TacticsType = TacticsType;
                }
                else if (TacticsType == AIType.BEHAVIOR_TYPE_MEDIC)
                {
                    this.PartyMedics.Add(Creature);
                    Creature.TacticsType = TacticsType;
                }
                else if (TacticsType == AIType.BEHAVIOR_TYPE_MINDLESS)
                {
                    this.PartyMindless.Add(Creature);
                    Creature.TacticsType = TacticsType;
                }
                else if (TacticsType == AIType.BEHAVIOR_TYPE_NUKE)
                {
                    this.PartyNukes.Add(Creature);
                    Creature.TacticsType = TacticsType;
                }
                else if (TacticsType == AIType.BEHAVIOR_TYPE_SHOCK)
                {
                    this.PartyShocks.Add(Creature);
                    Creature.TacticsType = TacticsType;
                }
                else if (TacticsType == AIType.BEHAVIOR_TYPE_SKIRMISH)
                {
                    this.PartySkrimishers.Add(Creature);
                    Creature.TacticsType = TacticsType;
                }
                else if (TacticsType == AIType.BEHAVIOR_TYPE_TANK)
                {
                    this.PartyTanks.Add(Creature);
                    Creature.TacticsType = TacticsType;
                }
                else
                {
                    TacticsType = AIType.BEHAVIOR_TYPE_UNDEFINED;
                    Creature.Script.SendMessageToAllDMs(String.Format("** ERROR ** : {0} has an AI type {1} defined, but that type is not understood by ACR_CreatureBehavior. This creature DOES NOT KNOW HOW TO FIGHT, and needs to be despawned.", Creature, TacticsType));
                    throw new ApplicationException(String.Format("Creature {0} has an AI type {1} defined, but that type is not understood by ACR_CreatureBehavior.", Creature, TacticsType));
                }
            }
            else if (TacticsType == AIType.BEHAVIOR_TYPE_UNDEFINED)
            {
//==================================================================================================================================================
//                                         Maybe this is an easy question. Is the creature stupid?
//==================================================================================================================================================
                // The creature is mindless; that's a simple thing.
                if (Creature.Script.GetAbilityScore(Creature.ObjectId, CLRScriptBase.ABILITY_INTELLIGENCE, CLRScriptBase.TRUE) == 0)
                {
                    Creature.TacticsType = AIType.BEHAVIOR_TYPE_MINDLESS;
                    this.PartyMindless.Add(Creature);
                }

                // The creature is too dumb to take more than simple orders.
                else if (Creature.Script.GetAbilityScore(Creature.ObjectId, CLRScriptBase.ABILITY_INTELLIGENCE, CLRScriptBase.TRUE) < 6)
                {
                    Creature.TacticsType = AIType.BEHAVIOR_TYPE_ANIMAL;
                    this.PartyAnimals.Add(Creature);
                }

//==================================================================================================================================================
//                        No such luck. We have to figure out how to make this creature act. Count and categorize classes.
//==================================================================================================================================================
                else
                {
                    int Heal  = 0;
                    int Buff  = 0;
                    int Blast = 0;
                    int Tank  = 0;
                    int Crush = 0;
                    int Flank = 0;
                    int Skirm = 0;
                    int Arch  = 0;
                    int Cont  = 0;
                    for (int nClassPosition = 0; nClassPosition < 4; nClassPosition++)
                    {
                        int nClass      = Creature.Script.GetClassByPosition(nClassPosition, Creature.ObjectId);
                        int nClassLevel = Creature.Script.GetLevelByClass(nClass, Creature.ObjectId);

                        // Members of these classes commonly have and prepare healing spells.
                        if (nClass == CLRScriptBase.CLASS_TYPE_CLERIC ||
                            nClass == CLRScriptBase.CLASS_TYPE_DRUID ||
                            nClass == CLRScriptBase.CLASS_TYPE_FAVORED_SOUL ||
                            nClass == CLRScriptBase.CLASS_TYPE_SPIRIT_SHAMAN)
                        {
                            Heal += nClassLevel;
                        }

                        // Members of these classes commonly have good support magic.
                        else if (nClass == CLRScriptBase.CLASS_TYPE_BARD)
                        {
                            Buff += nClassLevel;
                        }

                        // Members of these classes are usually well-set to focus on aggressive magic.
                        else if (nClass == CLRScriptBase.CLASS_TYPE_SORCERER ||
                                 nClass == CLRScriptBase.CLASS_TYPE_WARLOCK)
                        {
                            Blast += nClassLevel;
                        }

                        // Members of these classes tend to have some combination of high AC, good saves, and/or damage reduction.
                        else if (nClass == CLRScriptBase.CLASS_TYPE_FIGHTER ||
                                 nClass == CLRScriptBase.CLASS_TYPE_PALADIN ||
                                 nClass == 35 ||
                                 nClass == CLRScriptBase.CLASS_TYPE_UNDEAD ||
                                 nClass == CLRScriptBase.CLASS_TYPE_CONSTRUCT) // CLASS_TYPE_PLANT is undefined.
                        {
                            Tank += nClassLevel;
                        }

                        // Members of these classes tend to do a lot of damage in direct melee combat.
                        else if (nClass == CLRScriptBase.CLASS_TYPE_BARBARIAN ||
                                 nClass == CLRScriptBase.CLASS_TYPE_OOZE ||
                                 nClass == CLRScriptBase.CLASS_TYPE_VERMIN ||
                                 nClass == CLRScriptBase.CLASS_TYPE_OUTSIDER ||
                                 nClass == CLRScriptBase.CLASS_TYPE_GIANT ||
                                 nClass == CLRScriptBase.CLASS_TYPE_BEAST ||
                                 nClass == CLRScriptBase.CLASS_TYPE_ELEMENTAL ||
                                 nClass == CLRScriptBase.CLASS_TYPE_MONSTROUS ||
                                 nClass == CLRScriptBase.CLASS_TYPE_HUMANOID)
                        {
                            Crush += nClassLevel;
                        }

                        // Members of these classes are typically the most-threatening if they can stab an opponent in the back.
                        else if (nClass == CLRScriptBase.CLASS_TYPE_ROGUE ||
                                 nClass == CLRScriptBase.CLASS_TYPE_SWASHBUCKLER)
                        {
                            Flank += nClassLevel;
                        }

                        // Members of these classes are typically highly-mobile.
                        else if (nClass == CLRScriptBase.CLASS_TYPE_MONK ||
                                 nClass == CLRScriptBase.CLASS_TYPE_RANGER ||
                                 nClass == CLRScriptBase.CLASS_TYPE_SHAPECHANGER ||
                                 nClass == CLRScriptBase.CLASS_TYPE_MAGICAL_BEAST ||
                                 nClass == CLRScriptBase.CLASS_TYPE_ANIMAL)
                        {
                            Skirm += nClassLevel;
                        }

                        // Members of these classes are typically best at attacking from a distance.
                        else if (nClass == CLRScriptBase.CLASS_TYPE_RANGER)
                        {
                            Arch += nClassLevel;
                        }

                        // Members of these classes typically have or prepare spells which control the battlefield.
                        else if (nClass == CLRScriptBase.CLASS_TYPE_WIZARD ||
                                 nClass == CLRScriptBase.CLASS_TYPE_FEY ||
                                 nClass == CLRScriptBase.CLASS_TYPE_ABERRATION)
                        {
                            Cont += nClassLevel;
                        }
                    }

//==================================================================================================================================================
//                                    Now that we know classes by their generic type, we compare the varieties.
//==================================================================================================================================================
                    // Spellcasting conters are higher than the others; this person is mostly a spellcaster.
                    if (Heal + Buff + Blast + Cont > Tank + Crush &&
                        Heal + Buff + Blast + Cont > Flank + Skirm + Arch)
                    {
                        // Spellcaster is better at controlling the field than others.
                        if (Cont > Buff &&
                            Cont > Blast &&
                            Cont > Heal)
                        {
                            this.PartyControls.Add(Creature);
                            Creature.TacticsType = AIType.BEHAVIOR_TYPE_CONTROL;
                        }

                        // Spellcaster is better at support magic than others.
                        else if (Buff > Blast &&
                                 Buff > Heal)
                        {
                            this.PartyBuffs.Add(Creature);
                            Creature.TacticsType = AIType.BEHAVIOR_TYPE_BUFFS;
                        }

                        // Spellcaster is better at destroying things than not.
                        else if (Blast > Heal)
                        {
                            this.PartyNukes.Add(Creature);
                            Creature.TacticsType = AIType.BEHAVIOR_TYPE_NUKE;
                        }

                        // Spellcaster is either a healer or we don't know. We'll set them to taking care of pals.
                        else
                        {
                            this.PartyMedics.Add(Creature);
                            Creature.TacticsType = AIType.BEHAVIOR_TYPE_MEDIC;
                        }
                    }

                    // Looks like a melee fighter.
                    else if (Tank + Crush > Flank + Skirm + Arch)
                    {
                        if (Tank > Crush)
                        {
                            this.PartyTanks.Add(Creature);
                            Creature.TacticsType = AIType.BEHAVIOR_TYPE_TANK;
                        }
                        else
                        {
                            this.PartyShocks.Add(Creature);
                            Creature.TacticsType = AIType.BEHAVIOR_TYPE_SHOCK;
                        }
                    }

                    // Looks like a skilled character.
                    else if (Flank + Skirm + Arch > 0)
                    {
                        if (Flank > Skirm &&
                            Flank > Arch)
                        {
                            this.PartyFlanks.Add(Creature);
                            Creature.TacticsType = AIType.BEHAVIOR_TYPE_FLANK;
                        }
                        else if (Arch > Skirm)
                        {
                            this.PartyArchers.Add(Creature);
                            Creature.TacticsType = AIType.BEHAVIOR_TYPE_ARCHER;
                        }
                        else
                        {
                            this.PartySkrimishers.Add(Creature);
                            Creature.TacticsType = AIType.BEHAVIOR_TYPE_SKIRMISH;
                        }
                    }

                    // None of them have any value. This guy is probably useless, except that he can run for help.
                    else
                    {
                        this.PartyCowards.Add(Creature);
                        Creature.TacticsType = AIType.BEHAVIOR_TYPE_COWARD;
                    }
                }
            }
        }