Ejemplo n.º 1
0
        public Skill.Model.Skill FindSkill(Model.Skill skill, string skillName, Player player)
        {
            var foundSkill = player.Skills.FirstOrDefault(x => x.SkillName.StartsWith(skillName, StringComparison.CurrentCultureIgnoreCase) && x.Level <= player.Level);

            if (foundSkill == null)
            {
                _writer.WriteLine($"You don't know a skill that begins with {skillName}", player.ConnectionId);
                return(null);
            }

            if (foundSkill.SkillId == 0)
            {
                foundSkill.SkillId = skill.Id;
            }

            var getSkill = _cache.ReturnSkills().FirstOrDefault(x => x.Name.Equals(foundSkill.SkillName));

            if (getSkill == null)
            {
                //player skill id mismatch as not using a db no more and these are generated, chance of player not having the correct id
                foundSkill.SkillId = skill.Id;
                getSkill           = skill;
            }

            foundSkill.SkillId = getSkill.Id;


            return(getSkill);
        }
Ejemplo n.º 2
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="spell"></param>
        /// <param name="origin"></param>
        /// <param name="target"></param>
        /// <param name="room"></param>
        public void PerfromSkill(Model.Skill performSkill, string command, Player origin, string targetName = "", Room room = null)
        {
            if (!ValidStatus(origin))
            {
                return;
            }

            var FoundSkill = FindSkill(performSkill, command, origin);

            if (FoundSkill == null)
            {
                return;
            }

            //if (!ManaCheck(spell, origin))
            //{
            //    return;
            //}

            // saves



            if (AffectsCharacter(FoundSkill))
            {
                // check if affects a target
                // if target blank
                // error with to  kick whome?

                if (!AffectsSelf(FoundSkill) && (origin.Status & CharacterStatus.Status.Fighting) == 0 && (!string.IsNullOrEmpty(targetName) && targetName == command))
                {
                    _writer.WriteLine(FoundSkill.Name + " whom?");
                    return;
                }

                Player target = null;

                if (targetName == command)
                {
                    targetName = string.Empty;
                }
                target = _spellTargetCharacter.ReturnTarget(FoundSkill, targetName, room, origin);

                if (target == null)
                {
                    return;
                }
                var spellSkill = origin.Skills.FirstOrDefault(x => x.SkillId.Equals(FoundSkill.Id));
                //saving throw
                if (FoundSkill.Type == SkillType.Affect)
                {
                    var savingThrow = target.Attributes.Attribute[EffectLocation.Intelligence] / 2;

                    var rollForSave = _dice.Roll(1, 1, 100);

                    if (rollForSave <= savingThrow)
                    {
                        //save
                        // half spell affect duration


                        if (rollForSave == 1)
                        {
                            // fail
                            FoundSkill.Rounds = origin.Level / 2;
                        }

                        if (rollForSave != 1)
                        {
                            FoundSkill.Rounds = origin.Level / 4;
                        }
                    }
                }



                // spell lag
                // add lag property to player
                // lag == spell round
                // stops spell/skill spam
                // applies after spell is cast
                // is it needed?

                // hit / miss messages

                //  _writer.WriteLine(spell.SkillStart.ToPlayer);

                if (SkillSuccess(origin, target, FoundSkill))
                {
                    //if (spell.Type == SkillType.Damage)
                    //{

                    //    var savingThrow = origin.Attributes.Attribute[EffectLocation.Dexterity] / 2;

                    //    var rollForSave = _dice.Roll(1, 1, 100);

                    //    if (rollForSave <= savingThrow || rollForSave == 100)
                    //    {
                    //        if (rollForSave > 1)
                    //        {
                    //            damage /= 2;

                    //            _writer.WriteLine("You partly evade " + origin.Name + "'s " + spell.Name + " by jumping back.", target.ConnectionId);

                    //            _writer.WriteLine($"{target.Name} partly evades your " + spell.Name + " by jumping back.", origin.ConnectionId);

                    //            foreach (var pc in room.Players)
                    //            {
                    //                if (pc.ConnectionId.Equals(origin.ConnectionId) ||
                    //                    pc.ConnectionId.Equals(target.ConnectionId))
                    //                {
                    //                    continue;
                    //                }

                    //                _writer.WriteLine($"{target.Name} partly evades {origin.Name}'s " + spell.Name + " by jumping back.", pc.ConnectionId);
                    //            }
                    //        }
                    //    }
                    //}


                    var skillTarget = new SkillTarget
                    {
                        Origin = origin,
                        Target = target,
                        Room   = room,
                        Skill  = FoundSkill
                    };



                    if (string.IsNullOrEmpty(FoundSkill.Formula) && FoundSkill.Type == SkillType.Damage)
                    {
                        //do this for cast cure
                        _skillList.DoSkill(FoundSkill.Name, "", target, "", origin, room, false);
                    }



                    if (FoundSkill.Type != SkillType.Damage)
                    {
                        _skillList.DoSkill(FoundSkill.Name, "", target, "", origin, room, false);
                    }
                }
                else
                {
                    var skill = origin.Skills.FirstOrDefault(x => x.SkillId.Equals(FoundSkill.Id));

                    if (skill == null)
                    {
                        return;
                    }

                    if (skill.Proficiency == 95)
                    {
                        return;
                    }

                    var increase = new Dice().Roll(1, 1, 3);

                    skill.Proficiency += increase;

                    origin.Experience            += 100;
                    origin.ExperienceToNextLevel -= 100;

                    _updateClientUi.UpdateExp(origin);

                    _writer.WriteLine(
                        $"<p class='improve'>You learn from your mistakes and gain 100 experience points.</p>",
                        origin.ConnectionId);
                    _writer.WriteLine(
                        $"<p class='improve'>Your {skill.SkillName} skill increases by {increase}%.</p>",
                        origin.ConnectionId);
                }
            }
            else
            {
                if (FoundSkill.Name.Equals("Axe"))
                {
                    _writer.WriteLine(
                        $"<p>What!? I don't understand.</p>",
                        origin.ConnectionId);
                    return;
                }
                _writer.WriteLine(
                    $"<p>You cannot cast this spell upon another.</p>",
                    origin.ConnectionId);
            }
        }