Example #1
0
        internal static Output Unequip(EcsRegistrar rgs, long unequipperId, long gearId)
        {
            var output = new Output {
                Category = "Text"
            };

            var unequipperEntityName = rgs.GetPartSingle <Parts.EntityName>(unequipperId);
            var unequipperAnatomy    = rgs.GetPartSingle <Parts.Anatomy>(unequipperId);
            var gearEntityName       = rgs.GetPartSingle <Parts.EntityName>(gearId);

            bool unequipped = false;

            foreach (var slot in unequipperAnatomy.SlotsEquipped)
            {
                if (slot.Value == gearId)
                {
                    unequipperAnatomy.SlotsEquipped[slot.Key] = 0L;
                    unequipped = true;
                }
            }

            output.Data       = unequipped
                ? output.Data = $"{unequipperEntityName.ProperName} removes the {gearEntityName.GeneralName}."
                : output.Data = $"{unequipperEntityName.ProperName} doesn't have the {gearEntityName.GeneralName} equipped and can't remove it.";

            return(output);
        }
Example #2
0
        private static ActionChosen AICombatActionMeleeOnly(EcsRegistrar rgs, long globalId, long attackerId, List <long> battlefieldEntityIds)
        {
            var action = new ActionChosen {
                Action = Vals.CombatAction.DoNothing, AgentId = attackerId
            };

            var naturalWeaponsMap = rgs.GetPartSingle <Parts.NaturalWeaponsMap>(globalId);

            var targetIdsToWeights = battlefieldEntityIds
                                     .Select(id => new { Id = id, Agent = rgs.GetPartSingleOrDefault <Parts.Agent>(id) })
                                     .Where(a => a.Id != attackerId && a.Agent != null && !Vals.CombatStatusTag.CombatTerminalStatuses.Intersect(a.Agent.CombatStatusTags).Any())
                                     .ToDictionary(a => a.Id, a => 0);

            var attackerFaction     = rgs.GetPartSingle <Parts.Faction>(attackerId);
            var factionInteractions = rgs.GetPartSingle <Parts.FactionInteractionSet>(globalId);

            //eventually we have to figure out how to weight faction relative to everything else.
            var possibleTargetIds = targetIdsToWeights.Keys.ToArray();

            foreach (var possibleTargetId in possibleTargetIds)
            {
                var targetFaction = rgs.GetPartSingle <Parts.Faction>(possibleTargetId);
                targetIdsToWeights[possibleTargetId] = factionInteractions.Interactions
                                                       .SingleOrDefault(i => i.SourceFaction == attackerFaction.CurrentPublicFaction && i.TargetFaction == targetFaction.CurrentPublicFaction)
                                                       ?.Disposition ?? 0;
            }

            var minWeight = targetIdsToWeights.Values.Any() ? targetIdsToWeights.Values.Min() : 0;

            if (minWeight < 0)
            {
                var targetId = targetIdsToWeights.First(kvp => kvp.Value == minWeight).Key;

                var attackerAnatomy = rgs.GetPartSingle <Parts.Anatomy>(attackerId);

                //MWCTODO++: yaaaah this is way too human centric.
                var weaponId = attackerAnatomy.SlotsEquipped.GetValueOrDefault(Vals.BodySlots.WieldHandRight, 0);
                if (weaponId == 0)
                {
                    weaponId = attackerAnatomy.SlotsEquipped.GetValueOrDefault(Vals.BodySlots.WieldHandLeft, 0);
                }

                if (weaponId == 0)
                {
                    var nwmap = naturalWeaponsMap.NaturalWeaponSets.GetValueOrDefault(attackerAnatomy.NaturalWeaponsCategory, null);

                    if (nwmap != null && nwmap.Keys.Any())
                    {
                        //MWCTODO: and this isn't great.
                        weaponId = nwmap.First().Value;
                    }
                }

                action.Action         = Vals.CombatAction.AttackWeaponMelee;
                action.TargetEntityId = targetId;
                action.WeaponEntityId = weaponId;
            }

            return(action);
        }
Example #3
0
 internal static WeaponBundle GetWeaponBundle(EcsRegistrar rgs, long weaponId)
 {
     return(new WeaponBundle
     {
         EntityName = rgs.GetPartSingle <Parts.EntityName>(weaponId),
         PhysicalObject = rgs.GetPartSingle <Parts.PhysicalObject>(weaponId),
         Damagers = rgs.GetParts <Parts.Damager>(weaponId).ToList()
     });
 }
Example #4
0
 internal static AgentBundle GetAgentBundle(EcsRegistrar rgs, long agentId)
 {
     return(new AgentBundle
     {
         Agent = rgs.GetPartSingle <Parts.Agent>(agentId),
         Anatomy = rgs.GetPartSingle <Parts.Anatomy>(agentId),
         EntityName = rgs.GetPartSingle <Parts.EntityName>(agentId),
         PhysicalObject = rgs.GetPartSingle <Parts.PhysicalObject>(agentId)
     });
 }
Example #5
0
        internal static long Agent(EcsRegistrar rgs, string agentBlueprintName, string armorBlueprintName, string weaponBlueprintName)
        {
            long agentId  = Blueprinter.GetEntityFromBlueprint(rgs, agentBlueprintName);
            long?armorId  = string.IsNullOrEmpty(armorBlueprintName) ? (long?)null : Blueprinter.GetEntityFromBlueprint(rgs, armorBlueprintName);
            long?weaponId = string.IsNullOrEmpty(weaponBlueprintName) ? (long?)null :  Blueprinter.GetEntityFromBlueprint(rgs, weaponBlueprintName);

            var anatomy = rgs.GetPartSingle <Parts.Anatomy>(agentId);

            if (!anatomy.SlotsEquipped.Any())
            {
                var bodySlotsAsEnum = Vals.BodyPlan.BodyPlanToSlots[anatomy.BodyPlan];
                anatomy.SlotsEquipped = bodySlotsAsEnum.GetUniqueFlags().ToDictionary(s => (Vals.BodySlots)s, s => 0L);
            }

            if (armorId.HasValue)
            {
                var armorResults = Sys.Anatomy.Equip(rgs, agentId, armorId.Value);
            }

            if (weaponId.HasValue)
            {
                var wieldResults = Sys.Anatomy.Equip(rgs, agentId, weaponId.Value);
            }

            return(agentId);
        }
Example #6
0
 //internal static List<Messages.Combat> ProcessAgentAction(EcsRegistrar rgs, long agentId, long? targetId, string action)
 internal static List <Messages.Combat> ProcessAgentAction(EcsRegistrar rgs, long agentId, ActionChosen agentAction)
 {
     if (Stances.Contains(agentAction.Action))
     {
         return(ApplyStance(rgs, agentId, agentAction.Action));
     }
     else if (agentAction.Action == Vals.CombatAction.SwitchToAI)
     {
         return(SwitchToAI(rgs, agentId));
     }
     else if (agentAction.Action == Vals.CombatAction.AttackWeaponMelee)
     {
         return(ResolveSingleTargetMelee(rgs, agentId, agentAction.WeaponEntityId.Value, agentAction.TargetEntityId.Value));
     }
     else if (agentAction.Action == Vals.CombatAction.DoNothing)
     {
         var agentNames = rgs.GetPartSingle <Parts.EntityName>(agentId);
         return(new List <Messages.Combat> {
             new Messages.Combat {
                 Tick = rgs.NewId(), ActorId = agentId, ActorAction = $"{agentNames.ProperName} stands still and looks around in confusion. Probably some programmer failed to give him a good action in this scenario."
             }
         });
     }
     else
     {
         throw new ArgumentException($"Action '{agentAction.Action}' not supported.");
     }
 }
Example #7
0
        private static List <Messages.Combat> SwitchToAI(EcsRegistrar rgs, long agentId)
        {
            var ai = rgs.GetPartSingle <Parts.Agent>(agentId);

            ai.ActiveCombatAI = Vals.AI.MeleeOnly;
            return(new List <Messages.Combat> {
                new Messages.Combat {
                    Tick = rgs.NewId(), ActorId = agentId, ActorAction = "Switched to AI."
                }
            });
        }
Example #8
0
        internal static IEnumerable <List <Output> > RunBattlefield(EcsRegistrar rgs, long globalId, long battlefieldId, Func <CombatChoicesAndTargets, ActionChosen> receivePlayerInput)
        {
            while (true)
            {
                var battlefieldContainer = rgs.GetPartSingle <Parts.Container>(battlefieldId);
                var battlefieldEntityIds = battlefieldContainer.EntityIds.ToList();

                foreach (var agentId in battlefieldEntityIds)
                {
                    var battlefieldAgent = rgs.GetPartSingleOrDefault <Parts.Agent>(agentId);

                    if (battlefieldAgent == null)
                    {
                        continue;
                    }
                    if (battlefieldAgent.CombatStatusTags.Intersect(Vals.CombatStatusTag.CombatTerminalStatuses).Any())
                    {
                        continue;
                    }

                    ActionChosen agentActionChosen;
                    if (battlefieldAgent.ActiveCombatAI == Vals.AI.PlayerChoice)
                    {
                        var possibleActions = Agent.GetPossibleActions(rgs, globalId, agentId, battlefieldEntityIds);
                        agentActionChosen = receivePlayerInput(possibleActions);
                    }
                    else
                    {
                        agentActionChosen = Agent.GetAgentAICombatAction(rgs, globalId, battlefieldAgent.ActiveCombatAI, agentId, battlefieldEntityIds);
                    }

                    var results = Combat.ProcessAgentAction(rgs, agentId, agentActionChosen);

                    var output = Narrator.OutputForCombatMessages(rgs, results);

                    yield return(output);
                }

                var endOfBattleOutputs = GetEndOfBattleOutputs(rgs, battlefieldEntityIds);
                if (endOfBattleOutputs.Any())
                {
                    yield return(endOfBattleOutputs);

                    yield break;
                }
            }
        }
Example #9
0
        public static CombatChoicesAndTargets GetPossibleActions(EcsRegistrar rgs, long globalId, long agentId, List <long> battlefieldEntityIds)
        {
            var possibleCombatActions = new CombatChoicesAndTargets();

            var naturalWeaponsMap = rgs.GetPartSingle <Parts.NaturalWeaponsMap>(globalId);

            var agentAnatomy = rgs.GetPartSingle <Parts.Anatomy>(agentId);

            //var agentWieldingDisabled = agentAnatomyModifers
            //    .Where(m => m.EquipmentSlotDisabled == Vals.BodyEquipmentSlots.WieldObjectAppendage)
            //    .Select(m => m.EquipmentSlotDisabled)
            //    .ToList();

            var agentWieldedIds = agentAnatomy.SlotsEquipped
                                  .Where(s => s.Key == Vals.BodySlots.WieldHandLeft || s.Key == Vals.BodySlots.WieldHandRight || s.Key == Vals.BodySlots.WieldTwoHanded)
                                  .Select(s => s.Value)
                                  .ToList();
            var agentWieldedIdToWeaponEntityName = agentWieldedIds
                                                   .Where(id => id != 0)
                                                   .Distinct()
                                                   .Select(id => new { Id = id, Name = rgs.GetPartSingle <Parts.EntityName>(id) })
                                                   .ToDictionary(n => n.Id, n => n.Name);

            var agentNaturalWeaponSlots = naturalWeaponsMap.NaturalWeaponSets[agentAnatomy.NaturalWeaponsCategory];
            //MWCTODO: some magic happens here and we find out a wristblade or a laser eye has been equipped, and add that to the slots.
            // also any quickslots that might have attack items in them. we want quickslots. maybe a wristblade or a laser eye automatically adds a new, fixed quickslot for itself? i like this idea upon first think!
            var recordedIds = new HashSet <long>();

            foreach (var slot in agentNaturalWeaponSlots.Keys)
            {
                var weaponId = agentAnatomy.SlotsEquipped[slot];
                if (weaponId == 0L)
                {
                    weaponId = agentNaturalWeaponSlots[slot];
                }

                if (recordedIds.Contains(weaponId))
                {
                    continue;
                }

                var weapon = Bundle.GetWeaponBundle(rgs, weaponId);
                var choice = new AgentActionChoice
                {
                    AgentId        = agentId,
                    Category       = Vals.CombatCategory.TopLevelAction,
                    Description    = $"Melee {weapon.EntityName.GeneralName}",
                    Action         = Vals.CombatAction.AttackWeaponMelee,
                    WeaponBodySlot = slot,
                    WeaponEntityId = weaponId,
                    NextCategory   = Vals.CombatCategory.MeleeTarget
                };

                possibleCombatActions.Choices.Add(choice);
                recordedIds.Add(weaponId);
            }

            foreach (long id in battlefieldEntityIds)
            {
                if (id == agentId)
                {
                    continue;
                }

                var entityName  = rgs.GetPartSingleOrDefault <Parts.EntityName>(id);
                var entityAgent = rgs.GetPartSingleOrDefault <Parts.Agent>(id);

                if (entityName == null || entityAgent == null)
                {
                    continue;
                }

                if (entityAgent.CombatStatusTags.Intersect(Vals.CombatStatusTag.CombatTerminalStatuses).Any())
                {
                    continue;
                }

                possibleCombatActions.MeleeTargets.Add(id, entityName.ProperName);
            }

            //add stances
            possibleCombatActions.Choices.Add(new AgentActionChoice
            {
                AgentId     = agentId,
                Category    = Vals.CombatCategory.AllStances,
                Description = "Stance (Defensive)",
                Action      = Vals.CombatAction.StanceDefensive
            });
            possibleCombatActions.Choices.Add(new AgentActionChoice
            {
                AgentId     = agentId,
                Category    = Vals.CombatCategory.AllStances,
                Description = "Stance (Stand Ground)",
                Action      = Vals.CombatAction.StanceStandGround
            });
            possibleCombatActions.Choices.Add(new AgentActionChoice
            {
                AgentId     = agentId,
                Category    = Vals.CombatCategory.AllStances,
                Description = "Stance (Aggressive)",
                Action      = Vals.CombatAction.StanceAggressive
            });

            //add top-level choices that we know are present: note that we already did NextCategory = primary-melee because the description there is context dependent.
            possibleCombatActions.Choices.Add(new AgentActionChoice
            {
                AgentId      = agentId,
                Category     = Vals.CombatCategory.TopLevelAction,
                Description  = "All Melee Options",
                NextCategory = Vals.CombatCategory.AllMelee
            });
            possibleCombatActions.Choices.Add(new AgentActionChoice
            {
                AgentId      = agentId,
                Category     = Vals.CombatCategory.TopLevelAction,
                Description  = "Change Stance",
                NextCategory = Vals.CombatCategory.AllStances
            });
            possibleCombatActions.Choices.Add(new AgentActionChoice
            {
                AgentId     = agentId,
                Category    = Vals.CombatCategory.TopLevelAction,
                Description = "Run Away",
                Action      = Vals.CombatAction.RunAway
            });
            possibleCombatActions.Choices.Add(new AgentActionChoice
            {
                AgentId     = agentId,
                Category    = Vals.CombatCategory.TopLevelAction,
                Description = "Do Nothing",
                Action      = Vals.CombatAction.DoNothing
            });


            return(possibleCombatActions);
        }
Example #10
0
        internal static List <Output> OutputForCombatMessages(EcsRegistrar rgs, List <Messages.Combat> messages)
        {
            var results = new List <Output>();

            foreach (var msg in messages)
            {
                //MWCTODO: add a debug switch for this info
                results.Add(new Output {
                    Category = OutputCategory.Text, Data = $"(DEBUG: attempted damage {msg.AttemptedDamage} net damage {msg.NetDamage} critical {msg.ActorCritical} target condition {msg.TargetCondition})"
                });

                var result = new Output {
                    Category = OutputCategory.Text
                };

                var sb = new StringBuilder();

                var actorNames = rgs.GetPartSingle <Parts.EntityName>(msg.ActorId);

                if (Vals.CombatAction.AllStances.Contains(msg.ActorAction))
                {
                    result.Data = $"{actorNames.ProperName} assumes a {msg.ActorAction} stance.";
                    results.Add(result);
                }
                else if (msg.ActorAction == Vals.CombatAction.DoNothing)
                {
                    result.Data = $"{actorNames.ProperName} stands still and looks around dumbly. What do?";
                    results.Add(result);
                }
                else if (msg.ActorAction == Vals.CombatAction.RunAway)
                {
                    result.Data = $"{actorNames.ProperName} tries to run away, and {actorNames.Pronoun} feet spin on the floor in a cartoon whirlwind, but nothing actually happens. Uh oh.";
                    results.Add(result);
                }
                else if (msg.TargetId == 0)
                {
                    result.Data = $"MWCTODO: we don't know what {msg.ActorAction} is.";
                    results.Add(result);
                }

                //if the result has data, we're done with this iteration.
                if (!string.IsNullOrEmpty(result.Data))
                {
                    continue;
                }

                var targetNames = rgs.GetPartSingle <Parts.EntityName>(msg.TargetId);

                sb.Append($"{actorNames.ProperName} {PresentTenseVerb(msg.AttackVerb)} with a {msg.ActorAdjustedRoll} attack.");

                if (msg.ActorAdjustedRoll <= 0)
                {
                    sb.Append($", presenting no real threat to {targetNames.ProperName}, who steps back from it casually.");
                    result.Data = sb.ToString();
                    AppendNoDamageButNearlyDead(sb, targetNames.ProperName, targetNames.Pronoun, msg.TargetCondition);
                    results.Add(result);
                    continue;
                }

                if (msg.AttemptedDamage <= 0)
                {
                    sb.Append($", but {targetNames.ProperName} sees it coming and ducks out of the way, avoiding it entirely.");
                    result.Data = sb.ToString();
                    AppendNoDamageButNearlyDead(sb, targetNames.ProperName, targetNames.Pronoun, msg.TargetCondition);
                    results.Add(result);
                    continue;
                }

                if (msg.NetDamage <= 0)
                {
                    sb.Append($" and connects! Unfortunately for {actorNames.ProperName}, the attack isn't solid, and {targetNames.ProperName}'s armor protects {targetNames.Pronoun} entirely.");
                    result.Data = sb.ToString();
                    AppendNoDamageButNearlyDead(sb, targetNames.ProperName, targetNames.Pronoun, msg.TargetCondition);
                    results.Add(result);
                    continue;
                }

                var targetConditionString = GetLivingThingConditionDesc(msg.TargetCondition);

                //any fatality or any crit ought to get a special fatality/crit message.
                if (msg.NetDamage > 7000)
                {
                    sb.Append($".  The attack is nearly perfect, and it is devastating. {targetNames.ProperName} is {targetConditionString}.");
                }
                else if (msg.NetDamage > 4000)
                {
                    sb.Append($".  It's a fine strike, penetrating the armor and inflicting a nasty wound. {targetNames.ProperName} is {targetConditionString}.  ");
                }
                else if (msg.NetDamage > 1900)
                {
                    sb.Append($".  A hit . . . hard enough to notice. {targetNames.ProperName} is {targetConditionString}.  ");
                }
                else if (msg.NetDamage > 0)
                {
                    if (msg.TargetCondition > 2000)
                    {
                        sb.Append($".  It doesn't amount to much, though. Barely a scratch. It will take a lot of these to wear down {targetNames.ProperName}.");
                    }
                    else if (msg.TargetCondition > 1)
                    {
                        sb.Append($".  Earlier, {targetNames.ProperName} would have laughed at a wound like this. It's not much more than a scratch. {targetNames.ProperName} isn't laughing now. When you're already gravely wounded, any attack that lands might be your last, and {targetNames.ProperName} is already looking death in the eyes.");
                    }
                    else
                    {
                        sb.Append($".  It's not much of an attack, but it didn't need to be. {targetNames.ProperName} watches in horror as the point slides home. {targetNames.Pronoun} lets go of {targetNames.Pronoun} weapon and reaches up for a moment before falling to the ground, dead.");
                    }
                }

                result.Data = sb.ToString();

                results.Add(result);
            }

            return(results);
        }
Example #11
0
        internal static Output Equip(EcsRegistrar rgs, long equipperId, long gearId)
        {
            var output = new Output {
                Category = "Text"
            };

            //MWCTODO: bundleize this

            var equipperAnatomy        = rgs.GetPartSingle <Parts.Anatomy>(equipperId);
            var equipperPhysicalObject = rgs.GetPartSingle <Parts.PhysicalObject>(equipperId);
            var equipperEntityName     = rgs.GetPartSingle <Parts.EntityName>(equipperId);
            var gearPhysicalObject     = rgs.GetPartSingle <Parts.PhysicalObject>(gearId);
            var gearEntityName         = rgs.GetPartSingle <Parts.EntityName>(gearId);

            //someday we'll support gear that occupies multiple slots or using complex slot logic.
            if (gearPhysicalObject.EquipmentSlots == Vals.BodySlots.NoSlot || gearPhysicalObject.EquipmentSlots == Vals.BodySlots.Special)
            {
                throw new NotImplementedException();
            }

            //MWCTODO++: rework this to use new DisabledSlot entity concept.
            //var equipperDisabledSlots = equipperAnatomyModifications.Select(m => m.NewEquipmentSlotsDisabled).ToList();
            var equipperSlots = equipperAnatomy
                                .SlotsEquipped
                                //.Where(kvp => !equipperDisabledSlots.Contains(kvp.Key))
                                .ToDictionary(d => d.Key, d => d.Value);

            var matchingEquipperSlots = equipperSlots.Where(slot => (slot.Key & gearPhysicalObject.EquipmentSlots) == slot.Key).ToList();

            if (!matchingEquipperSlots.Any())
            {
                output.Data = $"{equipperEntityName.ProperName} doesn't have the right body parts to equip the {gearEntityName.GeneralName}.";
                return(output);
            }

            if (matchingEquipperSlots.All(s => s.Value != 0))
            {
                output.Data = $"There's no open place to equip the {gearEntityName.GeneralName}. Unequip something else first.";
                return(output);
            }

            //we will special case 2h weapons here, though. and body armor!
            bool gearIs2Handed        = (gearPhysicalObject.EquipmentSlots & Vals.BodySlots.WieldTwoHanded) == Vals.BodySlots.WieldTwoHanded;
            bool gearIsHumanBodyArmor = (gearPhysicalObject.EquipmentSlots & Vals.BodySlots.HumanBodyArmor) == Vals.BodySlots.HumanBodyArmor;

            if (gearIs2Handed && Vals.BodyPlan.BodySlotsEncompassedByOtherSlot[Vals.BodySlots.WieldTwoHanded].Any(s => equipperAnatomy.SlotsEquipped[s] != 0))
            {
                output.Data = $"Two free hands are needed for the {gearEntityName.GeneralName}. Unequip something else first.";
                return(output);
            }

            if (gearIsHumanBodyArmor && Vals.BodyPlan.BodySlotsEncompassedByOtherSlot[Vals.BodySlots.HumanBodyArmor].Any(s => equipperAnatomy.SlotsEquipped[s] != 0))
            {
                output.Data = $"Other equipment is in the way of equipping the {gearEntityName.GeneralName}. Unequip other gear first.";
                return(output);
            }

            //by equipping 2h-weapons and body armor in ALL the related slots, it makes checking equipment/weapons easy elsewhere. it will complicate unequip, though.

            var firstOpenSlot = matchingEquipperSlots.First(s => s.Value == 0);

            equipperAnatomy.SlotsEquipped[firstOpenSlot.Key] = gearId;
            if (gearIs2Handed)
            {
                foreach (var slot in Vals.BodyPlan.BodySlotsEncompassedByOtherSlot[Vals.BodySlots.WieldTwoHanded])
                {
                    equipperAnatomy.SlotsEquipped[slot] = gearId;
                }
            }

            if (gearIsHumanBodyArmor)
            {
                foreach (var slot in Vals.BodyPlan.BodySlotsEncompassedByOtherSlot[Vals.BodySlots.HumanBodyArmor])
                {
                    equipperAnatomy.SlotsEquipped[slot] = gearId;
                }
            }

            output.Data = $"{equipperEntityName.ProperName} equips the {gearEntityName.GeneralName}.";
            return(output);
        }