Example #1
0
        /// <summary>
        /// Creates the character.
        /// </summary>
        /// <param name="name">The name.</param>
        /// <param name="characterClass">The character class.</param>
        /// <param name="level">The level.</param>
        /// <param name="slot">The slot.</param>
        /// <returns>The created character.</returns>
        protected virtual Character CreateCharacter(string name, CharacterClassNumber characterClass, int level, byte slot)
        {
            var character = this.Context.CreateNew <Character>();

            character.CharacterClass   = this.GameConfiguration.CharacterClasses.First(c => c.Number == (byte)characterClass);
            character.Name             = name;
            character.CharacterSlot    = slot;
            character.CreateDate       = DateTime.Now;
            character.KeyConfiguration = new byte[30];
            foreach (
                var attribute in
                character.CharacterClass.StatAttributes.Select(
                    a => this.Context.CreateNew <StatAttribute>(a.Attribute, a.BaseValue)))
            {
                character.Attributes.Add(attribute);
            }

            character.CurrentMap = character.CharacterClass.HomeMap;
            var spawnGate = character.CurrentMap !.ExitGates.Where(m => m.IsSpawnGate).SelectRandom();

            character.PositionX = (byte)Rand.NextInt(spawnGate.X1, spawnGate.X2);
            character.PositionY = (byte)Rand.NextInt(spawnGate.Y1, spawnGate.Y2);
            character.Attributes.First(a => a.Definition == Stats.Level).Value = level;
            character.Experience    = GameConfigurationInitializer.CalculateNeededExperience(level);
            character.LevelUpPoints = (int)((character.Attributes.First(a => a.Definition == Stats.Level).Value - 1)
                                            * character.CharacterClass.StatAttributes.First(a => a.Attribute == Stats.PointsPerLevelUp).BaseValue);
            character.Inventory       = this.Context.CreateNew <ItemStorage>();
            character.Inventory.Money = 10000000;
            return(character);
        }
Example #2
0
        private Character?CreateCharacter(Player player, string name, CharacterClass charclass)
        {
            var account = player.Account;

            if (account is null)
            {
                player.Logger.LogWarning("Account Object is null.");
                throw new ArgumentNullException(nameof(player), "Account Object is null.");
            }

            player.Logger.LogDebug("Enter CreateCharacter: {0} {1} {2}", account.LoginName, name, charclass);
            var isValidName = string.IsNullOrWhiteSpace(player.GameContext.Configuration.CharacterNameRegex) || Regex.IsMatch(name, player.GameContext.Configuration.CharacterNameRegex);

            player.Logger.LogDebug("CreateCharacter: Character Name matches = {0}", isValidName);
            if (!isValidName)
            {
                return(null);
            }

            var freeSlot = this.GetFreeSlot(player);

            if (freeSlot is null)
            {
                return(null);
            }

            if (!charclass.CanGetCreated || charclass.HomeMap is null)
            {
                return(null);
            }

            var character = player.PersistenceContext.CreateNew <Character>();

            character.CharacterClass   = charclass;
            character.Name             = name;
            character.CharacterSlot    = freeSlot.Value;
            character.CreateDate       = DateTime.Now;
            character.KeyConfiguration = new byte[30];
            var attributes = character.CharacterClass.StatAttributes.Select(a => player.PersistenceContext.CreateNew <StatAttribute>(a.Attribute, a.BaseValue)).ToList();

            attributes.ForEach(character.Attributes.Add);
            character.CurrentMap = charclass.HomeMap;
            var randomSpawnGate = character.CurrentMap !.ExitGates.Where(g => g.IsSpawnGate).SelectRandom();

            character.PositionX = (byte)Rand.NextInt(randomSpawnGate.X1, randomSpawnGate.X2);
            character.PositionY = (byte)Rand.NextInt(randomSpawnGate.Y1, randomSpawnGate.Y2);
            character.Inventory = player.PersistenceContext.CreateNew <ItemStorage>();
            account.Characters.Add(character);
            player.GameContext.PlugInManager.GetPlugInPoint <ICharacterCreatedPlugIn>()?.CharacterCreated(player, character);
            player.PersistenceContext.SaveChanges();
            player.Logger.LogDebug("Creating Character Complete.");
            return(character);
        }