Example #1
0
        public void PerformAttack(Creature attacker, Creature defender)
        {
            if (attacker.IsAlive && defender.IsAlive)
            {
                if (!_combatRegistry.IsInCombat(attacker.Id))
                {
                    _combatRegistry.Register(attacker.Id, defender.Id);
                }

                ResolveAttack(attacker, defender);
            }
        }
Example #2
0
        private void Resolve(string creatureId, MovementDirection direction)
        {
            var creature        = _creatureRegistry.GetById(creatureId);
            var currentPosition = creature.Position.DeepCopy();
            var futureX         = 0;
            var futureY         = 0;

            switch (direction)
            {
            case MovementDirection.West:
                futureX = -1;
                break;

            case MovementDirection.East:
                futureX = 1;
                break;

            case MovementDirection.North:
                futureY = -1;
                break;

            case MovementDirection.South:
                futureY = 1;
                break;

            default:
                _logger.Warn("Invalid movement direction: " + direction);
                return;
            }

            if (_combatRegistry.IsInCombat(creatureId))
            {
                _messageDispatcher.Dispatch(new GameMessage(string.Empty, creature.Id, MessageTopic.MovementFailed,
                                                            "You are locked in combat and cannot walk away."));
                return;
            }

            if (IsValidPosition(currentPosition, futureX, futureY))
            {
                creature.Position.Move(futureX, futureY);
                _playArea.GameMap.Remove(currentPosition.X, currentPosition.Y, creature);
                _playArea.GameMap.Add(creature.Position.X, creature.Position.Y, creature);
            }
            else
            {
                _messageDispatcher.Dispatch(new GameMessage(string.Empty, creature.Id, MessageTopic.MovementFailed, "You crashed into a wall!"));
            }
        }
Example #3
0
        private ServerResponse TempCreateStatusResponse(Player player)
        {
            var pos         = player.Position;
            var map         = _playArea.GameMap;
            var lightRadius = player.Inventory.Items.FirstOrDefault(i => i.Name == "Torch") != null ? 8 : 2;

            map.ComputeFov(pos.X, pos.Y, lightRadius);
            var visibleCells = _mapper.Map <List <GameLib.Area.Cell>, List <Client.Contracts.Area.Cell> >(_playArea.GameMap.GetVisibleCells());
            var p            = _mapper.Map <GameLib.Entities.Player, Client.Contracts.Entities.Player>(player);
            var status       = new GameStatus
            {
                Player     = p,
                X          = pos.X,
                Y          = pos.Y,
                IsInCombat = _combatRegistry.IsInCombat(player.Id),
                Map        = new Client.Contracts.Area.Map {
                    Width = map.Width, Height = map.Height, VisibleCells = visibleCells
                },
                NextActionAvailableUtc = _cooldownRegistry.TimeUntilCooldownIsDone(player.Id)
            };

            // Temp, no point letting the client have to filter out self all the time...
            if (player.IsAlive)
            {
                var activeCell   = visibleCells.Single(i => i.X == player.Position.X && i.Y == player.Position.Y);
                var playerInCell = activeCell.Creatures.Single(i => i.Id == player.Id);
                activeCell.Creatures.Remove(playerInCell);
            }

            var response = new ServerResponse
            {
                Type    = ResponseType.GameStatus,
                Payload = JsonConvert.SerializeObject(status)
            };

            return(response);
        }