Example #1
0
 public static string is_Spell_Allowed_From_Current_Pos(Battle _battle, Actor playerTargeted, Actor pi, int spellID)
 {
     // on vérifie selon le sort, si c'est un cac ou à distance
     if (spellID == 4)
     {
         // sort qui se lance au cac
         // on vérifie si l'adversaire en question est au cac, si non on vérifie si on peux l'atteindre
         if (((pi.map_position.X == playerTargeted.map_position.X + 1 || pi.map_position.X == playerTargeted.map_position.X - 1) && pi.map_position.Y == playerTargeted.map_position.Y) || ((pi.map_position.Y == playerTargeted.map_position.Y + 1 || pi.map_position.Y == playerTargeted.map_position.Y - 1) && (pi.map_position.X == playerTargeted.map_position.X)))
         {
             // on vérifie si le sort en question peux etre lancé avec les envoutement
             if (pi.BuffsList.Exists(f => f.SortID == spellID && f.system))
             {
                 Actor.Buff piEnv = pi.BuffsList.Find(f => f.SortID == spellID && f.system);
                 Actor.SpellsInformations piis  = pi.sorts.Find(f => f.SpellId == spellID);
                 mysql.spells             spell = (DataBase.DataTables.spells as List <mysql.spells>).Find(f => f.spellID == spellID && f.level == piis.Level - 1);
                 if (piEnv.relanceInterval < spell.relanceInterval)
                 {
                     // check contre relanceInterval si il a déja été lance dans un tours précédent, d'où le relanceInterval ne dois pas égale celui attribué la 1er fois, pour laisser le joueur lancer le sort plusieurs fois le tour actuel
                     return("spellIntervalNotReached");
                 }
                 else if (spell.relanceParTour > 0 /*&& playerTargeted != null*/ && piEnv.playerRoxed.Count >= spell.relanceParTour)
                 {
                     // check contre le max de ralance par tour "relanceParTour", si = 0 donc ilimité
                     return("spellRelanceParTourReached");
                 }
                 else if (spell.relanceParJoueur > 0 && playerTargeted != null && piEnv.playerRoxed.FindAll(f => f == playerTargeted.Pseudo).Count >= spell.relanceParJoueur)
                 {
                     // check contre relanceParJoueur s'il a déja été lancé sur le même adversaire, si = 0 donc illimité
                     return("spellRelanceParJoueurReached");
                 }
             }
             return("allowed");
         }
         else
         {
             return("denied");
         }
     }
     return("denied");
 }
Example #2
0
        public static void GetData(string[] cmd, NetIncomingMessage im)
        {
            Actor actor = (Actor)im.SenderConnection.Tag;

            if (cmd.Length == 5 && cmd[1] == "spellTuiles")
            {
                #region
                if (actor.Pseudo == "" || actor.map == "" || actor.inBattle == 0)
                {
                    Security.User_banne("spellTuiles", im.SenderConnection);
                    return;
                }

                int pointX, pointY;
                if (!int.TryParse(cmd[3], out pointX))
                {
                    return;
                }

                if (!int.TryParse(cmd[4], out pointY))
                {
                    return;
                }

                int spellId;
                if (!int.TryParse(cmd[2], out spellId))
                {
                    return;
                }

                Point spellPoint = new Point(pointX, pointY);

                // cmd•spellTuiles•sortID•MousePosX•MousePosY
                // check si le joueur est en combat, si le combat est en mode Started
                if (actor.inBattle == 0 && Battle.Battles.Find(f => f.IdBattle == actor.idBattle).State != battleState.state.started)
                {
                    return;
                }

                // check si le client est autorisé a avoir ce sort
                mysql.players player = ((List <mysql.players>)DataBase.DataTables.players).Find(f => f.pseudo == actor.Pseudo);

                if (player == null)
                {
                    return;
                }

                if (!actor.sorts.Exists(f => f.SpellId == spellId))
                {
                    // le client tente de lancer un sort qu'il na pas
                    // bannissement peux etre
                    Console.WriteLine("client qui cheat en lançons un sort qui n'est pas le sien");
                    return;
                }

                // common check
                if (!Fight.spellsChecker.spells(spellId, spellPoint, im))
                {
                    return;
                }

                Battle battle      = Battle.Battles.Find(f => f.IdBattle == actor.idBattle);
                Actor  spellCaster = battle.AllPlayersByOrder.Find(f => f.Pseudo == actor.Pseudo);
                Fight.Effect_Dispatcher.Apply(spellCaster, battle, spellPoint, spellId);
                #endregion
            }
            else if (cmd[1] == "InteractWithPNJ")
            {
                #region
                // interaction avec pnj cmd.InteractWithPNJ.nom pnj.parametre
                if (actor.Pseudo == "")
                {
                    Security.User_banne("InteractWithPNJ", im.SenderConnection);
                    return;
                }

                string pnj = cmd[2];

                if (pnj == "iruka")
                {
                    // 1er PNJ Créée
                    if (cmd.Length > 2 && cmd[3] == "acceptFirstFight")
                    {
                        // "cmd•InteractWithPNJ•iruka•acceptFirstFight"
                        // on vérifie si le joueur a préalablement fait la quête acceptFirstFight
                        int quete = CheckQuete.isSubmitedQuest("FirstFight", actor);
                        if (quete == 1)
                        {
                            //commun.SendMessage("cmd•checkQuete•FirstFight•" + quete, im, true);
                            Console.WriteLine("client a déja la quete, et il essai de la refaire alors que ce n'est pas possible sans avoir modifier le code ou les paquets !!!");
                            return;
                        }

                        // on vérifie si la quete est déja presente et si elle est en mode submited
                        List <mysql.quete> quetes = ((List <mysql.quete>)DataBase.DataTables.quete).FindAll(f => f.pseudo == actor.Pseudo);
                        if (quetes.Count == 0)
                        {
                            // création de la quete chez le client
                            mysql.quete quete2 = new mysql.quete()
                            {
                                pseudo = actor.Pseudo, nom_quete = "FirstFight", currentStep = 1
                            };
                            ((List <mysql.quete>)DataBase.DataTables.quete).Add(quete2);
                        }

                        // envoyer au client que la quete FirstFight a été débuté
                        CommonCode.SendMessage("cmd•beganQuete•FirstFight", im, true);

                        // ce code dois ressembler au code de la cmd AcceptChallenge sur la class Network.cs a part quelque modification comme les position qui ne sont pas enregistrés sur un fichier
                        // on vérifie si le joueur n'est pas en combat se qui est impossible vus que dans cette map il est seul normalement
                        if (actor.inBattle == 1)
                        {
                            Console.WriteLine("Player " + actor.Pseudo + " is in battle, can't interact with pnj iruka");
                            return;
                        }

                        // preparation du combat
                        Console.WriteLine("combat commancé avec PNJ Iruka");
                        // création d'une session de combat
                        // ATTENTION, ce code a été copié depuis la methode Network.cs GetData() cmd AcceptChallenge, Alors si un changement est fait sur cette methode, il faut l'appliquer sur celle la aussi
                        Battle battle = new Battle();

                        // 2eme joueur
                        Actor actor1SideB = (Actor)actor.Clone();
                        actor1SideB.directionLook = 0;
                        actor1SideB.teamSide      = Team.Side.B;
                        actor1SideB.idBattle      = battle.IdBattle;
                        battle.SideB.Add(actor1SideB);

                        // 1er player
                        Actor actor1SideA = new Actor
                        {
                            currentHealth   = 1000,
                            maxHealth       = 1000,
                            classeName      = ActorClass.ClassName.iruka,
                            classeId        = 8,
                            initiative      = 1000,
                            summons         = 5,
                            species         = Species.Name.Pnj,
                            Pseudo          = ActorClass.ClassName.iruka.ToString(),
                            maskColorString = "null/null/null",
                            directionLook   = 2,
                            teamSide        = Team.Side.A,
                            idBattle        = battle.IdBattle,
                            originalPc      = 10,
                            originalPm      = 10,
                            doton           = 500
                        };
                        // pour jouer au premier

                        // ajout des sorts
                        Actor.SpellsInformations infosSorts = new Actor.SpellsInformations {
                            SpellId = 4, SpellColor = 0, Level = 1
                        };
                        actor1SideA.sorts.Add(infosSorts);

                        battle.SideA.Add(actor1SideA);
                        battle.Owner             = actor1SideB.Pseudo;
                        battle.Map               = actor.map;
                        battle.BattleType        = BattleType.Type.VsPnj;
                        battle.BattleFlags[0]    = "iruka";
                        battle.BattleFlags[1]    = "FirstFight";
                        battle.Timestamp         = CommonCode.ReturnTimeStamp();
                        battle.IsFreeCellToSpell = CommonCode.ReturnFreeCellToSpellFunc(battle.Map);
                        battle.IsFreeCellToWalk  = CommonCode.ReturnFreeCellToWalkFunc(battle.Map);
                        Battle.Battles.Add(battle);

                        // sauveguard de l'id dans la tables des joueurs

                        foreach (mysql.players player in ((List <mysql.players>)DataBase.DataTables.players).FindAll(f => f.pseudo == actor.Pseudo || f.pseudo == actor.PlayerChallengeYou))
                        {
                            player.inBattle     = 1;
                            player.inBattleType = battle.BattleType.ToString();
                            player.inBattleID   = battle.IdBattle;
                        }

                        actor.inBattle = 1;
                        actor.idBattle = battle.IdBattle;
                        actor.teamSide = Team.Side.B;

                        // collecte des données des 2 joueurs
                        string playersData = "";

                        playersData += actor1SideA.Pseudo + "#" + actor1SideA.classeName + "#" + actor1SideA.level + "#" + actor1SideA.hiddenVillage + "#" + actor1SideA.maskColorString + "#" + actor1SideA.maxHealth + "#" + actor1SideA.currentHealth + "#" + actor1SideA.officialRang + "#" + actor1SideA.initiative + "#" + actor1SideA.doton + "#" + actor1SideA.katon + "#" + actor1SideA.futon + "#" + actor1SideA.raiton + "#" + actor1SideA.suiton + "#" + actor1SideA.usingDoton + "#" + actor1SideA.usingKaton + "#" + actor1SideA.usingFuton + "#" + actor1SideA.usingRaiton + "#" + actor1SideA.usingSuiton + "#" + actor1SideA.equipedDoton + "#" + actor1SideA.equipedKaton + "#" + actor1SideA.equipedFuton + "#" + actor1SideA.equipedRaiton + "#" + actor1SideA.equipedSuiton + "#" + actor1SideA.originalPc + "#" + actor1SideA.originalPm + "#" + actor1SideA.pe + "#" + actor1SideA.cd + "#" + actor1SideA.summons + "#" + actor1SideA.resiDotonPercent + "#" + actor1SideA.resiKatonPercent + "#" + actor1SideA.resiFutonPercent + "#" + actor1SideA.resiRaitonPercent + "#" + actor1SideA.resiSuitonPercent + "#" + actor1SideA.dodgePC + "#" + actor1SideA.dodgePM + "#" + actor1SideA.dodgePE + "#" + actor1SideA.dodgeCD + "#" + actor1SideA.removePC + "#" + actor1SideA.removePM + "#" + actor1SideA.removePE + "#" + actor1SideA.removeCD + "#" + actor1SideA.escape + "#" + actor1SideA.blocage + "#" + actor1SideA.species.ToString() + "#" + actor1SideA.directionLook + "|";
                        playersData += actor1SideB.Pseudo + "#" + actor1SideB.classeName + "#" + actor1SideB.level + "#" + actor1SideB.hiddenVillage + "#" + actor1SideB.maskColorString + "#" + actor1SideB.maxHealth + "#" + actor1SideB.currentHealth + "#" + actor1SideB.officialRang + "#" + actor1SideB.initiative + "#" + actor1SideB.doton + "#" + actor1SideB.katon + "#" + actor1SideB.futon + "#" + actor1SideB.raiton + "#" + actor1SideB.suiton + "#" + actor1SideB.usingDoton + "#" + actor1SideB.usingKaton + "#" + actor1SideB.usingFuton + "#" + actor1SideB.usingRaiton + "#" + actor1SideB.usingSuiton + "#" + actor1SideB.equipedDoton + "#" + actor1SideB.equipedKaton + "#" + actor1SideB.equipedFuton + "#" + actor1SideB.equipedRaiton + "#" + actor1SideB.equipedSuiton + "#" + actor1SideB.originalPc + "#" + actor1SideB.originalPm + "#" + actor1SideB.pe + "#" + actor1SideB.cd + "#" + actor1SideB.summons + "#" + actor1SideB.resiDotonPercent + "#" + actor1SideB.resiKatonPercent + "#" + actor1SideB.resiFutonPercent + "#" + actor1SideB.resiRaitonPercent + "#" + actor1SideB.resiSuitonPercent + "#" + actor1SideB.dodgePC + "#" + actor1SideB.dodgePM + "#" + actor1SideB.dodgePE + "#" + actor1SideB.dodgeCD + "#" + actor1SideB.removePC + "#" + actor1SideB.removePM + "#" + actor1SideB.removePE + "#" + actor1SideB.removeCD + "#" + actor1SideB.escape + "#" + actor1SideB.blocage + "#" + actor1SideB.species.ToString() + "#" + actor1SideB.directionLook;

                        // modification des position des joueurs selon les position valide du map aléatoirement
                        string[] sideAValidePos = battleStartPositions.Map(battle.Map, battle).Split('|')[0].Split('#');
                        string[] team2ValidePos = battleStartPositions.Map(battle.Map, battle).Split('|')[1].Split('#');

                        battle.SideAValidePos = battleStartPositions.Map(battle.Map, battle).Split('|')[0];
                        battle.SideBValidePos = battleStartPositions.Map(battle.Map, battle).Split('|')[1];

                        Random random = new Random();
                        int    rand   = random.Next(sideAValidePos.Length);
                        actor1SideB.map_position = new Point(Convert.ToInt32(team2ValidePos[rand].Split('/')[0]), Convert.ToInt32(team2ValidePos[rand].Split('/')[1]));

                        rand = random.Next(sideAValidePos.Length);
                        actor1SideA.map_position = new Point(Convert.ToInt32(sideAValidePos[rand].Split('/')[0]), Convert.ToInt32(sideAValidePos[rand].Split('/')[1]));

                        ////////////////////////////////////

                        string team1 = battle.SideA.Aggregate("", (current, piib) => current + (piib.Pseudo + "|" + piib.map_position.X + "/" + piib.map_position.Y + "#"));
                        team1 = team1.Substring(0, team1.Length - 1);

                        string team2 = battle.SideB.Aggregate("", (current, piib) => current + (piib.Pseudo + "|" + piib.map_position.X + "/" + piib.map_position.Y + "#"));
                        team2 = team2.Substring(0, team2.Length - 1);

                        ////////////////////////////////////
                        //pseudo#classe#level#village#MaskColors#TotalPdv#CurrentPdv#rang#initiative#doton#katon#futon#raiton#siuton#usingDoton#usingKaton#usingFuton#usingRaiton#usingSuiton#dotonEquiped#katonEquiped#futonEquiped#raitonEquiped#suitonEquiped#pc#pm#pe#cd#invoc#resiDoton#resiKaton#resiFuton#resiRaiton#resiSuiton#esquivePC#esquivePM#esquivePE#esquiveCD#retraitPC#retraitPM#retraitPE#retraitCD#evasion#blocage
                        // envoie au client la confirmation du challenge
                        CommonCode.SendMessage("cmd•challengeBegan•" + playersData + "•" + battle.SideAValidePos + "|" + battle.SideBValidePos + "•" + MainClass.InitialisationBattleWaitTime + "•" + battle.BattleType + "•" + team1 + "•" + team2 + "•" + battle.State + "•" + "14/5#16/5#18/5" + "•" + "14/10#16/10#18/10", im, true);
                        //Console.WriteLine("<--cmd•challengeBegan•" + playersData + "•" + battle.SideAValidePos + "|" + battle.SideBValidePos + "•" + MainClass.InitialisationBattleWaitTime + "•" + battle.BattleType + "•" + team1 + "•" + team2 + "•" + battle.State + "•" + "14/5#16/5#18/5" + "•" + "14/10#16/10#18/10" + " to " + actor.Pseudo);

                        // lock position
                        bool launchBattle = false;
                        battle.LockedPosInIniTime.Add(actor1SideA.Pseudo);

                        foreach (Actor t in battle.SideB)
                        {
                            NetConnection nc = MainClass.netServer.Connections.Find(f => ((Actor)f.Tag).Pseudo == t.Pseudo);
                            if (nc != null)
                            {
                                CommonCode.SendMessage("cmd•BattlePosLocked•" + actor1SideA.Pseudo + "•" + launchBattle, nc, true);
                                //Console.WriteLine("<--cmd•BattlePosLocked•" + actor1SideA.Pseudo + "•" + launchBattle + " to " + ((Actor)nc.Tag).Pseudo);
                            }
                        }
                    }
                    else if (cmd.Length > 4 && cmd[3] == "tp")
                    {
                        // cmd[4] = le tp apres la quette FirtFight
                        switch (cmd[4])
                        {
                        case "1":
                            // tp au village du joueur
                            // pour le moment je vais tp vers une seul map vus qu'au début il n'aura pas bc de monde
                            if (actor.map.ToLower() == "start" && actor.Quests.Exists(f => f.QuestName == "FirstFight" && f.Submited))
                            {
                                // l'utilisateur a déja fait la quete FirstFight, on le tp a son statue

                                actor.map = "_0_0_0";

                                // changement du map du jour sur la table players
                                ((List <mysql.players>)DataBase.DataTables.players).Find(f => f.pseudo == actor.Pseudo).map = "_0_0_0";

                                // changement du map du jour sur la table connected
                                ((List <mysql.connected>)DataBase.DataTables.connected).Find(f => f.pseudo == actor.Pseudo).map = "_0_0_0";

                                CommonCode.SendMessage("cmd•change map•_0_0_0", im, true);
                                //Console.WriteLine("<--cmd•change map•_0_0_0 to " + actor.Pseudo);
                            }
                            else
                            {
                                // quete pas encore faite
                                Console.WriteLine("Error, quete FirstFight na pas été faite, et le joueur " + actor.Pseudo + " essai de se TP, se qui n'est pas possible");
                                Console.WriteLine("Le client et le serveurs doivent etre synchronisé, si on arrive la c que le joueur a modifier le client");
                            }
                            break;

                            /*if(pi.village == "konoha")
                             * {
                             *  // tp vers map konoha
                             * }
                             * else if(pi.village == "iwa")
                             * {
                             *
                             * }
                             * else if (pi.village == "kiri")
                             * {
                             *
                             * }
                             * else if (pi.village == "kumo")
                             * {
                             *
                             * }
                             * else if (pi.village == "suna")
                             * {
                             *
                             * }*/
                        }
                    }
                }
                #endregion
            }
            else if (cmd.Length > 1 && cmd[1] == "checkQuete")
            {
                #region
                if (actor.Pseudo == "")
                {
                    Security.User_banne("checkQuete", im.SenderConnection);
                    return;
                }
                Actor pi = (Actor)im.SenderConnection.Tag;
                CommonCode.SendMessage("cmd•checkQuete•" + cmd[2] + "•" + CheckQuete.isSubmitedQuest(cmd[2], pi), im, true);
                #endregion
            }
            else if (cmd.Length > 1 && cmd[1] == "requireBattleData")
            {
                #region
                if (actor.Pseudo == "")
                {
                    Security.User_banne("requireBattleData", im.SenderConnection);
                    return;
                }
                CommonCode.RequireBattleData(im);
                #endregion
            }
            else if (cmd.Length > 1 && cmd[1] == "getMyPlayerPos")
            {
                #region
                if (actor.Pseudo == "" || actor.map == "" || actor.inBattle == 1)
                {
                    Security.User_banne("getMyPlayerPos", im.SenderConnection);
                    return;
                }
                if (actor.Pseudo == "")
                {
                    Security.User_banne("getMyPlayerPos", im.SenderConnection);
                    return;
                }
                CommonCode.SendMessage("cmd•getMyPlayerPos•" + actor.map_position.X + "/" + actor.map_position.Y, im, true);
                #endregion
            }
            else if (cmd.Length > 1 && cmd[1] == "upgradeSpell")
            {
                #region
                if (actor.Pseudo == "" || actor.map == "" || actor.inBattle == 1)
                {
                    Security.User_banne("upgradeSpell", im.SenderConnection);
                    return;
                }
                // joueur qui veux augementer le lvl d'un sort
                int spellId;
                if (int.TryParse(cmd[2], out spellId) && actor.inBattle == 0)
                {
                    if (actor.sorts.Exists(f => f.SpellId == spellId))
                    {
                        Actor.SpellsInformations infoSort = actor.sorts.Find(f => f.SpellId == spellId);
                        // on check si le sort na pas atteint sa limite qui est de 5
                        if (infoSort.Level < 5 && actor.spellPointLeft >= infoSort.Level)
                        {
                            actor.spellPointLeft -= infoSort.Level;
                            infoSort.Level++;

                            // augmentation du level su sort
                            string[] spells =
                                ((List <mysql.players>)DataBase.DataTables.players).Find(
                                    f => f.pseudo == actor.Pseudo).sorts.Split('/');

                            for (int cnt = 0; cnt < spells.Length; cnt++)
                            {
                                bool     found      = false;
                                string[] spellsData = spells[cnt].Split(':');
                                if (spellsData[0] == spellId.ToString())
                                {
                                    found = true;
                                }

                                if (found)
                                {
                                    string newSpellData = "";
                                    for (int cnt2 = 0; cnt2 < spellsData.Length; cnt2++)
                                    {
                                        if (cnt2 == 2)
                                        {
                                            newSpellData += (Convert.ToInt16(spellsData[cnt2]) + 1) + ":";
                                        }
                                        else
                                        {
                                            newSpellData += spellsData[cnt2] + ":";
                                        }
                                    }
                                    newSpellData = newSpellData.Substring(0, newSpellData.Length - 1);
                                    spells[cnt]  = newSpellData;
                                }
                            }

                            // reconstruction des states des sorts apres augementation du lvl
                            string newData = spells.Aggregate("", (current, t) => current + t + "/");
                            newData = newData.Substring(0, newData.Length - 1);

                            // mise à jours des données
                            mysql.players player =
                                ((List <mysql.players>)DataBase.DataTables.players).Find(
                                    f => f.pseudo == actor.Pseudo);
                            player.sorts          = newData;
                            player.spellPointLeft = actor.spellPointLeft;
                            CommonCode.SendMessage(
                                "cmd•upgradedSpell•" + spellId + "•" + infoSort.Level + "•" + actor.spellPointLeft,
                                im, true);
                        }
                    }
                }
                #endregion
            }
        }