/// <summary>
 /// The instigating character chooses to wait. The state is unchanged.
 /// </summary>
 public static GameState Wait(GameState state, Character instigator, Character receiver, Item item) {
     GameState newState = state.Clone();
     if (newState.GetCharacter(instigator.Name) != null) {
         newState.AddLine(instigator.Name, new DialogueLine(instigator.Name, "I guess I can do nothing but wait."));
     }
     return newState;
 }
Exemple #2
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		public GameState EvaluateFutureAction(GameState state, Character instigator, Character receiver, Item item)
		{
			if (FuturePreconditionsHold(state, instigator, receiver, item)) {
				return this.Action(state, instigator, receiver, item);
			}
			else{
				return null;
			}
			
		}
        /// <summary>
        /// The instigating character finds the item lying around the environment.
        /// </summary>
        public static GameState FindItem(GameState state, Character instigator, Character receiver, Item item) {
            GameState newState = state.Clone();
            var finder = newState.GetCharacter(instigator.Name);

            if (finder != null && newState.Items.Contains(item)) {
                newState.Items.Remove(item);
                finder.Items.Add(item);
                newState.AddLine(finder.Name, new DialogueLine(finder.Name, "Well look here! I found a " + item.Name));
            }

            return newState;
        }
 /// <summary>
 /// The instigating character hides him/her/itself.
 /// </summary>
 public static GameState HideSelf(GameState state, Character instigator, Character receiver, Item item) {
     GameState newState = state.Clone();
     var hiddenIndex = newState.Characters.FindIndex(c => c.Name == instigator.Name);
     // If the character exists...
     if (hiddenIndex >= 0 && hiddenIndex < newState.Characters.Count()) {
         var hidden = newState.Characters[hiddenIndex];
         hidden.Hidden = false;
         newState.Characters[hiddenIndex] = hidden;
     }
     item.SetAlive(false);
     newState.AddLine(instigator.Name, new DialogueLine(instigator.Name, "No one will find me now!"));
     return newState;
 }
        /// <summary>
        /// The instgating character gives the receiving character an item.
        /// </summary>
        public static GameState GiveCharacterItem(GameState state, Character instigator, Character receiver, Item item) {
            GameState newState = state.Clone();
            var giver = newState.GetCharacter(instigator.Name);
            var given = newState.GetCharacter(receiver.Name);

            // Obligatory null checks.
            if (giver != null && given != null && giver.HasItem(item)) {
                giver.Items.Remove(item);
                given.Items.Add(item);
                newState.AddLine(giver.Name, new DialogueLine(giver.Name, "Here you go."));
                newState.AddLine(given.Name, new DialogueLine(receiver.Name, "Hey thanks for the " + item.Name + "."));
            }

            return newState;
        }
Exemple #6
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        /// <summary>
        /// Evaluates the action.
        /// </summary>
        /// <param name="state"></param>
        /// <exception cref="InvalidOperationException">Throws if preconditions are violated.</exception>
        /// <returns></returns>
        public GameState EvaluateAction(GameState state, Character instigator, Character receiver, Item item)
        {
            if (DoPreconditionsHold(state, instigator, receiver, item)) {
				GameState newState = this.Action(state, instigator, receiver, item);
				DramaManager.Instance.CheckIntensity(Intensity);
				if(newState.Intensity< Intensity){
					newState.Intensity = Intensity;
				}
				return newState;
            }
			else{
				return null;
			}
            
        }
        /// <summary>
        /// The instigating character frees him/her/itself with a liberating item.
        /// </summary>
        public static GameState FreeCharacterWithItem(GameState state, Character instigator, Character receiver, Item item) {
            GameState newState = state.Clone();
            var liberated = newState.GetCharacter(instigator.Name);

			var libIndex = newState.Characters.FindIndex(c => c.Name == instigator.Name);

            if (liberated != null && liberated.HasItem(item)) {
                liberated.Items.Remove(item);
                newState.AddLine(liberated.Name, new DialogueLine(liberated.Name, "I'm free, thanks!"));

				newState.Characters[libIndex] = liberated;


            }

            return newState;
        }
		public static GameState TellPlayerToKill(GameState state, Character instigator, Character receiver, Item item){
			GameState newState = state.Clone();
			
			if(instigator!=null && receiver!=null){
				newState.Player.AddStatus("KnowsToKill"+receiver.Name);
				
				if(instigator.Name.Contains(DramaManager.PRISONER_TITLE)){
					newState.AddLine (instigator.Name,new DialogueLine(instigator.Name, "Hey so you'll actually need to take this to the jerk to kill him."));
				}
				else if(instigator.Name.Contains(DramaManager.GUARD_TITLE)){
					newState.AddLine (instigator.Name,new DialogueLine(instigator.Name, "You'll need to take this item to the other to neutralize the threat."));
				}
			}
			return newState;
		}
		//This is getting hit only during murder stuff, I think
		public static GameState TellPlayerToComeBack(GameState state, Character instigator, Character receiver, Item item){
			GameState newState = state.Clone();
			
			if(instigator!=null && item!=null){
				newState.Player.AddStatus(instigator.Name+"WantsItem");

				if(instigator.Name.Contains(DramaManager.PRISONER_TITLE)){
					newState.AddLine (instigator.Name,new DialogueLine(instigator.Name, "You got it! Head on back."));
				}
				else if(instigator.Name.Contains(DramaManager.GUARD_TITLE)){
					newState.AddLine (instigator.Name,new DialogueLine(instigator.Name, "Readings indicate you have the item, come on back."));
				}
			}
			return newState;
		}
		public static GameState TellWantToKill(GameState state, Character instigator, Character receiver, Item item){
			GameState newState = state.Clone();

			if(instigator!=null && receiver!=null){
				newState.Player.AddStatus(instigator.Name+"WantsToKill"+receiver.Name);

				Location loc = DramaManager.Instance
					.GetNewItemLocation (state,instigator);

				Item guardItem = new Item (instigator.Name + "Item"+"Lethal", loc.X, loc.Y);
				newState.AddItem (guardItem);
				guardItem.AddStatus ("Lethal");

				Random r = new Random();

				if(r.Next(0,2)==0){
					guardItem.AddStatus ("Distance");
				}

				guardItem.SetHidden (false);

				if(instigator.Name.Contains(DramaManager.PRISONER_TITLE)){
					newState.AddLine (instigator.Name,new DialogueLine(instigator.Name, "Hey so I need you to get this thing for me. In order to take out a jerk."));
					
				}
				else if(instigator.Name.Contains(DramaManager.GUARD_TITLE)){
					newState.AddLine (instigator.Name,new DialogueLine(instigator.Name, "One of these monsters wishes me ill. Fetch me this device to stop them."));
				}
			}
			return newState;
		}
        /// <summary>
        /// The instigating character insults the receiving character, lowering trust/like of the receiver for the instigator.
        /// </summary>
        public static GameState InsultCharacter(GameState state, Character instigator, Character receiver, Item item) {
            GameState newState = state.Clone();
            var jerk = newState.GetCharacter(instigator.Name);
            var insultee = newState.GetCharacter(receiver.Name);

            if (jerk != null && insultee != null) {
                // HACK (kasiu): SOMEONE THINK OF A BETTER INSULT TO PUT HERE.
                newState.AddLine(jerk.Name, new DialogueLine(jerk.Name, "You know " + insultee.Name + ", you're an asshole."));
                newState.AddLine(insultee.Name, new DialogueLine(insultee.Name, "What? You try saying that again!"));
                var oldFeelings = insultee.GetRelationship(jerk.Name);
                var newFeelings = new feelingsAboutChar();
                // Lowers trust and like by -1
                newFeelings.Trust = Math.Max(oldFeelings.Trust - 1, -2);
                newFeelings.Like = Math.Max(oldFeelings.Like - 1, -2);
                insultee.ChangeRelationship(jerk.Name, newFeelings);
            }

            return newState;
        }
Exemple #12
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		public static bool NoCondition(GameState state, Character instigator, Character receiver, Item item) {
			return true;		
		}
 /// <summary>
 /// DM causes all prisoners to be released, allowing them mobility.
 /// XXX (kasiu): Also frees any locked up guards currently.
 /// </summary>
 public static GameState ReleaseAllThePrisoners(GameState state, Character instigator, Character receiver, Item item) {
     GameState newState = state.Clone();
     newState.Characters.ForEach(c => { if (!c.HasStatus("Mobile") && c.HasStatus("Alive")) { c.AddStatus("Mobile"); } });
     newState.AddLine("Indigo Prison", new DialogueLine("Indigo Prison", "All of the prisoners have freed themselves!"));
     return newState;
 }
        /// <summary>
        /// BLOWS UP THE PRISON! BEST ENDING EVER!
        /// </summary>
		public static GameState BlowUpThePrison(GameState state, Character instigator, Character receiver, Item item){
			GameState newState = state.Clone();			
			newState.AddLine ("Indigo Prison",new DialogueLine("Indigo Prison", "The prison exploded, apparently one of the guards went mad."));
			return newState;
		}
		//Introduces a character by dehiding them, and adding their initial item quest to the world state
		public static GameState IntroduceMurderQuest(GameState state, Character instigator, Character receiver, Item item){
			GameState newState = state.Clone();

			if(instigator!=null && receiver!=null){
				Location loc = DramaManager.Instance
					.GetNewItemLocation (state,instigator);

				var instigatorIndex = newState.Characters.FindIndex(c => c.Name == instigator.Name);

				newState.Characters[instigatorIndex].Hidden = false;

				Item guardItem = new Item (instigator.Name + "Item"+"Lethal", loc.X, loc.Y);
				newState.AddItem (guardItem);
				guardItem.AddStatus ("Lethal");
				guardItem.SetHidden (false);

				Random r = new Random();
				
				if(r.Next(0,2)==0){
					guardItem.AddStatus ("Distance");
				}

				newState.Player.AddStatus(instigator.Name+"WantsToKill"+receiver.Name);
				newState.Player.AddStatus("Knows"+instigator.Name);

				if(instigator.Name.Contains(DramaManager.PRISONER_TITLE)){
					newState.AddLine (instigator.Name,new DialogueLine(instigator.Name, "Hey buddy, not sure who you are, but I need this thing."));
					newState.AddLine (instigator.Name,new DialogueLine(instigator.Name, "Gonna use it to take down a jerk. Sounds good, right?"));

				}
				else if(instigator.Name.Contains(DramaManager.GUARD_TITLE)){
					newState.AddLine (instigator.Name,new DialogueLine(instigator.Name, "Entity, I require your assistance."));
					newState.AddLine (instigator.Name,new DialogueLine(instigator.Name, "One of these monsters wishes me ill. Fetch this device to stop them."));
				}
			}
			return newState;
		}
        /// <summary>
        /// The instigating character is given a quest by the the receiving character.
        /// The receiving character is dehidden and their initial item quest is added to the world state.
        /// </summary>
        public static GameState IntroduceCharacterQuest(GameState state, Character instigator, Character receiver, Item item) {
            GameState newState = state.Clone();
            Location loc = DramaManager.Instance
                .GetNewItemLocation(state, instigator);

            var instigatorIndex = newState.Characters.FindIndex(c => c.Name == instigator.Name);

            newState.Characters[instigatorIndex].Hidden = false;

            Item guardItem = new Item(instigator.Name + "Item", loc.X, loc.Y);
            newState.AddItem(guardItem);
            guardItem.SetHidden(false);

            newState.AddLine(instigator.Name, new DialogueLine(instigator.Name, "Hey get this!"));

            return newState;
        }
        /// <summary>
        /// The instigating character steals an item from the receiving character.
        /// One of the preconditions should be that the receiving character has the item.
        /// This is the benign version of STEALING.
        /// </summary>
        public static GameState TakeItemFromPlayer(GameState state, Character instigator, Character receiver, Item item) {
            GameState newState = state.Clone();
            var thief = newState.GetCharacter(instigator.Name);

			var thiefIndex = newState.Characters.FindIndex(c => c.Name == instigator.Name);

            // Nothing should happen if for some reason the game state is mucked up.
            if (thief != null && item!=null) {
				newState.Player.RemoveItem(item);
				thief.Items.Add(item);
                newState.AddLine(thief.Name, new DialogueLine(thief.Name, "Great! Thanks for getting that for me!"));

				newState.Characters[thiefIndex]=thief;
            }

            return newState;
        }
Exemple #18
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 /// <summary>
 /// Evaluates whether or not the goal condition is true for the given state.
 /// </summary>
 /// <param name="state">The game state.</param>
 /// <returns>True if the goal condition is met, false otherwise.</returns>
 public bool IsGoalSatisfied(GameState state) {
     return this.Condition(state, this.Instigator, this.Receiver, this.Item);
 }
        /// <summary>
        /// The instigating character steals an item from the receiving character.
        /// One of the preconditions should be that the receiving character has the item.
        /// </summary>
        public static GameState StealItemFromCharacter(GameState state, Character instigator, Character receiver, Item item) {
            GameState newState = state.Clone();
            var thief = newState.GetCharacter(instigator.Name);
            var victim = newState.GetCharacter(receiver.Name);

            // Nothing should happen if for some reason the game state is mucked up.
            if (thief != null && victim != null && victim.HasItem(item)) {
                victim.Items.Remove(item);
                thief.Items.Add(item);
                newState.AddLine(thief.Name, new DialogueLine(thief.Name, "Success! This " + item.Name + " is mine!"));
                newState.AddLine(victim.Name, new DialogueLine(victim.Name, "Wait...where did the " + item.Name + " go?"));
            }

            return newState;
        }
        /// <summary>
        /// The instigating character locks up the receiving character.
        /// </summary>
        public static GameState LockUpCharacter(GameState state, Character instigator, Character receiver, Item item) {
            GameState newState = state.Clone();

            // May not be an actual guard, but this needed a variable name that wasn't "lockerUpper"
            var guard = newState.GetCharacter(instigator.Name);
            var prisoner = newState.GetCharacter(receiver.Name);

            if (guard != null && prisoner != null) {
                prisoner.RemoveStatus("Mobile");
                // TODO (kasiu): Add some more/better lines?
                newState.AddLine(instigator.Name, new DialogueLine(instigator.Name, "Stay locked up in there!"));
            }

            return newState;
        }
        /// <summary>
        /// The instigating character kills the receiving character. No items are involved.
        /// </summary>
        public static GameState KillCharacter(GameState state, Character instigator, Character receiver, Item item) {
            GameState newState = state.Clone();
            var killedIndex = newState.Characters.FindIndex(c => c.Name == receiver.Name);
            // If the character exists...
            if (killedIndex >= 0 && killedIndex < newState.Characters.Count()) {
                var killed = newState.Characters[killedIndex];
                // KILL IT (and overwrite the old character)
                killed.RemoveStatus("Alive");
                newState.Characters[killedIndex] = killed;
            }
			
			newState.AddLine(instigator.Name, new DialogueLine(instigator.Name,"Haha, now I can kill the "+receiver.Name));
            return newState;
        }
		public static GameState DistanceKillCharacter(GameState state, Character instigator, Character receiver, Item item){
			GameState newState = state.Clone();
			
			if(instigator!=null  && receiver!=null){//&& item!=null
				var killedIndex = newState.Characters.FindIndex(c => c.Name == receiver.Name);
				if (killedIndex >= 0 && killedIndex < newState.Characters.Count()) {
					var killed = newState.Characters[killedIndex];

					// KILL IT (and overwrite the old character)
					killed.RemoveStatus("Alive");
					newState.Characters[killedIndex] = killed;
					killed.Hidden = true;
					//item.SetAlive (false);//TODO; this is a problem
				
					if(instigator.Name.Contains(DramaManager.PRISONER_TITLE)){
						newState.AddLine (instigator.Name,new DialogueLine(instigator.Name, "Haha, that'll show him."));
					}
					else if(instigator.Name.Contains(DramaManager.GUARD_TITLE)){
						newState.AddLine (instigator.Name,new DialogueLine(instigator.Name, "Threat neutralized, well done."));
					}
				}

			}
			return newState;
		}
		public static GameState TestKillCharacter(GameState state, Character instigator, Character receiver, Item item){
			GameState newState = state.Clone();
			
			if(receiver!=null && instigator!=null){
				var killedIndex = newState.Characters.FindIndex(c => c.Name == receiver.Name);
				// If the character exists...
				if (killedIndex >= 0 && killedIndex < newState.Characters.Count()) {
					var killed = newState.Characters[killedIndex];
					// KILL IT (and overwrite the old character)
					killed.RemoveStatus("Alive");
					newState.Characters[killedIndex] = killed;

					
					if(instigator.Name.Contains(DramaManager.PRISONER_TITLE)){
						newState.AddLine (instigator.Name,new DialogueLine(instigator.Name, "Haha, that'll show him."));
					}
					else if(instigator.Name.Contains(DramaManager.GUARD_TITLE)){
						newState.AddLine (instigator.Name,new DialogueLine(instigator.Name, "Threat neutralized, well done."));
					}
				}
				
				//newState.AddLine(instigator.Name, new DialogueLine(instigator.Name,"));
			}
			return newState;
		}
Exemple #24
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		public static bool NotEnded(GameState state, Character instigator, Character receiver, Item item) {
			return state.Intensity!=6;		
		}
 /// <summary>
 /// DM causes all prisoners to be locked up, prohibiting them from moving around.
 /// XXX (kasiu): Also locks up any guards due to lack of filtering.
 /// </summary>
 public static GameState LockUpAllThePrisoners(GameState state, Character instigator, Character receiver, Item item) {
     GameState newState = state.Clone();
     newState.Characters.ForEach(c => { if (c.HasStatus("Mobile") && c.HasStatus("Alive")) { c.RemoveStatus("Mobile"); } });
     newState.AddLine("Indigo Prison", new DialogueLine("Indigo Prison", "All of the prisoners have been locked up!"));
     return newState;
 }
		//This one works from a distance, if the player is already helping the other character
		public static GameState IntroduceSelfDistance(GameState state, Character instigator, Character receiver, Item item){
			GameState newState = state.Clone();
			
			var instigatorIndex = newState.Characters.FindIndex(c => c.Name == instigator.Name);
			
			newState.Characters[instigatorIndex].Hidden = false;
			
			newState.Player.AddStatus("Knows"+instigator.Name);
			
			if(instigator.Name.Contains(DramaManager.PRISONER_TITLE)){
				newState.AddLine (instigator.Name,new DialogueLine(instigator.Name, "Now what have we got here? Someone who can move through the prison?"));
				newState.AddLine (instigator.Name,new DialogueLine(instigator.Name, "Why don't you come see me."));
				
			}
			else if(instigator.Name.Contains(DramaManager.GUARD_TITLE)){
				newState.AddLine (instigator.Name,new DialogueLine(instigator.Name, "Stop what you're doing immediately."));
				newState.AddLine (instigator.Name,new DialogueLine(instigator.Name, "Report to me, Entity."));
			}
			
			return newState;
		}
Exemple #27
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		public static bool InstigatorNotReceiver(GameState state, Character instigator, Character receiver, Item item) {
			return instigator!=null && receiver!=null && instigator.Name!=receiver.Name;		
		}
        /// <summary>
        /// Introduces an escape quest.
        /// </summary>
        /// <returns></returns>
        public static GameState IntroduceEscapeQuest(GameState state, Character instigator, Character receiver, Item item) {
            GameState newState = state.Clone();

            if (instigator != null && receiver != null) {
                Location loc = DramaManager.Instance.GetNewItemLocation(state, instigator);

                var escapee = newState.GetCharacter(instigator.Name);
                escapee.Hidden = false;

                Item key = new Item(instigator.Name + "Item" + "Liberating", loc.X, loc.Y);
                newState.AddItem(key);
                key.AddStatus("Liberating");
                key.SetHidden(false);

                Random r = new Random();

                //if (r.Next(0, 2) == 0) {
                //    key.AddStatus("Distance");
                //}

                //newState.Player.AddStatus(instigator.Name + "Wants" + key.Name);
				newState.Player.AddStatus("Knows" + instigator.Name);

                if (instigator.Name.Contains(DramaManager.PRISONER_TITLE)) {
                    newState.AddLine(instigator.Name, new DialogueLine(instigator.Name, "Hey buddy, not sure who you are, but I need this thing."));
                    newState.AddLine(instigator.Name, new DialogueLine(instigator.Name, "I need to try and get out of this place. I'll make it worth your while."));
                } else if (instigator.Name.Contains(DramaManager.GUARD_TITLE)) {
                    newState.AddLine(instigator.Name, new DialogueLine(instigator.Name, "Entity, I require your assistance."));
                    newState.AddLine(instigator.Name, new DialogueLine(instigator.Name, "One of these monsters wishes to escape. Fetch me the device they desire and I'll reward you."));
                }
            }
            return newState;
        }
		//Introduces a character by dehiding them, and adding their initial item quest to the world state
		public static GameState IntroduceSelf(GameState state, Character instigator, Character receiver, Item item){
			GameState newState = state.Clone();
			
			var instigatorIndex = newState.Characters.FindIndex(c => c.Name == instigator.Name);
			
			newState.Characters[instigatorIndex].Hidden = false;

			newState.Player.AddStatus("Knows"+instigator.Name);

			if(instigator.Name.Contains(DramaManager.PRISONER_TITLE)){
				newState.AddLine (instigator.Name,new DialogueLine(instigator.Name, "Who the hell are you? You aren't a guard, or a prisoner. What's up with that?"));

			}
			else if(instigator.Name.Contains(DramaManager.GUARD_TITLE)){
				newState.AddLine (instigator.Name,new DialogueLine(instigator.Name, "Entity, what's your designation? You are not a guard or prisoner. But perhaps you can be useful."));
			}
			
			return newState;
		}
Exemple #30
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        // NOTE (kasiu): The following four functions use the "IsAlive" method found in Character.cs.
        //               This is a shorthand method due to the fact that we check the "alive" status in 
        //               other modules, but is not something we should do for other character stasuses.
        //               For conditions that rely on other attributes or statuses, please us "HasStatus"
        //               with the appropriate string instead.

        /// <summary>
        /// Returns whether or not the instigating character is alive.
        /// Makes use of optional parameters on the condition.
        /// </summary>
        public static bool IsInstigatorAlive(GameState state, Character instigator, Character receiver = null, Item item = null) {
            var character = state.GetCharacter(instigator.Name);
            return (character != null) && character.IsAlive() ;
        }