Esempio n. 1
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 public void ReadjustMaxes(BuffBox buffs)
 {
     MaxHealth               = Convert.ToDecimal(GetWillpowerBaseByLevel(Level)) * (1.0M + (buffs.HealthBonusPercent() / 100.0M));
     MaxMana                 = Convert.ToDecimal(GetManaBaseByLevel(Level)) * (1.0M + (buffs.ManaBonusPercent() / 100.0M));
     ExtraInventory          = buffs.ExtraInventorySpace();
     SneakPercent            = buffs.SneakPercent();
     MoveActionPointDiscount = buffs.MoveActionPointDiscount();
     ForceWithinBounds();
 }
Esempio n. 2
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        /// <summary>
        /// Have the player cleanse, restoring some willpower and reduce TF Energies, modified by the player's buffs
        /// </summary>
        /// <param name="buffs">Player's buffs</param>
        /// <returns>Cleanse amount</returns>
        public string Cleanse(BuffBox buffs)
        {
            CleansesMeditatesThisRound++;
            ActionPoints       -= PvPStatics.CleanseCost;
            Mana               -= PvPStatics.CleanseManaCost;
            LastActionTimestamp = DateTime.UtcNow;

            var result = "";
            var cleanseBonusTFEnergyRemovalPercent = buffs.CleanseExtraTFEnergyRemovalPercent() + PvPStatics.CleanseTFEnergyPercentDecrease;
            var cleanseWPRestore = PvPStatics.CleanseHealthRestoreBase + buffs.CleanseExtraHealth();
            var outOfCombat      = false;

            //  Increase the rate of cleansing outside of combat
            var lastAttackTimeAgo = Math.Abs(Math.Floor(GetLastCombatTimestamp().Subtract(DateTime.UtcNow).TotalSeconds));

            if (lastAttackTimeAgo > 3 * TurnTimesStatics.GetTurnLengthInSeconds())
            {
                outOfCombat = true;
            }

            if (cleanseWPRestore <= 0)
            {
                result = "You try to cleanse, but due to the magical effects on your body you fail to restore any willpower.";
            }
            else
            {
                if (outOfCombat)
                {
                    AddHealth(cleanseWPRestore * 3);
                    result = $"You take your time cleansing yourself, restoring {cleanseWPRestore * 3:#} willpower.";
                }
                else
                {
                    AddHealth(cleanseWPRestore);
                    result = $"You quickly cleanse, restoring {cleanseWPRestore:#} willpower.";
                }
            }

            if (cleanseBonusTFEnergyRemovalPercent > 0)
            {
                CleanseTFEnergies(buffs);
            }

            if (BotId == AIStatics.ActivePlayerBotId)
            {
                var location = LocationsStatics.LocationList.GetLocation.FirstOrDefault(l => l.dbName == Location);
                AddLog($"You cleansed at {location.Name}.", false);
            }

            return(result);
        }
Esempio n. 3
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        /// <summary>
        /// Return the player's stat of a given QuestConnectionRequirement.  Ex:  player has 50 luck
        /// </summary>
        /// <param name="q">QuestConnectionRequirement to be evaluated</param>
        /// <param name="buffs">The player's stats</param>
        /// <returns></returns>
        private static float GetValueFromType(QuestConnectionRequirement q, BuffBox buffs)
        {
            float playerValue = 0;

            // get correct ability type requirement
            if (q.RequirementType == (int)QuestStatics.RequirementType.Discipline)
            {
                playerValue = buffs.Discipline();
            }
            else if (q.RequirementType == (int)QuestStatics.RequirementType.Perception)
            {
                playerValue = buffs.Perception();
            }
            else if (q.RequirementType == (int)QuestStatics.RequirementType.Charisma)
            {
                playerValue = buffs.Charisma();
            }
            else if (q.RequirementType == (int)QuestStatics.RequirementType.Fortitude)
            {
                playerValue = buffs.Fortitude();
            }
            else if (q.RequirementType == (int)QuestStatics.RequirementType.Agility)
            {
                playerValue = buffs.Agility();
            }
            else if (q.RequirementType == (int)QuestStatics.RequirementType.Allure)
            {
                playerValue = buffs.Allure();
            }
            else if (q.RequirementType == (int)QuestStatics.RequirementType.Magicka)
            {
                playerValue = buffs.Magicka();
            }
            else if (q.RequirementType == (int)QuestStatics.RequirementType.Succour)
            {
                playerValue = buffs.Succour();
            }
            else if (q.RequirementType == (int)QuestStatics.RequirementType.Luck)
            {
                playerValue = buffs.Luck();
            }

            return(playerValue);
        }
Esempio n. 4
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        public string Meditate(BuffBox buffs)
        {
            CleansesMeditatesThisRound++;
            ActionPoints       -= PvPStatics.MeditateCost;
            LastActionTimestamp = DateTime.UtcNow;

            var result = "";
            var meditateManaRestore = PvPStatics.MeditateManaRestoreBase + buffs.MeditationExtraMana();
            var outOfCombat         = false;

            //  Increase the rate of meditation outside of combat
            var lastAttackTimeAgo = Math.Abs(Math.Floor(GetLastCombatTimestamp().Subtract(DateTime.UtcNow).TotalSeconds));

            if (lastAttackTimeAgo > 3 * TurnTimesStatics.GetTurnLengthInSeconds())
            {
                outOfCombat = true;
            }

            if (meditateManaRestore < 0)
            {
                result = "You try to meditate, but due to the magical effects on your body you fail to restore any mana.";
            }
            else
            {
                if (outOfCombat)
                {
                    AddMana(meditateManaRestore * 3);
                    result = $"You take your time meditating, restoring {meditateManaRestore * 3:#} mana.";
                }
                else
                {
                    AddMana(meditateManaRestore);
                    result = $"You quickly meditate, restoring {meditateManaRestore:#} mana.";
                }
            }

            if (BotId == AIStatics.ActivePlayerBotId)
            {
                var location = LocationsStatics.LocationList.GetLocation.FirstOrDefault(l => l.dbName == Location);
                AddLog($"You meditated at {location.Name}.", false);
            }

            return(result);
        }
Esempio n. 5
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        /// <summary>
        /// Removes a percentage of TF energy that this player has, determined by the stats passed in
        /// </summary>
        /// <param name="buffs">Buffs owned by the player</param>
        public void CleanseTFEnergies(BuffBox buffs)
        {
            var cleansePercentage = buffs.CleanseExtraTFEnergyRemovalPercent() + PvPStatics.CleanseTFEnergyPercentDecrease;


            //  Increase the rate of TFE cleansing outside of combat
            var lastAttackTimeAgo = Math.Abs(Math.Floor(GetLastCombatTimestamp().Subtract(DateTime.UtcNow).TotalSeconds));

            if (lastAttackTimeAgo > 3 * TurnTimesStatics.GetTurnLengthInSeconds())
            {
                cleansePercentage = (cleansePercentage * 5);
            }

            foreach (var energy in TFEnergies)
            {
                var newValue = energy.Amount - cleansePercentage;
                energy.SetAmount(newValue);
            }
        }
Esempio n. 6
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        public void reducing_tf_energy_reduces_by_greater_percent_with_buffs()
        {
            var tfEnergies = new List <TFEnergy>
            {
                new TFEnergyBuilder().With(t => t.Amount, 100).BuildAndSave()
            };

            var player = new PlayerBuilder()
                         .With(p => p.Id, 50)
                         .With(p => p.TFEnergies, tfEnergies)
                         .BuildAndSave();

            var buffs = new BuffBox
            {
                FromForm_CleanseExtraTFEnergyRemovalPercent = 10
            };

            player.CleanseTFEnergies(buffs);
            Assert.That(player.TFEnergies.First().Amount, Is.EqualTo(40));
        }
Esempio n. 7
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        public void ReadjustMaxes(BuffBox buffs)
        {
            // readjust this health/mana by grabbing base amount plus effects from buffs
            this.MaxHealth = Convert.ToDecimal(PlayerProcedures.GetWillpowerBaseByLevel(this.Level)) * (1.0M + (buffs.HealthBonusPercent() / 100.0M));
            this.MaxMana   = Convert.ToDecimal(PlayerProcedures.GetManaBaseByLevel(this.Level)) * (1.0M + (buffs.ManaBonusPercent() / 100.0M));


            // keep this's health within proper bounds
            if (this.MaxHealth < 1)
            {
                this.MaxHealth = 1;
            }

            if (this.MaxMana < 1)
            {
                this.MaxMana = 1;
            }


            if (this.Health > this.MaxHealth)
            {
                this.Health = this.MaxHealth;
            }
            if (this.Mana > this.MaxMana)
            {
                this.Mana = this.MaxMana;
            }
            if (this.Health < 0)
            {
                this.Health = 0;
            }
            if (this.Mana < 0)
            {
                this.Mana = 0;
            }

            this.ExtraInventory     = buffs.ExtraInventorySpace();
            SneakPercent            = buffs.SneakPercent();
            MoveActionPointDiscount = buffs.MoveActionPointDiscount();
        }
        public void Init()
        {
            originalForm = new FormSourceBuilder()
                           .With(n => n.Id, 1)
                           .With(n => n.FriendlyName, "Base Form")
                           .With(n => n.Gender, PvPStatics.GenderFemale)
                           .BuildAndSave();

            currentForm = new FormSourceBuilder()
                          .With(n => n.Id, 2)
                          .With(n => n.FriendlyName, "Current Form")
                          .With(n => n.Gender, PvPStatics.GenderMale)
                          .BuildAndSave();

            player = new PlayerBuilder()
                     .With(p => p.Id, 23)
                     .With(p => p.FormSource, currentForm)
                     .With(p => p.OriginalFormSource, originalForm)
                     .With(p => p.ActionPoints, 50)
                     .With(p => p.Mana, 25)
                     .BuildAndSave();

            buffs = new BuffBox();
        }
Esempio n. 9
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        public string AddSelfRestoreEnergy(BuffBox buffs)
        {
            var actualAmount = 10 + (float)Math.Floor(buffs.Allure() / 10);

            if (this.SelfRestoreEnergy == null)
            {
                this.SelfRestoreEnergy = SelfRestoreEnergy.Create(this, actualAmount);
            }
            else
            {
                this.SelfRestoreEnergy.AddAmount(actualAmount);
            }

            this.CleansesMeditatesThisRound++;
            this.ActionPoints       -= (decimal)PvPStatics.SelfRestoreAPCost;
            this.Mana               -= (decimal)PvPStatics.SelfRestoreManaCost;
            this.LastActionTimestamp = DateTime.UtcNow;

            if (this.SelfRestoreEnergy.Amount < PvPStatics.SelfRestoreTFnergyRequirement)
            {
                var output = $"You rest and attempt to restore yourself to your base form.  [+{(int)actualAmount}, {(int)this.SelfRestoreEnergy.Amount}/{PvPStatics.SelfRestoreTFnergyRequirement}].  Keep trying and you'll find yourself in a familiar form in no time...";
                this.AddLog(output, false);
                return(output);
            }
            else
            {
                this.SelfRestoreEnergy.Reset();
                this.FormSource = this.OriginalFormSource;
                this.Gender     = this.OriginalFormSource.Gender;
                this.FirstName  = this.OriginalFirstName ?? this.FirstName;
                this.LastName   = this.OriginalLastName ?? this.LastName;
                var output = "<span class='meditate'>With this final cast, you manage to restore yourself back to your base form as a <b>" + OriginalFormSource.FriendlyName + "</b>!<span>";
                this.AddLog(output, false);
                return(output);
            }
        }
Esempio n. 10
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 public override void SetUp()
 {
     base.SetUp();
     b     = new QuestConnectionBuilder();
     buffs = new BuffBox();
 }
Esempio n. 11
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 public void Init()
 {
     buffs = new BuffBox();
 }
Esempio n. 12
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        public static string AttackLocation(Player player, BuffBox buffs)
        {
            ILocationInfoRepository repo    = new EFLocationInfoRepository();
            ICovenantRepository     covRepo = new EFCovenantRepository();
            var location = LocationsStatics.LocationList.GetLocation.FirstOrDefault(l => l.dbName == player.dbLocationName);
            var output   = "";

            if (location == null)
            {
                output = "You cast an enchantment here, but you aren't actually anywhere!";
                return(output);
            }

            var info = repo.LocationInfos.FirstOrDefault(l => l.dbName == player.dbLocationName) ?? new LocationInfo
            {
                TakeoverAmount = 75,
                CovenantId     = -1,
                dbName         = player.dbLocationName,
            };

            if (player.Covenant == null)
            {
                output = "You cast an enchantment here, but it did no effect as you aren't part of a covenant";
                return(output);
            }

            if (info.TakeoverAmount >= 100 && info.CovenantId == player.Covenant)
            {
                output = "You cast an enchantment here, but it did no effect as this location's enchantment is already at its highest possible level, 100.";
                return(output);
            }

            var takeoverAmount = (float)player.Level / 2.0F;

            takeoverAmount += buffs.EnchantmentBoost;

            decimal XPGain = 0;

            try
            {
                XPGain = 40 / Math.Round(Convert.ToDecimal(101 - Math.Abs(info.TakeoverAmount)), 1);
            }
            catch (Exception)
            {
                XPGain = 0;
            }

            if (XPGain > PvPStatics.XP__EnchantmentMaxXP)
            {
                XPGain = PvPStatics.XP__EnchantmentMaxXP;
            }

            var XPGainText = String.Format("{0:0.#}", XPGain);

            // location is not controlled; give it to whichever covenant is attacking it
            if (info.TakeoverAmount <= 0)
            {
                info.CovenantId     = (int)player.Covenant;
                info.TakeoverAmount = takeoverAmount;


                if (info.TakeoverAmount > 100)
                {
                    info.TakeoverAmount = 100;
                }

                info.LastTakeoverTurn = PvPWorldStatProcedures.GetWorldTurnNumber();
                output = "<b>Your enchantment settles in this location, converting its energies from the previous controlling covenant to your own!  (+" + XPGainText + " XP)</b>";
                location.CovenantController = (int)player.Covenant;
                location.TakeoverAmount     = info.TakeoverAmount;
                var myCov = covRepo.Covenants.First(c => c.Id == player.Covenant);

                var locationLogMessage = "<b class='playerAttackNotification'>" + player.GetFullName() + " enchanted this location and claimed it for " + myCov.Name + "!</b>";
                LocationLogProcedures.AddLocationLog(player.dbLocationName, locationLogMessage);


                var covLogWinner = player.GetFullName() + " enchanted " + location.Name + " and has claimed it for this covenant.";
                CovenantProcedures.WriteCovenantLog(covLogWinner, myCov.Id, true);
            }

            // otherwise the location is controlled by someone
            else
            {
                // add points toward the attacker's covenant or take them away if it belongs to another
                if (info.CovenantId == player.Covenant)
                {
                    info.TakeoverAmount    += takeoverAmount;
                    location.TakeoverAmount = info.TakeoverAmount;
                    var cov = covRepo.Covenants.FirstOrDefault(c => c.Id == player.Covenant);
                    output =
                        $"Your enchantment reinforces this location by {takeoverAmount}.  New influence level is {info.TakeoverAmount} for your covenant, {cov?.Name ?? "unknown"}.  (+{XPGainText} XP)</b>";
                }
                else
                {
                    info.TakeoverAmount    -= takeoverAmount;
                    location.TakeoverAmount = info.TakeoverAmount;
                    var cov = info.CovenantId == null
                        ? null
                        : covRepo.Covenants.FirstOrDefault(c => c.Id == info.CovenantId);

                    if (info.TakeoverAmount <= 0)
                    {
                        // notify old covenant who stole the location and their covenant
                        if (info.CovenantId != null && info.CovenantId > 0)
                        {
                            var attackingCov = CovenantProcedures.GetCovenantViewModel((int)player.Covenant);
                            var covLogLoser  = player.GetFullName() + " of " + attackingCov.dbCovenant.Name + " enchanted " + location.Name + ", removing it from this covenant's influence!";
                            CovenantProcedures.WriteCovenantLog(covLogLoser, (int)info.CovenantId, true);
                        }

                        info.CovenantId       = -1;
                        info.LastTakeoverTurn = PvPWorldStatProcedures.GetWorldTurnNumber();
                    }

                    if (cov != null)
                    {
                        output = "You dispel the enchantment at this location by " + takeoverAmount + ".  New influence level is " + info.TakeoverAmount + " for the location's existing controller, " + cov.Name + ".  (+" + XPGainText + " XP)</b>";
                    }
                    else
                    {
                        output = "You dispel the enchantment at this location by " + takeoverAmount + ".  New influence level is " + info.TakeoverAmount + ".  (+" + XPGainText + " XP)</b>";
                    }
                }

                var locationLogMessage = "<span class='playerAttackNotification'>" + player.GetFullName() + " cast an enchantment on this location.</span>";
                LocationLogProcedures.AddLocationLog(player.dbLocationName, locationLogMessage);
            }


            if (info.TakeoverAmount > 100)
            {
                info.TakeoverAmount = 100;
            }

            // cap at 0 to 100 points
            else if (info.TakeoverAmount <= 0)
            {
                info.CovenantId     = -1;
                info.TakeoverAmount = 0;
            }



            repo.SaveLocationInfo(info);
            PlayerProcedures.GiveXP(player, XPGain);
            PlayerLogProcedures.AddPlayerLog(player.Id, output, false);

            return(output);
        }
Esempio n. 13
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        /// <summary>
        /// Returns true if a player passes all rolls for a quest connection.
        /// </summary>
        /// <param name="connection"></param>
        /// <param name="player">Player attempting to go down this connection</param>
        /// <param name="buffs">Player's statistics from effects and equipment</param>
        /// <param name="variables">All quest variables created by this player previously in the quest</param>
        /// <returns></returns>
        public static bool RollForQuestConnection(QuestConnection connection, Player player, BuffBox buffs, IEnumerable <QuestPlayerVariable> variables)
        {
            foreach (var q in connection.QuestConnectionRequirements)
            {
                if (!q.IsRandomRoll)
                {
                    continue;
                }

                var playerValue = GetValueFromType(q, buffs);

                var chance = q.RollModifier * playerValue + q.RollOffset;

                var r    = new Random();
                var roll = r.NextDouble() * 100;

                if (roll > chance)
                {
                    return(false);
                }
            }

            return(true);
        }
Esempio n. 14
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        public static string GetRequirementsAsString(QuestConnection q, BuffBox buffs)
        {
            var output = "";

            if (!q.QuestConnectionRequirements.Any())
            {
                return(output);
            }

            var len = q.QuestConnectionRequirements.Count();
            var i   = 0;

            output += "[";

            foreach (var qs in q.QuestConnectionRequirements.ToList())
            {
                // don't print anything for variables or gender requirements
                if (qs.RequirementType == (int)QuestStatics.RequirementType.Variable ||
                    qs.RequirementType == (int)QuestStatics.RequirementType.Gender ||
                    qs.RequirementType == (int)QuestStatics.RequirementType.Form)
                {
                    continue;
                }

                // random roll, calculate % chance and display that
                if (qs.IsRandomRoll)
                {
                    var playerValue = GetValueFromType(qs, buffs);

                    var chance = Math.Round(qs.RollModifier * playerValue + qs.RollOffset, 1);

                    if (chance < 0)
                    {
                        chance = 0;
                    }
                    else if (chance > 100)
                    {
                        chance = 100;
                    }

                    output += qs.PrintRequirementStatAsString() + " - " + chance + "%";
                }

                // strict requirement
                else
                {
                    output += qs.PrintOperatorAsString() + " " + qs.RequirementValue + " " + qs.PrintRequirementStatAsString();
                }

                if (i < len - 1)
                {
                    output += ", ";
                }

                i++;
            }

            output += "]";

            // no requirements were found, so clear up
            if (output == "[]")
            {
                output = "";
            }


            return(output);
        }
Esempio n. 15
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        /// <summary>
        /// Returns true if a connection is available to the player to take.
        /// </summary>
        /// <param name="questConnection"></param>
        /// <param name="player">Player attempting to go down this connection</param>
        /// <param name="buffs">Player's statistics from effects and equipment</param>
        /// <param name="variables">All quest variables created by this player previously in the quest</param>
        /// <returns></returns>
        public static bool QuestConnectionIsAvailable(QuestConnection questConnection, Player player, BuffBox buffs, IEnumerable <QuestPlayerVariable> variables)
        {
            var isAvailable = true;

            if (questConnection.QuestStateFromId < 0 || questConnection.QuestStateToId < 0)
            {
                return(false);
            }

            foreach (var q in questConnection.QuestConnectionRequirements)
            {
                // skip all roll-based requirements; a player can always attempt a roll
                if (q.IsRandomRoll)
                {
                    continue;
                }

                // evaluate variable
                if (q.RequirementType == (int)QuestStatics.RequirementType.Variable)
                {
                    var var = variables.FirstOrDefault(v => v.VariableName == q.VariabledbName);

                    // variable has never been set, so fail
                    if (var == null)
                    {
                        return(false);
                    }

                    isAvailable = ExpressionIsTrue(float.Parse(var.VariableValue), q);

                    if (!isAvailable)
                    {
                        return(false);
                    }
                    else
                    {
                        continue;
                    }
                }

                else if (q.RequirementType == (int)QuestStatics.RequirementType.Gender)
                {
                    if (q.RequirementValue == PvPStatics.GenderMale && player.Gender != PvPStatics.GenderMale)
                    {
                        return(false);
                    }
                    else if (q.RequirementValue == PvPStatics.GenderFemale && player.Gender != PvPStatics.GenderFemale)
                    {
                        return(false);
                    }

                    else
                    {
                        continue;
                    }
                }

                // evaluate player buff/ability
                var playerValue = GetValueFromType(q, buffs);
                isAvailable = ExpressionIsTrue(playerValue, q);
                if (!isAvailable)
                {
                    return(false);
                }
            }

            return(true);
        }