Esempio n. 1
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 private void UpdateAllOnStart(IParty party, IAdventure adventure)
 {
     foreach (var o in observers)
     {
         o.UpdateOnStart(party, adventure);
     }
 }
Esempio n. 2
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        public string QueueIgnoringRequirements(IParty party)
        {
            Unqueue(party);
            int minLevel = PartyUtils.GetLowestLevelPlayer(party).Level;

            IList <IAdventure> adventures = repository
                                            .Get(a => {
                return(a.MinimumLevel <= minLevel &&
                       AdventureUtils.GetCostRequirementPredicate(party).Invoke(a));
            });

            if (adventures.Count == 0)
            {
                return("A member in your party is either too low a level or cannot afford, " +
                       "and dungeons!");
            }

            Random     rnd       = new Random();
            IAdventure adventure = adventures[rnd.Next(0, adventures.Count - 1)];

            adventureQueue.Add(new KeyValuePair <IParty, IAdventure>(party, adventure));
            return(string.Format("Your party has joined the adventure queue for {0}, which " +
                                 "will start shortly. Maximum level requirements have been ignored, Xp is capped at " +
                                 "the adventures maximum level ({1}). ",
                                 adventure.Name, adventure.MaximumLevel));
        }
Esempio n. 3
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 public static Func <IAdventure, bool> GetCostRequirementPredicate(IParty party)
 {
     return(new Func <IAdventure, bool>(a =>
     {
         IAdventure adventure = a;
         return party.Players.All(p => { return adventure.Cost <= p.Coins; });
     }));
 }
Esempio n. 4
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        private int CalcXP(IAdventure adventure, IParty party, float rewardMod)
        {
            int level         = party.Level < adventure.MaximumLevel ? party.Level : adventure.MaximumLevel;
            int totalLevelTNL = new LevelFactory().createFromLevel(100, level).TNL();
            int xp            = totalLevelTNL / 50;

            return(ScaleReward(level, xp, rewardMod));
        }
Esempio n. 5
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        private string Penalise(IParty party, IAdventure adventure)
        {
            int xp    = CalcXP(adventure, party, adventure.RewardModifier);
            int coins = CalcXP(adventure, party, adventure.RewardModifier);

            string message = "Failed to complete " + adventure.Name + "! ";

            return(message);
        }
Esempio n. 6
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        private int CalcCoins(IAdventure adventure, IParty party, float rewardMod)
        {
            int coins = 50; //base default from legacy

            coins += (party.CoinBonus * coins) / 100;

            int level = party.Level < adventure.MaximumLevel ? party.Level : adventure.MaximumLevel;

            return(ScaleReward(level, coins, rewardMod) / party.Players.Count);
        }
Esempio n. 7
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        private bool isEncounterSuccessful(IParty party, IAdventure adventure, int encounter)
        {
            float chance = party.SuccessChance * (party.Level / adventure.MaximumLevel);

            chance  = chance < (party.SuccessChance * .75) ? party.SuccessChance * .75f : chance;
            chance += adventure.BaseSuccessRate * (party.Players.Count / PartySizeLimit);
            chance -= adventure.EncounterDifficulty(encounter);

            return(chance > random.Next(0, 100));
        }
Esempio n. 8
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        private string Reward(IParty party, IAdventure adventure)
        {
            int xp    = CalcXP(adventure, party, adventure.RewardModifier);
            int coins = CalcCoins(adventure, party, adventure.RewardModifier);

            string rewardMessage = adventure.Name + " has been completed! Each player has been awarded: " +
                                   xp + " xp and " + coins + " coins! ";

            party.AddXp(xp);
            party.AddCoins(coins);
            return(rewardMessage);
        }
Esempio n. 9
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        static void Main(string[] args)
        {
            Console.WriteLine("工廠模式");

            List <ITrainingCamp> trainCamps = new List <ITrainingCamp>()
            {
                new ArcherTrainCamp(), new WarriorTrainCamp()
            };

            foreach (ITrainingCamp trainCamp in trainCamps)
            {
                IAdventure adventure = trainCamp.TrainAdventure();
                adventure.ShowType();
            }
        }
Esempio n. 10
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        //Gets a new AdventureRepository, this repository will look up the dungeonlist.ini file and use
        // it as a bridge to find the correct file for each type of dungeon.
        // If this method is called more than once during the application life, it will check if the
        // dungeons have already been loaded before doing so again.
        // Params:
        // dbfp - dungeonBridgeFilePath [Legacy - "content/dungeonlist.ini"]
        // dfpp - dungeonFilePathPrefix [Legacy - "content/dungeons/"]
        // throws:
        // IOException - if a file cannot be accessed this exception will be thrown
        // NullPointException - Is thrown if any params are null or any resulting calls to files return null.
        public static LegacyAdventureRepository getInstance(string bridgeFile, string filePrefix,
                                                            IEquipmentRepository items)
        {
            if (LegacyAdventureRepository.ADVENTURES != null)
            {
                return(new LegacyAdventureRepository(LegacyAdventureRepository.ADVENTURES));
            }
            IDictionary <int, string>     dungeonDic = createDungeonID_File_Dic(bridgeFile, filePrefix);
            IDictionary <int, IAdventure> adventures = new Dictionary <int, IAdventure>();

            foreach (KeyValuePair <int, string> dungeonID_FilePath in dungeonDic)
            {
                IAdventure adv = create(dungeonID_FilePath, items);
                adventures.Add(adv.ID, adv);
            }

            return(new LegacyAdventureRepository(adventures));
        }
Esempio n. 11
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        private void FormAdventurePartyAndRemoveTickets(IAdventure adventure,
                                                        params AdventureTicket[] partyTickets)
        {
            IList <IPlayer> players = new List <IPlayer>();

            foreach (var ticket in partyTickets)
            {
                foreach (var p in ticket.Players)
                {
                    players.Add(p);
                }
                tickets.Remove(ticket.TimeIn);
                waitTimes.Add(TimeSpan.FromSeconds(DateTime.Now.Second / ticket.TimeIn.Second));
            }
            IParty party = pool.Create(players);

            adventureQueue.Add(new KeyValuePair <IParty, IAdventure>(party, adventure));
        }
Esempio n. 12
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        private string Queue(IParty party, IList <IAdventure> adventures)
        {
            if (adventures.Any(AdventureUtils.GetPartySizeRequirementPredicate(party)))
            {
                IEnumerable <IAdventure> matches = adventures
                                                   .Where(AdventureUtils.GetPartySizeRequirementPredicate(party));
                Random     rnd       = new Random();
                IAdventure adventure = matches.ElementAt(rnd.Next(0, matches.Count()));
                adventureQueue.Add(new KeyValuePair <IParty, IAdventure>(party, adventure));
                return(string.Format("Your party has joined the adventure queue for {0}, which " +
                                     "will start shortly.", adventure.Name));
            }

            var ticket = new AdventureTicket(adventures, party.Players.ToArray());

            tickets.Add(ticket.TimeIn, ticket);
            TryToBuildParty();
            return(string.Format("You have joined the group finder! The estimated " +
                                 "waiting time is {0} mins", GetAverageWaitTime().Minutes));
        }
Esempio n. 13
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        /// <summary>
        /// This function will roll chances against the party's Item Find stat, if successful
        /// then the item will be randomly given to a player in the party. The player
        /// does not need to meet any requirements to use the item in order for it to drop
        /// for them.
        /// The item is then placed in the players inventory and the resulting dictionary is
        /// returned to show what items have been rewarded and who to.
        /// </summary>
        /// <param name="party"></param>
        /// <param name="adventure"></param>
        /// <returns></returns>
        private IDictionary <IPlayer, IList <IItem> > RewardItems(IParty party, IAdventure adventure)
        {
            IDictionary <IPlayer, IList <IItem> > items = new Dictionary <IPlayer, IList <IItem> >();

            foreach (var item in adventure.Loot)
            {
                if (party.ItemFind >= random.Next(100))
                {
                    IPlayer player = party.Players[random.Next(0, party.Players.Count)];
                    player.AddItem(item);
                    if (items.ContainsKey(player))
                    {
                        items[player].Add(item);
                    }
                    else
                    {
                        items.Add(player, new List <IItem>(new IItem[] { item }));
                    }
                }
            }
            return(items);
        }
Esempio n. 14
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        public string QueueIgnoringRequirements(IParty party, int[] ids)
        {
            Unqueue(party);
            int minLevel = PartyUtils.GetLowestLevelPlayer(party).Level;

            IList <IAdventure> adventures = repository.Get(a => {
                return(ids.Contains(a.ID) && a.MinimumLevel < minLevel);
            });

            if (adventures.Count == 0)
            {
                return("A member in your party is too low a level to Queue.");
            }

            Random     rnd       = new Random();
            IAdventure adventure = adventures[rnd.Next(0, adventures.Count - 1)];

            adventureQueue.Add(new KeyValuePair <IParty, IAdventure>(party, adventure));
            return(string.Format("Your party has joined the adventure queue for {0}, which " +
                                 "will start shortly. Maximum level requirements have been ignored.",
                                 adventure.Name));
        }
Esempio n. 15
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 public int CompareTo(IAdventure other)
 {
     return(this.MinimumLevel.CompareTo(other.MinimumLevel));
 }
Esempio n. 16
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 public EReturnCode GoOnAdventure(IAdventure _adventure)
 {
     throw new NotImplementedException();
 }