Esempio n. 1
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        public void ShouldCastMagicMissile()
        {
            //mock player
            var player = new MIMWebClient.Core.PlayerSetup.Player()
            {
                Name = "Liam"
            };
            //give spell to player
            var magicMissle = MagicMissile.MagicMissileAb();

            player.Skills.Add(magicMissle);

            //mock target
            var target = new MIMWebClient.Core.PlayerSetup.Player()
            {
                Name = "target"
            };

            //mock room
            var room = new Room();

            room.players = new List <MIMWebClient.Core.PlayerSetup.Player>();
            room.players.Add(player);
            room.players.Add(target);


            Assert.DoesNotThrow(() => MagicMissile.StartMagicMissile(player, room, ""));
        }
        public SerpentWand(int rarity)
        {
            _rarity = rarity;
            if (_rarity == 1)
            {
                Name         = "Low Quality Wand of Poison Strike";
                Value        = 30;
                magicMissile = new MagicMissile(3, 70, 0, 0, 90, 5, 3, false, "Poison Strike");
            }
            else if (_rarity == 2)
            {
                Name         = "Wand of Poison Strike";
                Value        = 50;
                magicMissile = new MagicMissile(4, 75, 0, 0, 95, 6, 3, false, "Poison Strike");
            }
            else
            {
                Name         = "High Quality Wand of Poison Strike";
                Value        = 100;
                magicMissile = new MagicMissile(6, 85, 0, 0, 100, 6, 4, false, "Poison Strike");
            }

            RemainingUses = 3;
            Symbol        = '/';
        }
        public VampiricWand(int rarity)
        {
            _rarity = rarity;
            if (_rarity == 1)
            {
                Name         = "Low Quality Wand of Vampiric Strike";
                Value        = 15;
                magicMissile = new MagicMissile(6, 90, 0, 0, 90, 5, 3, true, "Vampiric Strike");
            }
            else if (_rarity == 2)
            {
                Name         = "Wand of Vampiric Strike";
                Value        = 20;
                magicMissile = new MagicMissile(10, 95, 0, 0, 95, 6, 3, true, "Vampiric Strike");
            }
            else
            {
                Name         = "High Quality Wand of Vampiric Strike";
                Value        = 30;
                magicMissile = new MagicMissile(15, 100, 0, 0, 0, 0, 0, true, "Vampiric Strike");
            }

            RemainingUses = 5;
            Symbol        = '/';
        }
Esempio n. 4
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    public override void Charge()
    {
        collider.enabled = true;

        // Attack Speed = Charge Time
        // Time to Full Charge
        charge += Time.deltaTime / AttackSpeed;
        charge  = Mathf.Min(charge, 1.0f);

        //  0  charge -> 0 count, index 0
        //  .2 charge -> 0 count, index 1
        //  .4 charge -> 1 count, index 2
        //  .6 charge -> 2 count, index 3
        //  .8 charge -> 3 count, index 4
        //  1  charge -> 4 count, index 5

        int index = Mathf.RoundToInt(charge / missileChargeInc);

        if (index > currMissiles.Count)
        {
            MagicMissile missile = Instantiate(MagicMissilePrefab, this.transform);
            missile.transform.position = MagicMissilePositions[index - 1].position;
            currMissiles.Add(missile);
        }
    }
    public void ShootOnce()
    {
        GameObject   newMagicMissile = Instantiate(magicMissile, spawnPoint.transform.position, spawnPoint.transform.rotation);
        MagicMissile mm = newMagicMissile.GetComponent <MagicMissile>();

        mm.HitPlayer();
        mm.TargetPlayer();
    }
Esempio n. 6
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        public static PlayerClass MageClass()
        {
            var mage = new PlayerClass
            {
                Name               = "Mage",
                IsBaseClass        = true,
                ExperienceModifier = 3000,
                HelpText           = new Help(),
                Skills             = new List <Skill>(),
                ReclassOptions     = new List <PlayerClass>(),
                MaxHpGain          = 8,
                MinHpGain          = 3,
                MaxManaGain        = 15,
                MinManaGain        = 10,
                MaxEnduranceGain   = 15,
                MinEnduranceGain   = 11,
                StatBonusInt       = 2,
                StatBonusWis       = 1
            };

            #region  Give fighter punch skill

            var punch = Punch.PunchAb();
            punch.LevelObtained  = 2;
            punch.Proficiency    = 1;
            punch.MaxProficiency = 95;
            mage.Skills.Add(punch);

            #endregion

            #region  Give mage magic missile skill

            var magicMissile = MagicMissile.MagicMissileAb();

            magicMissile.LevelObtained  = 1;
            magicMissile.Proficiency    = 50;
            magicMissile.MaxProficiency = 95;
            mage.Skills.Add(magicMissile);

            #endregion


            #region  Give mage armor skill

            var armour = Armour.ArmourAb();

            armour.LevelObtained  = 1;
            armour.Proficiency    = 50;
            armour.MaxProficiency = 95;
            mage.Skills.Add(armour);

            #endregion


            mage.ReclassOptions.Add(Ranger.RangerClass());

            return(mage);
        }
Esempio n. 7
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        public void Should_Confirm_Player_Does_Not_Have_Skill()
        {
            var player = new MIMWebClient.Core.PlayerSetup.Player()
            {
                Name = "Liam"
            };
            //give spell to player
            var magicMissle = MagicMissile.MagicMissileAb();

            var hasSkill = Skill.CheckPlayerHasSkill(player, magicMissle.Name);

            Assert.IsFalse(hasSkill);
        }
Esempio n. 8
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        public override ISkill CreateSkill(string skillName)
        {
            ISkill skill = null;

            if (skillName.ToLower().Equals("magicmissile"))
            {
                skill = new MagicMissile();
            }
            else if (skillName.ToLower().Equals("fireball"))
            {
                skill = new FireBall();
            }
            return skill;
        }
Esempio n. 9
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        public override void OnComplete(Animation anim)
        {
            if (anim == AttackAnimation)
            {
                Sample.Instance.Play(Assets.SND_ZAP);

                MagicMissile.Shadow(Parent, Ch.pos, _posToShoot, this);

                Idle();
            }
            else
            {
                base.OnComplete(anim);
            }
        }
Esempio n. 10
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    private IEnumerator Fire()
    {
        targetList.Sort((x, y) => {
            float dist1 = (Player.Instance.transform.position - x.transform.position).sqrMagnitude;
            float dist2 = (Player.Instance.transform.position - y.transform.position).sqrMagnitude;

            if (dist1 > dist2)
            {
                return(1);
            }
            else if (dist1 == dist2)
            {
                return(0);
            }
            else
            {
                return(-1);
            }
        });

        for (int i = 0; i < currMissiles.Count; i++)
        {
            MagicMissile m = currMissiles[i];
            m.Target             = targetList.Count == 0 ? null : targetList[i % targetList.Count];
            m.Impulse            = m.Target == null ? Vector3.zero : Vector3.up * MagicMissileImpulse;
            m.LifeTime           = 20f;
            m.Damage             = this.Damage;
            m.Type               = this.Type;
            m.Knockback          = this.Knockback;
            m.RigidbodyKnockback = this.RigidbodyKnockback;
            m.Fire();

            yield return(new WaitForSeconds(MissileShootDelay));
        }

        charge = 0.0f;
        currMissiles.Clear();
        enemyList.Clear();
        targetList.Clear();
        collider.enabled = false;
        routine          = null;
    }
Esempio n. 11
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    IEnumerator FireWeapon()
    {
        yield return(new WaitForSeconds(attackDuration));

        if (attackSound != null)
        {
            attackSound.Play();
        }
        if (particles.Length > 0)
        {
            foreach (ParticleSystem p in particles)
            {
                p.Play();
            }
        }
        foreach (Transform anchor in anchors)
        {
            GameObject newPrefab = Instantiate(prefab, anchor.position, anchor.rotation);
            if (parentPrefab)
            {
                newPrefab.transform.parent = gameObject.transform;
            }

            MagicMissile m = newPrefab.GetComponent <MagicMissile>();
            if (m != null)
            {
                m.HitPlayer();
                m.TargetPlayer();
            }

            Fireball f = newPrefab.GetComponent <Fireball>();
            if (f != null)
            {
                f.HitPlayer();
                f.TargetPlayer();
            }

            yield return(new WaitForSeconds(fireDelay));
        }
    }
Esempio n. 12
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    public void Fire()
    {
        float dy = Random.Range(-height / 2, height / 2);

        GameObject   go      = dartSpawner.Get();
        MagicMissile missile = go.GetComponent <MagicMissile>();

        missile.targetTransform = familiar.transform;
        Vector3 position = transform.position;

        position.x = position.x * facingX;
        position.y = position.y * facingY;

        go.transform.position = position;

        Vector3 localScale = go.transform.localScale;

        localScale.x            = facingX * .25f;
        localScale.y            = facingY * .25f;
        go.transform.localScale = localScale;

        go.SetActive(true);
    }
Esempio n. 13
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    void ShootMissile()
    {
        if (!interrupted)
        {
            GameObject newMissile = Instantiate(missile, transform.position, transform.rotation);

            MagicMissile m = newMissile.GetComponent <MagicMissile>();
            if (m != null)
            {
                m.HitPlayer();
                m.TargetPlayer();
            }

            Fireball f = newMissile.GetComponent <Fireball>();
            if (f != null)
            {
                print("Targetting player");
                f.HitPlayer();
                f.TargetPlayer();
            }
        }
        interrupted = false;
    }
Esempio n. 14
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 protected internal virtual void Fx(int cell, ICallback callback)
 {
     MagicMissile.BlueLight(CurUser.Sprite.Parent, CurUser.pos, cell, callback);
     Sample.Instance.Play(Assets.SND_ZAP);
 }
Esempio n. 15
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        //public static Dictionary<string, Action> commandList { get; set; }
        public static Dictionary <string, Action> Commands(string commandOptions, string commandKey, PlayerSetup.Player playerData, Room.Room room)
        {
            var commandList = new Dictionary <String, Action>
            {
                { "north", () => Movement.Move(playerData, room, "North") },
                { "south", () => Movement.Move(playerData, room, "South") },
                { "east", () => Movement.Move(playerData, room, "East") },
                { "west", () => Movement.Move(playerData, room, "West") },
                { "down", () => Movement.Move(playerData, room, "Down") },
                { "up", () => Movement.Move(playerData, room, "Up") },
                { "look", () => LoadRoom.ReturnRoom(playerData, room, commandOptions, "look") },
                { "l in", () => LoadRoom.ReturnRoom(playerData, room, commandOptions, "look in") },
                { "look in", () => LoadRoom.ReturnRoom(playerData, room, commandOptions, "look in") },
                { "examine", () => LoadRoom.ReturnRoom(playerData, room, commandOptions, "examine") },
                { "touch", () => LoadRoom.ReturnRoom(playerData, room, commandOptions, "touch") },
                { "smell", () => LoadRoom.ReturnRoom(playerData, room, commandOptions, "smell") },
                { "taste", () => LoadRoom.ReturnRoom(playerData, room, commandOptions, "taste") },
                { "score", () => Score.ReturnScore(playerData) },
                { "inventory", () => Inventory.ReturnInventory(playerData.Inventory, playerData) },
                { "equipment", () => Equipment.ShowEquipment(playerData) },
                { "garb", () => Equipment.ShowEquipment(playerData) },
                { "get", () => ManipulateObject.GetItem(room, playerData, commandOptions, commandKey, "item") },
                { "take", () => ManipulateObject.GetItem(room, playerData, commandOptions, commandKey, "item") },
                { "drop", () => ManipulateObject.DropItem(room, playerData, commandOptions, commandKey) },
                { "give", () => ManipulateObject.GiveItem(room, playerData, commandOptions, commandKey, "killable") },
                { "put", () => ManipulateObject.DropItem(room, playerData, commandOptions, commandKey) },
                { "save", () => Save.UpdatePlayer(playerData) },
                { "'", () => Communicate.Say(commandOptions, playerData, room) },
                { "newbie", () => Communicate.NewbieChannel(commandOptions, playerData) },
                { "gossip", () => Communicate.GossipChannel(commandOptions, playerData) },
                { "ooc", () => Communicate.OocChannel(commandOptions, playerData) },
                { "say", () => Communicate.Say(commandOptions, playerData, room) },
                { "sayto", () => Communicate.SayTo(commandOptions, room, playerData) },
                { ">", () => Communicate.SayTo(commandOptions, room, playerData) },
                { "talkto", () => Talk.TalkTo(commandOptions, room, playerData) },
                { "emote", () => Emote.EmoteActionToRoom(commandOptions, playerData) },
                { "quit", () => HubContext.Quit(playerData.HubGuid, room) },
                { "wear", () => Equipment.WearItem(playerData, commandOptions) },
                { "remove", () => Equipment.RemoveItem(playerData, commandOptions) },
                { "doff", () => Equipment.RemoveItem(playerData, commandOptions) },
                { "wield", () => Equipment.WearItem(playerData, commandOptions, true) },
                { "unwield", () => Equipment.RemoveItem(playerData, commandOptions, false, true) },
                { "kill", () => Fight2.PerpareToFight(playerData, room, commandOptions) },
                { "flee", () => Flee.fleeCombat(playerData, room) },

                //spells
                { "c magic missile", () => MagicMissile.StartMagicMissile(playerData, room, commandOptions) },
                { "cast magic missile", () => MagicMissile.StartMagicMissile(playerData, room, commandOptions) },

                { "c armour", () => Armour.StartArmour(playerData, room, commandOptions) },
                { "cast armour", () => Armour.StartArmour(playerData, room, commandOptions) },

                { "c armor", () => Armour.StartArmour(playerData, room, commandOptions) },
                { "cast armor", () => Armour.StartArmour(playerData, room, commandOptions) },

                { "c continual light", () => ContinualLight.StarContinualLight(playerData, room, commandOptions) },
                { "cast continual light", () => ContinualLight.StarContinualLight(playerData, room, commandOptions) },

                { "c invis", () => Invis.StartInvis(playerData, room, commandOptions) },
                { "cast invis", () => Invis.StartInvis(playerData, room, commandOptions) },

                { "c weaken", () => Weaken.StartWeaken(playerData, room, commandOptions) },
                { "cast weaken", () => Weaken.StartWeaken(playerData, room, commandOptions) },

                { "c chill touch", () => ChillTouch.StartChillTouch(playerData, room, commandOptions) },
                { "cast chill touch", () => ChillTouch.StartChillTouch(playerData, room, commandOptions) },

                { "c fly", () => Fly.StartFly(playerData, room, commandOptions) },
                { "cast fly", () => Fly.StartFly(playerData, room, commandOptions) },

                { "c refresh", () => Refresh.StartRefresh(playerData, room, commandOptions) },
                { "cast refresh", () => Refresh.StartRefresh(playerData, room, commandOptions) },

                { "c faerie fire", () => FaerieFire.StartFaerieFire(playerData, room, commandOptions) },
                { "cast faerie fire", () => FaerieFire.StartFaerieFire(playerData, room, commandOptions) },

                { "c teleport", () => Teleport.StartTeleport(playerData, room) },
                { "cast teleport", () => Teleport.StartTeleport(playerData, room) },

                { "c blindness", () => Blindness.StartBlind(playerData, room, commandOptions) },
                { "cast blindess", () => Blindness.StartBlind(playerData, room, commandOptions) },

                { "c haste", () => Haste.StartHaste(playerData, room, commandOptions) },
                { "cast haste", () => Haste.StartHaste(playerData, room, commandOptions) },

                { "c create spring", () => CreateSpring.StartCreateSpring(playerData, room) },
                { "cast create spring", () => CreateSpring.StartCreateSpring(playerData, room) },

                //skills
                { "punch", () => Punch.StartPunch(playerData, room) },
                { "kick", () => Kick.StartKick(playerData, room) },

                //
                { "unlock", () => ManipulateObject.UnlockItem(room, playerData, commandOptions, commandKey) },
                { "lock", () => ManipulateObject.LockItem(room, playerData, commandOptions, commandKey) },
                { "open", () => ManipulateObject.Open(room, playerData, commandOptions, commandKey) },
                { "close", () => ManipulateObject.Close(room, playerData, commandOptions, commandKey) },
                { "drink", () => ManipulateObject.Drink(room, playerData, commandOptions, commandKey) },
                { "help", () => Help.ShowHelp(commandOptions, playerData) },
                { "time", Update.Time.ShowTime },
                { "clock", Update.Time.ShowTime },
                { "skills", () => ShowSkills.ShowPlayerSkills(playerData, commandOptions) },
                { "skills all", () => ShowSkills.ShowPlayerSkills(playerData, commandOptions) },
                { "practice", () => Trainer.Practice(playerData, room, commandOptions) },
                { "list", () => Shop.listItems(playerData, room) },
                { "buy", () => Shop.buyItems(playerData, room, commandOptions) },
                { "quest log", () => Quest.QuestLog(playerData) },
                { "qlog", () => Quest.QuestLog(playerData) },
                { "wake", () => Status.WakePlayer(playerData, room) },
                { "sleep", () => Status.SleepPlayer(playerData, room) },
                { "greet", () => Greet.GreetMob(playerData, room, commandOptions) },
                { "who", () => Who.Connected(playerData) },
                { "affects", () => Affect.Show(playerData) },
                { "follow", () => Follow.FollowThing(playerData, room, commandOptions) }
            };


            return(commandList);
        }
Esempio n. 16
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        /// <summary>
        /// Command list for the game
        /// </summary>
        /// <param name="commandOptions">Everything after the 1st occurance of a space</param>
        /// <param name="commandKey">The string before the 1st occurance of a space</param>
        /// <param name="playerData">Player Data</param>
        /// <param name="room">Current room</param>
        /// <returns>Returns Dictionary of commands</returns>
        public static void Commands(string commandOptions, string commandKey, PlayerSetup.Player playerData, Room.Room room)
        {
            var context = HubContext.Instance;

            switch (commandKey)
            {
            case "north":
                Movement.Move(playerData, room, "North");
                break;

            case "east":
                Movement.Move(playerData, room, "East");
                break;

            case "south":
                Movement.Move(playerData, room, "South");
                break;

            case "west":
                Movement.Move(playerData, room, "West");
                break;

            case "up":
                Movement.Move(playerData, room, "Up");
                break;

            case "down":
                Movement.Move(playerData, room, "Down");
                break;

            case "look":
            case "look at":
            case "l at":
            case "search":
                LoadRoom.ReturnRoom(playerData, room, commandOptions, "look");
                break;

            case "l in":
            case "search in":
                LoadRoom.ReturnRoom(playerData, room, commandOptions, "look in");
                break;

            case "examine":
                LoadRoom.ReturnRoom(playerData, room, commandOptions, "examine");
                break;

            case "touch":
                LoadRoom.ReturnRoom(playerData, room, commandOptions, "touch");
                break;

            case "smell":
                LoadRoom.ReturnRoom(playerData, room, commandOptions, "smell");
                break;

            case "taste":
                LoadRoom.ReturnRoom(playerData, room, commandOptions, "taste");
                break;

            case "score":
                Score.ReturnScore(playerData);
                break;

            case "inventory":
                Inventory.ReturnInventory(playerData.Inventory, playerData);
                break;

            case "eq":
            case "equip":
            case "equipment":
            case "garb":
                Equipment.ShowEquipment(playerData);
                break;

            case "loot":
            case "get":
            case "take":
                ManipulateObject.GetItem(room, playerData, commandOptions, commandKey, "item");
                break;

            case "plunder":
                ManipulateObject.GetItem(room, playerData, "all " + commandOptions, commandKey, "item");
                break;

            case "drop":
            case "put":
                ManipulateObject.DropItem(room, playerData, commandOptions, commandKey);
                break;

            case "give":
                ManipulateObject.GiveItem(room, playerData, commandOptions, commandKey, "killable");
                break;

            case "save":
                Save.SavePlayer(playerData);
                break;

            case "say":
            case "'":
                Communicate.Say(commandOptions, playerData, room);
                break;

            case "sayto":
            case ">":
                Communicate.SayTo(commandOptions, room, playerData);
                break;

            case "newbie":
                Communicate.NewbieChannel(commandOptions, playerData);
                break;

            case "gossip":
                Communicate.GossipChannel(commandOptions, playerData);
                break;

            case "ooc":
                Communicate.OocChannel(commandOptions, playerData);
                break;

            case "yes":
                Communicate.Say("Yes", playerData, room);
                break;

            case "no":
                Communicate.Say("No", playerData, room);
                break;

            case "yell":
                Communicate.Yell(commandOptions, room, playerData);
                break;

            case "talkto":
                Talk.TalkTo(commandOptions, room, playerData);
                break;

            case "emote":
                Emote.EmoteActionToRoom(commandOptions, playerData);
                break;

            case "use":
            case "wear":
            case "wield":
                Equipment.WearItem(playerData, commandOptions);
                break;

            case "remove":
            case "doff":
            case "unwield":
                Equipment.RemoveItem(playerData, commandOptions);
                break;

            case "hit":
            case "kill":
            case "attack":
                Fight2.PerpareToFight(playerData, room, commandOptions);
                break;

            case "flee":
                Flee.fleeCombat(playerData, room);
                break;

            case "sacrifice":
            case "harvest":
                Harvest.Body(playerData, room, commandOptions);
                break;

            case "peek":
                Peak.DoPeak(context, playerData, room, commandOptions);
                break;

            case "steal":
                Steal.DoSteal(context, playerData, room, commandOptions);
                break;

            case "pick":
                LockPick.DoLockPick(context, playerData, room, commandOptions);
                break;

            case "c magic missile":
            case "cast magic missile":
                MagicMissile.StartMagicMissile(playerData, room, commandOptions);
                break;

            case "c armour":
            case "cast armour":
            case "c armor":
            case "cast armor":
                new Armour().StartArmour(playerData, room, commandOptions);
                break;

            case "c continual light":
            case "cast continual light":
                ContinualLight.StarContinualLight(playerData, room, commandOptions);
                break;

            case "c invis":
            case "cast invis":
                Invis.StartInvis(playerData, room, commandOptions);
                break;

            case "c weaken":
            case "cast weaken":
                Weaken.StartWeaken(playerData, room, commandOptions);
                break;

            case "c chill touch":
            case "cast chill touch":
                ChillTouch.StartChillTouch(playerData, room, commandOptions);
                break;

            case "c fly":
            case "cast fly":
                Fly.StartFly(playerData, room, commandOptions);
                break;

            case "c refresh":
            case "cast refresh":
                Refresh.StartRefresh(playerData, room, commandOptions);
                break;

            case "c faerie fire":
            case "cast faerie fire":
                FaerieFire.StartFaerieFire(playerData, room, commandOptions);
                break;

            case "c teleport":
            case "cast teleport":
                Teleport.StartTeleport(playerData, room);
                break;

            case "c blindness":
            case "cast blindness":
                Blindness.StartBlind(playerData, room, commandOptions);
                break;

            case "c haste":
            case "cast haste":
                Haste.StartHaste(playerData, room, commandOptions);
                break;

            case "c create spring":
            case "cast create spring":
                CreateSpring.StartCreateSpring(playerData, room);
                break;

            case "c shocking grasp":
            case "cast shocking grasp":
                new ShockingGrasp().StartShockingGrasp(playerData, room, commandOptions);
                break;

            case "c cause light":
            case "cast cause light":
                new CauseLight().StartCauseLight(context, playerData, room, commandOptions);
                break;

            case "c cure light":
            case "cast cure light":
                new CureLight().StartCureLight(context, playerData, room, commandOptions);
                break;

            case "c cure blindness":
                new CureBlindness().StartCureBlindness(context, playerData, room, commandOptions);
                break;

            case "c detect invis":
            case "cast detect invis":
                DetectInvis.DoDetectInvis(context, playerData, room);
                break;

            case "forage":
                new Foraging().StartForaging(playerData, room);
                break;

            case "fish":
            case "angle":
            case "line":
            case "trawl":
            case "lure":
                new Fishing().StartFishing(playerData, room);
                break;

            case "reel":
                Fishing.GetFish(playerData, room);
                break;

            case "dirt kick":
                new DirtKick().StartDirtKick(context, playerData, room, commandOptions);
                break;

            case "bash":
                new Bash().StartBash(context, playerData, room, commandOptions);
                break;

            case "shield bash":
                new ShieldBash().StartBash(context, playerData, room, commandOptions);
                break;

            case "punch":
                Punch.StartPunch(playerData, room);
                break;

            case "kick":
                new Kick().StartKick(context, playerData, room, commandOptions);
                break;

            case "spin kick":
                new SpinKick().StartKick(context, playerData, room, commandOptions);
                break;

            case "rescue":
                new Rescue().StartRescue(context, playerData, room, commandOptions);
                break;

            case "lunge":
                new Lunge().StartLunge(context, playerData, room, commandOptions);
                break;

            case "disarm":
                new Disarm().StartDisarm(context, playerData, room);
                break;

            case "backstab":
                new Backstab().StartBackstab(context, playerData, room, commandOptions);
                break;

            case "feint":
                new Feint().StartFeint(context, playerData, room, commandOptions);
                break;

            case "mount":
            case "ride":
                Mount.StartMount(playerData, room, commandOptions);
                break;

            case "dismount":
                Mount.Dismount(playerData, room, commandOptions);
                break;

            case "trip":
                new Trip().StartTrip(context, playerData, room, commandOptions);
                break;

            case "sneak":
                Sneak.DoSneak(context, playerData);
                break;

            case "hide":
                Hide.DoHide(context, playerData);
                break;

            case "lore":
                Lore.DoLore(context, playerData, commandOptions);
                break;

            case "unlock":
                ManipulateObject.UnlockItem(room, playerData, commandOptions, commandKey);
                break;

            case "lock":
                ManipulateObject.LockItem(room, playerData, commandOptions, commandKey);
                break;

            case "close":
            case "shut":
                ManipulateObject.Close(room, playerData, commandOptions, commandKey);
                break;

            case "drink":
                ManipulateObject.Drink(room, playerData, commandOptions, commandKey);
                break;

            case "help":
            case "/help":
            case "?":
            case "commands":
                Help.ShowHelp(commandOptions, playerData);
                break;

            case "time":
            case "clock":
                Update.Time.ShowTime();
                break;

            case "skills":
            case "spells":
            case "skills all":
                ShowSkills.ShowPlayerSkills(playerData, commandOptions);
                break;

            case "practice":
                Trainer.Practice(playerData, room, commandOptions);
                break;

            case "list":
                Shop.listItems(playerData, room);
                break;

            case "buy":
                Shop.buyItems(playerData, room, commandOptions);
                break;

            case "sell":
                Shop.sellItems(playerData, room, commandOptions);
                break;

            case "quest log":
            case "qlog":
                Quest.QuestLog(playerData);
                break;

            case "wake":
                Status.WakePlayer(context, playerData, room);
                break;

            case "sleep":
                Status.SleepPlayer(context, playerData, room);
                break;

            case "rest":
            case "sit":
                Status.RestPlayer(context, playerData, room);
                break;

            case "stand":
                Status.StandPlayer(context, playerData, room);
                break;

            case "greet":
                Greet.GreetMob(playerData, room, commandOptions);
                break;

            case "who":
                Who.Connected(playerData);
                break;

            case "affects":
                Effect.Show(playerData);
                break;

            case "follow":
                Follow.FollowThing(playerData, room, commandOptions);
                break;

            case "nofollow":
                Follow.FollowThing(playerData, room, "noFollow");
                break;

            case "quit":
                HubContext.Instance.Quit(playerData.HubGuid, room);
                break;

            case "craft":
                Craft.CraftItem(playerData, room, commandOptions, CraftType.Craft);
                break;

            case "chop":
                Craft.CraftItem(playerData, room, commandOptions, CraftType.Chop);
                break;

            case "cook":
                Craft.CraftItem(playerData, room, commandOptions, CraftType.Cook);
                break;

            case "brew":
                Craft.CraftItem(playerData, room, commandOptions, CraftType.Brew);
                break;

            case "forge":
                Craft.CraftItem(playerData, room, commandOptions, CraftType.Forge);
                break;

            case "carve":
                Craft.CraftItem(playerData, room, commandOptions, CraftType.Carve);
                break;

            case "knit":
                Craft.CraftItem(playerData, room, commandOptions, CraftType.Knitting);
                break;

            case "make":
            case "build":
                Craft.CraftItem(playerData, room, commandOptions, CraftType.Craft);
                break;

            case "show crafts":
            case "craftlist":
                Craft.CraftList(playerData);
                break;

            case "set up camp":
                Camp.SetUpCamp(playerData, room);
                break;

            case "repair":
                Events.Repair.RepairItem(playerData, room, commandOptions);
                break;

            case "/debug":
                PlayerSetup.Player.DebugPlayer(playerData);
                break;

            case "/setGold":
                PlayerSetup.Player.SetGold(playerData, commandOptions);
                break;

            case "/setAc":
                PlayerSetup.Player.SetAC(playerData, commandOptions);
                break;

            case "/map":
                SigmaMap.DrawMap(playerData.HubGuid);     //not what you think it does
                break;

            default:
                HubContext.Instance.SendToClient("Sorry you can't do that. Try help commands or ask on the discord channel.", playerData.HubGuid);
                var log = new Error.Error
                {
                    Date         = DateTime.Now,
                    ErrorMessage = commandKey + " " + commandOptions,
                    MethodName   = "Wrong command"
                };

                Save.LogError(log);
                break;
            }
        }
Esempio n. 17
0
 protected internal override void Fx(int cell, ICallback callback)
 {
     MagicMissile.Force(CurUser.Sprite.Parent, CurUser.pos, cell, callback);
     Sample.Instance.Play(Assets.SND_ZAP);
 }
Esempio n. 18
0
File: Mage.cs Progetto: sizzles/MIM
        public static PlayerClass MageClass()
        {
            var mage = new PlayerClass
            {
                Name               = "Mage",
                IsBaseClass        = true,
                ExperienceModifier = 3000,
                HelpText           = new Help(),
                Skills             = new List <Skill>(),
                ReclassOptions     = new List <PlayerClass>(),
                MaxHpGain          = 8,
                MinHpGain          = 3,
                MaxManaGain        = 15,
                MinManaGain        = 10,
                MaxEnduranceGain   = 15,
                MinEnduranceGain   = 11,
                StatBonusInt       = 2,
                StatBonusWis       = 1
            };

            #region  Give fighter punch skill

            var punch = Punch.PunchAb();
            punch.LevelObtained  = 2;
            punch.Proficiency    = 1;
            punch.MaxProficiency = 95;
            mage.Skills.Add(punch);

            #endregion

            #region  Give mage magic missile skill

            var magicMissile = MagicMissile.MagicMissileAb();

            magicMissile.LevelObtained  = 1;
            magicMissile.Proficiency    = 50;
            magicMissile.MaxProficiency = 95;
            mage.Skills.Add(magicMissile);

            #endregion


            #region  Give mage armor skill

            var armour = Armour.ArmourAb();

            armour.LevelObtained  = 1;
            armour.Proficiency    = 50;
            armour.MaxProficiency = 95;
            mage.Skills.Add(armour);

            #endregion

            #region  Give invis skill

            var invis = Invis.InvisAb();

            invis.LevelObtained  = 1;
            invis.Proficiency    = 50;
            invis.MaxProficiency = 95;
            mage.Skills.Add(invis);

            #endregion

            #region  Give continual light skill

            var continualLight = ContinualLight.ContinualLightAb();

            continualLight.LevelObtained  = 1;
            continualLight.Proficiency    = 50;
            continualLight.MaxProficiency = 95;
            mage.Skills.Add(continualLight);

            #endregion

            #region  Give weaken

            var weaken = Weaken.WeakenAb();

            weaken.LevelObtained  = 1;
            weaken.Proficiency    = 50;
            weaken.MaxProficiency = 95;
            mage.Skills.Add(weaken);

            #endregion

            #region  Give chill touch

            var chillTouch = ChillTouch.ChillTouchAb();

            chillTouch.LevelObtained  = 1;
            chillTouch.Proficiency    = 50;
            chillTouch.MaxProficiency = 95;
            mage.Skills.Add(chillTouch);

            #endregion

            #region  Give fly

            var fly = Fly.FlyAb();

            fly.LevelObtained  = 1;
            fly.Proficiency    = 50;
            fly.MaxProficiency = 95;
            mage.Skills.Add(fly);

            #endregion


            mage.ReclassOptions.Add(Ranger.RangerClass());

            return(mage);
        }
Esempio n. 19
0
 protected internal override void Fx(int cell, ICallback callback)
 {
     MagicMissile.WhiteLight(CurUser.Sprite.Parent, CurUser.pos, cell, callback);
     Sample.Instance.Play(Assets.SND_ZAP);
     CurUser.Sprite.Visible = false;
 }
Esempio n. 20
0
        public static PlayerClass MageClass()
        {
            var mage = new PlayerClass
            {
                Name               = "Mage",
                IsBaseClass        = true,
                ExperienceModifier = 3000,
                HelpText           = new Help(),
                Skills             = new List <Skill>(),
                ReclassOptions     = new List <PlayerClass>(),
                MaxHpGain          = 8,
                MinHpGain          = 3,
                MaxManaGain        = 15,
                MinManaGain        = 10,
                MaxEnduranceGain   = 15,
                MinEnduranceGain   = 11,
                StatBonusInt       = 2,
                StatBonusWis       = 1
            };


            #region  Give mage magic missile skill

            var magicMissile = MagicMissile.MagicMissileAb();

            magicMissile.LevelObtained  = 1;
            magicMissile.Proficiency    = 50;
            magicMissile.MaxProficiency = 95;
            mage.Skills.Add(magicMissile);

            #endregion

            #region  Give mage armor skill

            var armour = Armour.ArmourAb();

            armour.LevelObtained  = 1;
            armour.Proficiency    = 50;
            armour.MaxProficiency = 95;
            mage.Skills.Add(armour);

            #endregion

            #region  Give invis skill

            var invis = Invis.InvisAb();

            invis.LevelObtained  = 1;
            invis.Proficiency    = 50;
            invis.MaxProficiency = 95;
            mage.Skills.Add(invis);

            #endregion

            #region  Give continual light skill

            var continualLight = ContinualLight.ContinualLightAb();

            continualLight.LevelObtained  = 1;
            continualLight.Proficiency    = 50;
            continualLight.MaxProficiency = 95;
            mage.Skills.Add(continualLight);

            #endregion

            #region  Give weaken

            var weaken = Weaken.WeakenAb();

            weaken.LevelObtained  = 1;
            weaken.Proficiency    = 50;
            weaken.MaxProficiency = 95;
            mage.Skills.Add(weaken);

            #endregion

            #region  Give chill touch

            var chillTouch = ChillTouch.ChillTouchAb();

            chillTouch.LevelObtained  = 1;
            chillTouch.Proficiency    = 50;
            chillTouch.MaxProficiency = 95;
            mage.Skills.Add(chillTouch);

            #endregion

            #region  Give fly

            var fly = Fly.FlyAb();

            fly.LevelObtained  = 1;
            fly.Proficiency    = 50;
            fly.MaxProficiency = 95;
            mage.Skills.Add(fly);

            #endregion

            #region  Give Faerie Fire

            var faerieFire = FaerieFire.FaerieFireAB();

            faerieFire.LevelObtained  = 1;
            faerieFire.Proficiency    = 50;
            faerieFire.MaxProficiency = 95;
            mage.Skills.Add(faerieFire);

            #endregion

            #region  Give refresh

            var refresh = Refresh.RefreshAb();

            refresh.LevelObtained  = 1;
            refresh.Proficiency    = 50;
            refresh.MaxProficiency = 95;
            mage.Skills.Add(refresh);

            #endregion

            #region  Give teleport

            var teleport = Teleport.TeleporAb();

            teleport.LevelObtained  = 1;
            teleport.Proficiency    = 50;
            teleport.MaxProficiency = 95;
            mage.Skills.Add(teleport);

            #endregion

            #region  Give blindness

            var blindness = Blindness.BlindAb();

            blindness.LevelObtained  = 1;
            blindness.Proficiency    = 50;
            blindness.MaxProficiency = 95;
            mage.Skills.Add(blindness);

            #endregion

            #region  Give haste

            var haste = Haste.HasteAb();

            haste.LevelObtained  = 1;
            haste.Proficiency    = 50;
            haste.MaxProficiency = 95;
            mage.Skills.Add(haste);

            #endregion

            #region  Give Shocking grasp

            var shockingGrasp = ShockingGrasp.ShockingGraspAb();

            shockingGrasp.LevelObtained  = 1;
            shockingGrasp.Proficiency    = 50;
            shockingGrasp.MaxProficiency = 95;
            mage.Skills.Add(shockingGrasp);

            #endregion



            #region  Give create spring

            var createSpring = CreateSpring.CreateSpringAb();

            createSpring.LevelObtained  = 1;
            createSpring.Proficiency    = 50;
            createSpring.MaxProficiency = 95;
            mage.Skills.Add(createSpring);

            #endregion


            mage.ReclassOptions.Add(Ranger.RangerClass());

            return(mage);
        }