Esempio n. 1
0
        static void ListenForKills(string line)
        {
            if (!ParseIRC.IsMessage(line))
            {
                return;
            }

            string name    = ParseIRC.GetUsernameSpeaking(line);
            string host    = ParseIRC.GetHostSpeaking(line);
            string message = ParseIRC.GetSpokenLine(line);
            Player player  = new Player(name, host);

            if (coercion.IsPlayerInGame(name, host))
            {
                List <Mission> relevantMissons = coercion.MissionsWithTarget(player);
                if (relevantMissons.Count > 0)
                {
                    foreach (Mission m in relevantMissons)
                    {
                        // If the mission's word appears *somewhere* in this message, count it
                        if (message.ToLower().IndexOf(m.Word) > -1)
                        {
                            coercion.CompleteMission(m);
                            irc.MessageUser(m.Assassin.Name, "Congratulations, you've successfully coerced " + m.Target.Name + " to say " + m.Word + ". I'll be awarding you an Assassin's Mark (type !scores to see how many you've accumulated, and !scoreboard to compare yourself with others) and will be in contact with a new target soon. Good work.");
                            irc.MessageChannel("#guild", m.Assassin.Name + " has convinced " + m.Target.Name + " to say " + m.Word + ". +1 marks (" + coercion.scoreboard.ScoreFor(m.Assassin.Name) + " total marks)");
                            // Can assign new mission here immediately or wait until next line said
                        }
                    }
                }
            }
        }
Esempio n. 2
0
        public static string FormatIncomingLine(string line)
        {
            string[] line_parts = line.Split(' ');
            switch (line_parts[1])
            {
            case "NOTICE":
                if (line_parts[2] == "Auth")
                {
                    return("<AuthServ>" + ParseIRC.GetSpokenLine(line));
                }
                else
                {
                    return("<" + ParseIRC.GetUsernameSpeaking(line) + "@notice>" + ParseIRC.GetSpokenLine(line));
                }

            // Private messages can come from other users or channels
            case "PRIVMSG":
                return("<" + ParseIRC.GetUsernameSpeaking(line) + "> " + ParseIRC.GetSpokenLine(line));

            // We don't really care about mode changes yet
            case "MODE":
                return(line);

            // We also don't really care about people joining/leaving channels yet either
            case "JOIN":
                return(line_parts[2].Split(':')[1]);

            // Server-relevant messages
            case "001":
            case "002":
            case "003":
            case "004":
            case "005":
            case "042":
            case "251":
            case "252":
            case "254":
            case "255":
            case "265":
            case "266":
            case "372":
            case "375":
            case "376":
            case "396":
                return(line_parts[0]);

            // Channel-relevant messages
            case "332":     // TOPIC
            case "333":     // TOPIC set-by line
            case "366":     // End-of-NAMES message
                return(line_parts[3]);

            case "353":     // NAMES list
                return(line_parts[4]);

            default:
                return("RAW: " + line);
            }
        }
Esempio n. 3
0
 static void ConversationLog(string line)
 {
     if (ParseIRC.IsMessage(line))
     {
         Console.WriteLine("{0}: {1}", ParseIRC.GetUsernameSpeaking(line), ParseIRC.GetSpokenLine(line));
     }
     else
     {
         Console.WriteLine(line);
     }
 }
Esempio n. 4
0
        static void ListenForTargets(string line)
        {
            string[] splitLine = line.Split(' ');

            if (splitLine.Length > 1 && splitLine[1] == "QUIT")
            {
                string name = ParseIRC.GetUsernameSpeaking(line);
                string host = ParseIRC.GetHostSpeaking(line);

                coercion.RemovePlayer(irc, name, host);
            }

            // :[email protected] NICK :dru
            if (splitLine.Length > 1 && splitLine[1] == "NICK")
            {
                string name = ParseIRC.GetUsernameSpeaking(line);
                string host = ParseIRC.GetHostSpeaking(line);

                coercion.RemovePlayer(irc, name, host);
            }
        }
Esempio n. 5
0
        // TODO: We could (should?) probably just have a custom control that inherits from ListView, and have an AddMessage handler there
        private void AddMessageToMessageView(ListView message_view, string message)
        {
            string timestamp      = DateTime.Now.ToString("hh:mm:ss");
            string person         = ParseIRC.GetUsernameSpeaking(message);
            string formatted_line = ParseIRC.GetSpokenLine(message);

            // CODESMELL: It's pretty funky that we need to specify our first column's data in the ListViewItem constructor instead of as a Subitem...
            ListViewItem message_item = new ListViewItem(timestamp);

            message_item.SubItems.Add(person);
            if (ParseIRC.IsMessage(message))
            {
                message_item.SubItems.Add(formatted_line);
            }
            else
            {
                message_item.SubItems.Add(message);
            }

            message_view.Invoke((Action) delegate
            {
                message_view.Items.Add(message_item);
            });
        }
Esempio n. 6
0
        static void GameLogic(string line)
        {
            // Ensure we have enough players to continue playing
            coercion.PauseIfNecessary(irc);

            // Make sure everyone playing has a mission
            coercion.EnsureEveryoneHasAMission(irc);

            // Update game target words
            coercion.UpdateGameWords("");

            // Handle user commands
            if (ParseIRC.IsMessage(line))
            {
                string player  = ParseIRC.GetUsernameSpeaking(line);
                string host    = ParseIRC.GetHostSpeaking(line);
                string message = ParseIRC.GetSpokenLine(line);
                string channel = ParseIRC.GetChannel(line);

                switch (message.Split(' ')[0])
                {
                case "!start":
                case "!assassin":
                case "!play":
                    bool newPlayer = coercion.AddPlayer(player, host);
                    if (newPlayer)
                    {
                        coercion.NotifyPlayer(irc, player, "You there -- yes, you. I've noticed you lurking these channels for a while now, and I have a job for you. A... dark job, if you think you can handle it. My name is Boros, and I am the leader of the Assassin Guild here on TDDIRC.");
                        Mission mission = coercion.AssignMissionTo(irc, new Player(player, host));

                        if (mission == null)
                        {
                            coercion.NotifyPlayer(irc, player, "It's in everyone's best interest to wait until there are more assassins in the Guild (there are currently " + coercion.activePlayers.Count + "). You will be assigned your first mission when the head count is high enough.");
                        }
                        else
                        {
                            coercion.NotifyPlayer(irc, player, "Pssst. I have a mission for you: I need you to slyly make " + mission.Target.Name + " say '" + mission.Word + "' using any means neccessary. Good luck.");
                        }
                    }
                    break;

                case "!stop":
                case "!quit":
                case "!optout":
                    bool removedPlayer = coercion.RemovePlayer(irc, player, host);
                    if (removedPlayer)
                    {
                        coercion.NotifyPlayer(irc, player, "You can run, but you can't hide...");
                    }
                    break;

                case "!reminder":
                case "!mission":
                    if (coercion.IsPlayerInGame(player, host) && coercion.HasAMission(new Player(player, host)))
                    {
                        Player  p       = new Player(player, host);
                        Mission mission = coercion.GetMissionFor(p);
                        coercion.NotifyPlayer(irc, player, "Your mission is to make <" + mission.Target.Name + "> say '" + mission.Word + "'. If you can't, I could probably find you some new work if you type !newmission, but it'll cost you a mark.");
                    }
                    break;

                case "!skipmission":
                case "!nextmission":
                case "!newmission":
                    if (coercion.IsPlayerInGame(player, host) && coercion.HasAMission(new Player(player, host)))
                    {
                        if (coercion.scoreboard.ScoreFor(player) > 0)
                        {
                            coercion.NotifyPlayer(irc, player, "I see. Well, if you can't handle it, you can't handle it. Fortunately for you, an Assassin's work is never done. I'll give you a new mission... but it's going to cost you a mark. I'll be in touch.");
                            coercion.FailMission(new Player(player, host));
                        }
                        else if (coercion.scoreboard.ScoreFor(player) > -3)
                        {
                            coercion.NotifyPlayer(irc, player, "Maybe you're not cut out to be an assassin after all; to think I saw potential in you! Maybe.. maybe you'll manage it. A new target usually costs a mark but, seeing you don't have any, lets just drop you negative and look the other way. I'll be in touch with a new job soon: a chance to redeem yourself.");
                            coercion.FailMission(new Player(player, host));
                        }
                        else
                        {
                            coercion.NotifyPlayer(irc, player, "You've had your chances. Either prove yourself as an assassin or leave the guild. No more do-overs, no more lenience, no more new missions. Take down your target first if you want another job.");
                        }
                    }
                    break;

                case "!score":
                case "!scores":
                    int score = coercion.scoreboard.People().Contains(player) == false ? 0 : coercion.scoreboard.ScoreFor(player);
                    coercion.NotifyPlayer(irc, player, "You have " + score + " marks.");
                    break;

                case "!leaderboard":
                case "!scoreboard":
                    foreach (string p in coercion.scoreboard.People())
                    {
                        if (coercion.scoreboard.ScoreFor(p) > 0)
                        {
                            coercion.NotifyPlayer(irc, player, p + " has " + coercion.scoreboard.ScoreFor(p) + " marks.");
                        }
                    }
                    break;

                case "!addword":
                case "!add":
                case "!word":
                    if (coercion.scoreboard.ScoreFor(player) > 3)
                    {
                        string phrase = message.Substring("!addword ".Length).Split(' ')[0];

                        coercion.AddToWordlist(phrase, channel.Substring(1));
                        coercion.NotifyPlayer(irc, player, "So you want to put a hit out for '" + phrase + "', huh? I know some good guys, I will make it happen. For a price, of course; I'll be taking one of your marks now.");
                        coercion.scoreboard.RemoveScoreFor(player);
                    }
                    else
                    {
                        coercion.NotifyPlayer(irc, player, "You've yet to prove yourself as a worthwhile assassin. Lets talk again when you get, say, three marks? You have " + coercion.scoreboard.ScoreFor(player) + " right now; you can do better than that.");
                    }
                    break;

                case "!rules":
                    coercion.NotifyPlayer(irc, player, "The rules are simple. I assign you a target and a word; and it is your mission to make your target say that word using any means neccessary. A successful mission will result in a nice reward for you. To get started, type !play");
                    break;

                case "!assassins":
                case "!players":
                    coercion.NotifyPlayer(irc, player, "There are currently " + coercion.activePlayers.Count + " assassins in the guild.");
                    break;

                case "!halp":
                case "!wat":
                case "!help":
                    coercion.NotifyPlayer(irc, player, "Looking for help, I see? You're a lucky one; I just happen to overhear. I've noticed you here a few times and would like to extend a.. dangerous offer. If you're interested, type !rules to hear more.");
                    break;
                }
            }
        }