Inheritance: Creature
Esempio n. 1
1
		/// <summary>
		/// Starts a new session and calls Gift.
		/// </summary>
		/// <param name="target"></param>
		/// <param name="creature"></param>
		/// <param name="gift"></param>
		public void StartGift(NPC target, Creature creature, Item gift)
		{
			if (!this.Start(target, creature))
				return;

			this.Script.GiftAsync(gift);
		}
Esempio n. 2
0
		/// <summary>
		/// Starts a new session and calls Talk.
		/// </summary>
		/// <param name="target"></param>
		/// <param name="creature"></param>
		public void StartTalk(NPC target, Creature creature)
		{
			if (!this.Start(target, creature))
				return;

			this.Script.TalkAsync();
		}
Esempio n. 3
0
 /// <summary>
 /// Cancels script and resets session.
 /// </summary>
 public void Clear()
 {
     this.Script.Cancel();
     this.Script = null;
     this.Target = null;
     this.Response = null;
 }
Esempio n. 4
0
        /// <summary>
        /// Adds creature as actor.
        /// </summary>
        /// <remarks>
        /// Officials apparently create copies of the creatures, getting rid
        /// of the name (replaced by the actor name), stand styles, etc.
        /// </remarks>
        /// <param name="name"></param>
        /// <param name="creature"></param>
        public void AddActor(string name, Creature creature)
        {
            if (creature == null)
            {
                creature = new NPC();
                creature.Name = name;
            }

            this.Actors[name] = creature;
        }
Esempio n. 5
0
		/// <summary>
		/// Starts session
		/// </summary>
		/// <param name="target"></param>
		/// <param name="creature"></param>
		private bool Start(NPC target, Creature creature)
		{
			this.Target = target;

			if (target.ScriptType == null)
				return false;

			var script = Activator.CreateInstance(target.ScriptType) as NpcScript;
			script.NPC = target;
			script.Player = creature;
			this.Script = script;
			return true;
		}
Esempio n. 6
0
		/// <summary>
		/// Creates cutscene and fills actor list as specified in the data.
		/// </summary>
		/// <param name="name"></param>
		/// <param name="creature"></param>
		/// <returns></returns>
		public static Cutscene FromData(string name, Creature creature)
		{
			var result = new Cutscene(name, creature);

			var partyMembers = creature.Party.GetSortedMembers();
			var dummy = new NPC();

			foreach (var actorName in result.Data.Actors)
			{
				Creature actor = null;

				// Retrieve actor
				if (actorName.StartsWith("#"))
				{
					var actorData = AuraData.ActorDb.Find(actorName);
					if (actorData == null)
						Log.Warning("Unknown actor '{0}'.", actorName);
					else
						actor = new NPC(actorData);
				}
				else if (actorName == "me")
				{
					actor = creature;
				}
				else if (actorName == "leader")
				{
					actor = creature.Party.Leader;
				}
				else if (actorName.StartsWith("player"))
				{
					int idx;
					if (!int.TryParse(actorName.Substring("player".Length), out idx))
						Log.Warning("Cutscene.FromData: Invalid party member actor name '{0}'.", actorName);
					else if (idx > partyMembers.Length - 1)
						Log.Warning("Cutscene.FromData: Index out of party member range '{0}/{1}'.", idx, partyMembers.Length);
					else
						actor = partyMembers[idx];
				}
				else
					Log.Warning("Cutscene.FromData: Unknown kind of actor ({0}).", actorName);

				if (actor == null)
					actor = dummy;

				result.AddActor(actorName, actor);
			}

			return result;
		}
Esempio n. 7
0
		/// <summary>
		/// Creates monsters from group data and adds them to internal list.
		/// </summary>
		/// <param name="groupData"></param>
		public void Allocate(DungeonMonsterGroupData groupData)
		{
			foreach (var monsterData in groupData)
			{
				for (int i = 0; i < monsterData.Amount; ++i)
				{
					var monster = new NPC(monsterData.RaceId);
					monster.State |= CreatureStates.Spawned | CreatureStates.InstantNpc;
					monster.Death += this.OnDeath;

					_monsters.Add(monster);
				}
			}

			_remaining = this.Count;

			this.Puzzle.Script.OnMobAllocated(this.Puzzle, this);
		}
Esempio n. 8
0
 /// <summary>
 /// Adds new creature of race as actor.
 /// </summary>
 /// <param name="name"></param>
 /// <param name="raceId"></param>
 public void AddActor(string name, int raceId)
 {
     var creature = new NPC(raceId);
     this.Actors[name] = creature;
 }
Esempio n. 9
0
		/// <summary>
		/// Returns thread-safe list of visible tabs, or all tabs if one of
		/// the parameters is null.
		/// </summary>
		/// <remarks>
		/// TODO: This could be cached.
		/// </remarks>
		/// <param name="creature">Creature opening the shop</param>
		/// <param name="owner">NPC owning the shop</param>
		/// <returns></returns>
		protected IList<NpcShopTab> GetTabs(Creature creature, NPC owner)
		{
			lock (_tabs)
				return creature == null || owner == null
					? _tabs.Values.ToList()
					: _tabs.Values.Where(t => t.ShouldDisplay(creature, owner)).ToList();
		}
Esempio n. 10
0
		/// <summary>
		/// Sends OpenNpcShop for creature and this shop.
		/// </summary>
		/// <param name="creature">Creature opening the shop</param>
		/// <param name="owner">NPC owning the shop</param>
		public void OpenFor(Creature creature, NPC owner)
		{
			// Shops without tabs are weird.
			if (_tabs.Count == 0)
				this.Add("Empty");

			creature.Temp.CurrentShop = this;

			Send.OpenNpcShop(creature, this.GetTabs(creature, owner));
		}
Esempio n. 11
0
		/// <summary>
		/// Loads actors from the cutscene's data.
		/// </summary>
		public void LoadActorsFromData()
		{
			var leader = this.Leader;

			foreach (var cutsceneActorData in this.Data.Actors)
			{
				Creature actor = null;

				var actorName = cutsceneActorData.Name;
				var defaultActorName = cutsceneActorData.Default;

				// Retrieve actor
				if (actorName.StartsWith("#"))
				{
					var actorData = AuraData.ActorDb.Find(actorName);
					if (actorData == null)
						Log.Warning("Cutscene.FromData: Unknown actor '{0}'.", actorData);
					else
						actor = new NPC(actorData);
				}
				else if (actorName == "me")
				{
					actor = leader;
				}
				else if (actorName == "leader")
				{
					actor = _viewers[0];
				}
				else if (actorName.StartsWith("player"))
				{
					int idx;
					if (!int.TryParse(actorName.Substring("player".Length), out idx))
					{
						Log.Warning("Cutscene.FromData: Invalid party member actor name '{0}'.", actorName);
					}
					else if (idx > _viewers.Length - 1)
					{
						if (!string.IsNullOrWhiteSpace(defaultActorName))
						{
							var actorData = AuraData.ActorDb.Find(defaultActorName);
							if (actorData == null)
								Log.Warning("Cutscene.FromData: Unknown default actor '{0}'.", defaultActorName);
							else
								actor = new NPC(actorData);
						}
						else
							Log.Warning("Cutscene.FromData: Index out of party member range '{0}/{1}'.", idx, _viewers.Length);
					}
					else
					{
						actor = _viewers[idx];
					}
				}
				else
				{
					Log.Warning("Cutscene.FromData: Unknown kind of actor ({0}).", actorName);
				}

				if (actor == null)
				{
					var dummy = new NPC();
					actor = dummy;
				}

				this.AddActor(actorName, actor);
			}
		}
Esempio n. 12
0
        /// <summary>
        /// Adds new creature of race as actor.
        /// </summary>
        /// <param name="name"></param>
        /// <param name="creature"></param>
        public void AddActor(string name, int raceId)
        {
            var creature = new NPC();
            creature.Race = raceId;
            creature.LoadDefault();
            creature.Name = creature.RaceData.Name;
            creature.Color1 = creature.RaceData.Color1;
            creature.Color2 = creature.RaceData.Color2;
            creature.Color3 = creature.RaceData.Color3;
            creature.Height = creature.RaceData.Size;

            this.Actors[name] = creature;
        }
Esempio n. 13
0
		/// <summary>
		/// Spawns a creature.
		/// </summary>
		/// <param name="raceId"></param>
		/// <param name="regionId"></param>
		/// <param name="x"></param>
		/// <param name="y"></param>
		/// <param name="spawnId"></param>
		/// <param name="active"></param>
		/// <param name="effect"></param>
		/// <returns></returns>
		public NPC Spawn(int raceId, int regionId, int x, int y, bool active, bool effect)
		{
			// Create NPC
			var npc = new NPC(raceId);

			// Warp to spawn point
			if (!npc.Warp(regionId, x, y))
			{
				Log.Error("Failed to spawn '{0}'s, region '{1}' doesn't exist.", raceId, regionId);
				return null;
			}

			// Save spawn location
			npc.SpawnLocation = new Location(regionId, x, y);

			// Activate AI at least once
			if (npc.AI != null && active)
				npc.AI.Activate(0);

			// Spawn effect
			if (effect)
				Send.SpawnEffect(SpawnEffect.Monster, npc.RegionId, x, y, npc, npc);

			return npc;
		}
Esempio n. 14
0
		/// <summary>
		/// Spawns one creature based on this spawners settings.
		/// </summary>
		/// <returns></returns>
		private void SpawnOne()
		{
			// Create NPC
			var creature = new NPC(this.RaceId);

			// Warp to spawn point
			var pos = this.GetRandomPosition();
			if (!creature.Warp(this.RegionId, pos.X, pos.Y))
			{
				Log.Error("CreatureSpawner: Failed to spawn '{0}'s, region '{1}' doesn't exist.", this.RaceId, this.RegionId);
				return;
			}

			// Save spawn location
			creature.SpawnLocation = new Location(this.RegionId, pos.X, pos.Y);

			// Random title
			if (_titles != null && _titles.Length != 0)
			{
				var title = (ushort)(_titles[RandomProvider.Get().Next(_titles.Length)]);
				if (title != 0)
				{
					creature.Titles.Enable(title);
					creature.Titles.ChangeTitle(title, false);
				}
			}

			// Maintenance
			creature.SpawnId = this.Id;
			creature.Disappears += this.OnDisappears;

			// Add to list to keep track of all creatures
			lock (_creatures)
				_creatures.Add(creature);
		}
Esempio n. 15
0
        /// <summary>
        /// Starts session
        /// </summary>
        /// <param name="target"></param>
        public void Start(NPC target, Creature creature)
        {
            this.Target = target;

            if (target.AI == null)
                return;

            var script = Activator.CreateInstance(target.Script.GetType()) as NpcScript;
            script.NPC = target.Script.NPC;
            script.Player = creature;
            this.Script = script;

            this.Script.TalkAsync();
        }
Esempio n. 16
0
		/// <summary>
		/// Adds boss to list of bosses to spawn.
		/// </summary>
		/// <param name="raceId"></param>
		/// <param name="amount"></param>
		public void AddBoss(int raceId, int amount = 1)
		{
			var rnd = RandomProvider.Get();
			var end = this.Generator.Floors.Last().MazeGenerator.EndPos;
			var endX = end.X * TileSize + TileSize / 2;
			var endY = end.Y * TileSize + TileSize / 2;
			var regionId = this.Regions.Last().Id;

			for (int i = 0; i < amount; ++i)
			{
				var pos = new Position(endX, endY + TileSize / 2);
				pos = pos.GetRandomInRange(TileSize / 2, rnd);

				var npc = new NPC(raceId);
				npc.Death += this.OnBossDeath;
				npc.Spawn(regionId, pos.X, pos.Y);
				Send.SpawnEffect(SpawnEffect.Monster, regionId, pos.X, pos.Y, npc, npc);
				if (npc.AI != null)
					npc.AI.Activate(0);
			}

			Interlocked.Add(ref _bossesRemaining, amount);
		}
Esempio n. 17
0
        /// <summary>
        /// Spawns a creature.
        /// </summary>
        /// <param name="raceId"></param>
        /// <param name="regionId"></param>
        /// <param name="x"></param>
        /// <param name="y"></param>
        /// <param name="spawnId"></param>
        /// <returns></returns>
        public Creature Spawn(int raceId, int regionId, int x, int y, int spawnId, bool active, bool effect)
        {
            // Create NPC
            var creature = new NPC();
            creature.Race = raceId;
            creature.LoadDefault();
            creature.SpawnId = spawnId;
            creature.Name = creature.RaceData.Name;
            creature.Color1 = creature.RaceData.Color1;
            creature.Color2 = creature.RaceData.Color2;
            creature.Color3 = creature.RaceData.Color3;
            creature.Height = creature.RaceData.Size;
            creature.Life = creature.LifeMaxBase = creature.RaceData.Life;
            creature.State = (CreatureStates)creature.RaceData.DefaultState;
            creature.Direction = (byte)RandomProvider.Get().Next(256);

            // Set drops
            creature.Drops.GoldMin = creature.RaceData.GoldMin;
            creature.Drops.GoldMax = creature.RaceData.GoldMax;
            creature.Drops.Add(creature.RaceData.Drops);

            // Give skills
            foreach (var skill in creature.RaceData.Skills)
                creature.Skills.Add((SkillId)skill.SkillId, (SkillRank)skill.Rank, creature.Race);

            // Set AI
            if (!string.IsNullOrWhiteSpace(creature.RaceData.AI) && creature.RaceData.AI != "none")
            {
                creature.AI = this.GetAi(creature.RaceData.AI, creature);
                if (creature.AI == null)
                    Log.Warning("Spawn: Missing AI '{0}' for '{1}'.", creature.RaceData.AI, raceId);
            }

            // Warp to spawn point
            if (!creature.Warp(regionId, x, y))
            {
                Log.Error("Failed to spawn '{0}'s.", raceId);
                return null;
            }

            // Activate AI at least once
            if (creature.AI != null && active)
                creature.AI.Activate(0);

            // Spawn effect
            if (effect)
                Send.SpawnEffect(SpawnEffect.Monster, creature.RegionId, x, y, creature, creature);

            return creature;
        }