Esempio n. 1
0
        //----------------------------------------------------------------------
        //  Pick() -- this takes an element description and returns a copy with
        //            its min-max range converted to an actual; nothing big here
        //----------------------------------------------------------------------
        public ArrayList Pick()
        {
            ArrayList pickedElements = new ArrayList();

            //-----------------------------------------------------------------
            // for elements that may not be present (indicated by a p value),
            // then we check p, not on a per-n basis, but rather for the whole
            // set:
            //-----------------------------------------------------------------

            if (Utility.RandomDouble() > Probability)
            {
                return(pickedElements);                                      // empty list okay
            }
            int n = Utility.RandomMinMax(m_Min, m_Max);

            string[] picks = m_PickFrom.Split(new Char [] { ',' });
            string   pick  = "";

            for (int i = 0; i < n; i++)
            {
                if (picks.Length == 1)
                {
                    pick = picks[0];
                }
                else if (picks.Length >= 2)
                {
                    pick = picks[Utility.RandomMinMax(0, picks.Length - 1)];
                }

                EncounterElement pickedElement =
                    new EncounterElement(
                        m_XmlNode,
                        "1",
                        pick,
                        m_ID.ToString(),
                        m_Min.ToString(),
                        m_Max.ToString(),
                        m_ForceAttack.ToString(),
                        m_Effect.ToString(),
                        m_EffectHue.ToString()
                        );

                pickedElement.m_N = n;

                foreach (EncounterElement childElement in m_Elements)
                {
                    ArrayList pickedChildElements = childElement.Pick();
                    foreach (EncounterElement pickedChildElement in pickedChildElements)
                    {
                        pickedElement.m_Elements.Add(pickedChildElement);
                    }
                }

                pickedElements.Add(pickedElement);
            }

            return(pickedElements); // empty list okay
        }
Esempio n. 2
0
        //----------------------------------------------------------------------
        //  Pick() -- this takes an element description and returns a copy with
        //            its min-max range converted to an actual; nothing big here
        //----------------------------------------------------------------------
        public ArrayList Pick()
        {
            ArrayList   pickedElements  = new ArrayList();

            //-----------------------------------------------------------------  
            // for elements that may not be present (indicated by a p value),
            // then we check p, not on a per-n basis, but rather for the whole
            // set:
            //-----------------------------------------------------------------  

            if( Utility.RandomDouble() > Probability) return pickedElements; // empty list okay

            int       n         = Utility.RandomMinMax( m_Min, m_Max );
            string[]  picks     = m_PickFrom.Split(new Char [] {','}); 
            string    pick      ="";

            for( int i=0; i<n; i++ )
            {
                if (picks.Length==1) pick = picks[0];
                else if (picks.Length>=2) pick = picks[Utility.RandomMinMax( 0, picks.Length-1)];

                EncounterElement  pickedElement = 
                    new EncounterElement( 
                        m_XmlNode,
                        "1",
                        pick,
                        m_ID.ToString(),
                        m_Min.ToString(),
                        m_Max.ToString(),
                        m_ForceAttack.ToString(),
                        m_Effect.ToString(),
                        m_EffectHue.ToString()
                        );

                pickedElement.m_N = n;

                foreach( EncounterElement childElement in m_Elements )
                {
                    ArrayList pickedChildElements = childElement.Pick();
                    foreach( EncounterElement pickedChildElement in pickedChildElements )
                    {
                        pickedElement.m_Elements.Add( pickedChildElement );
                    }
                }

                pickedElements.Add( pickedElement );
            }

            return pickedElements; // empty list okay
        }
Esempio n. 3
0
 //--------------------------------------------------------------------- 
 public void AddElement( EncounterElement element )
 {
     m_Elements.Add( element );
 }
Esempio n. 4
0
		private static void GenerateEncounterRecursive(
			Map map,
			PlayerMobile playerMobile,
			Point3D parentLocation,
			ArrayList cleanupList,
			RandomEncounter encounterTemplate,
			EncounterElement parentElement,
			object parentObject
			)
		{
			Type typeObject = SpawnerType.GetType( parentElement.PickFrom );

			if( typeObject == null )
			{
				Console.WriteLine( "RandomEncounters: Bad attempt to generate an element of type \"{0}\".", parentElement.PickFrom );
				return;
			}

			Point3D spawnPoint;

			if( parentObject == null ) spawnPoint = parentLocation;

			else
			{
				spawnPoint = new Point3D();
				if(
					!SpawnFinder.FindOutwards(
						playerMobile,
						parentLocation,
						ref spawnPoint,
						encounterTemplate.LandType,
						1,
						parentElement.Effect,
						parentElement.EffectHue
						)
				  )
				{
					//Console.WriteLine("NO SPAWN LOCATION AVAILABLE");
					return;
				}
			}

			object created;

			try
			{
				created = Activator.CreateInstance( typeObject );
			}
			catch( Exception e )
			//--------------------------------------------------------------
			//  most likely reason that we may fail is an attempt to construct an object
			//  that requires arguments in its constructor; here we'll help the user
			//  diagnose their problem, but otherwise ignore this part of the encounter
			//  without terminating:
			//--------------------------------------------------------------
			{
				string line = parentElement.XmlNode.Attributes["lineNumber"].Value;
				Console.WriteLine( "RandomEncounters: Bad attempt to contruct an element of type \"{0}\", on line {1}", parentElement.PickFrom, line );
				Console.WriteLine( "{0}", e );
				return; // go no deeper, we're done here, stop recursing
			}

			if( created is Mobile )
			{
				Mobile m = (Mobile)created;

				XmlAttach.AttachTo( m, new XmlDateCount( "RandomEncountersCreated" ) );

				//ObjectPropertyList props = m.PropertyList;

				cleanupList.Add( m );

				//here's where we might add monster to its own party, if it had one
				//if( parentObject!=null && parentObject is Mobile )
				//{
				//    Mobile      parentMobile = (Mobile) parentObject;
				//}

				m.OnBeforeSpawn( spawnPoint, map );

				m.MoveToWorld( spawnPoint, map );

				if( m is BaseCreature )
				{
					BaseCreature c = (BaseCreature)m;

					if( c.IsEnemy( playerMobile ) )
					{
						//  deprecated now with the configurable forceAttack option
						// if( c.AI == AIType.AI_Animal )
						// {
						//    if( c.Fame > 350 )
						//    {
						//        c.Combatant = playerMobile;
						//    }
						//  }
						if( c.AI == AIType.AI_Vendor ) ;
						else if( parentElement.ForceAttack ) c.Combatant = playerMobile;
					}

					c.Home = spawnPoint;
				}

				m.OnAfterSpawn();

				if( encounterTemplate.ScaleUp )
				{
					double pLevel = Helpers.CalculateLevelForMobile( playerMobile, LevelType.Fighter );

					double mLevel = Helpers.CalculateLevelForMobile( m, LevelType.Overall );

					double ratio = pLevel / mLevel;

					int scaleUp = (int)(ratio - .5);

					if( scaleUp > 2 ) scaleUp = 2;

					//--------------------------------------------------------------
					//  Handle add-ons from level based scaling here:
					//--------------------------------------------------------------

					if( scaleUp > 0 )
						for( int i = 0; i < scaleUp; i++ )
						{
							Point3D addonPoint = new Point3D();

							if(
								!SpawnFinder.FindOutwards(
									playerMobile,
									parentLocation,
									ref addonPoint,
									encounterTemplate.LandType,
									1,
									parentElement.Effect,
									parentElement.EffectHue
									)
							  )
							{
								return;
							}

							Mobile addonMob = (Mobile)Activator.CreateInstance( typeObject );

							XmlAttach.AttachTo( addonMob, new XmlDateCount( "RandomEncountersCreated" ) );

							cleanupList.Add( addonMob );

							addonMob.OnBeforeSpawn( addonPoint, map );

							addonMob.MoveToWorld( addonPoint, map );

							if( addonMob is BaseCreature )
							{
								BaseCreature c = (BaseCreature)addonMob;

								if( c.IsEnemy( playerMobile ) )
								{
									//if( c.AI == AIType.AI_Animal )
									//{
									//    if( c.Fame > 350 ) c.Combatant = playerMobile;
									//}
									if( c.AI == AIType.AI_Vendor ) ;
									else if( parentElement.ForceAttack ) c.Combatant = playerMobile;
								}

								c.Home = addonPoint;
							}

							addonMob.OnAfterSpawn();
						}
				}
			}
			else if( created is Item )
			{
				Item item = (Item)created;

				//ObjectPropertyList props = item.PropertyList;

				//if( !item.Movable) XmlAttach.AttachTo( item, new XmlDate( "RandomEncountersCreated" ));
				XmlAttach.AttachTo( item, new XmlDateCount( "RandomEncountersCreated" ) );

				item.OnBeforeSpawn( spawnPoint, map );

				//--------------------------------------------------------------
				// some core items won't decay, but we need them to:
				// the code is in the core, and we don't want to modify that,
				// so we will do it here instead
				//--------------------------------------------------------------

				if( !item.Movable )
				{
					cleanupList.Add( created );
				}

				if( parentObject != null )
				{
					if( parentObject is Mobile )
					{
						Mobile mobileParent = (Mobile)parentObject;
						//Console.WriteLine( "RandomEncounters: added item to mobile: " + item );

						mobileParent.AddItem( item );
					}
					else if( parentObject is Container )
					{
						Container itemParent = (Container)parentObject;

						//Console.WriteLine( "RandomEncounters: added item to container: " + item );
						itemParent.AddItem( item );
					}
					else
					{
						item.MoveToWorld( spawnPoint, map );
						//Console.WriteLine( "RandomEncounters: inserted item into world: " + item );
					}
				}
				else
				{
					item.MoveToWorld( spawnPoint, map );
					//Console.WriteLine( "RandomEncounters: inserted item into world: " + item );
				}

				item.OnAfterSpawn();
			}
			foreach( EncounterElement childElement in parentElement.Elements )
			{
				GenerateEncounterRecursive(
					map,
					playerMobile,
					spawnPoint,
					cleanupList,
					encounterTemplate,
					childElement,
					created
					);
			}
		}
Esempio n. 5
0
		//----------------------------------------------------------------------
		//  Record a property modification to an Item or mobile
		//----------------------------------------------------------------------
		private static void AddProp( XmlNode parentNode, XmlNode childNode, EncounterElement element )
		{
			Console.WriteLine( "Adding property to " + parentNode.Name );
		}
Esempio n. 6
0
		//----------------------------------------------------------------------
		//  Now we recursively decend the Mobile/Item hierarchy, allowing sub
		//  containment (when it makes sense):
		//----------------------------------------------------------------------
		private static void AddRecursiveMobilesAndItems(
			XmlNode parentNode,
			XmlNode childNode,
			IElementContainer elementContainer
			)
		{
			bool reject = false;
			string probability = "1.0";
			string pick = "";
			string n = "1";
			string id = "0";
			string forceAttack = "false";
			string effectStr = "None";

			try { probability = childNode.Attributes["p"].Value; }
			catch { }
			try { n = childNode.Attributes["n"].Value; }
			catch { }
			try { id = childNode.Attributes["id"].Value; }
			catch { }
			try { forceAttack = childNode.Attributes["forceAttack"].Value; }
			catch { }
			try { effectStr = childNode.Attributes["effect"].Value; }
			catch { }

			string[] effectOptions = effectStr.Split( ':' );
			string effect = effectOptions[0];
			string effectHue = "0";
			if( effectOptions.Length > 1 ) effectHue = effectOptions[1];

			try { pick = childNode.Attributes["pick"].Value; }
			catch
			{
				Console.WriteLine( "Attempted to add an element without a pick at {0}. IGNORING.",
					childNode.Attributes["lineNumber"].Value
					);
				return;
			}

			if( parentNode.Name == "Item" && childNode.Name == "Mobile" ) reject = true;

			//------------------------------------------------------------------
			//  I anticpate more rejection reasons; in any case, the message is decoupled 
			//  entirely from the reason...
			//------------------------------------------------------------------

			if( reject )
			{
				Console.WriteLine(
					"RandomEncounters: Tried to add {0} \"{1}\" to {2} at {3}. THIS IS ILLEGAL. IGNORED.",
					childNode.Name,
					pick,
					parentNode.Name,
					childNode.Attributes["lineNumber"].Value
					);
				return;
			}

			string[] tokens = n.Split( new Char[] { ':' } ); // splits to min:max, or just n if no ':'

			EncounterElement newElement =
				new EncounterElement(
					childNode,
					probability,
					pick,
					id,
					tokens[0],
					(tokens.Length > 1 ? tokens[1] : tokens[0]),
					forceAttack,
					effect,
					effectHue
					);

			XmlNodeList subNodes = childNode.SelectNodes( "Mobile | Item | Prop" );

			//----------------------------------------------
			// Now iterate over subelements
			//----------------------------------------------
			foreach( XmlNode subNode in subNodes )
			{
				if( subNode.Name == "Prop" ) AddProp( childNode, subNode, newElement );

				else AddRecursiveMobilesAndItems(
					childNode,
					subNode,
					newElement
					);
			}

			elementContainer.AddElement( newElement );
		}
Esempio n. 7
0
		//----------------------------------------------------------------------
		//  Dump out text for debugging information -- recursive version
		//----------------------------------------------------------------------
		internal static void DumpElementRecursive( int depth, EncounterElement element )
		{
			string prepend = "";
			for( int i = 0; i < depth; i++ ) prepend += "    ";

			Console.WriteLine( "{0}{1}", prepend, element );
			foreach( EncounterElement childElement in element.Elements )
			{
				DumpElementRecursive( depth + 1, childElement );
			}
		}
Esempio n. 8
0
 //---------------------------------------------------------------------
 public void AddElement(EncounterElement element)
 {
     m_Elements.Add(element);
 }