/// <summary> /// Get the current luminosity rating of the place you're in /// </summary> /// <returns>The current Luminosity</returns> public override float GetCurrentLuminosity() { IZoneTemplate zD = Template <IZoneTemplate>(); float lumins = 0; bool canSeeSky = IsOutside(); //TODO: Add cloud cover. Commented out for testing purposes ATM if (canSeeSky) { IGaia world = GetWorld(); if (world != null) { IEnumerable <ICelestialPosition> celestials = world.CelestialPositions; float rotationalPosition = world.PlanetaryRotation; float orbitalPosition = world.OrbitalPosition; foreach (ICelestialPosition celestial in celestials) { float celestialAffectModifier = AstronomicalUtilities.GetCelestialLuminosityModifier(celestial.CelestialObject, celestial.Position, rotationalPosition, orbitalPosition , zD.Hemisphere, world.Template <IGaiaTemplate>().RotationalAngle); lumins += celestial.CelestialObject.Luminosity * celestialAffectModifier; } } } return(lumins); }
public ActionResult EditWorld(string birthMark, ViewGaiaViewModel vModel) { ApplicationUser authedUser = UserManager.FindById(User.Identity.GetUserId()); IGaia obj = LiveCache.Get <IGaia>(new LiveCacheKey(typeof(Gaia), birthMark)); string message; if (obj == null) { message = "That does not exist"; return(RedirectToAction("Index", new { Message = message })); } obj.RotationalAngle = vModel.DataObject.RotationalAngle; obj.OrbitalPosition = vModel.DataObject.OrbitalPosition; obj.Macroeconomy = vModel.DataObject.Macroeconomy; obj.CelestialPositions = vModel.DataObject.CelestialPositions; obj.MeterologicalFronts = vModel.DataObject.MeterologicalFronts; obj.CurrentTimeOfDay = vModel.DataObject.CurrentTimeOfDay; obj.Qualities = vModel.DataObject.Qualities; if (obj.Save()) { LoggingUtility.LogAdminCommandUsage("*WEB* - LIVE DATA - EditGaia[" + obj.BirthMark + "]", authedUser.GameAccount.GlobalIdentityHandle); message = "Edit Successful."; } else { message = "Error; Edit failed."; } return(RedirectToAction("World", new { Message = message, birthMark })); }
public void GetFromWorldOrSpawn() { //Try to see if they are already there IGaia me = LiveCache.Get <IGaia>(TemplateId, typeof(GaiaTemplate)); //Isn't in the world currently if (me == default(IGaia)) { SpawnNewInWorld(); } else { BirthMark = me.BirthMark; Birthdate = me.Birthdate; TemplateId = me.TemplateId; Keywords = me.Keywords; CurrentLocation = null; CurrentTimeOfDay = me.CurrentTimeOfDay; MeterologicalFronts = me.MeterologicalFronts; Macroeconomy = me.Macroeconomy; CelestialPositions = me.CelestialPositions; RotationalAngle = me.RotationalAngle; Qualities = me.Qualities; CurrentLocation = null; KickoffProcesses(); } }
/// <summary> /// Get the visibile celestials. Depends on luminosity, viewer perception and celestial positioning /// </summary> /// <param name="viewer">Whom is looking</param> /// <returns>What celestials are visible</returns> public override IEnumerable <ICelestial> GetVisibileCelestials(IEntity viewer) { IZoneTemplate zD = Template <IZoneTemplate>(); bool canSeeSky = IsOutside(); //TODO: cloud cover List <ICelestial> returnList = new List <ICelestial>(); if (!canSeeSky) { return(returnList); } IGaia world = GetWorld(); IEnumerable <ICelestialPosition> celestials = world.CelestialPositions; if (celestials.Count() > 0) { //TODO: Add cloud cover stuff float rotationalPosition = world.PlanetaryRotation; float orbitalPosition = world.OrbitalPosition; float currentBrightness = GetCurrentLuminosity(); foreach (ICelestialPosition celestial in celestials) { float celestialLumins = celestial.CelestialObject.Luminosity * AstronomicalUtilities.GetCelestialLuminosityModifier(celestial.CelestialObject, celestial.Position, rotationalPosition, orbitalPosition , zD.Hemisphere, world.Template <IGaiaTemplate>().RotationalAngle); //how washed out is this thing compared to how bright the room is if (celestialLumins / currentBrightness > 0.01) { returnList.Add(celestial.CelestialObject); } } } return(returnList); }
/// <summary> /// Something went wrong with restoring the live backup, this loads all persistence singeltons from the database (rooms, paths, spawns) /// </summary> /// <returns>success state</returns> public bool NewWorldFallback() { LiveData liveDataAccessor = new LiveData(); //This means we delete the entire Current livedata dir since we're falling back. string currentLiveDirectory = liveDataAccessor.BaseDirectory + liveDataAccessor.CurrentDirectoryName; //No backup directory? No live data. if (Directory.Exists(currentLiveDirectory)) { DirectoryInfo currentDir = new DirectoryInfo(currentLiveDirectory); LoggingUtility.Log("Current Live directory deleted during New World Fallback Procedures.", LogChannels.Backup, true); try { currentDir.Delete(true); } catch { //occasionally will be pissy in an async situation } } //Only load in stuff that is static and spawns as singleton //We need to pick up any places that aren't already live from the file system incase someone added them during the last session\ foreach (IGaiaTemplate thing in TemplateCache.GetAll <IGaiaTemplate>()) { IGaia entityThing = Activator.CreateInstance(thing.EntityClass, new object[] { thing }) as IGaia; } foreach (IZoneTemplate thing in TemplateCache.GetAll <IZoneTemplate>()) { IZone entityThing = Activator.CreateInstance(thing.EntityClass, new object[] { thing }) as IZone; } foreach (ILocaleTemplate thing in TemplateCache.GetAll <ILocaleTemplate>()) { ILocale entityThing = Activator.CreateInstance(thing.EntityClass, new object[] { thing }) as ILocale; entityThing.ParentLocation = entityThing.Template <ILocaleTemplate>().ParentLocation.GetLiveInstance(); entityThing.GetFromWorldOrSpawn(); } foreach (IRoomTemplate thing in TemplateCache.GetAll <IRoomTemplate>()) { IRoom entityThing = Activator.CreateInstance(thing.EntityClass, new object[] { thing }) as IRoom; entityThing.ParentLocation = entityThing.Template <IRoomTemplate>().ParentLocation.GetLiveInstance(); entityThing.GetFromWorldOrSpawn(); } foreach (IPathwayTemplate thing in TemplateCache.GetAll <IPathwayTemplate>()) { IPathway entityThing = Activator.CreateInstance(thing.EntityClass, new object[] { thing }) as IPathway; } ParseDimension(); LoggingUtility.Log("World restored from data fallback.", LogChannels.Backup, true); return(true); }
/// <summary> /// Restores live entity backup from Current /// </summary> /// <returns>Success state</returns> public bool RestoreLiveBackup() { LiveData liveDataAccessor = new LiveData(); string currentBackupDirectory = liveDataAccessor.BaseDirectory + liveDataAccessor.CurrentDirectoryName; //No backup directory? No live data. if (!Directory.Exists(currentBackupDirectory)) { return(false); } LoggingUtility.Log("World restored from current live INITIATED.", LogChannels.Backup, false); try { //dont load players here List <IEntity> entitiesToLoad = new List <IEntity>(); IEnumerable <Type> implimentedTypes = typeof(EntityPartial).Assembly.GetTypes().Where(ty => ty.GetInterfaces().Contains(typeof(IEntity)) && ty.IsClass && !ty.IsAbstract && !ty.GetCustomAttributes <IgnoreAutomatedBackupAttribute>().Any()); foreach (Type type in implimentedTypes.OrderByDescending(type => type == typeof(Gaia) ? 6 : type == typeof(Zone) ? 5 : type == typeof(Locale) ? 3 : type == typeof(Room) ? 3 : type == typeof(Pathway) ? 2 : 0)) { if (!Directory.Exists(currentBackupDirectory + type.Name)) { continue; } DirectoryInfo entityFilesDirectory = new DirectoryInfo(currentBackupDirectory + type.Name); foreach (FileInfo file in entityFilesDirectory.EnumerateFiles()) { entitiesToLoad.Add(liveDataAccessor.ReadEntity(file, type)); } } //Check we found actual data if (!entitiesToLoad.Any(ent => ent.GetType() == typeof(Gaia))) { throw new Exception("No Worlds found, failover."); } if (!entitiesToLoad.Any(ent => ent.GetType() == typeof(Zone))) { throw new Exception("No zones found, failover."); } //Shove them all into the live system first foreach (IEntity entity in entitiesToLoad.OrderBy(ent => ent.Birthdate)) { entity.UpsertToLiveWorldCache(); entity.KickoffProcesses(); } //We need to pick up any places that aren't already live from the file system incase someone added them during the last session\ foreach (IGaiaTemplate thing in TemplateCache.GetAll <IGaiaTemplate>().Where(dt => !entitiesToLoad.Any(ent => ent.TemplateId.Equals(dt.Id) && ent.Birthdate >= dt.LastRevised))) { IGaia entityThing = Activator.CreateInstance(thing.EntityClass, new object[] { thing }) as IGaia; entityThing.SpawnNewInWorld(); } foreach (IZoneTemplate thing in TemplateCache.GetAll <IZoneTemplate>().Where(dt => !entitiesToLoad.Any(ent => ent.TemplateId.Equals(dt.Id) && ent.Birthdate >= dt.LastRevised))) { IZone entityThing = Activator.CreateInstance(thing.EntityClass, new object[] { thing }) as IZone; entityThing.SpawnNewInWorld(); } foreach (ILocaleTemplate thing in TemplateCache.GetAll <ILocaleTemplate>().Where(dt => !entitiesToLoad.Any(ent => ent.TemplateId.Equals(dt.Id) && ent.Birthdate >= dt.LastRevised))) { ILocale entityThing = Activator.CreateInstance(thing.EntityClass, new object[] { thing }) as ILocale; entityThing.ParentLocation = entityThing.ParentLocation.GetLiveInstance(); entityThing.SpawnNewInWorld(); } foreach (IRoomTemplate thing in TemplateCache.GetAll <IRoomTemplate>().Where(dt => !entitiesToLoad.Any(ent => ent.TemplateId.Equals(dt.Id) && ent.Birthdate >= dt.LastRevised))) { IRoom entityThing = Activator.CreateInstance(thing.EntityClass, new object[] { thing }) as IRoom; entityThing.ParentLocation = entityThing.Template <IRoomTemplate>().ParentLocation.GetLiveInstance(); entityThing.SpawnNewInWorld(); } foreach (IPathwayTemplate thing in TemplateCache.GetAll <IPathwayTemplate>().Where(dt => !entitiesToLoad.Any(ent => ent.TemplateId.Equals(dt.Id) && ent.Birthdate >= dt.LastRevised))) { IPathway entityThing = Activator.CreateInstance(thing.EntityClass, new object[] { thing }) as IPathway; entityThing.SpawnNewInWorld(); } //We have the containers contents and the birthmarks from the deserial //I don't know how we can even begin to do this type agnostically since the collections are held on type specific objects without some super ugly reflection foreach (Room entity in entitiesToLoad.Where(ent => ent.GetType() == typeof(Room))) { foreach (IInanimate obj in entity.Contents.EntitiesContained()) { IInanimate fullObj = LiveCache.Get <IInanimate>(new LiveCacheKey(obj)); entity.MoveFrom(obj); entity.MoveInto(fullObj); } foreach (INonPlayerCharacter obj in entity.MobilesInside.EntitiesContained()) { INonPlayerCharacter fullObj = LiveCache.Get <INonPlayerCharacter>(new LiveCacheKey(obj)); entity.MoveFrom(obj); entity.MoveInto(fullObj); } } foreach (NonPlayerCharacter entity in entitiesToLoad.Where(ent => ent.GetType() == typeof(NonPlayerCharacter))) { foreach (IInanimate obj in entity.Inventory.EntitiesContained()) { IInanimate fullObj = LiveCache.Get <IInanimate>(new LiveCacheKey(obj)); entity.MoveFrom(obj); entity.MoveInto(fullObj); } } foreach (Inanimate entity in entitiesToLoad.Where(ent => ent.GetType() == typeof(Inanimate))) { foreach (Tuple <string, IInanimate> obj in entity.Contents.EntitiesContainedByName()) { IInanimate fullObj = LiveCache.Get <IInanimate>(new LiveCacheKey(obj.Item2)); entity.MoveFrom(obj.Item2); entity.MoveInto(fullObj, obj.Item1); } foreach (Tuple <string, IInanimate> obj in entity.Contents.EntitiesContainedByName()) { INonPlayerCharacter fullObj = LiveCache.Get <INonPlayerCharacter>(new LiveCacheKey(obj.Item2)); entity.MoveFrom((INonPlayerCharacter)obj.Item2); entity.MoveInto(fullObj, obj.Item1); } } //We need to poll the WorldMaps here and give all the rooms their coordinates as well as the zones their sub-maps ParseDimension(); LoggingUtility.Log("World restored from current live.", LogChannels.Backup, false); return(true); } catch (Exception ex) { LoggingUtility.LogError(ex); } return(false); }
/// <summary> /// Wraps sending messages to the connected descriptor /// </summary> /// <param name="strings">the output</param> /// <returns>success status</returns> public bool SendOutput(IEnumerable <string> strings) { //TODO: Stop hardcoding this but we have literally no sense of injury/self status yet SelfStatus self = new SelfStatus { Body = new BodyStatus { Health = _currentPlayer.CurrentHealth == 0 ? 100 : 100 / (2M * _currentPlayer.CurrentHealth), Stamina = _currentPlayer.CurrentStamina, Overall = OverallStatus.Excellent, Anatomy = new AnatomicalPart[] { new AnatomicalPart { Name = "Arm", Overall = OverallStatus.Good, Wounds = new string[] { "Light scrape" } }, new AnatomicalPart { Name = "Leg", Overall = OverallStatus.Excellent, Wounds = new string[] { } } } }, CurrentActivity = _currentPlayer.CurrentAction, Balance = _currentPlayer.Balance.ToString(), CurrentArt = _currentPlayer.LastAttack?.Name ?? "", CurrentCombo = _currentPlayer.LastCombo?.Name ?? "", CurrentTarget = _currentPlayer.GetTarget() == null ? "" : _currentPlayer.GetTarget() == _currentPlayer ? "Your shadow" : _currentPlayer.GetTarget().GetDescribableName(_currentPlayer), CurrentTargetHealth = _currentPlayer.GetTarget() == null || _currentPlayer.GetTarget() == _currentPlayer ? double.PositiveInfinity : _currentPlayer.GetTarget().CurrentHealth == 0 ? 100 : 100 / (2 * _currentPlayer.CurrentHealth), Position = _currentPlayer.StancePosition.ToString(), Stance = _currentPlayer.Stance, Stagger = _currentPlayer.Stagger.ToString(), Qualities = string.Join("", _currentPlayer.Qualities.Where(quality => quality.Visible).Select(quality => string.Format("<div class='qualityRow'><span>{0}</span><span>{1}</span></div>", quality.Name, quality.Value))), CurrentTargetQualities = _currentPlayer.GetTarget() == null || _currentPlayer.GetTarget() == _currentPlayer ? "" : string.Join("", _currentPlayer.GetTarget().Qualities.Where(quality => quality.Visible).Select(quality => string.Format("<div class='qualityRow'><span>{0}</span><span>{1}</span></div>", quality.Name, quality.Value))), Mind = new MindStatus { Overall = OverallStatus.Excellent, States = new string[] { "Fearful" } } }; IGlobalPosition currentLocation = _currentPlayer.CurrentLocation; IContains currentContainer = currentLocation.CurrentLocation(); IZone currentZone = currentContainer.CurrentLocation.CurrentZone; ILocale currentLocale = currentLocation.CurrentLocale; IRoom currentRoom = currentLocation.CurrentRoom; IGaia currentWorld = currentZone.GetWorld(); IEnumerable <string> pathways = Enumerable.Empty <string>(); IEnumerable <string> inventory = Enumerable.Empty <string>(); IEnumerable <string> populace = Enumerable.Empty <string>(); string locationDescription = string.Empty; LexicalContext lexicalContext = new LexicalContext(_currentPlayer) { Language = _currentPlayer.Template <IPlayerTemplate>().Account.Config.UILanguage, Perspective = NarrativePerspective.SecondPerson, Position = LexicalPosition.Near }; Message toCluster = new Message(currentContainer.RenderToVisible(_currentPlayer)); if (currentContainer != null) { pathways = ((ILocation)currentContainer).GetPathways().Select(data => data.GetDescribableName(_currentPlayer)); inventory = currentContainer.GetContents <IInanimate>().Select(data => data.GetDescribableName(_currentPlayer)); populace = currentContainer.GetContents <IMobile>().Where(player => !player.Equals(_currentPlayer)).Select(data => data.GetDescribableName(_currentPlayer)); locationDescription = toCluster.Unpack(TargetEntity.Actor, lexicalContext); } LocalStatus local = new LocalStatus { ZoneName = currentZone?.TemplateName, LocaleName = currentLocale?.TemplateName, RoomName = currentRoom?.TemplateName, Inventory = inventory.ToArray(), Populace = populace.ToArray(), Exits = pathways.ToArray(), LocationDescriptive = locationDescription }; //The next two are mostly hard coded, TODO, also fix how we get the map as that's an admin thing ExtendedStatus extended = new ExtendedStatus { Horizon = new string[] { "A hillside", "A dense forest" }, VisibleMap = currentLocation.CurrentRoom == null ? string.Empty : currentLocation.CurrentRoom.RenderCenteredMap(3, true) }; string timeOfDayString = string.Format("The hour of {0} in the day of {1} in {2} in the year of {3}", currentWorld.CurrentTimeOfDay.Hour , currentWorld.CurrentTimeOfDay.Day , currentWorld.CurrentTimeOfDay.MonthName() , currentWorld.CurrentTimeOfDay.Year); string sun = "0"; string moon = "0"; string visibilityString = "5"; Tuple <string, string, string[]> weatherTuple = new Tuple <string, string, string[]>("", "", new string[] { }); if (currentZone != null) { Tuple <PrecipitationAmount, PrecipitationType, HashSet <WeatherType> > forecast = currentZone.CurrentForecast(); weatherTuple = new Tuple <string, string, string[]>(forecast.Item1.ToString(), forecast.Item2.ToString(), forecast.Item3.Select(wt => wt.ToString()).ToArray()); visibilityString = currentZone.GetCurrentLuminosity().ToString(); if (currentWorld != null) { IEnumerable <ICelestial> bodies = currentZone.GetVisibileCelestials(_currentPlayer); ICelestial theSun = bodies.FirstOrDefault(cest => cest.Name.Equals("sun", StringComparison.InvariantCultureIgnoreCase)); ICelestial theMoon = bodies.FirstOrDefault(cest => cest.Name.Equals("moon", StringComparison.InvariantCultureIgnoreCase)); if (theSun != null) { ICelestialPosition celestialPosition = currentWorld.CelestialPositions.FirstOrDefault(celest => celest.CelestialObject == theSun); sun = AstronomicalUtilities.GetCelestialLuminosityModifier(celestialPosition.CelestialObject, celestialPosition.Position, currentWorld.PlanetaryRotation , currentWorld.OrbitalPosition, currentZone.Template <IZoneTemplate>().Hemisphere, currentWorld.Template <IGaiaTemplate>().RotationalAngle).ToString(); } if (theMoon != null) { ICelestialPosition celestialPosition = currentWorld.CelestialPositions.FirstOrDefault(celest => celest.CelestialObject == theMoon); moon = AstronomicalUtilities.GetCelestialLuminosityModifier(celestialPosition.CelestialObject, celestialPosition.Position, currentWorld.PlanetaryRotation , currentWorld.OrbitalPosition, currentZone.Template <IZoneTemplate>().Hemisphere, currentWorld.Template <IGaiaTemplate>().RotationalAngle).ToString(); } } } EnvironmentStatus environment = new EnvironmentStatus { Sun = sun, Moon = moon, Visibility = visibilityString, Weather = weatherTuple, Temperature = currentZone.EffectiveTemperature().ToString(), Humidity = currentZone.EffectiveHumidity().ToString(), TimeOfDay = timeOfDayString }; OutputStatus outputFormat = new OutputStatus { Occurrence = EncapsulateOutput(strings), Self = self, Local = local, Extended = extended, Environment = environment }; Send(Utility.SerializationUtility.Serialize(outputFormat)); return(true); }