コード例 #1
0
ファイル: SMNPC.cs プロジェクト: PaulHutson/SlackMUDRPG
        private void ProcessConversation(NPCResponseStep NPCRS, SMCharacter invokingCharacter)
        {
            // First get the conversation
            string[] rsd = NPCRS.ResponseStepData.Split('.');

            // Get the conversation
            NPCConversations npcc = this.NPCConversationStructures.FirstOrDefault(constructure => constructure.ConversationID == rsd[0]);

            // Check we definitely found a structure to use
            if (npcc != null)
            {
                ProcessConversationStep(npcc, rsd[1], invokingCharacter);
            }
        }
コード例 #2
0
ファイル: SMNPC.cs プロジェクト: PaulHutson/SlackMUDRPG
        public void AddResponse(NPCConversations npcc, NPCConversationStep npccs, SMCharacter invokingCharacter, List <ShortcutToken> stl, string responseOptions)
        {
            // Set up a list to hold them in the character (if there isn't one already)
            if (this.AwaitingCharacterResponses == null)
            {
                this.AwaitingCharacterResponses = new List <SMNPCAwaitingCharacterResponse>();
            }

            // Create the awaiting response token.
            SMNPCAwaitingCharacterResponse acr = new SMNPCAwaitingCharacterResponse();

            acr.ConversationID      = npcc.ConversationID;
            acr.ConversationStep    = npccs.StepID;
            acr.WaitingForCharacter = invokingCharacter;
            acr.RoomID = this.RoomID;

            // Work out the timeout conversation if there is one.
            string nextStepAfterTimeout = null;
            int    timeout = 10000;

            if (npccs.NextStep != null)
            {
                string[] getNextStep = npccs.NextStep.Split('.');
                nextStepAfterTimeout = getNextStep[0];
                timeout = int.Parse(getNextStep[1]);
            }

            // Set the conversation timeout
            acr.ConversationStepAfterTimeout = nextStepAfterTimeout;
            acr.UnixTimeStampTimeout         = Utility.Utils.GetUnixTimeOffset(timeout);

            // Add the item to the character, and send a message to the player regarding the available responses.
            this.AwaitingCharacterResponses.Add(acr);
            invokingCharacter.SetAwaitingResponse(this.UserID, stl, timeout, this.RoomID);

            if ((responseOptions != null) && (!responseOptions.Contains("{variable}")))
            {
                invokingCharacter.sendMessageToPlayer(responseOptions);
            }
        }
コード例 #3
0
ファイル: SMNPC.cs プロジェクト: PaulHutson/SlackMUDRPG
        public void ProcessCharacterResponse(string responseShortCut, SMCharacter invokingCharacter)
        {
            // Get the current unix time
            int currentUnixTime = Utility.Utils.GetUnixTime();

            // Double check we're not going to get a null exception
            if (this.AwaitingCharacterResponses != null)
            {
                // Delete all responses over that time
                // this.AwaitingCharacterResponses.RemoveAll(awaitingitems => awaitingitems.UnixTimeStampTimeout < currentUnixTime);

                if (this.AwaitingCharacterResponses.Count > 0)
                {
                    // Get the Character Response.
                    SMNPCAwaitingCharacterResponse acr = this.AwaitingCharacterResponses.FirstOrDefault(rw => rw.WaitingForCharacter.UserID == invokingCharacter.UserID);

                    // Make sure we've returned something
                    if (acr != null)
                    {
                        // Load the conversation
                        NPCConversations npcc = this.NPCConversationStructures.FirstOrDefault(nc => nc.ConversationID == acr.ConversationID);
                        if (npcc != null)
                        {
                            // Get the relevant part of the conversation to go to
                            NPCConversationStep currentStep = npcc.ConversationSteps.FirstOrDefault(step => step.StepID == acr.ConversationStep);

                            if ((currentStep != null) && (currentStep.ResponseOptions != null))
                            {
                                NPCConversationStepResponseOptions nextstep = currentStep.ResponseOptions.FirstOrDefault(ro => ro.ResponseOptionShortcut.ToLower() == responseShortCut.ToLower());

                                // TODO - Update this location with the character variable info.

                                if (nextstep == null)
                                {
                                    nextstep = currentStep.ResponseOptions.FirstOrDefault(ro => ro.ResponseOptionShortcut.ToLower() == "{variable}");
                                    invokingCharacter.VariableResponse = responseShortCut;
                                }

                                if (nextstep != null)
                                {
                                    NPCResponseOptionAction nroa = nextstep.ResponseOptionActionSteps.FirstOrDefault();

                                    if (nroa != null)
                                    {
                                        // Get the conversation / step to go to.
                                        string[] convostep = nroa.AdditionalData.Split('.');

                                        // check whether the conversation is the same as the original if not get the new one
                                        if (convostep[0] != npcc.ConversationID)
                                        {
                                            npcc = this.NPCConversationStructures.FirstOrDefault(nc => nc.ConversationID == convostep[0]);
                                        }

                                        // Remove the item from the awaiting items.
                                        AwaitingCharacterResponses.Remove(acr);

                                        // Remove it from the character too, it's processed now so we don't need it any more!
                                        invokingCharacter.NPCsWaitingForResponses.RemoveAll(ar => ar.NPCID == this.UserID);
                                        invokingCharacter.SaveToApplication();
                                        invokingCharacter.SaveToFile();

                                        // process it
                                        ProcessConversationStep(npcc, convostep[1], invokingCharacter);
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
コード例 #4
0
ファイル: SMNPC.cs プロジェクト: PaulHutson/SlackMUDRPG
        /// <summary>
        /// Process the response options for an action.
        /// </summary>
        /// <param name="npcc">The conversation that is taking place</param>
        /// <param name="npccs">The step in the conversation</param>
        /// <param name="invokingCharacter">The invoking character</param>
        private void ProcessResponseOptions(NPCConversations npcc, NPCConversationStep npccs, SMCharacter invokingCharacter)
        {
            // Set the response option variables up
            string responseOptions   = OutputFormatterFactory.Get().Bold(this.GetFullName() + " Responses:") + OutputFormatterFactory.Get().NewLine;
            bool   thereIsAnOption   = false;
            List <ShortcutToken> stl = new List <ShortcutToken>();

            // Loop around the options building up the various parts
            foreach (NPCConversationStepResponseOptions npcccsro in npccs.ResponseOptions)
            {
                // Variable to hold whether the response can be added - it may not be allowed due to some prereqs..
                bool canAddResponse = true;

                // Check if there is a prereq...
                if (npcccsro.PreRequisites != null)
                {
                    // get the quests for use later
                    List <SMQuestStatus> smqs = new List <SMQuestStatus>();
                    if (invokingCharacter.QuestLog != null)
                    {
                        smqs = invokingCharacter.QuestLog;
                    }

                    // .. if there is, loop around them.
                    foreach (NPCConversationStepResponseOptionsPreRequisites prereq in npcccsro.PreRequisites)
                    {
                        switch (prereq.Type)
                        {
                        case "HasDoneQuest":
                            if (smqs.Count(quest => (quest.QuestName == prereq.AdditionalData) && (quest.Completed)) == 0)
                            {
                                canAddResponse = false;
                            }
                            break;

                        case "InProgressQuest":
                            if (smqs.Count(quest => (quest.QuestName == prereq.AdditionalData) && (!quest.Completed)) == 0)
                            {
                                canAddResponse = false;
                            }
                            break;

                        case "HasNotDoneQuest":
                            if (smqs.Count(quest => (quest.QuestName == prereq.AdditionalData)) != 0)
                            {
                                canAddResponse = false;
                            }
                            break;

                        case "IsNotInProgressQuest":
                            if (smqs.Count(quest => (quest.QuestName == prereq.AdditionalData) && (!quest.Completed)) != 0)
                            {
                                canAddResponse = false;
                            }
                            break;
                        }
                    }
                }

                // Check that the response can be added
                if (canAddResponse)
                {
                    responseOptions += OutputFormatterFactory.Get().ListItem(ProcessResponseString(npcccsro.ResponseOptionText, invokingCharacter) + " (" + npcccsro.ResponseOptionShortcut + ")");
                    ShortcutToken st = new ShortcutToken();
                    st.ShortCutToken = npcccsro.ResponseOptionShortcut;
                    stl.Add(st);
                    thereIsAnOption = true;
                }
            }

            // If an option has been set..
            if (thereIsAnOption)
            {
                AddResponse(npcc, npccs, invokingCharacter, stl, responseOptions);
            }
        }
コード例 #5
0
ファイル: SMNPC.cs プロジェクト: PaulHutson/SlackMUDRPG
        private void ProcessConversationStep(NPCConversations npcc, string stepID, SMCharacter invokingCharacter)
        {
            NPCConversationStep npccs = npcc.ConversationSteps.FirstOrDefault(cs => cs.StepID == stepID);
            bool continueToNextStep   = true;

            if (npccs != null)
            {
                switch (npccs.Scope.ToLower())
                {
                case "choice":
                    string[] choices       = npccs.AdditionalData.Split(',');
                    int      choicesNumber = choices.Count();
                    int      randomChoice  = (new Random().Next(1, choicesNumber + 1)) - 1;
                    if (randomChoice > choicesNumber)
                    {
                        randomChoice = 0;
                    }
                    ProcessConversationStep(npcc, choices[randomChoice], invokingCharacter);
                    break;

                case "say":
                    this.Say(ProcessResponseString(npccs.AdditionalData, invokingCharacter));
                    break;

                case "shout":
                    this.Shout(ProcessResponseString(npccs.AdditionalData, invokingCharacter));
                    break;

                case "whisper":
                    this.Whisper(ProcessResponseString(npccs.AdditionalData, invokingCharacter), invokingCharacter.GetFullName());
                    break;

                case "emote":
                    this.GetRoom().ChatEmote(ProcessResponseString(npccs.AdditionalData, invokingCharacter), this, this);
                    break;

                case "saytoplayer":
                    // Construct the message
                    string sayToPlayerMessage = OutputFormatterFactory.Get().Italic(this.GetFullName() + " says:", 0) + " \"" + ProcessResponseString(npccs.AdditionalData, invokingCharacter) + "\"";

                    // Send the message
                    invokingCharacter.sendMessageToPlayer(sayToPlayerMessage);
                    break;

                case "emotetoplayer":
                    // Construct the message
                    string emoteToPlayerMessage = OutputFormatterFactory.Get().Italic(this.GetFullName() + " " + ProcessResponseString(npccs.AdditionalData, invokingCharacter));

                    // Send the message
                    invokingCharacter.sendMessageToPlayer(emoteToPlayerMessage);
                    break;

                case "attack":
                    // Simply attack a target player
                    this.Attack(invokingCharacter.GetFullName());
                    break;

                case "giveitem":
                    // give an item to the player
                    string[] additionalDataSplit = npccs.AdditionalData.Split(',');
                    string[] itemParts           = additionalDataSplit[0].Split('.');

                    // Create the item..
                    if (itemParts.Count() == 2)
                    {
                        int numberToCreate = int.Parse(additionalDataSplit[1]);

                        // Create the right number of the items.
                        while (numberToCreate > 0)
                        {
                            // Get the item (with a new GUID)
                            SMItem itemBeingGiven = SMItemFactory.Get(itemParts[0], itemParts[1]);

                            // Pass it to the player
                            invokingCharacter.PickUpItem("", itemBeingGiven, true);

                            // Reduce the number to create
                            numberToCreate--;
                        }
                    }
                    break;

                case "addquest":
                    // Load the quest
                    SMQuest smq = SMQuestFactory.Get(npccs.AdditionalData);
                    if (smq != null)
                    {
                        invokingCharacter.AddQuest(smq);
                    }
                    break;

                case "updatequest":
                    // Load the quest
                    SMQuest qtu = SMQuestFactory.Get(npccs.AdditionalData);
                    if (qtu != null)
                    {
                        invokingCharacter.UpdateQuest(qtu);
                    }
                    break;

                case "checkquestinprogress":
                    // Check the quest log isn't null
                    if (invokingCharacter.QuestLog != null)
                    {
                        if (invokingCharacter.QuestLog.Count(questcheck => (questcheck.QuestName.ToLower() == npccs.AdditionalData.ToLower()) && (questcheck.Completed)) > 0)
                        {
                            continueToNextStep = false;
                        }
                    }
                    break;

                case "setplayerattribute":
                    // Add a response option
                    switch (npccs.AdditionalData.ToLower())
                    {
                    case "firstname":
                        invokingCharacter.FirstName = invokingCharacter.VariableResponse;
                        break;

                    case "lastname":
                        invokingCharacter.LastName = invokingCharacter.VariableResponse;
                        break;

                    case "sex":
                        invokingCharacter.Sex = char.Parse(invokingCharacter.VariableResponse);
                        break;
                    }
                    invokingCharacter.SaveToApplication();
                    invokingCharacter.SaveToFile();
                    break;

                case "setvariableresponse":
                    invokingCharacter.VariableResponse = npccs.AdditionalData.ToLower();
                    break;

                case "teachskill":
                    // Check if the player already has the skill
                    if (invokingCharacter.Skills == null)
                    {
                        invokingCharacter.Skills = new List <SMSkillHeld>();
                    }

                    // Get the skill and level to teach to
                    string[] skillToTeach = npccs.AdditionalData.Split('.');

                    // Check if the character already has the skill
                    if (invokingCharacter.Skills.Count(skill => skill.SkillName == skillToTeach[0]) == 0)
                    {
                        // Create a new skill help object
                        SMSkillHeld smsh = new SMSkillHeld();
                        smsh.SkillName  = skillToTeach[0];
                        smsh.SkillLevel = int.Parse(skillToTeach[1]);

                        // Finally add it to the player
                        invokingCharacter.Skills.Add(smsh);

                        // Save the player
                        invokingCharacter.SaveToApplication();
                        invokingCharacter.SaveToFile();

                        // Inform the player they have learnt a new skill
                        invokingCharacter.sendMessageToPlayer(OutputFormatterFactory.Get().Italic($"You learn a new skill: {smsh.SkillName}({smsh.SkillLevel})."));
                    }

                    break;

                case "wait":
                    System.Threading.Thread.Sleep(int.Parse(npccs.AdditionalData) * 1000);
                    break;
                }

                if (continueToNextStep)
                {
                    if (npccs.ResponseOptions != null)
                    {
                        if (npccs.ResponseOptions.Count > 0)
                        {
                            ProcessResponseOptions(npcc, npccs, invokingCharacter);
                        }
                    }

                    if (npccs.NextStep != null)
                    {
                        string[] splitNextStep = npccs.NextStep.Split('.');
                        if (splitNextStep[1] != "0")
                        {
                            System.Threading.Thread.Sleep(int.Parse(splitNextStep[1]) * 1000);
                        }
                        ProcessConversationStep(npcc, splitNextStep[0], invokingCharacter);
                    }
                }
            }
        }