예제 #1
0
 public ServiceAll(PlayerRepo pr, GameRepo gr, ActivePlayerRepo apr, TeamRepo tr)
 {
     playerRepo       = pr;
     gameRepo         = gr;
     activePlayerRepo = apr;
     teamRepo         = tr;
 }
예제 #2
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        /// <summary>
        /// Deletes a player's character. Player must submit the command twice within 30 seconds.
        /// </summary>
        /// <param name="user"></param>
        /// <param name="target"></param>
        /// <param name="targetLocation"></param>
        /// <param name="args"></param>
        public void DoAction(NWGameObject user, NWGameObject target, Location targetLocation, params string[] args)
        {
            string lastSubmission    = GetLocalString(user, "DELETE_CHARACTER_LAST_SUBMISSION");
            bool   isFirstSubmission = true;

            // Check for the last submission, if any.
            if (!string.IsNullOrWhiteSpace(lastSubmission))
            {
                // Found one, parse it.
                DateTime dateTime = DateTime.Parse(lastSubmission);
                if (DateTime.UtcNow <= dateTime.AddSeconds(30))
                {
                    // Player submitted a second request within 30 seconds of the last one.
                    // This is a confirmation they want to delete.
                    isFirstSubmission = false;
                }
            }

            // Player hasn't submitted or time has elapsed
            if (isFirstSubmission)
            {
                SetLocalString(user, "DELETE_CHARACTER_LAST_SUBMISSION", DateTime.UtcNow.ToString(CultureInfo.InvariantCulture));
                FloatingTextStringOnCreature(user, "Please confirm your deletion by entering another \"/delete <CD Key>\" command within 30 seconds.");
            }
            else
            {
                var playerID = GetGlobalID(user);
                var entity   = PlayerRepo.Get(playerID);
                entity.IsDeleted = true;
                PlayerRepo.Set(entity);

                BootPC(user, "Your character has been deleted.");
                NWNXAdmin.DeletePlayerCharacter(user, true);
            }
        }
예제 #3
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        public UnitOfWork(DataContext context)
        {
            _context = context;

            Games   = new GameRepo(_context);
            Players = new PlayerRepo(_context);
            Moves   = new MoveRepo(_context);
        }
예제 #4
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 public GameService(IPlayParser playReader, GameRepo gameRepo, PlayerRepo playerRepo, IUserService userRepo, IPlayService playerService)
 {
     _gameRepo     = gameRepo;
     _playerRepo   = playerRepo;
     _userRepo     = userRepo;
     _playReader   = playReader;
     _playsService = playerService;
 }
예제 #5
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        public void Setup()
        {
            PlayerRepo _repo = new PlayerRepo();

            players = _repo.ListOfPlayers(1);
            var dice = new Dice();

            gameboard = new Gameboard(players, dice);
        }
예제 #6
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        public ActionResult StartGame()
        {
            var        vm    = new EverythingVM();
            PlayerRepo pRepo = new PlayerRepo();
            var        used  = HttpContext.User;
            var        user  = UserManager.FindById(used.Identity.GetUserId());
            var        games = pRepo.AllLoggedIn(user.Id);


            return(View(games));
        }
예제 #7
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 static void Main(string[] args)
 {
     var gameRepo       = new GameRepo();
     var matchRepo      = new MatchRepo();
     var playerGameRepo = new PlayerGameRepo();
     var playerRepo     = new PlayerRepo();
     var playerStats    = new PlayerStatsRepo();
     var teamRepo       = new TeamRepo();
     var teamMatchReop  = new TeamMatchRepo();
     var TournamentRepo = new TournamentRepo();
 }
예제 #8
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        private void MainPageResponses(int responseID)
        {
            var player    = GetPC();
            var playerID  = GetGlobalID(player);
            var entity    = PlayerRepo.Get(playerID);
            var response  = GetResponseByID("MainPage", responseID);
            var classType = (ClassType)response.Data;

            var data = new JobChanged(player, entity.CurrentJob, classType);

            Publish.CustomEvent(player, JobEventPrefix.OnJobChanged, data);
        }
예제 #9
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        public static Player LoginPlayer(string username, string password)
        {
            PlayerRepo repo   = new PlayerRepo(new PlayerSQLContext());
            Player     player = new Player();

            player = repo.Login(username, password);
            if (player != null)
            {
                player.MonsterManual = repo.FillMonstermanual(player.Id);
            }
            return(player);
        }
예제 #10
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        public void ShouldRedirectToIndex()
        {
            PlayerRepo.Setup(r => r.GetPlayers()).Returns(new List <IPlayer> {
                Player1.Object, Player2.Object
            });

            DiscColorManager.Setup(m => m.GetDiscColor('T')).Returns("rgb(0,0,0)");

            var controller = new HomeController(PlayerRepo.Object, DiscColorManager.Object);

            var result = controller.ClearColors();

            Assert.IsTrue(result.RouteValues.ContainsValue("Index"));
        }
예제 #11
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        /// <summary>
        /// Teleports player to his or her last home point.
        /// </summary>
        /// <param name="player">The player to teleport</param>
        private static void SendToHomePoint(NWGameObject player)
        {
            var playerID = GetGlobalID(player);
            var entity   = PlayerRepo.Get(playerID);
            var area     = GetAreaByResRef(entity.RespawnAreaResref);
            var position = Vector(
                entity.RespawnLocationX,
                entity.RespawnLocationY,
                entity.RespawnLocationZ);

            var location = Location(area, position, entity.RespawnLocationOrientation);

            AssignCommand(player, () => ActionJumpToLocation(location));
        }
예제 #12
0
        private void Save_Click(object sender, RoutedEventArgs e)
        {
            //try
            //{
            PlayerRepo playerRepository = new PlayerRepo();

            playerRepository.RegisterPlayer(playerName.Text, playerClub.Text, playerWarband.Text);
            MessageBox.Show($"New player: {playerName.Text}, has been created");

            //}
            //catch
            //{
            //    MessageBox.Show("Fejl");
            //}
        }
예제 #13
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        public void IndexModelShouldContainTwoPlayers()
        {
            PlayerRepo.Setup(p => p.GetPlayers()).Returns(new List <IPlayer>()
            {
                Player1.Object, Player2.Object
            });

            var controller = new HomeController(PlayerRepo.Object, DiscColorManager.Object);

            var result  = controller.Index() as ViewResult;
            var model   = result.Model as IndexModel;
            var players = new List <IPlayer>(model.Players);

            Assert.IsTrue(players.Count == 2);
        }
예제 #14
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        public void TestMethodUpdateNonExistingPlayer()
        {
            IPlayerRepo playerRepo = new PlayerRepo();
            bool        error      = false;

            try
            {
                playerRepo.updatePlayer(999999999, 1, 1, 2, 1);
            }
            catch (Exception)
            {
                error = true;
            }
            Assert.AreEqual(error, true);
        }
예제 #15
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        public static void Main()
        {
            var data         = Script.GetScriptData <JobChanged>();
            var newJob       = data.NewJob;
            var player       = data.Player;
            var playerID     = GetGlobalID(player);
            var playerEntity = PlayerRepo.Get(playerID);
            var jobEntity    = JobRepo.Get(playerID, newJob);

            playerEntity.CurrentJob = newJob;

            NWNXCreature.SetClassByPosition(player, ClassPosition.First, newJob);
            NWNXCreature.SetLevelByPosition(player, ClassPosition.First, jobEntity.Level);
            SetXP(player, jobEntity.XP);
            PlayerRepo.Set(playerEntity);
        }
예제 #16
0
파일: Simulation.cs 프로젝트: Piwo13/FM
 public static void NextSeason()
 {
     Contract();
     ClubStatus.Round = ClubStatus.LeagueId == 2 ? 5 : 1;
     ClubStatus.SeasonEnd.AddYears(1);
     ClubStatus.SeasonStart.AddYears(1);
     ClubStatus.CurrentDate = ClubStatus.LeagueId == 2 ? new DateTime(ClubStatus.SeasonStart.Year, 8, 19) : new DateTime(ClubStatus.SeasonStart.Year, 7, 19);
     NewSchedule(1);
     NewSchedule(2);
     PlayerRepo.UpdateOve();
     Regen();
     Retire();
     ClubRepo.Reset();
     PlayerRepo.UpdateVal();
     ClubStatus.SerializeSave();
 }
예제 #17
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        /// <summary>
        /// Retrieves feat user stats. Data is retrieved differently based on whether user is a player or NPC.
        /// </summary>
        /// <returns>The stats of the user</returns>
        private static UserStats GetUserStats(NWGameObject user, NWGameObject target, Feat feat)
        {
            var ability        = AbilityRegistry.Get(feat);
            var targetLocation = GetIsObjectValid(target) ? GetLocation(target) : NWNXEvents.OnFeatUsed_GetTargetLocation();

            var stats = new UserStats
            {
                User = user,
                AbilityDefinition = ability,
                Target            = target,
                TargetLocation    = targetLocation,
                CastingPosition   = GetPosition(user),
                MPCost            = ability.MP(user),
                Feat = feat
            };

            // Players - retrieve from DB
            if (GetIsPlayer(user))
            {
                var playerID = GetGlobalID(user);
                var player   = PlayerRepo.Get(playerID);
                var cooldown = CooldownRepo.Get(playerID, feat);
                stats.MP             = player.MP;
                stats.CooldownUnlock = cooldown.DateUnlocked;
            }
            // NPCs - retrieve from local variables
            else if (GetIsNPC(user))
            {
                stats.MP = GetLocalInt(user, "MP_CURRENT");

                var cooldown = GetLocalString(user, $"ABILITY_COOLDOWN_{feat}");
                if (string.IsNullOrWhiteSpace(cooldown))
                {
                    stats.CooldownUnlock = DateTime.UtcNow;
                }
                else
                {
                    stats.CooldownUnlock = DateTime.ParseExact(cooldown, "yyyy-MM-dd hh:mm:ss", CultureInfo.InvariantCulture);
                }
            }

            stats.Now = DateTime.UtcNow;

            return(stats);
        }
예제 #18
0
파일: Simulation.cs 프로젝트: Piwo13/FM
        private static void Regen()
        {
            var players = PlayerRepo.GetRet();

            using (var connection = DBConnection.Instance.Connection)
            {
                foreach (int player in players)
                {
                    DateTime date = new DateTime(ClubStatus.SeasonEnd.Year - 16, 1, 1);
                    Random   rnd  = new Random();
                    date.AddDays(rnd.Next(365));
                    SQLiteCommand command = new SQLiteCommand($"update players set dateofbirth = \"{date:yyyy-MM-dd}\", contract_terminates = \"{ClubStatus.SeasonEnd.Year + 3}-{ClubStatus.SeasonEnd:MM-dd}\", overall = {rnd.Next(51, 65)}, isRetiring = 0 where id = {player}", connection);
                    connection.Open();
                    command.ExecuteNonQuery();
                    connection.Close();
                }
            }
        }
예제 #19
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        public void GetAllPlayer()
        {
            //Given
            string firstName = "Jay";
            string lastName = "Kay";
            DateTime dateOfBirth = new DateTime(2008, 5, 1, 8, 30, 52);
            int points = 0;

            Player p = new Player(firstName, lastName, dateOfBirth, points);
            PlayerRepo pRep = new PlayerRepo();
        
            //When
            pRep.AddPlayer(p);
            pRep.GetAllPlayerBy(p);
            //Then
            List<Player> players = pRep.GetAllPlayers();
            Assert.AreEqual(string.Format("[Firstname={0}][Lastname={0}]", players[0].ToString());
        }
예제 #20
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        public void RunMigration(NWGameObject player)
        {
            var playerID = GetGlobalID(player);
            var entity   = PlayerRepo.Get(playerID);
            var job      = GetClassByPosition(ClassPosition.First, player);

            entity.Name       = GetName(player);
            entity.CurrentJob = job;
            PlayerRepo.Set(entity);

            InitializeJobs(playerID);
            InitializeSkills(player);
            InitializeSavingThrows(player);
            RemoveNWNSpells(player);

            // Treat this initialization as a job change and a level-up.
            Publish.CustomEvent(player, JobEventPrefix.OnJobChanged, new JobChanged(player, job, job));
            Publish.CustomEvent(player, JobEventPrefix.OnLeveledUp, new LeveledUp(player));
        }
        /// <summary>
        /// Handles the migration of player characters.
        /// </summary>
        public static void Main()
        {
            var player = _.GetEnteringObject();

            if (!_.GetIsPlayer(player))
            {
                return;
            }

            // Player doesn't have an ID assigned. Generate one and set it on them.
            string tag = _.GetTag(player);

            if (string.IsNullOrWhiteSpace(tag))
            {
                var id = Guid.NewGuid();
                _.SetTag(player, id.ToString());
            }

            var playerID = _.GetGlobalID(player);
            var pcEntity = PlayerRepo.Get(playerID);

            // Iterate over the registered migrations. If player is below the migration version, that migration will be executed upon them.
            // If player is at or above that version, nothing will happen and they will move to the next migration in the list.
            foreach (var migration in _registeredMigrations)
            {
                if (pcEntity.Version < migration.Version)
                {
                    try
                    {
                        migration.RunMigration(player);

                        // The migration might have modified the entity. Pull back a fresh copy and update the version.
                        pcEntity         = PlayerRepo.Get(playerID);
                        pcEntity.Version = migration.Version;
                        PlayerRepo.Set(pcEntity);
                    }
                    catch (Exception ex)
                    {
                        throw new Exception($"Failed to apply migration {migration.GetType().FullName}", ex);
                    }
                }
            }
        }
예제 #22
0
        public async Task PlayerRepoEdit()
        {
            var connection = new SqliteConnection("DataSource=:memory:");

            connection.Open();

            try
            {
                var options = new DbContextOptionsBuilder <CookingQuestContext>()
                              .UseSqlite(connection)
                              .Options;

                using (var context = new CookingQuestContext(options))
                {
                    context.Database.EnsureCreated();
                }

                using (var context = new CookingQuestContext(options))
                {
                    context.Player.Add(new Player
                    {
                        Gold     = 10,
                        Name     = "Test",
                        PlayerId = 1,
                    });
                    context.SaveChanges();

                    var testRepo = new PlayerRepo(context);

                    var player = await testRepo.GetPlayerById(1);

                    player.Name = "Frank";
                    var editP = await testRepo.EditPlayer(player);

                    Assert.Equal("Frank", (await testRepo.GetPlayerById(1)).Name);
                    testRepo.Dispose();
                }
            }
            finally
            {
                connection.Close();
            }
        }
예제 #23
0
        public void TestMethodLogin()
        {
            IPlayerRepo playerRepo = new PlayerRepo();
            string      chars      = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789";

            char[] stringChars = new char[12];
            Random random      = new Random();

            for (int i = 0; i < stringChars.Length; i++)
            {
                stringChars[i] = chars[random.Next(chars.Length)];
            }
            string finalString = new String(stringChars);

            playerRepo.register(finalString, "Wachtwoord2", "Hunter");
            bool login = playerRepo.login(finalString, "Wachtwoord2");

            Assert.AreEqual(login, true);
        }
예제 #24
0
        protected static void Recalculate(NWGameObject player)
        {
            var playerID      = GetGlobalID(player);
            var playerEntity  = PlayerRepo.Get(playerID);
            var @class        = GetClassByPosition(ClassPosition.First, player);
            var level         = GetLevelByPosition(ClassPosition.First, player);
            var jobDefinition = JobRegistry.Get(@class);

            // Retrieve the rating chart for the stat, then retrieve the value for that stat at this player's level.
            var hp  = RatingRegistry.Get(jobDefinition.HPRating).Get(RatingStat.HP, level);
            var mp  = RatingRegistry.Get(jobDefinition.MPRating).Get(RatingStat.MP, level);
            var ac  = RatingRegistry.Get(jobDefinition.ACRating).Get(RatingStat.AC, level);
            var bab = RatingRegistry.Get(jobDefinition.BABRating).Get(RatingStat.BAB, level);

            var str  = RatingRegistry.Get(jobDefinition.STRRating).Get(RatingStat.STR, level);
            var dex  = RatingRegistry.Get(jobDefinition.DEXRating).Get(RatingStat.DEX, level);
            var con  = RatingRegistry.Get(jobDefinition.CONRating).Get(RatingStat.CON, level);
            var wis  = RatingRegistry.Get(jobDefinition.WISRating).Get(RatingStat.WIS, level);
            var @int = RatingRegistry.Get(jobDefinition.INTRating).Get(RatingStat.INT, level);
            var cha  = RatingRegistry.Get(jobDefinition.CHARating).Get(RatingStat.CHA, level);


            // Now apply the changes to the player.
            ApplyHP(player, hp);
            playerEntity.MaxHP = hp;
            playerEntity.MaxMP = mp;
            playerEntity.HP    = hp;
            playerEntity.MP    = mp;

            NWNXCreature.SetBaseAC(player, ac);
            NWNXCreature.SetBaseAttackBonus(player, bab);

            NWNXCreature.SetRawAbilityScore(player, Ability.Strength, str);
            NWNXCreature.SetRawAbilityScore(player, Ability.Dexterity, dex);
            NWNXCreature.SetRawAbilityScore(player, Ability.Constitution, con);
            NWNXCreature.SetRawAbilityScore(player, Ability.Wisdom, wis);
            NWNXCreature.SetRawAbilityScore(player, Ability.Intelligence, @int);
            NWNXCreature.SetRawAbilityScore(player, Ability.Charisma, cha);

            PlayerRepo.Set(playerEntity);
            DelayCommand(1.0f, () => NWNXPlayer.UpdateCharacterSheet(player));
        }
        public static void Run(NWGameObject player)
        {
            if (!_.GetIsPlayer(player))
            {
                return;
            }

            var area        = _.GetArea(player);
            var position    = _.GetPosition(player);
            var orientation = _.GetFacing(player);
            var playerID    = _.GetGlobalID(player);
            var entity      = PlayerRepo.Get(playerID);

            entity.LocationX           = position.X;
            entity.LocationY           = position.Y;
            entity.LocationZ           = position.Z;
            entity.LocationOrientation = orientation;
            entity.LocationAreaResref  = _.GetResRef(area);

            PlayerRepo.Set(entity);
        }
예제 #26
0
        /// <summary>
        /// Applies all changes in stats to the database or creature local variables.
        /// </summary>
        /// <param name="stats">The current user stats.</param>
        private static void ApplyUserStatChanges(UserStats stats)
        {
            var delay       = stats.AbilityDefinition.CooldownTime(stats.User);
            var dateUnlocks = DateTime.UtcNow.AddSeconds(delay);

            if (GetIsPlayer(stats.User))
            {
                var playerID = GetGlobalID(stats.User);
                var player   = PlayerRepo.Get(playerID);
                var cooldown = CooldownRepo.Get(playerID, stats.Feat);
                player.MP             = stats.MP;
                cooldown.DateUnlocked = dateUnlocks;

                PlayerRepo.Set(player);
                CooldownRepo.Set(playerID, cooldown);
            }
            else if (GetIsNPC(stats.User))
            {
                SetLocalInt(stats.User, "MP_CURRENT", stats.MP);
                SetLocalString(stats.User, $"ABILITY_COOLDOWN_{stats.Feat}", dateUnlocks.ToString("yyyy-MM-dd hh:mm:ss", CultureInfo.InvariantCulture));
            }
        }
예제 #27
0
        public void TestMethodBounty()
        {
            bool        addPassed    = false;
            bool        deletePassed = true;
            int         bountyID     = 0;
            IBountyRepo bountyRepo   = new BountyRepo();
            string      testBounty   = "1234567891QWERTYZXCVBNMKGLDOWN";

            bountyRepo.addBounty(testBounty, testBounty, 1);
            IPlayerRepo playerRepo = new PlayerRepo();
            Player      player     = playerRepo.getPlayer(1);

            foreach (Bounty item in player.bounties)
            {
                if (item.description == testBounty)
                {
                    addPassed = true;
                    bountyID  = item.ID;
                }
            }
            bountyRepo.deleteBounty(bountyID);
            player = playerRepo.getPlayer(1);
            foreach (Bounty item in player.bounties)
            {
                if (item.description == testBounty)
                {
                    deletePassed = false;
                }
            }
            bool passed = false;

            if (addPassed && deletePassed)
            {
                passed = true;
            }
            Assert.AreEqual(passed, true);
        }
예제 #28
0
        public void TestMethodWeapon()
        {
            bool        addPassed    = false;
            bool        deletePassed = true;
            int         weaponID     = 0;
            IWeaponRepo weaponRepo   = new WeaponRepo();
            string      testWeapon   = "1234567891QWERTYZXCVBNMKGLDOWN";

            weaponRepo.addWeapon(testWeapon, 100, 1, 1);
            IPlayerRepo playerRepo = new PlayerRepo();
            Player      player     = playerRepo.getPlayer(1);

            foreach (Weapon item in player.weapons)
            {
                if (item.name == testWeapon)
                {
                    addPassed = true;
                    weaponID  = item.ID;
                }
            }
            weaponRepo.deleteWeapon(weaponID);
            player = playerRepo.getPlayer(1);
            foreach (Weapon item in player.weapons)
            {
                if (item.name == testWeapon)
                {
                    deletePassed = false;
                }
            }
            bool passed = false;

            if (addPassed && deletePassed)
            {
                passed = true;
            }
            Assert.AreEqual(passed, true);
        }
예제 #29
0
        public static void Main()
        {
            var player  = _.GetEnteringObject();
            var area    = _.GetArea(player);
            var areaTag = _.GetTag(area);

            // Must be a player entering the OOC entry area, otherwise we exit early.
            if (!_.GetIsPlayer(player) || areaTag != "ooc_area")
            {
                return;
            }

            var playerID     = _.GetGlobalID(player);
            var entity       = PlayerRepo.Get(playerID);
            var locationArea = _.GetAreaByResRef(entity.LocationAreaResref);
            var position     = _.Vector(entity.LocationX, entity.LocationY, entity.LocationZ);

            var location = _.Location(locationArea, position, entity.LocationOrientation);

            _.AssignCommand(player, () =>
            {
                _.ActionJumpToLocation(location);
            });
        }
예제 #30
0
        public readonly PlayerRepo _playerRepo; // DB repo class

        /// <summary>
        /// Creates the base controller used by all
        /// other controllers. Holds functions used
        /// throughout the controllers.
        /// </summary>
        /// <param name="playerRepo"></param>
        public BaseController(PlayerRepo playerRepo)
        {
            _playerRepo = playerRepo;
        }