public void FindAllPartyMembers(SMCharacter invokingCharacter) { if (invokingCharacter.PartyReference != null) { SMParty sp = SMPartyHelper.GetParty(invokingCharacter.PartyReference.PartyID); string stringToSend = "[b]Party Members:[/b] "; bool first = true; foreach (SMPartyMember pm in sp.PartyMembers) { if (first) { first = false; } else { stringToSend += ", "; } stringToSend += pm.CharacterName; } invokingCharacter.sendMessageToPlayer(stringToSend); } else // They're not in a party { invokingCharacter.sendMessageToPlayer("[i]You're not in a party.[/i]"); } }
/// <summary> /// Attack a character /// </summary> /// <param name="attackingCharacter">The attacking character</param> /// <param name="targetItem">The target string</param> public static void Attack(SMCharacter attackingCharacter, SMCharacter targetCharacter) { // Check that the target has hitpoints if (targetCharacter.Attributes.HitPoints > 0) { // Work out if this is an NPC or not SMRoom room = attackingCharacter.GetRoom(); SMNPC targetNPC = room.GetNPCs().FirstOrDefault(checkChar => checkChar.GetFullName() == targetCharacter.GetFullName()); if (targetNPC != null) { room.ProcessNPCReactions("PlayerCharacter.AttacksThem", attackingCharacter); } List <SMNPC> NPCsInRoom = targetCharacter.GetRoom().GetNPCs().FindAll(npc => npc.GetFullName() != attackingCharacter.GetFullName()); if (NPCsInRoom.Count > 0) { room.ProcessNPCReactions("PlayerCharacter.Attack", attackingCharacter); } // Use the skill attackingCharacter.UseSkill(GetSkillToUse(attackingCharacter), targetCharacter.GetFullName(), true); } else // Report that the target is already dead... { attackingCharacter.sendMessageToPlayer(ResponseFormatterFactory.Get().General($"{targetCharacter.GetFullName()} is already dead!")); } }
/// <summary> /// Decrease the faction level for a character /// </summary> /// <param name="smc">The Character</param> /// <param name="factionName">The Faction Name</param> /// <param name="amount">The amount to decrease</param> /// <returns></returns> public static void DecreaseFactionLevel(SMCharacter smc, string factionName, int amount) { // Find the faction information from the player SMFaction smf = GetFactionFromPlayerList(smc, factionName); // Check if it's null.. if (smf != null) { smc.Factions.Remove(smf); smf.Level -= amount; } else { smf = new SMFaction(factionName, (0 - amount)); if (smc.Factions == null) { smc.Factions = new List <SMFaction>(); } } smc.Factions.Add(smf); smc.sendMessageToPlayer("[i]" + smf.FactionName + " standing decreased by " + amount + " to " + smf.Level + "[/i]"); smc.SaveToApplication(); smc.SaveToFile(); }
/// <summary> /// A new party creation /// </summary> /// <param name="invokingCharacter">The character creating the party.</param> public void CreateParty(SMCharacter invokingCharacter, bool suppressMessage = false) { if ((invokingCharacter.PartyReference == null) || (invokingCharacter.PartyReference.Status == "Invited")) { // Create a new id PartyID = Guid.NewGuid().ToString(); // Add the invoking character to the party SMPartyMember smpm = new SMPartyMember(); smpm.CharacterName = invokingCharacter.GetFullName(); smpm.UserID = invokingCharacter.UserID; PartyMembers = new List <SMPartyMember>(); PartyMembers.Add(smpm); // Add the party to the global memory List <SMParty> smp = (List <SMParty>)HttpContext.Current.Application["Parties"]; smp.Add(this); // Save the party to the memory. HttpContext.Current.Application["Parties"] = smp; // Reference the new party against the character invokingCharacter.PartyReference = new SMPartyReference(this.PartyID, "Leader"); if (!suppressMessage) { invokingCharacter.sendMessageToPlayer("[i]Party created.[/i]"); } // Save the player information to the application. invokingCharacter.SaveToApplication(); } else // They are already in a party { if (!suppressMessage) { invokingCharacter.sendMessageToPlayer("[i]Can not create a party as you're already in one.[/i]"); } } }
/// <summary> /// Attack a Creature /// </summary> /// <param name="attackingCharacter">The attacking character</param> /// <param name="targetCharacter">The target character</param> public static void Attack(SMCharacter attackingCharacter, SMCreature targetCreature) { // Check that the target has hitpoints if (targetCreature.Attributes.HitPoints > 0) { // Use the skill attackingCharacter.UseSkill(GetSkillToUse(attackingCharacter), targetCreature.CreatureName, true); } else // Report that the target can not be found { attackingCharacter.sendMessageToPlayer(ResponseFormatterFactory.Get().General($"{targetCreature.CreatureName} can not be found")); } }
public bool BuyItem(string itemNumber, int numberToBuy, SMCharacter smc) { // Check that there is an item with that number SMShopItem ssi = ShopInventory.FirstOrDefault(item => item.ItemNumber == int.Parse(itemNumber)); // If the item isn't null continue if (ssi != null) { // check the player has enough money to pay for the item(s) // Get the total value int totalValue = numberToBuy * ssi.Cost; if (smc.Currency.CheckCurrency(totalValue)) { // remove the money from the character smc.Currency.RemoveCurrency(totalValue); // add the item to the character while (numberToBuy > 0) { numberToBuy--; smc.ReceiveItem(ssi.Item, true); } // Return that the item was bought. return(true); } else // They don't have enough to buy the item { smc.sendMessageToPlayer(this.Formatter.Italic("You don't have enough money for that (needed " + totalValue + ", you have " + smc.Currency.AmountOfCurrency + ")")); return(false); } } else // Return that the item isn't valid... { smc.sendMessageToPlayer(this.Formatter.ListItem("The item you've specified isn't valid, please check and try again")); return(false); } }
/// <summary> /// Attack an item /// </summary> /// <param name="attackingCharacter">The attacking character</param> /// <param name="targetItem">The target item</param> public static void Attack(SMCharacter attackingCharacter, SMItem targetItem) { // Check that the target has hitpoints if (targetItem.HitPoints > 0) { // Use the skill attackingCharacter.UseSkill(GetSkillToUse(attackingCharacter), targetItem.ItemName, true); } else // Report that the target can not be found { attackingCharacter.sendMessageToPlayer(targetItem.ItemName + " can not be found"); } }
/// <summary> /// Recover a given number of HP up to the maxhp attribute. /// </summary> /// <param name="Amount">The integer amount of HP to recover.</param> /// <param name="invokingCharacter">The character invoking the HP recovery.</param> public void RecoverHp(Int32 Amount, SMCharacter invokingCharacter) { // Workout how many HP the character is from its max Int32 missingHp = this.MaxHitPoints - this.HitPoints; // Do nothing if HP already at its max if (missingHp == 0) { invokingCharacter.sendMessageToPlayer(ResponseFormatterFactory.Get().Italic($"Your hit points are already full!")); return; } // Workout how many hp to recover to ensure we dont go over the characters max HP Int32 hpToGain = missingHp < Amount ? missingHp : Amount; // Recover the HP this.HitPoints += hpToGain; // Inform the player how many HP they recovered invokingCharacter.sendMessageToPlayer(ResponseFormatterFactory.Get().Italic($"You feel better \"{hpToGain}hp\" recovered.")); return; }
public void LeaveParty(SMCharacter invokingCharacter, bool suppressMessages = false) { // Find the current party if they have one (and it's not just at "invited" stage). if ((invokingCharacter.PartyReference == null) || (invokingCharacter.PartyReference.Status != "Invited")) { // Remove them from the party reference. // Get the list of parties List <SMParty> smp = (List <SMParty>)HttpContext.Current.Application["Parties"]; // Find the relevant party SMParty sp = smp.FirstOrDefault(p => p.PartyID == invokingCharacter.PartyReference.PartyID); if (!suppressMessages) { sp.SendMessageToAllPartyMembers(sp, "[i]" + invokingCharacter.GetFullName() + " left the party[/i]"); } // Remove the party from the global list element. smp.Remove(sp); // Find the relevant member SMPartyMember pm = sp.PartyMembers.FirstOrDefault(p => p.CharacterName == invokingCharacter.GetFullName()); sp.PartyMembers.Remove(pm); // Check there are still people in the party if (sp.PartyMembers.Count > 0) { // Add the member back to the list smp.Add(sp); } // Save it out to the global list again HttpContext.Current.Application["Parties"] = smp; // Remove the party reference from the character file invokingCharacter.PartyReference = null; // Save the player information to the application. invokingCharacter.SaveToApplication(); } else { if (!suppressMessages) { invokingCharacter.sendMessageToPlayer("[i]You are not in a party so can't leave one[/i]"); } } }
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); } }
public static string GetSkillToUse(SMCharacter attackingCharacter) { string skillToUse = "Brawl"; if (!attackingCharacter.AreHandsEmpty()) { // Get the equipped item from the character if any SMItem smi = attackingCharacter.GetEquippedItem(); skillToUse = "Basic Attack"; if ((smi != null) && (smi.RequiredSkills != null)) { // Check the player has the required skills bool hasAllRequiredSkills = true; bool isFirst = true; foreach (SMRequiredSkill smrs in smi.RequiredSkills) { if (hasAllRequiredSkills) { hasAllRequiredSkills = attackingCharacter.HasRequiredSkill(smrs.SkillName, smrs.SkillLevel); if (isFirst) { skillToUse = smrs.SkillName; } } } // If the player has all the required skills if (!hasAllRequiredSkills) { // Tell the player they can't really wield that item. attackingCharacter.sendMessageToPlayer(ResponseFormatterFactory.Get().General($"You are not skilled with the {smi.ItemFamily}, practicing gives you a chance to increase your skill")); } } } return(skillToUse); }
/// <summary> /// Logs someone in with the Slack UserID /// </summary> /// <param name="userID">Slack UserID</param> /// <returns>A string response</returns> public string Login(string userID, bool newCharacter = false, string responseURL = null, string connectionService = "slack", string password = null) { // Variables for the return string string returnString = ""; // Get all current characters List <SMCharacter> smcs = (List <SMCharacter>)HttpContext.Current.Application["SMCharacters"]; SMCharacter character = smcs.FirstOrDefault(smc => smc.UserID == userID); // Get the right path, and work out if the file exists. string path = FilePathSystem.GetFilePath("Characters", "Char" + userID); // Check if the character exists.. if (!File.Exists(path)) { // If they don't exist inform the person as to how to create a new user returnString = ResponseFormatterFactory.Get().General("You must create a character, to do so, use the command /sm CreateCharacter FIRSTNAME,LASTNAME,SEX,AGE"); returnString += ResponseFormatterFactory.Get().General("i.e. /sm CreateCharacter Paul,Hutson,m,34"); // return information [need to return this without a player!] return(returnString); } else { if ((character != null) && (!newCharacter)) { returnString = ResponseFormatterFactory.Get().General("You're already logged in!"); return(returnString); } else { // Get the character character = GetCharacter(userID, password); // Reset the character activity, just in case! character.CurrentActivity = null; // Set the response URL of the character if (responseURL != null) { character.ResponseURL = responseURL; } // Set the connection service character.ConnectionService = connectionService; // Set the last login datetime character.LastLogindate = DateTime.Now; // Check that the currency is OK. if (character.Currency == null) { character.Currency = new SMCurrency(); character.Currency.AmountOfCurrency = 50; } if (!newCharacter) { returnString = ResponseFormatterFactory.Get().Bold("Welcome back " + character.FirstName + " " + character.LastName + " (you are level " + character.CalculateLevel() + ")", 1); } else { returnString = ResponseFormatterFactory.Get().Bold("Welcome to SlackMud!"); returnString += ResponseFormatterFactory.Get().General("We've created your character in the magical world of Arrelvia!"); // TODO, use a welcome script! } // Check if the player was last in an instanced location. if (character.RoomID.Contains("||")) { // Find the details of the original room type SMRoom originalRoom = GetRoom(character.RoomID.Substring(0, character.RoomID.IndexOf("||"))); character.RoomID = originalRoom.InstanceReloadLocation; } // Clear out any old party references character.PartyReference = null; // Get the location details returnString += GetLocationDetails(character.RoomID, character); // Clear old responses an quests from the character character.ClearQuests(); if (character.NPCsWaitingForResponses != null) { character.NPCsWaitingForResponses.RemoveAll(a => a.NPCID != ""); } // Return the text output character.sendMessageToPlayer(returnString); // Walk the character in SMRoom room = character.GetRoom(); if (room != null) { // Announce someone has walked into the room. room.Announce(ResponseFormatterFactory.Get().Italic(character.GetFullName() + " walks in.")); room.ProcessNPCReactions("PlayerCharacter.Enter", character); } return(""); } } }
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); } } } }
public void ChatSendMessage(SMCharacter smc, string msg) { smc.sendMessageToPlayer(msg); }
/// <summary> /// Inspect a person, object, etc. /// </summary> /// <param name="smc">The character doing the inspecting</param> /// <param name="thingToInspect">The thing that the person wants to inspect</param> public void InspectThing(SMCharacter smc, string thingToInspect) { // Check if it's a character first SMCharacter targetCharacter = this.GetPeople().FirstOrDefault(checkChar => (checkChar.GetFullName().ToLower() == thingToInspect.ToLower()) || (checkChar.FirstName.ToLower() == thingToInspect.ToLower()) || (checkChar.LastName.ToLower() == thingToInspect.ToLower())); if (targetCharacter != null) { string levelText = ""; if (int.Parse(targetCharacter.CalculateLevel()) > 0) { levelText = " (Level " + targetCharacter.CalculateLevel() + ")"; } smc.sendMessageToPlayer(this.Formatter.Bold("Description of " + targetCharacter.GetFullName() + levelText + ":")); if ((targetCharacter.Description != null) && (targetCharacter.Description != "")) { smc.sendMessageToPlayer(this.Formatter.Italic(targetCharacter.Description)); } else { smc.sendMessageToPlayer(this.Formatter.Italic("No description set...")); } List <string> inventory = targetCharacter.GetInventoryList(); string inventoryOutput = String.Empty; if (inventory.Any()) { foreach (string item in inventory) { inventoryOutput += this.Formatter.ListItem(item); } inventoryOutput += this.Formatter.GetNewLines(1); } smc.sendMessageToPlayer(inventoryOutput); targetCharacter.sendMessageToPlayer(this.Formatter.Italic(smc.GetFullName() + " looks at you")); return; } // If not a character, check if it is an NPC... SMNPC targetNPC = this.GetNPCs().FirstOrDefault(checkChar => (checkChar.GetFullName().ToLower() == thingToInspect.ToLower()) || (checkChar.NPCType.ToLower() == thingToInspect.ToLower())); if (targetNPC != null) { string levelText = ""; if (int.Parse(targetNPC.CalculateLevel()) > 0) { levelText = " (Level " + targetNPC.CalculateLevel() + ")"; } smc.sendMessageToPlayer(this.Formatter.Bold("Description of " + targetNPC.GetFullName() + levelText + ":")); if ((targetNPC.Description != null) && (targetNPC.Description != "")) { smc.sendMessageToPlayer(this.Formatter.Italic(targetNPC.Description)); } else { smc.sendMessageToPlayer(this.Formatter.Italic("No description set...")); } List <string> inventory = targetNPC.GetInventoryList(); string inventoryOutput = String.Empty; if (inventory.Any()) { foreach (string item in inventory) { inventoryOutput += this.Formatter.ListItem(item); } inventoryOutput += this.Formatter.GetNewLines(1); } smc.sendMessageToPlayer(inventoryOutput); targetNPC.GetRoom().ProcessNPCReactions("PlayerCharacter.ExaminesThem", smc, targetNPC.UserID); targetNPC.GetRoom().ProcessNPCReactions("PlayerCharacter.Examines", smc); return; } // If not an NPC, check the players equipped items and the items in the room... SMItem smi = smc.GetEquippedItem(thingToInspect); if (smi == null) { smi = SMItemHelper.GetItemFromList(this.RoomItems, thingToInspect); } if (smi != null) { string itemDeatils = this.Formatter.Bold("Description of \"" + smi.ItemName + "\":", 1); itemDeatils += this.Formatter.General(smi.ItemDescription, 1); if (smi.CanHoldOtherItems()) { itemDeatils += this.Formatter.Italic($"This \"{smi.ItemName}\" contains the following items:", 1); itemDeatils += SMItemHelper.GetContainerContents(smi); } if (smi.Effects != null) { smi.InitiateEffects(smc); } smc.sendMessageToPlayer(itemDeatils); return; } // Otherwise nothing found smc.sendMessageToPlayer(this.Formatter.Italic("Can not inspect that item.")); }
/// <summary> /// Invite someone to a party. /// </summary> /// <param name="invokingCharacter"></param> /// <param name="characterName"></param> /// <param name="suppressMessages"></param> public void InviteToParty(SMCharacter invokingCharacter, string characterName, bool suppressMessages = false) { // See if the person being invited exists in memory SMCharacter smc = ((List <SMCharacter>)HttpContext.Current.Application["SMCharacters"]).FirstOrDefault(ch => ch.GetFullName() == characterName); // check that the player exists... if (smc != null) { // Check that they're not already in a party if ((smc.PartyReference == null)) { // For use later bool canJoinParty = true; // Check the invoking player is in a party... and they're the leader if (invokingCharacter.PartyReference != null) { if (invokingCharacter.PartyReference.Status != "Leader") { canJoinParty = false; if (!suppressMessages) { invokingCharacter.sendMessageToPlayer("[i]You are not the party leader so can not invite someone[/i]"); } } } else // The player inviting does't have a party yet.. { // .. so lets create it. new SMParty().CreateParty(invokingCharacter, true); } // If the player can join the party... if (canJoinParty) { if (!suppressMessages) { // Send a message to the player being invited... smc.sendMessageToPlayer("[i]You have been invited to a party by " + invokingCharacter.GetFullName() + " - to accept type \"AcceptInvite\"[/i]"); } // Add the SMPartyReference to the character smc.PartyReference = new SMPartyReference(invokingCharacter.PartyReference.PartyID, "Invited"); // Save the player information to the application. smc.SaveToApplication(); } } else { if (!suppressMessages) { invokingCharacter.sendMessageToPlayer("[i]Can not invite that character to a party as they are already in a party.[/i]"); } } } else { if (!suppressMessages) { invokingCharacter.sendMessageToPlayer("[i]Can not find a character named + \"" + characterName + "\"[/i]"); } } }
/// <summary> /// Inspect a person, object, etc. /// </summary> /// <param name="smc">The character doing the inspecting</param> /// <param name="thingToInspect">The thing that the person wants to inspect</param> public void InspectThing(SMCharacter smc, string thingToInspect) { // Check if it's a character first SMCharacter targetCharacter = this.GetPeople().FirstOrDefault(checkChar => checkChar.GetFullName().ToLower() == thingToInspect.ToLower()); if (targetCharacter != null) { smc.sendMessageToPlayer(OutputFormatterFactory.Get().Bold("Description of " + targetCharacter.GetFullName() + " (Level " + targetCharacter.CalculateLevel() + "):")); if ((targetCharacter.Description != null) || (targetCharacter.Description != "")) { smc.sendMessageToPlayer(OutputFormatterFactory.Get().Italic(targetCharacter.Description)); } else { smc.sendMessageToPlayer(OutputFormatterFactory.Get().Italic("No description set...")); } smc.sendMessageToPlayer(OutputFormatterFactory.Get().CodeBlock(targetCharacter.GetInventoryList())); targetCharacter.sendMessageToPlayer(OutputFormatterFactory.Get().Italic(smc.GetFullName() + " looks at you")); return; } // If not a character, check if it is an NPC... SMNPC targetNPC = this.GetNPCs().FirstOrDefault(checkChar => checkChar.GetFullName().ToLower() == thingToInspect.ToLower()); if (targetNPC != null) { smc.sendMessageToPlayer(OutputFormatterFactory.Get().Bold("Description of " + targetNPC.GetFullName() + " (Level " + targetNPC.CalculateLevel() + "):")); if ((targetNPC.Description != null) || (targetNPC.Description != "")) { smc.sendMessageToPlayer(OutputFormatterFactory.Get().Italic(targetNPC.Description)); } else { smc.sendMessageToPlayer(OutputFormatterFactory.Get().Italic("No description set...")); } smc.sendMessageToPlayer(OutputFormatterFactory.Get().CodeBlock(targetNPC.GetInventoryList())); targetNPC.GetRoom().ProcessNPCReactions("PlayerCharacter.ExaminesThem", smc, targetNPC.UserID); targetNPC.GetRoom().ProcessNPCReactions("PlayerCharacter.Examines", smc); return; } // If not an NPC, check the players equipped items and the items in the room... SMItem smi = smc.GetEquippedItem(thingToInspect); if (smi == null) { smi = SMItemHelper.GetItemFromList(this.RoomItems, thingToInspect); } if (smi != null) { string itemDeatils = OutputFormatterFactory.Get().Bold("Description of \"" + smi.ItemName + "\":"); itemDeatils += OutputFormatterFactory.Get().ListItem(smi.ItemDescription); if (smi.CanHoldOtherItems()) { itemDeatils += OutputFormatterFactory.Get().Italic($"This \"{smi.ItemName}\" contains the following items:"); itemDeatils += SMItemHelper.GetContainerContents(smi); } smc.sendMessageToPlayer(itemDeatils); return; } // Otherwise nothing found smc.sendMessageToPlayer(OutputFormatterFactory.Get().Italic("Can not inspect that item.")); }
public void JoinParty(SMCharacter invokingCharacter, bool suppressMessages = false) { // Check the character has an open invite if ((invokingCharacter.PartyReference != null) && (invokingCharacter.PartyReference.Status == "Invited")) { // Find the party in the list of parties List <SMParty> smp = (List <SMParty>)HttpContext.Current.Application["Parties"]; // Find the relevant party SMParty sp = smp.FirstOrDefault(p => p.PartyID == invokingCharacter.PartyReference.PartyID); // If it exists... if (sp != null) { // Remove the party from the global list for a mo.. smp.Remove(sp); // ... add the character to the party. SMPartyMember smpm = new SMPartyMember(); smpm.CharacterName = invokingCharacter.GetFullName(); smpm.UserID = invokingCharacter.UserID; sp.PartyMembers.Add(smpm); // Add the party to the list again.. smp.Add(sp); // .. and save the list out HttpContext.Current.Application["Parties"] = smp; // ... send a message to all the people in the party. if (!suppressMessages) { sp.SendMessageToAllPartyMembers(sp, "[i]" + smpm.CharacterName + " joined the party[/i]"); } // ... change the status of the party element on the character to "joined" invokingCharacter.PartyReference.Status = "Joined"; // Save the player information to the application. invokingCharacter.SaveToApplication(); } else // .. the party no longer exists, so can't be joined { // Tell the player if (!suppressMessages) { invokingCharacter.sendMessageToPlayer("[i]That party no longer exists.[/i]"); } // Remove the reference from their party invite list. invokingCharacter.PartyReference = null; // Save the player information to the application. invokingCharacter.SaveToApplication(); } } else // No party { if (!suppressMessages) { invokingCharacter.sendMessageToPlayer("[i]You have no open party invites.[/i]"); } } }