예제 #1
0
        public static void CheckAICounterattackRoutine(Player personAttacking, Player bot)
        {
            // person attacking is a boss and not a psychopath, so do nothing
            if (personAttacking.BotId < AIStatics.PsychopathBotId)
            {
                return;
            }

            // attacking the psychopath.  Random chance the psychopath will set the attacker as their target.
            if (bot.BotId == AIStatics.PsychopathBotId)
            {
                if (personAttacking.BotId == AIStatics.ActivePlayerBotId)
                {
                    var rand       = new Random();
                    var numAttacks = NumPsychopathCounterAttacks(bot, rand);

                    var(mySkills, weakenSkill, _) = GetPsychopathSkills(bot);

                    if (!mySkills.IsEmpty())
                    {
                        var complete = false;
                        for (int i = 0; i < numAttacks && !complete; i++)
                        {
                            var skill = SelectPsychopathSkill(personAttacking, mySkills, weakenSkill, rand);
                            (complete, _) = AttackProcedures.Attack(bot, personAttacking, skill);
                        }

                        if (complete)
                        {
                            EquipDefeatedPlayer(bot, personAttacking);
                        }
                    }
                }

                var directive = AIDirectiveProcedures.GetAIDirective(bot.Id);

                // no previous target, so set this player as the new one
                if (directive.TargetPlayerId == -1 || directive.State == "idle")
                {
                    AIDirectiveProcedures.SetAIDirective_Attack(bot.Id, personAttacking.Id);
                }

                // random chance to see if the attacker becomes the new target
                else
                {
                    var rand = new Random();
                    var roll = rand.NextDouble();
                    if (roll < .08)
                    {
                        AIDirectiveProcedures.SetAIDirective_Attack(bot.Id, personAttacking.Id);
                    }
                }
            }

            // if the target is Donna, counterattack and set that player as her target immediately
            if (bot.BotId == AIStatics.DonnaBotId)
            {
                BossProcedures_Donna.DonnaCounterattack(personAttacking, bot);
            }

            // Valentine counterattack
            if (bot.BotId == AIStatics.ValentineBotId)
            {
                BossProcedures_Valentine.CounterAttack(personAttacking, bot);
            }

            // Bimbo boss counterattack
            else if (bot.BotId == AIStatics.BimboBossBotId)
            {
                BossProcedures_BimboBoss.CounterAttack(personAttacking, bot);
            }

            // rat thieves counterattack
            else if (bot.BotId == AIStatics.MaleRatBotId || bot.BotId == AIStatics.FemaleRatBotId)
            {
                AIProcedures.DealBossDamage(bot, personAttacking, true, 1);
                BossProcedures_Thieves.CounterAttack(personAttacking);
            }

            // fae boss counterattack
            else if (bot.BotId == AIStatics.FaebossBotId)
            {
                AIProcedures.DealBossDamage(bot, personAttacking, true, 1);
                BossProcedures_FaeBoss.CounterAttack(personAttacking);
            }

            // motocycle boss counterattack
            else if (bot.BotId == AIStatics.MotorcycleGangLeaderBotId)
            {
                AIProcedures.DealBossDamage(bot, personAttacking, true, 1);
                BossProcedures_MotorcycleGang.CounterAttack(personAttacking, bot);
            }

            // mouse sisters counterattack
            else if (bot.BotId == AIStatics.MouseNerdBotId || bot.BotId == AIStatics.MouseBimboBotId)
            {
                BossProcedures_Sisters.CounterAttack(personAttacking, bot);
            }

            // demon counterattack
            else if (bot.BotId == AIStatics.DemonBotId)
            {
                BossProcedures_DungeonDemon.CounterAttack(bot, personAttacking);
            }

            // miniboss counterattack
            else if (AIStatics.IsAMiniboss(bot.BotId))
            {
                BossProcedures_Minibosses.CounterAttack(personAttacking, bot);
            }
        }
예제 #2
0
        public static List <Exception> RunPsychopathActions(WorldDetail worldDetail)
        {
            var rand = new Random(DateTime.Now.Millisecond);

            var errors = new List <Exception>();

            IPlayerRepository playerRepo = new EFPlayerRepository();


            //spawn in more bots if there are less than the default
            var botCount = playerRepo.Players.Count(b => b.BotId == AIStatics.PsychopathBotId && b.Mobility == PvPStatics.MobilityFull);

            if (botCount < PvPStatics.PsychopathDefaultAmount)
            {
                SpawnAIPsychopaths(PvPStatics.PsychopathDefaultAmount - botCount);
            }

            var bots = playerRepo.Players.Where(p => p.BotId == AIStatics.PsychopathBotId && p.Mobility == PvPStatics.MobilityFull).ToList();

            foreach (var bot in bots)
            {
                try
                {
                    // if bot is no longer fully animate or is null, skip them
                    if (bot == null || bot.Mobility != PvPStatics.MobilityFull)
                    {
                        continue;
                    }

                    bot.LastActionTimestamp = DateTime.UtcNow;

                    if (!EffectProcedures.PlayerHasActiveEffect(bot.Id, JokeShopProcedures.PSYCHOTIC_EFFECT))
                    {
                        #region drop excess items

                        var botItems = DomainRegistry.Repository.Find(new GetItemsOwnedByPsychopath {
                            OwnerId = bot.Id
                        }).ToList();

                        string[] itemTypes =
                        {
                            PvPStatics.ItemType_Hat,        PvPStatics.ItemType_Accessory, PvPStatics.ItemType_Pants,
                            PvPStatics.ItemType_Pet,        PvPStatics.ItemType_Shirt,     PvPStatics.ItemType_Shoes,
                            PvPStatics.ItemType_Underpants, PvPStatics.ItemType_Undershirt
                        };

                        foreach (var typeToDrop in itemTypes)
                        {
                            if (botItems.Count(i => i.ItemSource.ItemType == typeToDrop) > 1)
                            {
                                var dropList = botItems.Where(i => i.ItemSource.ItemType == typeToDrop).Skip(1);

                                foreach (var i in dropList)
                                {
                                    ItemProcedures.DropItem(i.Id);

                                    var name = "a";

                                    if (i.FormerPlayer != null)
                                    {
                                        name = "<b>" + i.FormerPlayer.FullName + "</b> the";
                                    }

                                    if (i.ItemSource.ItemType == PvPStatics.ItemType_Pet)
                                    {
                                        LocationLogProcedures.AddLocationLog(bot.dbLocationName,
                                                                             "<b>" + bot.GetFullName() + "</b> released " + name + " pet <b>" + i.ItemSource.FriendlyName + "</b> here.");
                                    }
                                    else
                                    {
                                        LocationLogProcedures.AddLocationLog(bot.dbLocationName,
                                                                             "<b>" + bot.GetFullName() + "</b> dropped " + name + " <b>" + i.ItemSource.FriendlyName + "</b> here.");
                                    }
                                }
                            }
                        }

                        #endregion
                    }

                    var botbuffs = ItemProcedures.GetPlayerBuffs(bot);

                    var meditates = 0;

                    // meditate if needed
                    if (bot.Mana < bot.MaxMana * .5M)
                    {
                        var manaroll = (int)Math.Floor(rand.NextDouble() * 4.0D);
                        for (var i = 0; i < manaroll; i++)
                        {
                            DomainRegistry.Repository.Execute(new Meditate
                            {
                                PlayerId   = bot.Id,
                                Buffs      = botbuffs,
                                NoValidate = true
                            });
                            meditates++;
                        }
                    }

                    // cleanse if needed, less if psycho has cleansed lately
                    if (bot.Health < bot.MaxHealth * .5M)
                    {
                        var healthroll = (int)Math.Floor(rand.NextDouble() * 4.0D);
                        for (var i = meditates; i < healthroll; i++)
                        {
                            DomainRegistry.Repository.Execute(new Cleanse
                            {
                                PlayerId   = bot.Id,
                                Buffs      = botbuffs,
                                NoValidate = true
                            });
                        }
                    }


                    var directive = AIDirectiveProcedures.GetAIDirective(bot.Id);

                    // the bot has an attack target, so go chase it
                    if (directive.State == "attack")
                    {
                        var myTarget = PlayerProcedures.GetPlayer(directive.TargetPlayerId);
                        var(mySkills, weakenSkill, inanimateSkill) = GetPsychopathSkills(bot);

                        // if the target is offline, no longer animate, in the dungeon, or in the same form as the spells' target, go into idle mode
                        if (PlayerProcedures.PlayerIsOffline(myTarget) ||
                            myTarget.Mobility != PvPStatics.MobilityFull ||
                            mySkills.IsEmpty() || inanimateSkill == null ||
                            myTarget.FormSourceId == inanimateSkill.StaticSkill.FormSourceId ||
                            myTarget.IsInDungeon() ||
                            myTarget.InDuel > 0 ||
                            myTarget.InQuest > 0)
                        {
                            AIDirectiveProcedures.SetAIDirective_Idle(bot.Id);
                        }

                        // the target is okay for attacking
                        else
                        {
                            // the bot must move to its target location.
                            if (myTarget.dbLocationName != bot.dbLocationName)
                            {
                                if (botbuffs.MoveActionPointDiscount() > -100 && CanMove(worldDetail, myTarget))
                                {
                                    var maxSpaces = NumPsychopathMoveSpaces(bot);
                                    var newplace  = MoveTo(bot, myTarget.dbLocationName, maxSpaces);
                                    bot.dbLocationName = newplace;
                                }
                            }

                            // if the bot is now in the same place as the target, attack away, so long as the target is online and animate
                            if (bot.dbLocationName == myTarget.dbLocationName &&
                                !PlayerProcedures.PlayerIsOffline(myTarget) &&
                                myTarget.Mobility == PvPStatics.MobilityFull &&
                                CanAttack(worldDetail, bot, myTarget)
                                )
                            {
                                playerRepo.SavePlayer(bot);

                                var numAttacks = Math.Min(3, (int)(bot.Mana / PvPStatics.AttackManaCost));
                                var complete   = false;
                                for (var attackIndex = 0; attackIndex < numAttacks && !complete; ++attackIndex)
                                {
                                    var skill = SelectPsychopathSkill(myTarget, mySkills, weakenSkill, rand);
                                    (complete, _) = AttackProcedures.Attack(bot, myTarget, skill);
                                }

                                if (complete)
                                {
                                    EquipDefeatedPlayer(bot, myTarget);
                                }
                            }
                        }
                    }

                    // the bot has no target, so wander and try to find new targets and attack them.
                    else
                    {
                        if (botbuffs.MoveActionPointDiscount() > -100)
                        {
                            var newplace = MoveTo(bot, LocationsStatics.GetRandomLocationNotInDungeon(), 5);
                            bot.dbLocationName = newplace;
                        }


                        // attack stage
                        var playersHere = playerRepo.Players.Where
                                              (p => p.dbLocationName == bot.dbLocationName && p.Mobility == PvPStatics.MobilityFull &&
                                              p.Id != bot.Id && p.BotId == AIStatics.PsychopathBotId && p.Level >= bot.Level).ToList();

                        // filter out offline players and Lindella
                        var onlinePlayersHere = playersHere.Where(p => !PlayerProcedures.PlayerIsOffline(p)).ToList();

                        if (onlinePlayersHere.Count > 0)
                        {
                            var roll   = Math.Floor(rand.NextDouble() * onlinePlayersHere.Count);
                            var victim = onlinePlayersHere.ElementAt((int)roll);
                            AIDirectiveProcedures.SetAIDirective_Attack(bot.Id, victim.Id);
                            playerRepo.SavePlayer(bot);

                            var(mySkills, weakenSkill, inanimateSkill) = GetPsychopathSkills(bot);
                            if (!mySkills.IsEmpty())
                            {
                                var numAttacks = Math.Min(3, (int)(bot.Mana / PvPStatics.AttackManaCost));
                                var complete   = false;
                                for (var attackIndex = 0; attackIndex < numAttacks && !complete; ++attackIndex)
                                {
                                    var skill = SelectPsychopathSkill(victim, mySkills, weakenSkill, rand);
                                    (complete, _) = AttackProcedures.Attack(bot, victim, skill);
                                }

                                if (complete)
                                {
                                    EquipDefeatedPlayer(bot, victim);
                                }
                            }
                        }
                    }

                    playerRepo.SavePlayer(bot);
                }
                catch (Exception e)
                {
                    errors.Add(e);
                }
            }

            return(errors);
        }
예제 #3
0
        public static (bool, string) Attack(Player attackingPlayer, Player attackedPlayer, SkillViewModel skillBeingUsed, bool timestamp = true)
        {
            var result = "";

            var attacker = PlayerProcedures.GetPlayer(attackingPlayer.Id);
            var victim   = PlayerProcedures.GetPlayer(attackedPlayer.Id);

            if (victim.Mobility != PvPStatics.MobilityFull ||
                attacker.Mobility != PvPStatics.MobilityFull ||
                victim.GameMode == (int)GameModeStatics.GameModes.Invisible ||
                attacker.GameMode == (int)GameModeStatics.GameModes.Invisible)
            {
                return(false, "");
            }

            var complete = false;
            var logs     = new LogBox();

            // all of our checks seem to be okay.  So let's lower the player's mana and action points
            PlayerProcedures.ChangePlayerActionMana(-PvPStatics.AttackCost, 0, -PvPStatics.AttackManaCost, attacker.Id, timestamp);

            PlayerProcedures.LogCombatTimestampsAndAddAttackCount(victim, attacker);

            var attackerFullName = attacker.GetFullName();
            var victimFullName   = victim.GetFullName();

            // if the spell is a curse, give the effect and that's all
            if (skillBeingUsed.StaticSkill.GivesEffectSourceId != null)
            {
                var effectBeingGiven = EffectStatics.GetDbStaticEffect(skillBeingUsed.StaticSkill.GivesEffectSourceId.Value);

                EffectProcedures.GivePerkToPlayer(skillBeingUsed.StaticSkill.GivesEffectSourceId.Value, victim);

                if (attacker.Gender == PvPStatics.GenderMale && !effectBeingGiven.AttackerWhenHit_M.IsNullOrEmpty())
                {
                    logs.AttackerLog += effectBeingGiven.AttackerWhenHit_M;
                }
                else if (attacker.Gender == PvPStatics.GenderFemale && !effectBeingGiven.AttackerWhenHit_F.IsNullOrEmpty())
                {
                    logs.AttackerLog += effectBeingGiven.AttackerWhenHit_F;
                }
                else
                {
                    logs.AttackerLog += effectBeingGiven.AttackerWhenHit;
                }

                if (!String.IsNullOrEmpty(logs.AttackerLog))
                {
                    logs.AttackerLog += "<br><br>";
                }

                logs.LocationLog  = "<span class='playerAttackNotification'>" + attackerFullName + " cursed " + victimFullName + " with " + skillBeingUsed.StaticSkill.FriendlyName + ".</span>";
                logs.AttackerLog += "You cursed " + victimFullName + " with " + skillBeingUsed.StaticSkill.FriendlyName + ".";
                logs.AttackerLog += "  (+1 XP)  ";
                logs.AttackerLog += PlayerProcedures.GiveXP(attacker, 1);
                logs.VictimLog    = effectBeingGiven.MessageWhenHit;
                logs.VictimLog   += "  <span class='playerAttackNotification'>" + attackerFullName + " cursed you with <b>" + skillBeingUsed.StaticSkill.FriendlyName + "</b>.</b></span>  ";
                result            = logs.AttackerLog;
            }

            // the spell is a regular attack
            else
            {
                logs.LocationLog = "<span class='playerAttackNotification'>" + attackerFullName + " cast " + skillBeingUsed.StaticSkill.FriendlyName + " against " + victimFullName + ".</span>";
                logs.AttackerLog = "You cast " + skillBeingUsed.StaticSkill.FriendlyName + " against " + victimFullName + ".  ";
                logs.VictimLog   = "<span class='playerAttackNotification'>" + attackerFullName + " cast " + skillBeingUsed.StaticSkill.FriendlyName + " against you.</span>  ";

                var meBuffs       = ItemProcedures.GetPlayerBuffs(attacker);
                var targetedBuffs = ItemProcedures.GetPlayerBuffs(victim);

                var rand          = new Random(Guid.NewGuid().GetHashCode());
                var basehitChance = rand.NextDouble() * 100;

                var meDmgExtra = meBuffs.SpellExtraHealthDamagePercent();

                var criticalMissPercentChance = PvPStatics.CriticalMissPercentChance - meBuffs.SpellMisfireChanceReduction();

                var criticalPercentChance = meBuffs.ExtraSkillCriticalPercent() + PvPStatics.CriticalHitPercentChance;
                var evasionPercentChance  = targetedBuffs.EvasionPercent() - meBuffs.EvasionNegationPercent();
                var evasionUpgrade        = false;
                var failedAttack          = false;

                // clamp modifiedEvasion at 50% max
                if (evasionPercentChance > 50)
                {
                    evasionPercentChance = 50;
                }

                // critical miss!  damage caster instead
                if (basehitChance < (double)criticalMissPercentChance)
                {
                    // check if there is a health damage aspect to this spell
                    if (skillBeingUsed.StaticSkill.HealthDamageAmount > 0)
                    {
                        var amountToDamage = skillBeingUsed.StaticSkill.HealthDamageAmount *
                                             (1 + meDmgExtra / 100);
                        PlayerProcedures.DamagePlayerHealth(attacker.Id, amountToDamage);
                        logs.AttackerLog += $"Misfire!  Your spell accidentally lowered your own willpower by {amountToDamage:N2}.  ";
                        logs.VictimLog   += $"Misfire!  {GetPronoun_HisHer(attacker.Gender)} spell accidentally lowered {GetPronoun_hisher(attacker.Gender)} own willpower by {amountToDamage:N2}.";
                        result           += logs.AttackerLog;
                    }
                    failedAttack = true;
                }
                // spell is evaded
                else if (basehitChance < (double)criticalMissPercentChance + (double)evasionPercentChance)
                {
                    // Check for a crit to upgrade the miss to a hit
                    var criticalHitChance = rand.NextDouble() * 100;
                    if (criticalHitChance < (double)criticalPercentChance)
                    {
                        evasionUpgrade = true;
                    }
                    else
                    {
                        logs.AttackerLog += victimFullName + " managed to leap out of the way of your spell.";
                        logs.VictimLog   += "You managed to leap out of the way " + attackerFullName + "'s spell.";
                        result            = logs.AttackerLog;
                        failedAttack      = true;
                    }
                }

                // not a  miss, so let's deal some damage, possibly
                if (!failedAttack)
                {
                    decimal criticalModifier = 1;

                    if (evasionUpgrade)
                    {
                        logs.AttackerLog += "<b>Piercing hit!</b>  ";
                        logs.VictimLog   += "<b>Piercing hit!</b>  ";
                    }
                    else if (rand.NextDouble() * 100 < (double)criticalPercentChance)
                    {
                        criticalModifier  = 2;
                        logs.AttackerLog += "<b>Critical hit!</b>  ";
                        logs.VictimLog   += "<b>Critical hit!</b>  ";
                    }

                    var initialVictimHealth = victim.Health;

                    // check if there is a health damage aspect to this spell
                    if (skillBeingUsed.StaticSkill.HealthDamageAmount > 0)
                    {
                        var targetProt = targetedBuffs.SpellHealthDamageResistance();

                        // calculator the modifier as extra attack - defense.      15 - 20 = -5 modifier
                        var willpowerDamageModifierFromBonuses = 1 + ((meDmgExtra - targetProt) / 100.0M);

                        // cap the modifier at at 50 % IF the target is a human
                        if (willpowerDamageModifierFromBonuses < .5M)
                        {
                            willpowerDamageModifierFromBonuses = .5M;
                        }

                        // cap the modifier at 200 % IF the target is a human
                        if (willpowerDamageModifierFromBonuses > 2 && victim.BotId == AIStatics.ActivePlayerBotId)
                        {
                            willpowerDamageModifierFromBonuses = 2;
                        }

                        var totalHealthDamage = skillBeingUsed.StaticSkill.HealthDamageAmount * willpowerDamageModifierFromBonuses * criticalModifier;

                        // make sure damage is never in the negatives (which would heal instead)
                        if (totalHealthDamage < 0)
                        {
                            totalHealthDamage = 0;
                        }

                        PlayerProcedures.DamagePlayerHealth(victim.Id, totalHealthDamage);

                        // even though it's been done in the db, change the player health here as well
                        victim.Health -= totalHealthDamage;


                        logs.AttackerLog += $"Your spell lowered {GetPronoun_hisher(victim.Gender)} willpower by {Math.Round(totalHealthDamage, 2)}.  ";
                        logs.VictimLog   += $"{GetPronoun_HisHer(attacker.Gender)} spell lowered your willpower by {Math.Round(totalHealthDamage, 2)}.  ";
                        result           += logs.AttackerLog;
                    }

                    // if this skill has any TF power, add energy and check for form change
                    if (skillBeingUsed.StaticSkill.TFPointsAmount > 0)
                    {
                        var TFEnergyDmg   = meBuffs.SpellExtraTFEnergyPercent();
                        var TFEnergyArmor = targetedBuffs.SpellTFEnergyDamageResistance();

                        // calculator the modifier as extra attack - defense.
                        var tfEnergyDamageModifierFromBonuses = 1 + ((TFEnergyDmg - TFEnergyArmor) / 100.0M);

                        // cap the modifier at at 50 % IF the target is a human
                        if (tfEnergyDamageModifierFromBonuses < .5M)
                        {
                            tfEnergyDamageModifierFromBonuses = .5M;
                        }

                        // cap the modifier at at 200 % IF the target is a human
                        if (tfEnergyDamageModifierFromBonuses > 2 && victim.BotId == AIStatics.ActivePlayerBotId)
                        {
                            tfEnergyDamageModifierFromBonuses = 2;
                        }

                        var totalTFEnergyModifier = criticalModifier * tfEnergyDamageModifierFromBonuses;

                        LogBox tfEnergyResult;
                        (complete, tfEnergyResult) = TFEnergyProcedures.AddTFEnergyToPlayer(victim, attacker, skillBeingUsed, totalTFEnergyModifier, initialVictimHealth);
                        logs.Add(tfEnergyResult);

                        result = logs.AttackerLog;
                    }
                }
            }

            LocationLogProcedures.AddLocationLog(attacker.dbLocationName, logs.LocationLog);
            PlayerLogProcedures.AddPlayerLog(attacker.Id, logs.AttackerLog, false);
            PlayerLogProcedures.AddPlayerLog(victim.Id, logs.VictimLog, true);

            DomainRegistry.AttackNotificationBroker.Notify(victim.Id, logs.VictimLog);

            // if this is a psycho-on-psycho battle, have a chance for the victim bot to switch targets to the attacker bot
            if (attacker.BotId == AIStatics.PsychopathBotId && victim.BotId == AIStatics.PsychopathBotId)
            {
                var rand         = new Random(Guid.NewGuid().GetHashCode());
                var botAggroRoll = rand.NextDouble();
                if (botAggroRoll < .08)
                {
                    AIDirectiveProcedures.SetAIDirective_Attack(victim.Id, attacker.Id);
                }
            }

            return(complete, result);
        }
        public static void UpdateWorld()
        {
            var worldStats = DomainRegistry.Repository.FindSingle(new GetWorld());

            var turnNo = worldStats.TurnNumber;

            PvPStatics.LastGameTurn = turnNo;

            if (turnNo < PvPStatics.RoundDuration)
            {
                PvPStatics.AnimateUpdateInProgress = true;

                IServerLogRepository serverLogRepo = new EFServerLogRepository();
                var log = new ServerLog
                {
                    TurnNumber      = turnNo,
                    StartTimestamp  = DateTime.UtcNow,
                    FinishTimestamp = DateTime.UtcNow,
                    Errors          = 0,
                    FullLog         = "",
                    Population      = PlayerProcedures.GetWorldPlayerStats().CurrentOnlinePlayers,
                };
                log.AddLog($"Started new log for turn {turnNo} at <b>{DateTime.UtcNow}</b>.");
                serverLogRepo.SaveServerLog(log);
                var updateTimer = new Stopwatch();
                updateTimer.Start();

                IPlayerRepository playerRepo = new EFPlayerRepository();

                Player lindella = playerRepo.Players.FirstOrDefault(p => p.BotId == AIStatics.LindellaBotId);
                Player wuffie   = playerRepo.Players.FirstOrDefault(p => p.BotId == AIStatics.WuffieBotId);

                #region spawn NPCS
                // make sure the NPCs have been spawned early turn
                if (turnNo <= 3)
                {
                    if (lindella == null)
                    {
                        BossProcedures_Lindella.SpawnLindella();
                        lindella = playerRepo.Players.FirstOrDefault(p => p.BotId == AIStatics.LindellaBotId);
                    }

                    if (wuffie == null)
                    {
                        BossProcedures_PetMerchant.SpawnPetMerchant();
                        wuffie = playerRepo.Players.FirstOrDefault(p => p.BotId == AIStatics.WuffieBotId);
                    }

                    var fae = playerRepo.Players.FirstOrDefault(p => p.BotId == AIStatics.JewdewfaeBotId);
                    if (fae == null)
                    {
                        BossProcedures_Jewdewfae.SpawnFae();
                    }

                    var bartender = playerRepo.Players.FirstOrDefault(p => p.BotId == AIStatics.BartenderBotId);
                    if (bartender == null)
                    {
                        BossProcedures_Bartender.SpawnBartender();
                    }

                    var lorekeeper = playerRepo.Players.FirstOrDefault(p => p.BotId == AIStatics.LoremasterBotId);
                    if (lorekeeper == null)
                    {
                        BossProcedures_Loremaster.SpawnLoremaster();
                    }

                    var soulbinder = playerRepo.Players.FirstOrDefault(p => p.BotId == AIStatics.SoulbinderBotId);
                    if (soulbinder == null)
                    {
                        var id = DomainRegistry.Repository.Execute(new CreatePlayer
                        {
                            FirstName               = "Karin",
                            LastName                = "Kezesul-Adriz the Soulbinder",
                            FormSourceId            = 1000,
                            Location                = "stripclub_office",
                            Level                   = 10,
                            Mobility                = PvPStatics.MobilityFull,
                            Money                   = 0,
                            Gender                  = PvPStatics.GenderFemale,
                            Health                  = 9999,
                            MaxHealth               = 9999,
                            Mana                    = 9999,
                            MaxMana                 = 9999,
                            OnlineActivityTimestamp = DateTime.UtcNow,
                            BotId                   = AIStatics.SoulbinderBotId
                        });

                        var newSoulbinder = playerRepo.Players.FirstOrDefault(p => p.Id == id);
                        newSoulbinder.ReadjustMaxes(ItemProcedures.GetPlayerBuffs(newSoulbinder));
                        playerRepo.SavePlayer(newSoulbinder);
                    }
                }
                #endregion

                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Started loading animate players");

                IEffectRepository effectRepo = new EFEffectRepository();

                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Started loading effects");
                var temporaryEffects = effectRepo.Effects.Where(e => !e.IsPermanent).ToList();
                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Finished loading effects");
                var effectsToDelete = new List <Effect>();

                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Started updating effects");
                var effectsExpiringThisTurn = temporaryEffects.Where(e => e.Duration == 1).ToList();
                var activeOrExpiringEffects = temporaryEffects.Where(e => e.Duration > 0).ToList();

                foreach (var e in temporaryEffects)
                {
                    e.Duration--;
                    e.Cooldown--;

                    if (e.Duration < 0)
                    {
                        e.Duration = 0;
                    }

                    if (e.Cooldown <= 0)
                    {
                        effectsToDelete.Add(e);
                    }
                    else
                    {
                        effectRepo.SaveEffect(e);
                    }
                }
                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Finished updating effects");
                serverLogRepo.SaveServerLog(log);

                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Started running effect-expiry actions");
                try
                {
                    JokeShopProcedures.RunEffectExpiryActions(effectsExpiringThisTurn);
                }
                catch (Exception e)
                {
                    log.Errors++;
                    log.AddLog(FormatExceptionLog(updateTimer.ElapsedMilliseconds, " ERROR running effect-expiry actions", e));
                }
                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Finished running effect-expiry actions");
                serverLogRepo.SaveServerLog(log);

                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Started deleting expired effects");
                foreach (var e in effectsToDelete)
                {
                    effectRepo.DeleteEffect(e.Id);
                }
                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Finished deleting expired effects");
                serverLogRepo.SaveServerLog(log);

                #region playerExtra / protection cooldown loop
                IPlayerExtraRepository playerExtraRepo = new EFPlayerExtraRepository();
                var extrasToIncrement            = playerExtraRepo.PlayerExtras.ToList();
                var extrasToIncrement_SaveList   = new List <PlayerExtra>();
                var extrasToIncrement_DeleteList = new List <PlayerExtra>();
                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Started updating protection change cooldown (" + extrasToIncrement.Count + ")");

                foreach (var e in extrasToIncrement)
                {
                    var owner = PlayerProcedures.GetPlayer(e.PlayerId);
                    if (PlayerProcedures.PlayerIsOffline(owner))
                    {
                        extrasToIncrement_SaveList.Add(e);
                    }
                }

                foreach (var e in extrasToIncrement_SaveList)
                {
                    if (e.ProtectionToggleTurnsRemaining > 0)
                    {
                        e.ProtectionToggleTurnsRemaining--;
                        playerExtraRepo.SavePlayerExtra(e);
                    }
                    else if (e.ProtectionToggleTurnsRemaining <= 0)
                    {
                        extrasToIncrement_DeleteList.Add(e);
                    }
                }

                foreach (var e in extrasToIncrement_DeleteList)
                {
                    playerExtraRepo.DeletePlayerExtra(e.Id);
                }

                #endregion

                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Finished updating protection change cooldown.");


                #region main player loop

                using (var context = new StatsContext())
                {
                    try
                    {
                        context.Database.ExecuteSqlCommand("UPDATE [dbo].[Players] SET TimesAttackingThisUpdate = 0, CleansesMeditatesThisRound = 0, ShoutsRemaining = 1, ActionPoints = ActionPoints + 10, ItemsUsedThisTurn = 0 WHERE Mobility='full'" +

                                                           $"UPDATE [dbo].[Players] SET ActionPoints_Refill = ActionPoints_Refill + (ActionPoints % {TurnTimesStatics.GetActionPointLimit()} / 2) WHERE ActionPoints >= {TurnTimesStatics.GetActionPointLimit()} AND Mobility='full'" +

                                                           $"UPDATE [dbo].[Players] SET ActionPoints = {TurnTimesStatics.GetActionPointLimit()} WHERE ActionPoints > {TurnTimesStatics.GetActionPointLimit()} AND Mobility='full'" +

                                                           $"UPDATE [dbo].[Players] SET ActionPoints_Refill = {TurnTimesStatics.GetActionPointReserveLimit()} WHERE ActionPoints_Refill > {TurnTimesStatics.GetActionPointReserveLimit()} AND Mobility='full'" +

                                                           $"UPDATE [dbo].[Players] SET ActionPoints = ActionPoints + 20, ActionPoints_Refill = ActionPoints_Refill - 20 WHERE ActionPoints <= {TurnTimesStatics.GetActionPointLimit()-20} AND ActionPoints_Refill >= 20 AND Mobility='full'");

                        if (PvPStatics.ChaosMode)
                        {
                            context.Database.ExecuteSqlCommand($"Update [dbo].[Players] SET ActionPoints = {TurnTimesStatics.GetActionPointLimit()}, ActionPoints_Refill = {TurnTimesStatics.GetActionPointReserveLimit()}, Mana = MaxMana");
                        }

                        log.AddLog(updateTimer.ElapsedMilliseconds + ":  ANIMATE SQL UPDATE SUCCEEDED!");
                        serverLogRepo.SaveServerLog(log);
                    }
                    catch (Exception e)
                    {
                        log.Errors++;
                        log.AddLog(FormatExceptionLog(updateTimer.ElapsedMilliseconds, " ANIMATE SQL UPDATE FAILED", e));
                        serverLogRepo.SaveServerLog(log);
                    }
                }

                var timeCutoff    = DateTime.UtcNow.AddHours(-8);
                var playersToSave = playerRepo.Players
                                    .Where(p => p.Mobility == PvPStatics.MobilityFull && p.LastActionTimestamp > timeCutoff).ToList();

                foreach (var player in playersToSave)
                {
                    //Skip regen stuff for those in quests.
                    if (player.InQuest > 0)
                    {
                        continue;
                    }

                    // extra AP condition checks
                    if (player.Covenant > 0)
                    {
                        var playerCov = CovenantDictionary.IdNameFlagLookup.FirstOrDefault(c => c.Key == player.Covenant).Value;

                        // give this player an extra AP refill if they are at their safeground, scaled up by level
                        if (playerCov != null && !playerCov.HomeLocation.IsNullOrEmpty() && player.dbLocationName == playerCov.HomeLocation)
                        {
                            player.ActionPoints_Refill += .25M * playerCov.CovLevel;
                        }

                        // give this player an extra AP refill if they are on a location that their covenane has enchanted
                        var currentLocation = LocationsStatics.LocationList.GetLocation.FirstOrDefault(l => l.dbName == player.dbLocationName);

                        if (currentLocation != null && currentLocation.CovenantController == player.Covenant)
                        {
                            if (currentLocation.TakeoverAmount < 25)
                            {
                                player.ActionPoints_Refill += .05M;
                            }
                            else if (currentLocation.TakeoverAmount <= 50)
                            {
                                player.ActionPoints_Refill += .10M;
                            }
                            else if (currentLocation.TakeoverAmount <= 75)
                            {
                                player.ActionPoints_Refill += .15M;
                            }
                            else if (currentLocation.TakeoverAmount < 100)
                            {
                                player.ActionPoints_Refill += .20M;
                            }
                            else if (currentLocation.TakeoverAmount >= 100)
                            {
                                player.ActionPoints_Refill += .25M;
                            }
                        }

                        // make sure AP reserve stays within maximum amount
                        if (player.ActionPoints_Refill > TurnTimesStatics.GetActionPointReserveLimit())
                        {
                            player.ActionPoints_Refill = TurnTimesStatics.GetActionPointReserveLimit();
                        }
                    }

                    var buffs = ItemProcedures.GetPlayerBuffs(player);
                    player.Health += buffs.HealthRecoveryPerUpdate();
                    player.Mana   += buffs.ManaRecoveryPerUpdate();

                    player.ReadjustMaxes(buffs);

                    playerRepo.SavePlayer(player);
                }

                log.AddLog($"{updateTimer.ElapsedMilliseconds}:  Finished updating animate players ({playersToSave.Count})");
                serverLogRepo.SaveServerLog(log);

                #endregion main player loop

                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Started updating inanimate/animal players");


                using (var context = new StatsContext())
                {
                    try
                    {
                        context.Database.ExecuteSqlCommand("UPDATE [dbo].[Players] SET TimesAttackingThisUpdate = 0, ItemsUsedThisTurn = 0 WHERE (Mobility = 'inanimate' OR Mobility = 'animal') AND BotId = 0");
                        log.AddLog(updateTimer.ElapsedMilliseconds + ":  Finished updating inanimate/animal players");
                    }
                    catch (Exception e)
                    {
                        log.Errors++;
                        log.AddLog(FormatExceptionLog(updateTimer.ElapsedMilliseconds, " ERROR UPDATING INANIMATE/ANIMAL PLAYERS", e));
                    }
                }

                serverLogRepo.SaveServerLog(log);

                #region decrement mind control timers
                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Started mind control cooldown.");

                using (var context = new StatsContext())
                {
                    try
                    {
                        context.Database.ExecuteSqlCommand("UPDATE [dbo].[MindControls] SET TurnsRemaining = TurnsRemaining - 1");
                        context.Database.ExecuteSqlCommand("DELETE FROM [dbo].[MindControls] WHERE TurnsRemaining <= 0");
                        context.Database.ExecuteSqlCommand("UPDATE [dbo].[MindControls] SET TimesUsedThisTurn = 0");

                        log.AddLog(updateTimer.ElapsedMilliseconds + ":  Finished mind control cooldown.");
                    }
                    catch (Exception e)
                    {
                        log.Errors++;
                        log.AddLog(FormatExceptionLog(updateTimer.ElapsedMilliseconds, "MIND CONTROL COOLDOWN UPDATE FAILED", e));
                    }
                }
                #endregion

                serverLogRepo.SaveServerLog(log);

                PvPStatics.AnimateUpdateInProgress = false;

                // bump down the timer on all items that are reuseable consumables
                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Started updating items on cooldown");
                IItemRepository itemsRepo     = new EFItemRepository();
                var             itemsToUpdate = itemsRepo.Items.Where(i => i.TurnsUntilUse > 0).ToList();

                foreach (var item in itemsToUpdate)
                {
                    item.TurnsUntilUse--;
                }

                foreach (var item in itemsToUpdate)
                {
                    itemsRepo.SaveItem(item);
                }
                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Finished updating items on cooldown");
                serverLogRepo.SaveServerLog(log);

                // find the ids for the merchants Lindella and Skaldyr
                var skaldyr      = PlayerProcedures.GetPlayerFromBotId(AIStatics.LoremasterBotId);
                var soulbinderId = PlayerProcedures.GetPlayerFromBotId(AIStatics.SoulbinderBotId).Id;

                // have abandoned items go to Lindella
                if (turnNo % 11 == 3 && lindella.Mobility == PvPStatics.MobilityFull)
                {
                    log.AddLog(updateTimer.ElapsedMilliseconds + ":  Started collecting all abandoned items for Lindella");

                    using (var context = new StatsContext())
                    {
                        try
                        {
                            context.Database.ExecuteSqlCommand($"UPDATE [dbo].[Items] SET OwnerId = {lindella.Id}, dbLocationName = '', PvPEnabled = {(int)GameModeStatics.GameModes.Any}, TimeDropped = '{DateTime.UtcNow.ToString("yyyy-MM-dd HH:mm:ss")}' " +
                                                               $"FROM DbStaticItems WHERE dbLocationName <> '' AND dbLocationName IS NOT NULL AND TimeDropped < DATEADD(hour, -8, GETUTCDATE()) AND OwnerId IS NULL AND DbStaticItems.Id = Items.ItemSourceId AND ItemType != '{PvPStatics.ItemType_Pet}' AND ItemSourceId != {ItemStatics.ItemType_DungeonArtifactItemSourceId};" +
                                                               $"UPDATE [dbo].[Players] SET dbLocationName = '' FROM Items WHERE Items.FormerPlayerId = Players.Id AND Items.OwnerId = {lindella.Id};");



                            log.AddLog(updateTimer.ElapsedMilliseconds + ":  Finished collecting all abandoned items for Lindella");
                        }
                        catch (Exception e)
                        {
                            log.Errors++;
                            log.AddLog(FormatExceptionLog(updateTimer.ElapsedMilliseconds, "ERROR collecting all abandoned items for Lindella", e));
                        }
                    }
                }

                // delete all consumable type items that have been sitting around on the ground for too long
                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Started deleting expired consumables");
                DomainRegistry.Repository.Execute(new DeleteExpiredConsumablesOnGround());
                DomainRegistry.Repository.Execute(new DeleteExpiredConsumablesOnMerchants {
                    LindellaId = lindella.Id, LorekeeperId = skaldyr.Id
                });

                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Finished deleting expired consumables");
                serverLogRepo.SaveServerLog(log);

                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Started deleting expired runes");
                try
                {
                    DomainRegistry.Repository.Execute(new DeleteExpiredRunesOnMerchants());
                }
                catch (Exception e)
                {
                    log.AddLog(FormatExceptionLog(updateTimer.ElapsedMilliseconds, "ERROR deleting expired runes", e));
                    log.Errors++;
                }

                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Finished deleting expired runes");

                serverLogRepo.SaveServerLog(log);

                // allow all items that have been recently equipped to be taken back off
                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Started resetting items that have been recently equipped");
                var recentlyEquipped = itemsRepo.Items.Where(i => i.EquippedThisTurn).ToList();

                foreach (var item in recentlyEquipped)
                {
                    item.EquippedThisTurn = false;
                    itemsRepo.SaveItem(item);
                }
                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Finished resetting items that have been recently equipped");

                #region give covenants money based on territories
                if (turnNo % 6 == 0)
                {
                    log.AddLog(updateTimer.ElapsedMilliseconds + ":  Started giving covenants money from territories");
                    ICovenantRepository covRepo = new EFCovenantRepository();
                    var covs = covRepo.Covenants.Where(c => c.HomeLocation != null && c.HomeLocation != "").ToList();


                    foreach (var c in covs)
                    {
                        var locationControlledSum = CovenantProcedures.GetLocationControlCount(c);
                        var moneyGain             = (decimal)Math.Floor(Convert.ToDouble(locationControlledSum));
                        c.Money += moneyGain;

                        if (moneyGain > 0)
                        {
                            CovenantProcedures.WriteCovenantLog("Your covenant collected " + moneyGain + " Arpeyjis from the locations you have enchanted.", c.Id, false);
                        }
                        covRepo.SaveCovenant(c);
                    }
                    log.AddLog(updateTimer.ElapsedMilliseconds + ":  Finished giving covenants money from territories");
                }
                #endregion

                serverLogRepo.SaveServerLog(log);

                #region drop dungeon artifacts and spawn demons if needed

                try
                {
                    if (turnNo % 7 == 2)
                    {
                        log.AddLog(updateTimer.ElapsedMilliseconds + ":  Starting dungeon item / demon spawning");
                        var dungeonArtifactCount = itemsRepo.Items.Count(i => i.ItemSourceId == ItemStatics.ItemType_DungeonArtifactItemSourceId);
                        for (var x = 0; x < PvPStatics.DungeonArtifact_SpawnLimit - dungeonArtifactCount; x++)
                        {
                            var randDungeon = LocationsStatics.GetRandomLocation_InDungeon();

                            var cmd = new CreateItem
                            {
                                dbLocationName   = randDungeon,
                                OwnerId          = null,
                                EquippedThisTurn = false,
                                IsPermanent      = true,
                                Level            = 0,
                                PvPEnabled       = 2,
                                IsEquipped       = false,
                                TurnsUntilUse    = 0,
                                ItemSourceId     = ItemStatics.ItemType_DungeonArtifactItemSourceId
                            };
                            DomainRegistry.Repository.Execute(cmd);
                        }


                        IEnumerable <Player> demons = playerRepo.Players.Where(i => i.FormSourceId == PvPStatics.DungeonDemonFormSourceId);
                        var dungeonDemonCount       = demons.Count();

                        var randLevel = new Random(Guid.NewGuid().GetHashCode());

                        var demonNames = XmlResourceLoader.Load <List <string> >("TT.Domain.XMLs.DungeonDemonNames.xml");

                        for (var x = 0; x < PvPStatics.DungeonDemon_Limit - dungeonDemonCount; x++)
                        {
                            var randDungeon = LocationsStatics.GetRandomLocation_InDungeon();

                            // pull a random last demon name
                            double maxDemonNameCount = demonNames.Count();
                            var    num           = randLevel.NextDouble();
                            var    demonIndex    = Convert.ToInt32(Math.Floor(num * maxDemonNameCount));
                            var    demonlastName = demonNames.ElementAt(demonIndex);

                            // if there's already a demon with this last name, reroll and try again
                            if (demons.FirstOrDefault(d => d.LastName == demonlastName) != null)
                            {
                                x--;
                                continue;
                            }


                            var levelRoll = randLevel.NextDouble();
                            var level     = (int)Math.Floor(levelRoll * 8 + 3);

                            var cmd = new CreatePlayer
                            {
                                BotId        = AIStatics.DemonBotId,
                                FirstName    = "Spirit of ",
                                LastName     = demonlastName,
                                Mobility     = PvPStatics.MobilityFull,
                                FormSourceId = AIStatics.DungeonDemonFormId,
                                Gender       = PvPStatics.GenderFemale,
                                GameMode     = 2,
                                Health       = 10000,
                                Mana         = 10000,
                                Covenant     = -1,
                                Location     = randDungeon,
                                Level        = level,
                                MaxHealth    = 10000,
                                MaxMana      = 10000,
                            };

                            var id = DomainRegistry.Repository.Execute(cmd);

                            var newDemon = playerRepo.Players.FirstOrDefault(p => p.Id == id);

                            if (cmd.Level <= 5)
                            {
                                ItemProcedures.GiveNewItemToPlayer(newDemon, ItemStatics.SpellbookMediumItemSourceId);
                            }
                            else if (cmd.Level <= 7)
                            {
                                ItemProcedures.GiveNewItemToPlayer(newDemon, ItemStatics.SpellbookLargeItemSourceId);
                            }

                            else if (cmd.Level > 7)
                            {
                                ItemProcedures.GiveNewItemToPlayer(newDemon, ItemStatics.SpellbookGiantItemSourceId);
                            }

                            newDemon.ReadjustMaxes(ItemProcedures.GetPlayerBuffs(newDemon));
                            playerRepo.SavePlayer(newDemon);
                        }
                        log.AddLog(updateTimer.ElapsedMilliseconds + ":  FINISHED dungeon item / demon spawning");
                    }
                }
                catch (Exception e)
                {
                    log.Errors++;
                    log.AddLog(FormatExceptionLog(updateTimer.ElapsedMilliseconds, "ERROR running dungeon actions", e));
                }


                #endregion

                serverLogRepo.SaveServerLog(log);

                #region forcibly terminate duels that have timed out
                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Started duel updates");
                try
                {
                    IDuelRepository duelRepo = new EFDuelRepository();
                    var             duels    = duelRepo.Duels.Where(d => d.Status == DuelProcedures.ACTIVE).ToList();

                    foreach (var d in duels)
                    {
                        // if the duel has timed out, end it forcibly
                        if ((turnNo - d.StartTurn) >= PvPStatics.MaximumDuelTurnLength)
                        {
                            DuelProcedures.EndDuel(d.Id, DuelProcedures.TIMEOUT);
                        }
                    }

                    log.AddLog(updateTimer.ElapsedMilliseconds + ":  Successfully completed duel updates");
                }
                catch (Exception e)
                {
                    log.Errors++;
                    log.AddLog(FormatExceptionLog(updateTimer.ElapsedMilliseconds, "ERROR completing duel updates", e));
                }
                #endregion duel updates

                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Started Lindella actions");
                serverLogRepo.SaveServerLog(log);
                try
                {
                    BossProcedures_Lindella.RunActions(turnNo);
                }
                catch (Exception e)
                {
                    log.Errors++;
                    log.AddLog(FormatExceptionLog(updateTimer.ElapsedMilliseconds, "ERROR running Lindella action", e));
                }
                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Finished Lindella actions");

                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Started Wuffie actions");
                serverLogRepo.SaveServerLog(log);
                try
                {
                    BossProcedures_PetMerchant.RunPetMerchantActions(turnNo);
                }
                catch (Exception e)
                {
                    log.Errors++;
                    log.AddLog(FormatExceptionLog(updateTimer.ElapsedMilliseconds, "ERROR running Wuffie actions", e));
                }
                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Finished Wuffie actions");

                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Started running effect-related actions");
                try
                {
                    JokeShopProcedures.RunEffectActions(activeOrExpiringEffects);
                }
                catch (Exception e)
                {
                    log.Errors++;
                    log.AddLog(FormatExceptionLog(updateTimer.ElapsedMilliseconds, " ERROR running effect-related actions", e));
                }
                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Finished running effect-related actions");
                serverLogRepo.SaveServerLog(log);

                #region furniture
                if (turnNo % 6 == 0)
                {
                    // move some furniture around on the market
                    try
                    {
                        FurnitureProcedures.MoveFurnitureOnMarket();
                    }
                    catch (Exception e)
                    {
                        log.Errors++;
                        log.AddLog(updateTimer.ElapsedMilliseconds + "ERROR MOVING FURNITURE ON MARKET:  " + e);
                    }

                    // move Jewdewfae to a new location if she has been in one place for more than 48 turns, 8 hours
                    try
                    {
                        var fae   = PlayerProcedures.GetPlayerFromBotId(-6);
                        var faeAI = AIDirectiveProcedures.GetAIDirective(fae.Id);

                        // if the turn since her last move has been long enough, relocate her
                        if (turnNo - (int)faeAI.Var2 > 48)
                        {
                            log.AddLog(updateTimer.ElapsedMilliseconds + ":  FORCED JEWDEWFAE TO MOVE.");
                            BossProcedures_Jewdewfae.MoveToNewLocation();
                        }
                    }
                    catch (Exception e)
                    {
                        log.Errors++;
                        log.AddLog(updateTimer.ElapsedMilliseconds + "ERROR TRYING TO MOVE JEWDEWFAE:  " + e);
                    }
                }
                #endregion furniture

                #region bosses

                // DONNA
                if (worldStats.Boss_Donna == AIStatics.ACTIVE)
                {
                    log.AddLog(updateTimer.ElapsedMilliseconds + ":  Started Donna actions");
                    serverLogRepo.SaveServerLog(log);
                    try
                    {
                        BossProcedures_Donna.RunDonnaActions();
                    }
                    catch (Exception e)
                    {
                        log.Errors++;
                        log.AddLog(FormatExceptionLog(updateTimer.ElapsedMilliseconds, "Error running Donna actions", e));
                    }
                    log.AddLog(updateTimer.ElapsedMilliseconds + ":  Finished Donna actions");
                }

                // VALENTINE
                if (worldStats.Boss_Valentine == AIStatics.ACTIVE || PlayerProcedures.GetAnimatePlayerFromBotId(AIStatics.ValentineBotId) != null)
                {
                    log.AddLog(updateTimer.ElapsedMilliseconds + ":  Started Valentine actions");
                    serverLogRepo.SaveServerLog(log);
                    try
                    {
                        BossProcedures_Valentine.RunValentineActions();
                    }
                    catch (Exception e)
                    {
                        log.Errors++;
                        log.AddLog(FormatExceptionLog(updateTimer.ElapsedMilliseconds, "Error running Valentine actions", e));
                    }
                    log.AddLog(updateTimer.ElapsedMilliseconds + ":  Finished Valentine actions");
                }

                // BIMBO
                if (worldStats.Boss_Bimbo == AIStatics.ACTIVE)
                {
                    log.AddLog(updateTimer.ElapsedMilliseconds + ":  Started Bimbo actions");
                    serverLogRepo.SaveServerLog(log);
                    try
                    {
                        BossProcedures_BimboBoss.RunActions(turnNo);
                    }
                    catch (Exception e)
                    {
                        log.Errors++;
                        log.AddLog(FormatExceptionLog(updateTimer.ElapsedMilliseconds, "Error running Bimbo actions", e));
                    }
                    log.AddLog(updateTimer.ElapsedMilliseconds + ":  Finished Bimbo actions");
                }

                // THIEVES
                if (worldStats.Boss_Thief == AIStatics.ACTIVE)
                {
                    log.AddLog(updateTimer.ElapsedMilliseconds + ":  Started Thieves actions");
                    serverLogRepo.SaveServerLog(log);
                    try
                    {
                        BossProcedures_Thieves.RunThievesAction(turnNo);
                    }
                    catch (Exception e)
                    {
                        log.Errors++;
                        log.AddLog(FormatExceptionLog(updateTimer.ElapsedMilliseconds, "Error running Thieves actions", e));
                    }
                    log.AddLog(updateTimer.ElapsedMilliseconds + ":  Finished Thieves actions");
                }

                // SISTERS
                if (worldStats.Boss_Sisters == AIStatics.ACTIVE)
                {
                    log.AddLog(updateTimer.ElapsedMilliseconds + ":  Started Sisters actions");
                    serverLogRepo.SaveServerLog(log);
                    try
                    {
                        BossProcedures_Sisters.RunSistersAction();
                    }
                    catch (Exception e)
                    {
                        log.Errors++;
                        log.AddLog(FormatExceptionLog(updateTimer.ElapsedMilliseconds, "Error running Sisters actions", e));
                    }
                    log.AddLog(updateTimer.ElapsedMilliseconds + ":  Finished Sisters actions");
                }

                // FAEBOSS
                if (worldStats.Boss_Faeboss == AIStatics.ACTIVE)
                {
                    log.AddLog(updateTimer.ElapsedMilliseconds + ":  Started Narcissa actions");
                    serverLogRepo.SaveServerLog(log);
                    try
                    {
                        BossProcedures_FaeBoss.RunTurnLogic();
                    }
                    catch (Exception e)
                    {
                        log.Errors++;
                        log.AddLog(FormatExceptionLog(updateTimer.ElapsedMilliseconds, "Error running Narcissa actions", e));
                    }
                    log.AddLog(updateTimer.ElapsedMilliseconds + ":  Finished Narcissa actions");
                }

                // BIKER GANG BOSS
                if (worldStats.Boss_MotorcycleGang == AIStatics.ACTIVE)
                {
                    log.AddLog(updateTimer.ElapsedMilliseconds + ":  Started BikerBoss actions");
                    serverLogRepo.SaveServerLog(log);
                    try
                    {
                        BossProcedures_MotorcycleGang.RunTurnLogic();
                    }
                    catch (Exception e)
                    {
                        log.Errors++;
                        log.AddLog(updateTimer.ElapsedMilliseconds + ":  BikerBoss ERROR:  " + e);
                    }
                    log.AddLog(updateTimer.ElapsedMilliseconds + ":  Finished BikerBoss actions");
                }

                #endregion bosses

                // psychopaths
                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Started psychopath actions");
                serverLogRepo.SaveServerLog(log);

                var psychoExceptions = AIProcedures.RunPsychopathActions(worldStats);

                foreach (var e in psychoExceptions)
                {
                    log.Errors++;
                    log.AddLog(FormatExceptionLog(updateTimer.ElapsedMilliseconds, "Error running pycho action", e));
                }

                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Finished psychopath actions");

                // minibosses
                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Started miniboss actions");
                serverLogRepo.SaveServerLog(log);

                var minibossExceptions = BossProcedures_Minibosses.RunAll(worldStats.TurnNumber);

                foreach (var e in minibossExceptions)
                {
                    log.Errors++;
                    log.AddLog(FormatExceptionLog(updateTimer.ElapsedMilliseconds, "Error running miniboss action", e));
                }

                serverLogRepo.SaveServerLog(log);
                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Finished miniboss actions");

                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Starting setting update status to done");
                try
                {
                    PvPWorldStatProcedures.UpdateWorldTurnCounter_UpdateDone();
                    log.AddLog(updateTimer.ElapsedMilliseconds + ":  Finished setting update status to done");
                }
                catch (Exception e)
                {
                    log.AddLog(FormatExceptionLog(updateTimer.ElapsedMilliseconds, "ERROR setting update status to done: ", e));
                    log.Errors++;
                }

                serverLogRepo.SaveServerLog(log);

                try
                {
                    log.AddLog(updateTimer.ElapsedMilliseconds + ":  Started stored procedure maintenance");
                    using (var context = new StatsContext())
                    {
                        context.Database.ExecuteSqlCommand(
                            "DELETE FROM [dbo].[LocationLogs] WHERE Timestamp < DATEADD(hour, -1, GETUTCDATE())");
                        context.Database.ExecuteSqlCommand(
                            "DELETE FROM [dbo].[Messages] WHERE Timestamp < DATEADD(hour, -72, GETUTCDATE()) AND DoNotRecycleMe = 0");
                        context.Database.ExecuteSqlCommand("DELETE FROM [dbo].[TFEnergies] WHERE Amount < .5");
                        context.Database.ExecuteSqlCommand(
                            "DELETE FROM [dbo].[PlayerLogs] WHERE Timestamp < DATEADD(hour, -72, GETUTCDATE())");
                        context.Database.ExecuteSqlCommand(
                            "DELETE FROM [dbo].[ChatLogs] WHERE Timestamp < DATEADD(hour, -72, GETUTCDATE())");
                        context.Database.ExecuteSqlCommand(
                            "DELETE FROM [dbo].[AIDirectives] WHERE Timestamp < DATEADD(hour, -72, GETUTCDATE()) AND DoNotRecycleMe = 0");
                        context.Database.ExecuteSqlCommand(
                            "DELETE FROM [dbo].[CovenantLogs] WHERE Timestamp < DATEADD(hour, -72, GETUTCDATE())");
                        context.Database.ExecuteSqlCommand(
                            "DELETE FROM [dbo].[RPClassifiedAds] WHERE RefreshTimestamp < DATEADD(hour, -72, GETUTCDATE())");
                        context.Database.ExecuteSqlCommand(
                            "DELETE FROM [dbo].[TFEnergies] WHERE Timestamp < DATEADD(hour, -72, GETUTCDATE())");
                        context.Database.ExecuteSqlCommand(
                            "DELETE FROM [dbo].[SelfRestoreEnergies] WHERE Timestamp < DATEADD(hour, -4, GETUTCDATE())");

                        // move soulbound items on the ground to the soulbinding NPC.
                        context.Database.ExecuteSqlCommand(
                            $"UPDATE[dbo].[Items] SET OwnerId = {soulbinderId}, dbLocationName = '' WHERE dbLocationName <> '' AND SoulboundToPlayerId IS NOT NULL;");
                    }
                    log.AddLog(updateTimer.ElapsedMilliseconds + ":  Finished stored procedure maintenance");
                }
                catch (Exception e)
                {
                    log.AddLog(FormatExceptionLog(updateTimer.ElapsedMilliseconds, "ERROR running stored procedure maintenance: ", e));
                    log.Errors++;
                }

                serverLogRepo.SaveServerLog(log);


                #region update joke shop
                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Updating joke shop started.");
                try
                {
                    JokeShopProcedures.EjectOfflineCharacters();

                    if (new Random().Next(20) == 0)
                    {
                        LocationsStatics.MoveJokeShop();
                    }

                    ChallengeProcedures.CheckChallenges();
                }
                catch (Exception e)
                {
                    log.Errors++;
                    log.AddLog(FormatExceptionLog(updateTimer.ElapsedMilliseconds, "Updating joke shop FAILED", e));
                }
                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Updating joke shop completed.");
                serverLogRepo.SaveServerLog(log);
                #endregion update joke shop


                #region regenerate dungeon
                if (turnNo % 30 == 7)
                {
                    log.AddLog(updateTimer.ElapsedMilliseconds + ":  Dungeon generation started.");
                    try
                    {
                        DungeonProcedures.GenerateDungeon();
                    }
                    catch (Exception e)
                    {
                        log.Errors++;
                        log.AddLog(FormatExceptionLog(updateTimer.ElapsedMilliseconds, "Dungeon generation FAILED", e));
                    }
                    log.AddLog(updateTimer.ElapsedMilliseconds + ":  Dungeon generation completed.");
                    serverLogRepo.SaveServerLog(log);
                }
                #endregion

                #region move tomb quest
                // Just to keep some things consistent, following the update pattern of the dungeon regen.
                if (turnNo > 6665 && turnNo % 30 == 7)
                {
                    log.AddLog(updateTimer.ElapsedMilliseconds + ":  Updating tomb location started.");
                    try
                    {
                        // Get the quest stuff to start with.
                        int questId           = 39; //Nephthyma's Calling quest ID.
                        IQuestRepository repo = new EFQuestRepository();
                        var questStart        = repo.QuestStarts.FirstOrDefault(q => q.Id == questId);

                        if (questStart != null)
                        {
                            // Pick a random location.
                            string[] locationList   = { "mansion_mausoleum", "gym_laundry", "street_50e9th", "park_shrine" };
                            Random   locationRandom = new Random();
                            int      locationIndex  = locationRandom.Next(locationList.Length);
                            string   location       = locationList[locationIndex];

                            // Set it to the new location.

                            questStart.Location = location;
                            QuestWriterProcedures.SaveQuestStart(questStart);
                        }
                    }
                    catch (Exception e)
                    {
                        log.Errors++;
                        log.AddLog(FormatExceptionLog(updateTimer.ElapsedMilliseconds, "Updating tomb location FAILED", e));
                    }
                    log.AddLog(updateTimer.ElapsedMilliseconds + ":  Updating tomb location completed.");
                    serverLogRepo.SaveServerLog(log);
                }
                #endregion

                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Started deleting unwanted psycho items/pets on Lindella/Wuffie");
                try
                {
                    DomainRegistry.Repository.Execute(new DeleteUnpurchasedPsychoItems());
                }
                catch (Exception e)
                {
                    log.Errors++;
                    log.AddLog(FormatExceptionLog(updateTimer.ElapsedMilliseconds, "ERROR deleting unwanted psycho items", e));
                }
                log.AddLog(updateTimer.ElapsedMilliseconds + ":  Finished deleting unwanted psycho items/pets on Lindella/Wuffie");
                log.FinishTimestamp = DateTime.UtcNow;
                serverLogRepo.SaveServerLog(log);
            }
        }
예제 #5
0
        private static void PerformInanimateTransformation(Player victim, Player attacker, int skillSourceId, DbStaticForm targetForm, LogBox output)
        {
            SkillProcedures.UpdateFormSpecificSkillsToPlayer(victim, targetForm.Id);
            DomainRegistry.Repository.Execute(new ChangeForm
            {
                PlayerId     = victim.Id,
                FormSourceId = targetForm.Id
            });

            if (targetForm.MobilityType == PvPStatics.MobilityInanimate && victim.BotId != AIStatics.MinibossPlushAngelId) //No reward for monsters that hurt an innocent little plush friend. :(
            {
                StatsProcedures.AddStat(victim.MembershipId, StatsProcedures.Stat__TimesInanimateTFed, 1);
                StatsProcedures.AddStat(attacker.MembershipId, StatsProcedures.Stat__TimesInanimateTFing, 1);
            }
            else if (targetForm.MobilityType == PvPStatics.MobilityPet && victim.BotId != AIStatics.MinibossPlushAngelId) //No reward for monsters that hurt an innocent little plush friend. :(
            {
                StatsProcedures.AddStat(victim.MembershipId, StatsProcedures.Stat__TimesAnimalTFed, 1);
                StatsProcedures.AddStat(attacker.MembershipId, StatsProcedures.Stat__TimesAnimalTFing, 1);
            }

            if (targetForm.MobilityType == PvPStatics.MobilityPet || targetForm.MobilityType == PvPStatics.MobilityInanimate)
            {
                if (victim.BotId == AIStatics.PsychopathBotId)
                {
                    StatsProcedures.AddStat(attacker.MembershipId, StatsProcedures.Stat__PsychopathsDefeated, 1);
                }

                if (victim.BotId == AIStatics.ActivePlayerBotId && attacker.GameMode == (int)GameModeStatics.GameModes.PvP && victim.GameMode == (int)GameModeStatics.GameModes.PvP)
                {
                    StatsProcedures.AddStat(attacker.MembershipId, StatsProcedures.Stat__PvPPlayerNumberTakedowns, 1);
                    StatsProcedures.AddStat(attacker.MembershipId, StatsProcedures.Stat__PvPPlayerLevelTakedowns, victim.Level);
                }
            }

            // extra log stuff for turning into item
            var extra = ItemProcedures.PlayerBecomesItem(victim, targetForm, attacker);

            output.AttackerLog += extra.AttackerLog;
            output.VictimLog   += extra.VictimLog;
            output.LocationLog += extra.LocationLog;

            // give some of the victim's money to the attacker, the amount depending on what mode the victim is in
            var moneygain = victim.Money * .35M;

            PlayerProcedures.GiveMoneyToPlayer(attacker, moneygain);
            PlayerProcedures.GiveMoneyToPlayer(victim, -moneygain / 2);

            var levelDifference = attacker.Level - victim.Level;

            // only give the lump sum XP if the victim is not in the same covenant
            if (attacker.Covenant == null || attacker.Covenant != victim.Covenant)
            {
                var xpGain = 100 - (PvPStatics.XP__EndgameTFCompletionLevelBase * levelDifference);

                if (xpGain < 50)
                {
                    xpGain = 50;
                }
                else if (xpGain > 200)
                {
                    xpGain = 200;
                }

                // give the attacker a nice lump sum for having completed the transformation
                output.AttackerLog += $"  <br>For having sealed your opponent into their new form, you gain an extra <b>{xpGain}</b> XP.";
                output.AttackerLog += PlayerProcedures.GiveXP(attacker, xpGain);
            }

            // exclude PvP score for bots
            if (victim.BotId == AIStatics.ActivePlayerBotId)
            {
                var score = PlayerProcedures.GetPvPScoreFromWin(attacker, victim);

                if (score > 0)
                {
                    output.AttackerLog += PlayerProcedures.GivePlayerPvPScore(attacker, victim, score);
                    output.VictimLog   += PlayerProcedures.RemovePlayerPvPScore(victim, attacker, score);

                    StatsProcedures.AddStat(attacker.MembershipId, StatsProcedures.Stat__DungeonPointsStolen, (float)score);
                }
                else
                {
                    output.AttackerLog += $"  {victim.GetFullName()} unfortunately did not have any dungeon points for you to steal for yourself.";
                }
            }

            // Call out a player for being the monster they are when they defeat the plush angel.
            if (victim.BotId == AIStatics.MinibossPlushAngelId)
            {
                output.AttackerLog += "<br><br>Why did you do that to the poor plush? They just wanted to be a friend!<br>";
                output.LocationLog += $"<br><b>{attacker.GetFullName()}</b> went and bullied <b>{victim.GetFullName()}</b>, like some <b>monster</b>. The angelic plush left some flowers to the 'victor', in hope they would forgive it despite doing no wrong.";

                // Give the dummy a bit of madness for being a bully.
                EffectProcedures.GivePerkToPlayer(198, attacker);
            }

            // Heals the victorious player provided that the target was eligible
            if (attacker.BotId == AIStatics.ActivePlayerBotId)
            {
                // Provide no healing if the victim shared a coven with the attacker
                if (attacker.Covenant != null && attacker.Covenant == victim.Covenant)
                {
                    output.AttackerLog += "  <br>There is no glory to be had in this victory, your willpower & mana are not restored.";
                }
                else
                {
                    // Figure out the modifier to be used
                    double modifier = (levelDifference * 5) / 100;
                    // Cap the modifier to prevent too much / too little healing.
                    if (modifier > 0.3)
                    {
                        modifier = 0.3;
                    }
                    if (modifier < -0.55)
                    {
                        modifier = -0.55;
                    }
                    decimal healingPercent = (decimal)(0.6 + modifier);

                    if (victim.BotId != AIStatics.ActivePlayerBotId)
                    {
                        // The victim is not a player, provide half of the healing.
                        healingPercent /= 2;
                    }

                    // Heal the attacker and restore their Mana
                    var healingTotal      = attacker.MaxHealth * healingPercent;
                    var manaRestoredTotal = attacker.MaxMana * healingPercent;
                    PlayerProcedures.ChangePlayerActionMana(0, healingTotal, manaRestoredTotal, attacker.Id, false);

                    // Remove any Self Restore entires.
                    RemoveSelfRestore(victim);

                    output.AttackerLog += $"<br />Invigorated by your victory and fuelled by the scattered essence that was once your foe, you are healed for {healingTotal:#} willpower and {manaRestoredTotal:#} mana.";
                }
            }

            output.AttackerLog += $"  You collect {Math.Round(moneygain, 0)} Arpeyjis your victim dropped during the transformation.";

            // create inanimate XP for the victim
            InanimateXPProcedures.GetStruggleChance(victim, false);

            // if this victim is a bot, clear out some old stuff that is not needed anymore
            if (victim.BotId < AIStatics.ActivePlayerBotId)
            {
                AIDirectiveProcedures.DeleteAIDirectiveByPlayerId(victim.Id);
                PlayerLogProcedures.ClearPlayerLog(victim.Id);
            }

            TFEnergyProcedures.DeleteAllPlayerTFEnergiesOfFormSourceId(victim.Id, targetForm.Id);

            // if the attacker is a psycho, have them change to a new spell and equip whatever they just earned
            if (attacker.BotId == AIStatics.PsychopathBotId)
            {
                SkillProcedures.DeletePlayerSkill(attacker, skillSourceId);

                if (targetForm.MobilityType == PvPStatics.MobilityInanimate || targetForm.MobilityType == PvPStatics.MobilityPet)
                {
                    if (attacker.MembershipId.IsNullOrEmpty())
                    {
                        // give this bot a random replacement inanimate/pet skill
                        var eligibleSkills = SkillStatics.GetLearnablePsychopathSkills().ToList();
                        var rand           = new Random();
                        var skillToLearn   = eligibleSkills.ElementAt(rand.Next(eligibleSkills.Count));
                        SkillProcedures.GiveSkillToPlayer(attacker.Id, skillToLearn.Id);
                    }
                    else
                    {
                        // Bot is being controlled by a player - re-add the original skill so only the ordering of skills changes
                        SkillProcedures.GiveSkillToPlayer(attacker.Id, skillSourceId);
                    }
                }
            }
        }