예제 #1
0
        public static void EquipDefeatedPlayer(Player owner, Player defeatedPlayer)
        {
            var playerIsBot = owner.BotId <= AIStatics.PsychopathBotId;

            if (owner.BotId == AIStatics.PsychopathBotId && EffectProcedures.PlayerHasActiveEffect(owner.Id, JokeShopProcedures.PSYCHOTIC_EFFECT))
            {
                // Do not apply to temporary psychos to avoid circumventing inventory rules
                playerIsBot = false;
            }

            if (playerIsBot)
            {
                // have the bot equip any new item they are carrying (psychos take off duplicates later in world update)
                var item = ItemProcedures.GetAllPlayerItems(owner.Id)
                           .FirstOrDefault(i => i.dbItem.FormerPlayerId == defeatedPlayer.Id);

                if (item != null)
                {
                    ItemProcedures.EquipItem(item.dbItem.Id, true);
                }
            }
        }
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);
        }