예제 #1
0
        public static string AcceptFriendRequest(int id, string membershipId)
        {
            IFriendRepository friendRepo = new EFFriendRepository();
            var friend = friendRepo.Friends.FirstOrDefault(f => f.Id == id);


            // assert exists
            if (friend == null)
            {
                return("Error");
            }

            // assert this was sent to you
            else if (friend.FriendMembershipId == membershipId)
            {
                friend.IsAccepted = true;
                friendRepo.SaveFriend(friend);

                var me        = PlayerProcedures.GetPlayerFromMembership(membershipId);
                var newFriend = PlayerProcedures.GetPlayerFromMembership(friend.OwnerMembershipId);

                if (me != null && newFriend != null)
                {
                    PlayerLogProcedures.AddPlayerLog(me.Id, $"You have accepted {newFriend.GetFullName()}'s friend request.", false);
                    PlayerLogProcedures.AddPlayerLog(newFriend.Id, $"{me.GetFullName()} has accepted your friend request!", true);
                }

                return("Success");
            }
            else
            {
                return("");
            }
        }
예제 #2
0
        public static void BeginDuel(int duelId)
        {
            IDuelRepository duelRepo = new EFDuelRepository();
            var             duel     = duelRepo.Duels.FirstOrDefault(d => d.Id == duelId);

            duel.StartTurn = PvPWorldStatProcedures.GetWorldTurnNumber();
            duel.Status    = ACTIVE;

            var members     = GetPlayerViewModelsInDuel(duelId);
            var memberNames = "";

            foreach (var p in members)
            {
                memberNames += p.Player.GetFullName() + ", ";
            }

            foreach (var p in members)
            {
                duel.Combatants.FirstOrDefault(f => f.PlayerId == p.Player.Id).StartFormSourceId = p.Player.FormSourceId;
                PlayerProcedures.EnterDuel(p.Player.Id, duel.Id);
                var playerMessage = "<b>Your duel between " + memberNames + " has begun!</b>";
                PlayerLogProcedures.AddPlayerLog(p.Player.Id, playerMessage, true);
            }

            LocationLogProcedures.AddLocationLog(members.First().Player.dbLocationName, "<b class='playerAttackNotification'>A duel started here.</b>");

            duelRepo.SaveDuel(duel);
        }
예제 #3
0
        public static void EndDuel(int duelId, string endStatus)
        {
            IDuelRepository duelRepo = new EFDuelRepository();
            var             duel     = duelRepo.Duels.FirstOrDefault(d => d.Id == duelId);

            duel.CompletionTurn = PvPWorldStatProcedures.GetWorldTurnNumber();
            duel.Status         = endStatus;

            duelRepo.SaveDuel(duel);

            foreach (var d in duel.Combatants)
            {
                PlayerProcedures.EnterDuel(d.PlayerId, 0);

                var message = "";

                if (endStatus == TIMEOUT)
                {
                    message = "<b class='bad'>Your duel has timed out, ending in a disappointing draw.  You feel as if some frustrated spirits have left you weakened by a curse...</b>";
                    EffectProcedures.GivePerkToPlayer(TimeoutCurseEffectSourceId, d.PlayerId);
                }
                else
                {
                    message = "<b>Your duel has ended.</b>";
                }

                PlayerLogProcedures.AddPlayerLog(d.PlayerId, message, true);
            }
        }
예제 #4
0
        public static void AddCovenantApplication(Player applicant, Covenant covenant)
        {
            ICovenantApplicationRepository covAppRepo = new EFCovenantApplicationRepository();
            var saveMe = new CovenantApplication
            {
                CovenantId = covenant.Id,
                OwnerId    = applicant.Id,
                Timestamp  = DateTime.UtcNow,
                Message    = "",
            };

            covAppRepo.SaveCovenantApplication(saveMe);
            var message = "<b><span style='color: #003300;'>" + applicant.FirstName + " " + applicant.LastName + " has applied to your covenant, " + covenant.Name + ".</span></b>";

            PlayerLogProcedures.AddPlayerLog(covenant.LeaderId, message, true);
        }
예제 #5
0
        public static void SendDuelChallenge(Player challenger, Player target)
        {
            IPlayerRepository playerRepo = new EFPlayerRepository();
            IDuelRepository   duelRepo   = new EFDuelRepository();

            var dbChallenger = playerRepo.Players.FirstOrDefault(p => p.Id == challenger.Id);
            var dbTarget     = playerRepo.Players.FirstOrDefault(p => p.Id == target.Id);


            var newDuel = new Duel
            {
                StartTurn          = -1,
                ProposalTurn       = PvPWorldStatProcedures.GetWorldTurnNumber(),
                CompletionTurn     = -1,
                Status             = PENDING,
                LastResetTimestamp = DateTime.UtcNow,
                Combatants         = new List <DuelCombatant> {
                    new DuelCombatant {
                        PlayerId = challenger.Id,
                        Team     = 1,
                    }, new DuelCombatant {
                        PlayerId = target.Id,
                        Team     = 2,
                    }
                },
            };

            duelRepo.SaveDuel(newDuel);

            // TODO:  make it so target has to accept first
            // dbChallenger.InDuel = newDuel.Id;
            // dbTarget.InDuel = newDuel.Id;

            var messageToTarget = "You have been challenge to a duel by <b>" + challenger.GetFullName() + "</b>!  Will you accept the challenge or show your cowardice?  " +
                                  "<b><u><a href='/Duel/AcceptChallenge/" + newDuel.Id + "'>Click here to Accept</a></b></u>."
            ;

            PlayerLogProcedures.AddPlayerLog(dbTarget.Id, messageToTarget, true);

            playerRepo.SavePlayer(dbChallenger);
            playerRepo.SavePlayer(dbTarget);
        }
예제 #6
0
        public static string CancelFriendRequest(int id, string membershipId)
        {
            IFriendRepository friendRepo = new EFFriendRepository();
            var friend = friendRepo.Friends.FirstOrDefault(f => f.Id == id);


            // assert exists
            if (friend == null)
            {
                return("Error");
            }

            // assert you've sent this, or else it was sent to you
            else if (friend.OwnerMembershipId == membershipId || friend.FriendMembershipId == membershipId)
            {
                friendRepo.DeleteFriend(friend.Id);

                var me = PlayerProcedures.GetPlayerFromMembership(membershipId);
                var otherMembership = (friend.OwnerMembershipId == membershipId) ? friend.FriendMembershipId : friend.OwnerMembershipId;
                var nonFriend       = PlayerProcedures.GetPlayerFromMembership(otherMembership);
                if (friend.IsAccepted)
                {
                    PlayerLogProcedures.AddPlayerLog(me.Id, $"You are no longer friends with {nonFriend?.GetFullName()}.", false);
                }
                else
                {
                    PlayerLogProcedures.AddPlayerLog(me.Id, $"You have declined {nonFriend?.GetFullName()}'s friend request.", false);
                }

                return("");
            }
            else
            {
                return("");
            }
        }
예제 #7
0
        public static string AttackLocation(Player player, BuffBox buffs)
        {
            ILocationInfoRepository repo    = new EFLocationInfoRepository();
            ICovenantRepository     covRepo = new EFCovenantRepository();
            var location = LocationsStatics.LocationList.GetLocation.FirstOrDefault(l => l.dbName == player.dbLocationName);
            var output   = "";

            if (location == null)
            {
                output = "You cast an enchantment here, but you aren't actually anywhere!";
                return(output);
            }

            var info = repo.LocationInfos.FirstOrDefault(l => l.dbName == player.dbLocationName) ?? new LocationInfo
            {
                TakeoverAmount = 75,
                CovenantId     = -1,
                dbName         = player.dbLocationName,
            };

            if (player.Covenant == null)
            {
                output = "You cast an enchantment here, but it did no effect as you aren't part of a covenant";
                return(output);
            }

            if (info.TakeoverAmount >= 100 && info.CovenantId == player.Covenant)
            {
                output = "You cast an enchantment here, but it did no effect as this location's enchantment is already at its highest possible level, 100.";
                return(output);
            }

            var takeoverAmount = (float)player.Level / 2.0F;

            takeoverAmount += buffs.EnchantmentBoost;

            decimal XPGain = 0;

            try
            {
                XPGain = 40 / Math.Round(Convert.ToDecimal(101 - Math.Abs(info.TakeoverAmount)), 1);
            }
            catch (Exception)
            {
                XPGain = 0;
            }

            if (XPGain > PvPStatics.XP__EnchantmentMaxXP)
            {
                XPGain = PvPStatics.XP__EnchantmentMaxXP;
            }

            var XPGainText = String.Format("{0:0.#}", XPGain);

            // location is not controlled; give it to whichever covenant is attacking it
            if (info.TakeoverAmount <= 0)
            {
                info.CovenantId     = (int)player.Covenant;
                info.TakeoverAmount = takeoverAmount;


                if (info.TakeoverAmount > 100)
                {
                    info.TakeoverAmount = 100;
                }

                info.LastTakeoverTurn = PvPWorldStatProcedures.GetWorldTurnNumber();
                output = "<b>Your enchantment settles in this location, converting its energies from the previous controlling covenant to your own!  (+" + XPGainText + " XP)</b>";
                location.CovenantController = (int)player.Covenant;
                location.TakeoverAmount     = info.TakeoverAmount;
                var myCov = covRepo.Covenants.First(c => c.Id == player.Covenant);

                var locationLogMessage = "<b class='playerAttackNotification'>" + player.GetFullName() + " enchanted this location and claimed it for " + myCov.Name + "!</b>";
                LocationLogProcedures.AddLocationLog(player.dbLocationName, locationLogMessage);


                var covLogWinner = player.GetFullName() + " enchanted " + location.Name + " and has claimed it for this covenant.";
                CovenantProcedures.WriteCovenantLog(covLogWinner, myCov.Id, true);
            }

            // otherwise the location is controlled by someone
            else
            {
                // add points toward the attacker's covenant or take them away if it belongs to another
                if (info.CovenantId == player.Covenant)
                {
                    info.TakeoverAmount    += takeoverAmount;
                    location.TakeoverAmount = info.TakeoverAmount;
                    var cov = covRepo.Covenants.FirstOrDefault(c => c.Id == player.Covenant);
                    output =
                        $"Your enchantment reinforces this location by {takeoverAmount}.  New influence level is {info.TakeoverAmount} for your covenant, {cov?.Name ?? "unknown"}.  (+{XPGainText} XP)</b>";
                }
                else
                {
                    info.TakeoverAmount    -= takeoverAmount;
                    location.TakeoverAmount = info.TakeoverAmount;
                    var cov = info.CovenantId == null
                        ? null
                        : covRepo.Covenants.FirstOrDefault(c => c.Id == info.CovenantId);

                    if (info.TakeoverAmount <= 0)
                    {
                        // notify old covenant who stole the location and their covenant
                        if (info.CovenantId != null && info.CovenantId > 0)
                        {
                            var attackingCov = CovenantProcedures.GetCovenantViewModel((int)player.Covenant);
                            var covLogLoser  = player.GetFullName() + " of " + attackingCov.dbCovenant.Name + " enchanted " + location.Name + ", removing it from this covenant's influence!";
                            CovenantProcedures.WriteCovenantLog(covLogLoser, (int)info.CovenantId, true);
                        }

                        info.CovenantId       = -1;
                        info.LastTakeoverTurn = PvPWorldStatProcedures.GetWorldTurnNumber();
                    }

                    if (cov != null)
                    {
                        output = "You dispel the enchantment at this location by " + takeoverAmount + ".  New influence level is " + info.TakeoverAmount + " for the location's existing controller, " + cov.Name + ".  (+" + XPGainText + " XP)</b>";
                    }
                    else
                    {
                        output = "You dispel the enchantment at this location by " + takeoverAmount + ".  New influence level is " + info.TakeoverAmount + ".  (+" + XPGainText + " XP)</b>";
                    }
                }

                var locationLogMessage = "<span class='playerAttackNotification'>" + player.GetFullName() + " cast an enchantment on this location.</span>";
                LocationLogProcedures.AddLocationLog(player.dbLocationName, locationLogMessage);
            }


            if (info.TakeoverAmount > 100)
            {
                info.TakeoverAmount = 100;
            }

            // cap at 0 to 100 points
            else if (info.TakeoverAmount <= 0)
            {
                info.CovenantId     = -1;
                info.TakeoverAmount = 0;
            }



            repo.SaveLocationInfo(info);
            PlayerProcedures.GiveXP(player, XPGain);
            PlayerLogProcedures.AddPlayerLog(player.Id, output, false);

            return(output);
        }
예제 #8
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);
        }
예제 #9
0
        public static string DoAnimalAction(string actionName, int animalPlayerId, int victimId)
        {
            IPlayerRepository playerRepo = new EFPlayerRepository();
            var animalPlayer             = playerRepo.Players.FirstOrDefault(p => p.Id == animalPlayerId);

            var animalItem = DomainRegistry.Repository.FindSingle(new GetItemByFormerPlayer {
                PlayerId = animalPlayerId
            });

            var victim = playerRepo.Players.FirstOrDefault(p => p.Id == victimId);

            Player attackerOwner = null;

            if (animalItem.Owner != null)
            {
                attackerOwner = playerRepo.Players.FirstOrDefault(p => p.Id == animalItem.Owner.Id);
            }

            var here = LocationsStatics.LocationList.GetLocation.FirstOrDefault(l => l.dbName == animalPlayer.dbLocationName);


            var attackerPlus = PlayerProcedures.GetPlayerFormViewModel(animalPlayerId);

            if (attackerPlus == null)
            {
                return("");
            }

            var victimMessage   = "";
            var attackerMessage = "";
            var locationMessage = "";

            string victimPronoun;

            if (victim.Gender == PvPStatics.GenderMale)
            {
                victimPronoun = "his";
            }
            else
            {
                victimPronoun = "her";
            }

            if (actionName == "snarl")
            {
                victim.Mana -= 1;

                if (victim.Mana < 0)
                {
                    victim.Mana = 0;
                }

                if (attackerOwner != null)
                {
                    victimMessage = "<span class='petActionBad'>" + animalPlayer.GetFullName() + ", a " + attackerPlus.Form.FriendlyName + " kept as a pet by " + attackerOwner.GetFullName() + ", snarls at you, slightly lowering your mana.</span>";
                }
                else
                {
                    victimMessage = "<span class='petActionBad'>" + animalPlayer.GetFullName() + ", a feral " + attackerPlus.Form.FriendlyName + " snarls at you, slightly lowering your mana.</span>";
                }

                attackerMessage = "You snarl at " + victim.GetFullName() + ", lowering " + victimPronoun + " mana slightly.";

                locationMessage = animalPlayer.GetFullName() + ", a " + attackerPlus.Form.FriendlyName + ", snarled at " + victim.GetFullName() + ".";
            }
            else if (actionName == "lick")
            {
                victim.Health += 1;

                if (victim.Health > victim.MaxHealth)
                {
                    victim.Health = victim.MaxHealth;
                }

                if (attackerOwner != null)
                {
                    victimMessage = "<span class='petActionGood'>" + animalPlayer.GetFullName() + ", a " + attackerPlus.Form.FriendlyName + " kept as a pet by " + attackerOwner.FirstName + " " + attackerOwner.LastName + ", gently licks you, slightly raising your willpower.</span>";
                }
                else
                {
                    victimMessage = "<span class='petActionGood'>" + animalPlayer.GetFullName() + ", a feral " + attackerPlus.Form.FriendlyName + " gently licks you, slightly raising your willpower.</span>";
                }

                attackerMessage = "You gently lick " + victim.GetFullName() + ", raising " + victimPronoun + " willpower slightly.";

                locationMessage = animalPlayer.GetFullName() + ", a " + attackerPlus.Form.FriendlyName + ", licked " + victim.FirstName + " " + victim.LastName + ".";
            }

            else if (actionName == "nuzzle")
            {
                victim.Mana += 1;

                if (victim.Mana > victim.MaxMana)
                {
                    victim.Mana = victim.MaxMana;
                }

                if (attackerOwner != null)
                {
                    victimMessage = "<span class='petActionGood'>" + animalPlayer.GetFullName() + ", a " + attackerPlus.Form.FriendlyName + " kept as a pet by " + attackerOwner.FirstName + " " + attackerOwner.LastName + ", gently nuzzles you, slightly raising your mana.</span>";
                }
                else
                {
                    victimMessage = "<span class='petActionGood'>" + animalPlayer.GetFullName() + ", a feral " + attackerPlus.Form.FriendlyName + " gently nuzzles you, slightly raising your mana.</span>";
                }

                attackerMessage = "You gently nuzzle " + victim.GetFullName() + ", raising " + victimPronoun + " mana slightly.";

                locationMessage = animalPlayer.GetFullName() + ", a " + attackerPlus.Form.FriendlyName + ", nuzzles " + victim.FirstName + " " + victim.LastName + ".";
            }

            if (actionName == "headbutt")
            {
                victim.Health -= 1;

                if (victim.Health < 0)
                {
                    victim.Health = 0;
                }

                if (attackerOwner != null)
                {
                    victimMessage = "<span class='petActionBad'>" + animalPlayer.GetFullName() + ", a " + attackerPlus.Form.FriendlyName + " kept as a pet by " + attackerOwner.GetFullName() + ", lightly headbutts you, slightly lowering your willpower.</span>";
                }
                else
                {
                    victimMessage = "<span class='petActionBad'>" + animalPlayer.GetFullName() + ", a feral " + attackerPlus.Form.FriendlyName + " lightly headbutts you, slightly lowering your willpower.</span>";
                }

                attackerMessage = "You headbutt " + victim.FirstName + " " + victim.LastName + ", lowering " + victimPronoun + " willpower slightly.";

                locationMessage = animalPlayer.GetFullName() + ", a " + attackerPlus.Form.FriendlyName + ", headbutted " + victim.FirstName + " " + victim.LastName + ".";
            }



            PlayerLogProcedures.AddPlayerLog(victim.Id, victimMessage, true);
            PlayerLogProcedures.AddPlayerLog(animalPlayer.Id, attackerMessage, false);
            LocationLogProcedures.AddLocationLog(here.dbName, locationMessage);

            animalPlayer.TimesAttackingThisUpdate++;
            playerRepo.SavePlayer(victim);
            playerRepo.SavePlayer(animalPlayer);

            return(attackerMessage);
        }
예제 #10
0
        public static string ThrowGrenade(Player attacker, decimal damage, string orbStrengthName)
        {
            IPlayerRepository playerREpo = new EFPlayerRepository();

            var attackerLocation = attacker.dbLocationName;
            var here             = LocationsStatics.LocationList.GetLocation.First(l => l.dbName == attackerLocation);

            var playersHere       = new List <Player>();
            var playersHereOnline = new List <Player>();

            if (attacker.GameMode == (int)GameModeStatics.GameModes.PvP)
            {
                playersHere = playerREpo.Players.Where(p => p.dbLocationName == attackerLocation &&
                                                       (p.GameMode == (int)GameModeStatics.GameModes.PvP || p.BotId < AIStatics.RerolledPlayerBotId) &&
                                                       p.Mobility == PvPStatics.MobilityFull &&
                                                       p.InDuel <= 0 &&
                                                       p.InQuest <= 0).ToList();
            }
            else if (attacker.GameMode == (int)GameModeStatics.GameModes.Protection || attacker.GameMode == (int)GameModeStatics.GameModes.Superprotection)
            {
                playersHere = playerREpo.Players.Where(p => p.dbLocationName == attackerLocation &&
                                                       p.BotId < AIStatics.RerolledPlayerBotId &&
                                                       p.Mobility == PvPStatics.MobilityFull &&
                                                       p.InDuel <= 0 &&
                                                       p.InQuest <= 0).ToList();
            }

            // filter out offline players as well as the attacker
            foreach (var p in playersHere)
            {
                if (!PlayerProcedures.PlayerIsOffline(p) && p.Id != attacker.Id)
                {
                    playersHereOnline.Add(p);
                }
            }

            foreach (var p in playersHereOnline)
            {
                p.Health -= damage;
                if (p.Health < 0)
                {
                    p.Health = 0;
                }
                playerREpo.SavePlayer(p);
                var message = "<span class='playerAttackNotification'>" + attacker.GetFullName() + " threw a " + orbStrengthName + " Submissiveness Splash Orb at " + here.Name + ", lowering your willpower by " + damage + " along with " + (playersHereOnline.Count - 1) + " others.</span>";
                PlayerLogProcedures.AddPlayerLog(p.Id, message, true);
            }

            var logMessage = attacker.FirstName + " " + attacker.LastName + " threw a Submissiveness Splash Orb here.";

            LocationLogProcedures.AddLocationLog(attackerLocation, logMessage);

            var attackerMessage = "You threw a " + orbStrengthName + " Submissiveness Splash Orb at " + here.Name + ", lowering " + playersHereOnline.Count + " people's willpower by " + damage + " each.";

            PlayerLogProcedures.AddPlayerLog(attacker.Id, attackerMessage, false);

            // set the player's last action flag, combat time
            var dbAttacker = playerREpo.Players.First(p => p.Id == attacker.Id);

            dbAttacker.LastActionTimestamp = DateTime.UtcNow;
            dbAttacker.LastCombatTimestamp = DateTime.UtcNow;
            dbAttacker.TimesAttackingThisUpdate++;
            playerREpo.SavePlayer(dbAttacker);


            return(attackerMessage);
        }
예제 #11
0
        public static string SuddenDeathExplosion(Player attacker, Player victim, decimal damage)
        {
            IPlayerRepository playerREpo = new EFPlayerRepository();

            var attackerLocation = attacker.dbLocationName;
            var here             = LocationsStatics.LocationList.GetLocation.First(l => l.dbName == attackerLocation);

            var playersHere       = new List <Player>();
            var playersHereOnline = new List <Player>();

            if (attacker.GameMode == (int)GameModeStatics.GameModes.PvP)
            {
                playersHere = playerREpo.Players.Where(p => p.dbLocationName == attackerLocation &&
                                                       (p.GameMode == (int)GameModeStatics.GameModes.PvP || p.BotId < AIStatics.RerolledPlayerBotId) &&
                                                       p.Mobility == PvPStatics.MobilityFull &&
                                                       p.InDuel <= 0 &&
                                                       p.InQuest <= 0).ToList();
            }
            else if (attacker.GameMode == (int)GameModeStatics.GameModes.Protection || attacker.GameMode == (int)GameModeStatics.GameModes.Superprotection)
            {
                playersHere = playerREpo.Players.Where(p => p.dbLocationName == attackerLocation &&
                                                       p.BotId < AIStatics.RerolledPlayerBotId &&
                                                       p.Mobility == PvPStatics.MobilityFull &&
                                                       p.InDuel <= 0 &&
                                                       p.InQuest <= 0).ToList();
            }

            // filter out offline players as well as the attacker
            foreach (var p in playersHere)
            {
                if (!PlayerProcedures.PlayerIsOffline(p) && p.Id != attacker.Id)
                {
                    playersHereOnline.Add(p);
                }
            }

            foreach (var p in playersHereOnline)
            {
                p.Health -= damage;
                if (p.Health < 0)
                {
                    p.Health = 0;
                }
                playerREpo.SavePlayer(p);
                var message = "<span class='playerAttackNotification'>" + victim.GetFullName() + " convulses and shakes before exploding into a roiling tide of chaotic energies damaging you for " + damage + " along with " + (playersHereOnline.Count - 1) + " others.</span>";
                PlayerLogProcedures.AddPlayerLog(p.Id, message, true);
            }

            var logMessage = victim.FirstName + " " + victim.LastName + " exploded into a violent shower of chaotic energies.";

            LocationLogProcedures.AddLocationLog(attackerLocation, logMessage);

            var attackerMessage = "The explosion caused by " + victim.FirstName + " " + victim.LastName + " scattered violent energies throughout  " + here + ", lowering " + playersHereOnline.Count + " people's willpower by " + damage + " each.";

            PlayerLogProcedures.AddPlayerLog(attacker.Id, attackerMessage, false);

            // set the player's last action flag
            var dbAttacker = playerREpo.Players.First(p => p.Id == attacker.Id);

            dbAttacker.LastActionTimestamp = DateTime.UtcNow;
            playerREpo.SavePlayer(dbAttacker);

            return(attackerMessage);
        }
예제 #12
0
        public static string CurseTransformOwner(Player player, Player owner, ItemDetail playerItem, bool isWhitelist)
        {
            var rand = new Random();
            var roll = rand.NextDouble() * 100;


            IInanimateXPRepository inanimateXpRepo = new EFInanimateXPRepository();
            var xp       = inanimateXpRepo.InanimateXPs.FirstOrDefault(x => x.OwnerId == player.Id);
            var gameTurn = PvPWorldStatProcedures.GetWorldTurnNumber();

            // assign the player inanimate XP based on turn building
            if (xp == null)
            {
                xp = new InanimateXP
                {
                    OwnerId             = player.Id,
                    Amount              = 0,
                    TimesStruggled      = -6 * player.Level,
                    LastActionTimestamp = DateTime.UtcNow,
                    LastActionTurnstamp = gameTurn - 1,
                };
            }

            double chanceOfSuccess = (gameTurn - xp.LastActionTurnstamp);

            ITFMessageRepository tfMessageRepo = new EFTFMessageRepository();
            var tf = tfMessageRepo.TFMessages.FirstOrDefault(t => t.FormSourceId == playerItem.ItemSource.CurseTFFormSourceId);

            var ownerSuccessMessage = "";
            var ownerFailureMessage = "";
            var playerMessage       = "";

            var newFormSourceId = -1;

            if (playerItem.ItemSource.CurseTFFormSourceId == null)
            {
                // No item-provided TF curse - reduce chance of transforming to a preset form
                chanceOfSuccess /= 4.0;
                newFormSourceId  = PvPStatics.DefaultTFCurseForms[rand.Next(PvPStatics.DefaultTFCurseForms.Length)];
            }
            else
            {
                // Regular TF curse - load its details
                newFormSourceId = playerItem.ItemSource.CurseTFFormSourceId.Value;

                if (playerItem.Owner.Gender == PvPStatics.GenderMale && !tf.CursedTF_Succeed_M.IsNullOrEmpty())
                {
                    ownerSuccessMessage = tf.CursedTF_Succeed_M;
                }
                else if (playerItem.Owner.Gender == PvPStatics.GenderFemale && !tf.CursedTF_Succeed_F.IsNullOrEmpty())
                {
                    ownerSuccessMessage = tf.CursedTF_Succeed_F;
                }
                else if (!tf.CursedTF_Succeed.IsNullOrEmpty())
                {
                    ownerSuccessMessage = tf.CursedTF_Succeed;
                }

                if (playerItem.Owner.Gender == PvPStatics.GenderMale && !tf.CursedTF_Fail_M.IsNullOrEmpty())
                {
                    ownerFailureMessage = tf.CursedTF_Fail_M;
                }
                else if (playerItem.Owner.Gender == PvPStatics.GenderFemale && !tf.CursedTF_Fail_F.IsNullOrEmpty())
                {
                    ownerFailureMessage = tf.CursedTF_Fail_F;
                }
                else if (!tf.CursedTF_Fail.IsNullOrEmpty())
                {
                    ownerFailureMessage = tf.CursedTF_Fail;
                }
            }


            // success; owner is transformed!
            if (roll < chanceOfSuccess)
            {
                IPlayerRepository playerRepo = new EFPlayerRepository();
                var newForm = FormStatics.GetForm(newFormSourceId);

                if (newForm.MobilityType == PvPStatics.MobilityFull)
                {
                    DomainRegistry.Repository.Execute(new ChangeForm
                    {
                        PlayerId     = playerItem.Owner.Id,
                        FormSourceId = newFormSourceId
                    });

                    var dbOwner = playerRepo.Players.FirstOrDefault(p => p.Id == playerItem.Owner.Id);
                    dbOwner.ReadjustMaxes(ItemProcedures.GetPlayerBuffs(dbOwner));
                    dbOwner.Mana -= dbOwner.MaxMana * .5M;
                    dbOwner.NormalizeHealthMana();
                    playerRepo.SavePlayer(dbOwner);

                    if (ownerSuccessMessage.IsNullOrEmpty())
                    {
                        ownerSuccessMessage = $"One of your items, {playerItem.FormerPlayer.FullName}, attempts to trigger a curse placed upon it.  Suddenly you are overwhelmed as you find yourself transformed into a {newForm.FriendlyName}!";
                    }
                    playerMessage = "Your subtle transformation curse overwhelms your owner, transforming them into a " + newForm.FriendlyName + "!";

                    PlayerLogProcedures.AddPlayerLog(playerItem.Owner.Id, ownerSuccessMessage, true);
                    LocationLogProcedures.AddLocationLog(owner.dbLocationName, "<b> " + owner.GetFullName() + " is suddenly transformed by " + playerItem.FormerPlayer.FullName + " the " + playerItem.ItemSource.FriendlyName + ", one of their belongings!</b>");
                }
            }


            // fail; owner is not transformed
            else
            {
                if (ownerFailureMessage.IsNullOrEmpty())
                {
                    ownerFailureMessage = "One of your items attempts to trigger a curse placed upon it, but it fails to transform you.";
                }
                playerMessage = "Unfortunately your subtle transformation curse fails to transform your owner.";

                PlayerLogProcedures.AddPlayerLog(owner.Id, ownerFailureMessage, true);
            }

            PlayerProcedures.AddAttackCount(player);
            return(playerMessage + GiveInanimateXP(player.MembershipId, isWhitelist));
        }
예제 #13
0
        public static string ReturnToAnimate(Player player, bool dungeonPenalty)
        {
            IInanimateXPRepository inanimXpRepo = new EFInanimateXPRepository();
            IItemRepository        itemRepo     = new EFItemRepository();

            var inanimXP = inanimXpRepo.InanimateXPs.FirstOrDefault(i => i.OwnerId == player.Id);

            var currentGameTurn = PvPWorldStatProcedures.GetWorldTurnNumber();

            if (inanimXP == null)
            {
                inanimXP = new InanimateXP
                {
                    OwnerId = player.Id,
                    Amount  = 0,

                    // set the initial times struggled proportional to how high of a level the player is
                    TimesStruggled      = -6 * player.Level,
                    LastActionTimestamp = DateTime.UtcNow,
                    LastActionTurnstamp = currentGameTurn - 1,
                };
            }

            double strugglebonus = currentGameTurn - inanimXP.LastActionTurnstamp;

            if (strugglebonus > TurnTimesStatics.GetItemMaxTurnsBuildup())
            {
                strugglebonus = TurnTimesStatics.GetItemMaxTurnsBuildup();
            }

            if (strugglebonus < 0)
            {
                strugglebonus = 0;
            }

            if (PvPStatics.ChaosMode)
            {
                strugglebonus = 100;
            }

            // increment the player's attack count.  Also decrease their player XP some.
            IPlayerRepository playerRepo = new EFPlayerRepository();
            var dbPlayer = playerRepo.Players.FirstOrDefault(p => p.Id == player.Id);

            dbPlayer.TimesAttackingThisUpdate++;

            var strugglesMade = Convert.ToDouble(GetStruggleChance(player, dungeonPenalty));

            var rand = new Random();
            var roll = rand.NextDouble() * 100;

            var dbPlayerItem = DomainRegistry.Repository.FindSingle(new GetItemByFormerPlayer {
                PlayerId = player.Id
            });

            if (dbPlayerItem == null)
            {
                return("Cannot struggle - no player item");
            }

            if (dbPlayerItem.Owner != null)
            {
                var owner = PlayerProcedures.GetPlayer(dbPlayerItem.Owner.Id);
                dbPlayer.dbLocationName = owner.dbLocationName;
            }

            var itemPlus = ItemStatics.GetStaticItem(dbPlayerItem.ItemSource.Id);

            if (roll < strugglesMade)
            {
                // assert that the covenant the victim is in is not too full to accept them back in
                if (dbPlayer.Covenant > 0)
                {
                    var victimCov = CovenantProcedures.GetCovenantViewModel((int)dbPlayer.Covenant).dbCovenant;
                    if (victimCov != null && CovenantProcedures.GetPlayerCountInCovenant(victimCov, true) >= PvPStatics.Covenant_MaximumAnimatePlayerCount)
                    {
                        return("Although you had enough energy to break free from your body as a " + itemPlus.FriendlyName + " and restore your regular body, you were unfortunately not able to break free because there is no more room in your covenant for any more animate mages.");
                    }
                }


                // if the item has an owner, notify them via a message.
                if (dbPlayerItem.Owner != null)
                {
                    var message = player.FirstName + " " + player.LastName + ", your " + itemPlus.FriendlyName + ", successfully struggles against your magic and reverses their transformation.  You can no longer claim them as your property, not unless you manage to turn them back again...";
                    PlayerLogProcedures.AddPlayerLog(dbPlayerItem.Owner.Id, message, true);
                }

                // change the player's form and mobility
                DomainRegistry.Repository.Execute(new ChangeForm
                {
                    PlayerId     = dbPlayer.Id,
                    FormSourceId = dbPlayer.OriginalFormSourceId
                });

                dbPlayer.ActionPoints               = TurnTimesStatics.GetActionPointLimit();
                dbPlayer.ActionPoints_Refill        = TurnTimesStatics.GetActionPointReserveLimit();
                dbPlayer.CleansesMeditatesThisRound = PvPStatics.MaxCleansesMeditatesPerUpdate;
                dbPlayer.TimesAttackingThisUpdate   = PvPStatics.MaxAttacksPerUpdate;

                // don't let the player spawn in the dungeon as they will have Back On Your Feet
                // and may not be meet the level and game mode requirements
                if (dbPlayer.IsInDungeon())
                {
                    dbPlayer.dbLocationName = LocationsStatics.GetRandomLocationNotInDungeon();
                }

                dbPlayer        = PlayerProcedures.ReadjustMaxes(dbPlayer, ItemProcedures.GetPlayerBuffs(dbPlayer));
                dbPlayer.Health = dbPlayer.MaxHealth / 3;
                dbPlayer.Mana   = dbPlayer.MaxHealth / 3;
                playerRepo.SavePlayer(dbPlayer);

                // drop any runes embedded on the player-item, or return them to the former owner's inventory
                DomainRegistry.Repository.Execute(new UnbembedRunesOnItem {
                    ItemId = dbPlayerItem.Id
                });

                // delete the item or animal that this player had turned into
                itemRepo.DeleteItem(dbPlayerItem.Id);

                // delete the inanimate XP item
                inanimXpRepo.DeleteInanimateXP(inanimXP.Id);

                // give the player the recovery buff
                EffectProcedures.GivePerkToPlayer(PvPStatics.Effect_BackOnYourFeetSourceId, dbPlayer);

                var msg = "You have managed to break free from your form as " + itemPlus.FriendlyName + " and occupy an animate body once again!";

                if (PvPStatics.ChaosMode)
                {
                    msg += $" [CHAOS MODE:  Struggle value overriden to {strugglebonus:0}% per struggle.]";
                }

                PlayerLogProcedures.AddPlayerLog(dbPlayer.Id, msg, false);

                StatsProcedures.AddStat(dbPlayer.MembershipId, StatsProcedures.Stat__SuccessfulStruggles, 1);

                return(msg);
            }

            // failure to break free; increase time struggles
            else
            {
                // raise the probability of success for next time somewhat proportion to how many turns they missed
                inanimXP.TimesStruggled     += Convert.ToInt32(strugglebonus);
                inanimXP.LastActionTimestamp = DateTime.UtcNow;
                inanimXP.LastActionTurnstamp = currentGameTurn;
                inanimXpRepo.SaveInanimateXP(inanimXP);

                playerRepo.SavePlayer(dbPlayer);

                if (dbPlayerItem.Owner != null)
                {
                    var message = $"{player.FirstName} {player.LastName}, your {itemPlus.FriendlyName}, struggles but fails to return to an animate form.  [Recovery chance next struggle:  {(int)GetStruggleChance(player, dungeonPenalty)}%]";
                    PlayerLogProcedures.AddPlayerLog(dbPlayerItem.Owner.Id, message, true);
                }

                PlayerLogProcedures.AddPlayerLog(dbPlayer.Id, "You struggled to return to a human form.", false);

                return($"Unfortunately you are not able to struggle free from your form as {itemPlus.FriendlyName}.  Keep trying and you might succeed later... [Recovery chance next struggle:  {(int)GetStruggleChance(player, dungeonPenalty)}%]");
            }
        }
예제 #14
0
        public static string GiveInanimateXP(string membershipId, bool isWhitelist)
        {
            IInanimateXPRepository inanimXpRepo = new EFInanimateXPRepository();
            IItemRepository        itemRep      = new EFItemRepository();

            // get the current level of this player based on what item they are
            var me = PlayerProcedures.GetPlayerFromMembership(membershipId);
            var inanimateMeHack = DomainRegistry.Repository.FindSingle(new GetItemByFormerPlayer {
                PlayerId = me.Id
            });
            var inanimateMe = itemRep.Items.FirstOrDefault(i => i.Id == inanimateMeHack.Id); // TODO: Replace with proper Command

            var currentGameTurn = PvPWorldStatProcedures.GetWorldTurnNumber();

            decimal xpGain = 0;

            // get the number of inanimate accounts under this IP
            IPlayerRepository playerRepo  = new EFPlayerRepository();
            decimal           playerCount = playerRepo.Players.Count(p => p.IpAddress == me.IpAddress && (p.Mobility == PvPStatics.MobilityInanimate || p.Mobility == PvPStatics.MobilityPet) && p.BotId == AIStatics.ActivePlayerBotId);

            if (playerCount == 0 || isWhitelist)
            {
                playerCount = 1;
            }

            var xp = inanimXpRepo.InanimateXPs.FirstOrDefault(i => i.OwnerId == me.Id);

            if (xp == null)
            {
                xp = new InanimateXP
                {
                    OwnerId             = me.Id,
                    Amount              = xpGain / playerCount,
                    TimesStruggled      = -6 * me.Level,
                    LastActionTimestamp = DateTime.UtcNow,
                    LastActionTurnstamp = currentGameTurn - 1,
                };

                if (me.Mobility == PvPStatics.MobilityInanimate)
                {
                    StatsProcedures.AddStat(me.MembershipId, StatsProcedures.Stat__InanimateXPEarned, (float)xpGain);
                }
                else if (me.Mobility == PvPStatics.MobilityPet)
                {
                    StatsProcedures.AddStat(me.MembershipId, StatsProcedures.Stat__PetXPEarned, (float)xpGain);
                }
            }
            else
            {
                double turnsSinceLastAction = currentGameTurn - xp.LastActionTurnstamp;

                if (turnsSinceLastAction > TurnTimesStatics.GetItemMaxTurnsBuildup())
                {
                    turnsSinceLastAction = TurnTimesStatics.GetItemMaxTurnsBuildup();
                }

                if (turnsSinceLastAction < 0)
                {
                    turnsSinceLastAction = 0;
                }

                xpGain += Convert.ToDecimal(turnsSinceLastAction) * InanimateXPStatics.XPGainPerInanimateAction;
                xpGain  = xpGain / playerCount;

                if (me.Mobility == PvPStatics.MobilityInanimate)
                {
                    StatsProcedures.AddStat(me.MembershipId, StatsProcedures.Stat__InanimateXPEarned, (float)xpGain);
                }
                else if (me.Mobility == PvPStatics.MobilityPet)
                {
                    StatsProcedures.AddStat(me.MembershipId, StatsProcedures.Stat__PetXPEarned, (float)xpGain);
                }

                xp.Amount             += xpGain;
                xp.TimesStruggled     -= 2 * Convert.ToInt32(turnsSinceLastAction);
                xp.LastActionTimestamp = DateTime.UtcNow;
                xp.LastActionTurnstamp = currentGameTurn;
            }

            var resultMessage = "  ";

            if (xp.Amount >= Convert.ToDecimal(ItemProcedures.GetXPRequiredForItemPetLevelup(inanimateMe.Level)))
            {
                xp.Amount -= Convert.ToDecimal(ItemProcedures.GetXPRequiredForItemPetLevelup(inanimateMe.Level));
                inanimateMe.Level++;
                itemRep.SaveItem(inanimateMe);

                resultMessage += $"  You have gained {xpGain:0.#} xp.  <b>Congratulations, you have gained a level!  Your owner will be so proud...</b>";

                var wearerMessage = "<span style='color: darkgreen'>" + me.FirstName + " " + me.LastName + ", currently your " + ItemStatics.GetStaticItem(inanimateMe.ItemSourceId).FriendlyName + ", has gained a level!  Treat them kindly and they might keep helping you out...</span>";

                // now we need to change the owner's max health or mana based on this leveling
                if (inanimateMe.OwnerId > 0)
                {
                    PlayerLogProcedures.AddPlayerLog((int)inanimateMe.OwnerId, wearerMessage, true);
                    var inanimateMePlus = ItemProcedures.GetItemViewModel(inanimateMe.Id);

                    if (inanimateMePlus.Item.HealthBonusPercent != 0.0M || inanimateMePlus.Item.ManaBonusPercent != 0.0M)
                    {
                        var myowner = playerRepo.Players.FirstOrDefault(p => p.Id == inanimateMe.OwnerId);

                        var healthChange = PvPStatics.Item_LevelBonusModifier * inanimateMePlus.Item.HealthBonusPercent;
                        var manaChange   = PvPStatics.Item_LevelBonusModifier * inanimateMePlus.Item.ManaBonusPercent;

                        myowner.MaxHealth += healthChange;
                        myowner.MaxMana   += manaChange;

                        if (myowner.MaxHealth < 1)
                        {
                            myowner.MaxHealth = 1;
                        }

                        if (myowner.MaxMana < 1)
                        {
                            myowner.MaxMana = 1;
                        }

                        if (myowner.Health > myowner.MaxHealth)
                        {
                            myowner.Health = myowner.MaxHealth;
                        }

                        if (myowner.Mana > myowner.MaxMana)
                        {
                            myowner.Mana = myowner.MaxMana;
                        }

                        playerRepo.SavePlayer(myowner);
                    }
                }
            }
            else
            {
                resultMessage = $"  You have gained {xpGain:0.#} xp.  ({xp.Amount:0.#}/{ItemProcedures.GetXPRequiredForItemPetLevelup(inanimateMe.Level):0.#} to next level).";
            }

            inanimXpRepo.SaveInanimateXP(xp);

            // lock the player into their fate if their inanimate XP gets too high
            if (xp.TimesStruggled <= TurnTimesStatics.GetStruggleXPBeforeItemPermanentLock() * .5 && xp.TimesStruggled > TurnTimesStatics.GetStruggleXPBeforeItemPermanentLock() && !inanimateMe.IsPermanent)
            {
                resultMessage += "  Careful, if you keep doing this you may find yourself stuck in your current form forever...";
            }

            if (xp.TimesStruggled <= TurnTimesStatics.GetStruggleXPBeforeItemPermanentLock() && !inanimateMe.IsPermanent)
            {
                inanimateMe.IsPermanent = true;
                itemRep.SaveItem(inanimateMe);
                DomainRegistry.Repository.Execute(new RemoveSoulbindingOnPlayerItems {
                    PlayerId = me.Id
                });
                DomainRegistry.Repository.Execute(new DropAllItems {
                    PlayerId = me.Id, IgnoreRunes = false
                });

                var formRepo = new EFDbStaticFormRepository();
                var form     = formRepo.DbStaticForms.FirstOrDefault(f => f.Id == me.FormSourceId);

                if (inanimateMe.OwnerId != null && form != null)
                {
                    PlayerLogProcedures.AddPlayerLog(inanimateMe.OwnerId.Value, $"{me.GetFullName()} has locked and is now unable to escape their form as your {form.FriendlyName}!", true);
                }

                PlayerLogProcedures.AddPlayerLog(me.Id, $"You have locked in your current form as a {form.FriendlyName}!", false);
                resultMessage += "  <b>You find the last of your old human self slip away as you permanently embrace your new form.</b>";
            }

            return(resultMessage);
        }
예제 #15
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);
                    }
                }
            }
        }
예제 #16
0
        public static string GivePerkToPlayer(int effectSourceId, Player player, int?Duration = null, int?Cooldown = null)
        {
            IEffectRepository effectRepo = new EFEffectRepository();

            // see if this player already has this perk.  If so, reject it
            var possibleSamePerk = effectRepo.Effects.FirstOrDefault(e => e.EffectSourceId == effectSourceId && e.OwnerId == player.Id);

            if (possibleSamePerk != null)
            {
                return("You already have this perk.  Choose another.");
            }

            // grab the static part of this effect
            var effectPlus = EffectStatics.GetDbStaticEffect(effectSourceId);


            if (effectPlus.isLevelUpPerk)
            {
                // assert that the perk doesn't require a level higher than the player
                if (effectPlus.AvailableAtLevel > player.Level)
                {
                    return("You are not at a high enough level to earn this perk.");
                }

                // assert that the perk doesn't require a prerequisite that the player does not yet have
                if (effectPlus.PreRequisiteEffectSourceId != null)
                {
                    var requiredPrerequisite = effectRepo.Effects.FirstOrDefault(e => e.OwnerId == player.Id && e.EffectSourceId == effectPlus.PreRequisiteEffectSourceId);
                    if (requiredPrerequisite == null)
                    {
                        return("This perk requires the <b>" + EffectStatics.GetDbStaticEffect(effectPlus.PreRequisiteEffectSourceId.Value).FriendlyName + "</b> prerequisite perk which you do not have.");
                    }
                }
            }

            var cmd = new CreateEffect();

            cmd.EffectSourceId = EffectStatics.GetDbStaticEffect(effectSourceId).Id;
            cmd.OwnerId        = player.Id;

            // this effect is a permanent levelup perk
            if (effectPlus.AvailableAtLevel > 0)
            {
                cmd.Duration    = 99999;
                cmd.Cooldown    = 99999;
                cmd.IsPermanent = true;
                cmd.Level       = 1;
            }

            // this effect is temporary, grab some of its stats from the effect static
            if (effectPlus.AvailableAtLevel == 0)
            {
                var duration = Duration ?? effectPlus.Duration;
                var cooldown = Cooldown.HasValue ? Math.Max(duration, Cooldown.Value) : effectPlus.Cooldown;

                cmd.Duration    = duration;
                cmd.Cooldown    = cooldown;
                cmd.IsPermanent = false;
            }


            // okay to proceed--give this player this perk.
            DomainRegistry.Repository.Execute(cmd);
            IPlayerRepository playerRepo = new EFPlayerRepository();
            var person     = playerRepo.Players.FirstOrDefault(p => p.Id == player.Id);
            var logMessage = $"You have gained the perk {effectPlus.FriendlyName}.";

            if (cmd.IsPermanent)
            {
                // this is a level up perk so just return a simple message
                PlayerLogProcedures.AddPlayerLog(player.Id, logMessage, false);

                //remove an unused perk from the player
                person.UnusedLevelUpPerks--;
            }
            else
            {
                // this is a temporary perk so return the flavor text
                if (player.Gender == PvPStatics.GenderMale && !effectPlus.MessageWhenHit_M.IsNullOrEmpty())
                {
                    logMessage = effectPlus.MessageWhenHit_M;
                }
                else if (player.Gender == PvPStatics.GenderFemale && !effectPlus.MessageWhenHit_F.IsNullOrEmpty())
                {
                    logMessage = effectPlus.MessageWhenHit_F;
                }
                else
                {
                    logMessage = effectPlus.MessageWhenHit;
                }

                PlayerLogProcedures.AddPlayerLog(player.Id, logMessage, false);
            }
            person.ReadjustMaxes(ItemProcedures.GetPlayerBuffs(person));
            playerRepo.SavePlayer(person);

            return(logMessage);
        }