Exemplo n.º 1
0
        // Process all monsters, so they
        // attack if there is a player here, in random order
        // move if random, in random direction, not up or down except very rarely!
        // todo: handle combat, deaths, etc
        #region MonsterStuff

        public IEnumerable <TootToSend> ProcessMonsters()
        {
            List <TootToSend> toReturn = new List <TootToSend>();

            var dbMonsters = _db.GetCollection <Player>("monsters");

            dbMonsters.EnsureIndex(x => x.Username);

            var monsters = dbMonsters.Find(r => r.IsActive && r.IsMonster);

            foreach (var monster in monsters)
            {
                TootToSend thisToot = new TootToSend();

                // Is there a player in this room?
                var p = LoadPlayer(monster.X, monster.Y, monster.Z);
                if (p != null)
                {
                    // Monster randomly attacks you
                    if (_rnd.Next(5) == 3)
                    {
                        thisToot.Username  = p.Username;
                        thisToot.AccountId = p.AccountId;
                        thisToot.Privacy   = "direct";
                        thisToot.Content   = Fight(monster, p);
                        toReturn.Add(thisToot);
                    }
                    // Monster just looks at you
                    else
                    {
                        thisToot.Username  = p.Username;
                        thisToot.AccountId = p.AccountId;
                        thisToot.Privacy   = "direct";
                        thisToot.Content   = monster.Username + " looks at you nastily.";
                        toReturn.Add(thisToot);
                    }
                }
                // If not, let's maybe move
                else
                {
                    if (_rnd.Next(10) < 5)
                    {
                        var ch = _rnd.Next(6);
                        switch (ch)
                        {
                        case 0:
                            if (_rooms[monster.X, monster.Y, monster.Z].ExitNorth < 3)
                            {
                                monster.Y--;
                                UpsertMonster(monster);
                                Console.WriteLine("--Monster " + monster.Username + " moved to " + monster.X + "," + monster.Y + "," + monster.Z);
                            }
                            break;

                        case 1:
                            if (_rooms[monster.X, monster.Y, monster.Z].ExitEast < 3)
                            {
                                monster.X++;
                                UpsertMonster(monster);
                                Console.WriteLine("--Monster " + monster.Username + " moved to " + monster.X + "," + monster.Y + "," + monster.Z);
                            }
                            break;

                        case 2:
                            if (_rooms[monster.X, monster.Y, monster.Z].ExitSouth < 3)
                            {
                                monster.Y++;
                                UpsertMonster(monster);
                                Console.WriteLine("--Monster " + monster.Username + " moved to " + monster.X + "," + monster.Y + "," + monster.Z);
                            }
                            break;

                        case 3:
                            if (_rooms[monster.X, monster.Y, monster.Z].ExitWest < 3)
                            {
                                monster.X--;
                                UpsertMonster(monster);
                                Console.WriteLine("--Monster " + monster.Username + " moved to " + monster.X + "," + monster.Y + "," + monster.Z);
                            }
                            break;

                        case 4:
                            if (_rooms[monster.X, monster.Y, monster.Z].ExitDown < 3 && _rnd.Next(20) == 1)
                            {
                                monster.Z++;
                                UpsertMonster(monster);
                                Console.WriteLine("--Monster " + monster.Username + " moved to " + monster.X + "," + monster.Y + "," + monster.Z);
                            }
                            break;

                        case 5:
                            if (_rooms[monster.X, monster.Y, monster.Z].ExitUp < 3 && _rnd.Next(20) == 1)
                            {
                                monster.Z--;
                                UpsertMonster(monster);
                                Console.WriteLine("--Monster " + monster.Username + " moved to " + monster.X + "," + monster.Y + "," + monster.Z);
                            }
                            break;
                        }
                    }

                    // After move, is there a player here? If so, toot him the good news!
                    var q = LoadPlayer(monster.X, monster.Y, monster.Z);
                    if (q != null)
                    {
                        thisToot.Username  = q.Username;
                        thisToot.AccountId = q.AccountId;
                        thisToot.Privacy   = "direct";
                        thisToot.Content   = monster.Username + " has entered the room.";
                        toReturn.Add(thisToot);
                    }
                }
            }

            return(toReturn);
        }
Exemplo n.º 2
0
        // --- PROCESSING LOGIC ---
        #region ProcessingLogic

        // Process this player's input, note upsert is done in main program after all processing
        public TootToSend Process(Player p, long statusId, string content)
        {
            TootToSend toReturn = new TootToSend();

            toReturn.AccountId = 0;    // We have this on calling func
            toReturn.Content   = "";
            toReturn.Username  = p.Username;
            toReturn.Privacy   = "direct";  // Not visible to anyone else

            // Update with last status update id to prevent re-doing same command
            if (!Program.Debug)
            {
                p.LastStatusId = statusId;  // Only update this if we're not debugging
            }

            // parse string
            content = Program.TagRegex.Replace(content.Replace("<br />", "\n"), "").Trim();
            //var words = content.Trim().Split(' ');
            var contentScan = "|" + content.Replace(" ", "| |") + "|";

            contentScan = contentScan.Replace("?", "");
            contentScan = contentScan.Replace("!", "").ToLower();
            var punctuation = contentScan.Where(Char.IsPunctuation).Distinct().ToArray();
            var words       = contentScan.Split().Select(x => x.Trim(punctuation));

            var showRoomDetails = true;

            // They're dead
            if (!p.IsActive)
            {
                toReturn.Content += "You are dead.\r\n Unfollow me and wait for a confirmatation message that you have left the game, then follow me to play again. \r\n";
                return(toReturn);
            }

            // Directions
            if (words.Any("|north|".Contains))
            {
                if (_rooms[p.X, p.Y, p.Z].ExitNorth == (int)ExitStates.Open)
                {
                    p.Y--;
                    toReturn.Content += "You exit north. \r\n";
                }
                else
                {
                    toReturn.Content += "You can't go that way.\r\n";
                }
            }
            if (words.Any("|east|".Contains))
            {
                if (_rooms[p.X, p.Y, p.Z].ExitEast == (int)ExitStates.Open)
                {
                    p.X++;
                    toReturn.Content += "You exit east. \r\n";
                }
                else
                {
                    toReturn.Content += "You can't go that way.\r\n";
                }
            }
            if (words.Any("|south|".Contains))
            {
                if (_rooms[p.X, p.Y, p.Z].ExitSouth == (int)ExitStates.Open)
                {
                    p.Y++;
                    toReturn.Content += "You exit south. \r\n";
                }
                else
                {
                    toReturn.Content += "You can't go that way.\r\n";
                }
            }
            if (words.Any("|west|".Contains))
            {
                if (_rooms[p.X, p.Y, p.Z].ExitWest == (int)ExitStates.Open)
                {
                    p.X--;
                    toReturn.Content += "You exit west. \r\n";
                }
                else
                {
                    toReturn.Content += "You can't go that way.\r\n";
                }
            }
            if (words.Any("|up|".Contains))
            {
                if (_rooms[p.X, p.Y, p.Z].ExitUp == (int)ExitStates.Open)
                {
                    p.Z--;
                    toReturn.Content += "You ascend to safer places in the dungeon - you go up to level " + p.Z + "... \r\n";
                }
                else
                {
                    toReturn.Content += "You can't go that way.\r\n";
                }
            }
            if (words.Any("|down|".Contains))
            {
                if (_rooms[p.X, p.Y, p.Z].ExitDown == (int)ExitStates.Open)
                {
                    p.Z++;
                    toReturn.Content += "You descend deeper into the dungeon - you go down to level " + p.Z + "... \r\n";
                }
                else
                {
                    toReturn.Content += "You can't go that way.\r\n";
                }
            }

            // Look
            if (words.Any("|look|".Contains))
            {
                toReturn.Content += "You look around...\r\n";
            }

            // Help
            if (words.Any("|score|".Contains) || words.Any("|status|".Contains))
            {
                toReturn.Content += "==Status==\r\n";
                toReturn.Content += "Name: " + p.Username + "\r\n";
                toReturn.Content += "Location co-ords (xyz): " + p.X + p.Y + p.Z + "\r\n";
                toReturn.Content += "Level: " + p.Level + "\r\n";
                toReturn.Content += "Health: " + p.Health + "\r\n";
                toReturn.Content += "Strengh: " + p.Strength + "\r\n";
                toReturn.Content += "Magic: " + p.Magic + "\r\n";
                toReturn.Content += "Luck: " + p.Luck + "\r\n";
                toReturn.Content += "Current weapons:(to do)\r\n";
                toReturn.Content += "Wearing:(to do)\r\n";
                return(toReturn);
            }

            // Help
            if (words.Any("|help|".Contains))
            {
                toReturn.Content += "Commands so far are north, east, south, west, up, down, look, status and help.\r\n";
                return(toReturn);
            }

            // Attack
            if (words.Any("|attack|".Contains) || words.Any("|kill|".Contains) || words.Any("|hit|".Contains))
            {
                var monstersEnumerable = GetMonstersInRoom(p.X, p.Y, p.Z);
                if (monstersEnumerable != null)
                {
                    toReturn.Content += Fight(p, monstersEnumerable.First());
                    toReturn.Content += Fight(monstersEnumerable.First(), p);
                }
                else
                {
                    toReturn.Content += "Attack what? There's no one here.\r\n";
                }
                return(toReturn);
            }

            // Don't understand
            if (toReturn.Content == "")
            {
                toReturn.Content =
                    "I'm sorry, I didn't understand that. Try using simple words, type 'help' for a full list of commands I understand.\r\n";
            }
            else
            {
                // Get info about room to append to this at end of every toot unless we say not to above
                if (showRoomDetails)
                {
                    toReturn.Content += ExamineRoomExtras(p);
                }
            }

            return(toReturn);
        }