Inheritance: EntityBase
Exemplo n.º 1
0
        public void EndCombat()
        {
            if (!_InCombat)
            {
                throw new InvalidOperationException("Attempted to end combat while not in combat.");
            }

            _CombatTarget = null;
            _InCombat     = false;
            _CombatTask.Dispose();
        }
Exemplo n.º 2
0
        public void StartCombat(CombatEntity target)
        {
            if (_InCombat)
            {
                throw new InvalidOperationException("Attempted to start combat while already in combat.");
            }

            _CombatTarget = target;
            _InCombat     = true;
            _CombatTask   = Program.Scheduler.Start(CombatTask(), TaskExecutionPolicy.RunAsBackgroundTask);
        }
Exemplo n.º 3
0
        public void StartCombat(CombatEntity target)
        {
            if (_InCombat)
                throw new InvalidOperationException("Attempted to start combat while already in combat.");

            _CombatTarget = target;
            _InCombat = true;
            _CombatTask = Program.Scheduler.Start(CombatTask(), TaskExecutionPolicy.RunAsBackgroundTask);
        }
Exemplo n.º 4
0
        public void EndCombat()
        {
            if (!_InCombat)
                throw new InvalidOperationException("Attempted to end combat while not in combat.");

            _CombatTarget = null;
            _InCombat = false;
            _CombatTask.Dispose();
        }
Exemplo n.º 5
0
        private static void AddPlayerCommands(AlphaTrie <CommandHandler> _)
        {
            _.Insert(
                "say",
                new CommandHandler(
                    new CommandHandler.PlayerCheckDelegate[] {
                CheckPlayerIsAlive
            },
                    delegate(Player p, string[] words) {
                if (words.Length < 2)
                {
                    p.SendMessage("What did you want to <say>, exactly?");
                    p.SendPrompt();
                }
                else
                {
                    Event.Send(new { Type = EventType.Say, Sender = p, Text = string.Join(" ", words, 1, words.Length - 1) });
                }
                return(null);
            }));

            _.Insert(
                "emote",
                new CommandHandler(
                    new CommandHandler.PlayerCheckDelegate[] {
                CheckPlayerIsAlive
            },
                    delegate(Player p, string[] words) {
                if (words.Length < 2)
                {
                    p.SendMessage("What were you trying to do?");
                    p.SendPrompt();
                }
                else
                {
                    Event.Send(new { Type = EventType.Emote, Sender = p, Text = string.Join(" ", words, 1, words.Length - 1) });
                }
                return(null);
            }));

            _.Insert(
                "tell",
                new CommandHandler(
                    new CommandHandler.PlayerCheckDelegate[] {
                CheckPlayerIsAlive
            },
                    delegate(Player p, string[] words) {
                if (words.Length < 3)
                {
                    p.SendMessage("Who did you want to <tell> what?");
                    p.SendPrompt();
                }
                else
                {
                    string name = words[1];
                    IEntity to  = p.Location.ResolveName(name);
                    if (to != null)
                    {
                        Event.Send(new { Type = EventType.Tell, Sender = p, Recipient = to, Text = string.Join(" ", words, 2, words.Length - 2) });
                    }
                    else
                    {
                        p.SendMessage("Who do you think you're talking to? There's nobody named {0} here.", name);
                        p.SendPrompt();
                    }
                }
                return(null);
            }));

            _.Insert(
                "look",
                new CommandHandler(
                    new CommandHandler.PlayerCheckDelegate[] {
            },
                    delegate(Player p, string[] words) {
                p.PerformLook(words);
                p.SendPrompt();
                return(null);
            }));

            _.Insert(
                "go",
                new CommandHandler(
                    new CommandHandler.PlayerCheckDelegate[] {
                CheckPlayerIsAlive
            },
                    delegate(Player p, string[] words) {
                try {
                    string exitText  = string.Join(" ", words, 1, words.Length - 1).Trim().ToLower();
                    Action <Exit> go = (exit) => {
                        if (World.Locations.ContainsKey(exit.Target.ToLower()))
                        {
                            p.Location = World.Locations[exit.Target.ToLower()];
                        }
                        else
                        {
                            Console.WriteLine("Warning: '{0}' exit '{1}' leads to undefined location '{2}'.", p.Location.Name, exit.Description, exit.Target);
                            p.SendMessage("Your attempt to leave via {0} is thwarted by a mysterious force.", exit.Description);
                            p.SendPrompt();
                        }
                    };
                    foreach (var e in p.Location.Exits)
                    {
                        if (e.Description.ToLower().Contains(exitText))
                        {
                            go(e);
                            break;
                        }
                    }
                }
                catch {
                    p.SendMessage("You can't find that exit.");
                    p.SendPrompt();
                }
                return(null);
            }));

            _.Insert(
                "kill",
                new CommandHandler(
                    new CommandHandler.PlayerCheckDelegate[] {
                CheckPlayerIsAlive
            },
                    delegate(Player p, string[] words) {
                if (words.Length < 2)
                {
                    p.SendMessage("Who did you want to kill?");
                    p.SendPrompt();
                }
                else if (p.InCombat)
                {
                    p.SendMessage("You're already busy fighting!");
                    p.SendPrompt();
                }
                else
                {
                    string name = words[1];
                    IEntity to  = p.Location.ResolveName(name);
                    if (to == p)
                    {
                        p.SendMessage("You don't really want to kill yourself, you're just looking for attention.");
                        p.SendPrompt();
                    }
                    else if (to != null)
                    {
                        if (to is CombatEntity)
                        {
                            CombatEntity cto = to as CombatEntity;
                            if (cto.InCombat == false)
                            {
                                p.StartCombat(cto);
                                cto.StartCombat(p);
                                Event.Send(new { Type = EventType.CombatStart, Sender = p, Target = cto });
                            }
                            else
                            {
                                p.SendMessage("They're already in combat, and you don't want to interfere.");
                                p.SendPrompt();
                            }
                        }
                        else
                        {
                            p.SendMessage("You don't think that's such a great idea.");
                            p.SendPrompt();
                        }
                    }
                    else
                    {
                        p.SendMessage("Who are you trying to kill, exactly? There's nobody named {0} here.", name);
                        p.SendPrompt();
                    }
                }
                return(null);
            }));

            _.Insert(
                "quit",
                new CommandHandler(
                    new CommandHandler.PlayerCheckDelegate[] {
            },
                    delegate(Player p, string[] words) {
                p.Client.Dispose();
                return(null);
            }));

            _.Insert(
                "commands",
                new CommandHandler(
                    new CommandHandler.PlayerCheckDelegate[] {
            },
                    delegate(Player p, string[] words) {
                p.SendMessage("Commands:");
                foreach (var Command in p._Commands.Traverse())
                {
                    p.SendMessage(" {0}", Command.Key);
                }
                return(null);
            }));

            _.Insert(
                "help",
                new CommandHandler(
                    new CommandHandler.PlayerCheckDelegate[] {
                CheckPlayerIsAlive
            },
                    delegate(Player p, string[] words) {
                p.SendMessage("You can <say> things to those nearby, if you feel like chatting.");
                p.SendMessage("You can also <tell> somebody things if you wish to speak privately.");
                p.SendMessage("You can also <emote> within sight of others.");
                p.SendMessage("If you're feeling lost, try taking a <look> around.");
                p.SendMessage("To move somewhere either <go> there, or enter the name of the exit.");
                p.SendMessage("Looking to make trouble? Try to <kill> someone!");
                p.SendMessage("If you get bored you can always <quit> the game.");
                p.SendPrompt();
                return(null);
            }));
        }