Пример #1
0
        private void ApplyCooldown(NWPlayer pc, CooldownCategory cooldown, IPerk ability)
        {
            float finalCooldown   = ability.CooldownTime(pc, (float)cooldown.BaseCooldownTime);
            int   cooldownSeconds = (int)finalCooldown;
            int   cooldownMillis  = (int)((finalCooldown - cooldownSeconds) * 100);

            PCCooldown pcCooldown = _db.PCCooldowns.Single(x => x.PlayerID == pc.GlobalID && x.CooldownCategoryID == cooldown.CooldownCategoryID);

            pcCooldown.DateUnlocked = DateTime.UtcNow.AddSeconds(cooldownSeconds).AddMilliseconds(cooldownMillis);
            _db.SaveChanges();
        }
Пример #2
0
        public static void ApplyCooldown(NWPlayer pc, CooldownCategory cooldown, IPerkHandler ability, int spellFeatID)
        {
            float finalCooldown   = ability.CooldownTime(pc, (float)cooldown.BaseCooldownTime, spellFeatID);
            int   cooldownSeconds = (int)finalCooldown;
            int   cooldownMillis  = (int)((finalCooldown - cooldownSeconds) * 100);

            PCCooldown pcCooldown = DataService.GetAll <PCCooldown>().Single(x => x.PlayerID == pc.GlobalID && x.CooldownCategoryID == cooldown.ID);

            pcCooldown.DateUnlocked = DateTime.UtcNow.AddSeconds(cooldownSeconds).AddMilliseconds(cooldownMillis);
            DataService.SubmitDataChange(pcCooldown, DatabaseActionType.Update);
        }
Пример #3
0
        public void GetByID_OneItem_ReturnsCooldownCategory()
        {
            // Arrange
            CooldownCategory entity = new CooldownCategory {
                ID = 1
            };

            // Act
            MessageHub.Instance.Publish(new OnCacheObjectSet <CooldownCategory>(entity));

            // Assert
            Assert.AreNotSame(entity, _cache.GetByID(1));
        }
Пример #4
0
        public void GetByID_TwoItems_ReturnsCorrectObject()
        {
            // Arrange
            CooldownCategory entity1 = new CooldownCategory {
                ID = 1
            };
            CooldownCategory entity2 = new CooldownCategory {
                ID = 2
            };

            // Act
            MessageHub.Instance.Publish(new OnCacheObjectSet <CooldownCategory>(entity1));
            MessageHub.Instance.Publish(new OnCacheObjectSet <CooldownCategory>(entity2));

            // Assert
            Assert.AreNotSame(entity1, _cache.GetByID(1));
            Assert.AreNotSame(entity2, _cache.GetByID(2));
        }
Пример #5
0
        public static void ApplyCooldown(NWCreature creature, CooldownCategory cooldown, IPerkHandler handler, int spellTier, float armorPenalty)
        {
            if (armorPenalty <= 0.0f)
            {
                armorPenalty = 1.0f;
            }

            // If player has a a cooldown recovery bonus on their equipment, apply that change now.

            if (creature.IsPlayer)
            {
                var effectiveStats = PlayerStatService.GetPlayerItemEffectiveStats(creature.Object);
                if (effectiveStats.CooldownRecovery > 0)
                {
                    armorPenalty -= (effectiveStats.CooldownRecovery * 0.01f);
                }
            }

            // There's a cap of 50% cooldown reduction from equipment.
            if (armorPenalty < 0.5f)
            {
                armorPenalty = 0.5f;
            }

            Console.WriteLine("armorPenalty final = " + armorPenalty);

            float    finalCooldown   = handler.CooldownTime(creature, (float)cooldown.BaseCooldownTime, spellTier) * armorPenalty;
            int      cooldownSeconds = (int)finalCooldown;
            int      cooldownMillis  = (int)((finalCooldown - cooldownSeconds) * 100);
            DateTime unlockDate      = DateTime.UtcNow.AddSeconds(cooldownSeconds).AddMilliseconds(cooldownMillis);

            if (creature.IsPlayer)
            {
                PCCooldown pcCooldown = DataService.Single <PCCooldown>(x => x.PlayerID == creature.GlobalID && x.CooldownCategoryID == cooldown.ID);
                pcCooldown.DateUnlocked = unlockDate;
                DataService.SubmitDataChange(pcCooldown, DatabaseActionType.Update);
            }
            else
            {
                string unlockDateString = unlockDate.ToString("yyyy-MM-dd hh:mm:ss");
                creature.SetLocalString("ABILITY_COOLDOWN_ID_" + (int)handler.PerkType, unlockDateString);
            }
        }
Пример #6
0
        public void GetByID_RemovedItem_ReturnsCorrectObject()
        {
            // Arrange
            CooldownCategory entity1 = new CooldownCategory {
                ID = 1
            };
            CooldownCategory entity2 = new CooldownCategory {
                ID = 2
            };

            // Act
            MessageHub.Instance.Publish(new OnCacheObjectSet <CooldownCategory>(entity1));
            MessageHub.Instance.Publish(new OnCacheObjectSet <CooldownCategory>(entity2));
            MessageHub.Instance.Publish(new OnCacheObjectDeleted <CooldownCategory>(entity1));

            // Assert
            Assert.Throws <KeyNotFoundException>(() => { _cache.GetByID(1); });
            Assert.AreNotSame(entity2, _cache.GetByID(2));
        }
Пример #7
0
        public void GetByID_NoItems_ThrowsKeyNotFoundException()
        {
            // Arrange
            CooldownCategory entity1 = new CooldownCategory {
                ID = 1
            };
            CooldownCategory entity2 = new CooldownCategory {
                ID = 2
            };

            // Act
            MessageHub.Instance.Publish(new OnCacheObjectSet <CooldownCategory>(entity1));
            MessageHub.Instance.Publish(new OnCacheObjectSet <CooldownCategory>(entity2));
            MessageHub.Instance.Publish(new OnCacheObjectDeleted <CooldownCategory>(entity1));
            MessageHub.Instance.Publish(new OnCacheObjectDeleted <CooldownCategory>(entity2));

            // Assert
            Assert.Throws <KeyNotFoundException>(() => { _cache.GetByID(1); });
            Assert.Throws <KeyNotFoundException>(() => { _cache.GetByID(2); });
        }
Пример #8
0
        public bool Run(params object[] args)
        {
            NWPlayer pc          = (NWPlayer)args[0];
            string   spellUUID   = Convert.ToString(args[1]);
            int      perkID      = (int)args[2];
            NWObject target      = (NWObject)args[3];
            int      pcPerkLevel = (int)args[4];

            Data.Entity.Perk  entity        = _data.Single <Data.Entity.Perk>(x => x.ID == perkID);
            CooldownCategory  cooldown      = _data.SingleOrDefault <CooldownCategory>(x => x.ID == entity.CooldownCategoryID);
            PerkExecutionType executionType = (PerkExecutionType)entity.ExecutionTypeID;

            return(App.ResolveByInterface <IPerk, bool>("Perk." + entity.ScriptName, perk =>
            {
                if (pc.GetLocalInt(spellUUID) == (int)SpellStatusType.Interrupted || // Moved during casting
                    pc.CurrentHP < 0 || pc.IsDead)                                   // Or is dead/dying
                {
                    pc.DeleteLocalInt(spellUUID);
                    return false;
                }

                pc.DeleteLocalInt(spellUUID);

                if (executionType == PerkExecutionType.ForceAbility ||
                    executionType == PerkExecutionType.CombatAbility ||
                    executionType == PerkExecutionType.Stance)
                {
                    perk.OnImpact(pc, target, pcPerkLevel);

                    if (entity.CastAnimationID != null && entity.CastAnimationID > 0)
                    {
                        pc.AssignCommand(() =>
                        {
                            _.ActionPlayAnimation((int)entity.CastAnimationID, 1f, 1f);
                        });
                    }

                    if (target.IsNPC)
                    {
                        _ability.ApplyEnmity(pc, (target.Object), entity);
                    }
                }
                else if (executionType == PerkExecutionType.QueuedWeaponSkill)
                {
                    _ability.HandleQueueWeaponSkill(pc, entity, perk);
                }


                // Adjust FP only if spell cost > 0
                Data.Entity.Player pcEntity = _data.Single <Data.Entity.Player>(x => x.ID == pc.GlobalID);
                if (perk.FPCost(pc, entity.BaseFPCost) > 0)
                {
                    pcEntity.CurrentFP = pcEntity.CurrentFP - perk.FPCost(pc, entity.BaseFPCost);
                    _data.SubmitDataChange(pcEntity, DatabaseActionType.Update);
                    pc.SendMessage(_color.Custom("FP: " + pcEntity.CurrentFP + " / " + pcEntity.MaxFP, 32, 223, 219));
                }

                bool hasChainspell = _customEffect.DoesPCHaveCustomEffect(pc, CustomEffectType.Chainspell) &&
                                     executionType == PerkExecutionType.ForceAbility;

                if (!hasChainspell)
                {
                    // Mark cooldown on category
                    _ability.ApplyCooldown(pc, cooldown, perk);
                }
                pc.IsBusy = false;
                pc.SetLocalInt(spellUUID, (int)SpellStatusType.Completed);

                return true;
            }));
        }
Пример #9
0
        public bool Run(params object[] args)
        {
            using (new Profiler(nameof(FinishAbilityUse)))
            {
                // These arguments are sent from the AbilityService's ActivateAbility method.
                NWCreature activator    = (NWCreature)args[0];
                string     spellUUID    = Convert.ToString(args[1]);
                int        perkID       = (int)args[2];
                NWObject   target       = (NWObject)args[3];
                int        pcPerkLevel  = (int)args[4];
                int        spellTier    = (int)args[5];
                float      armorPenalty = (float)args[6];

                // Get the relevant perk information from the database.
                Data.Entity.Perk dbPerk = DataService.Single <Data.Entity.Perk>(x => x.ID == perkID);

                // The execution type determines how the perk behaves and the rules surrounding it.
                PerkExecutionType executionType = dbPerk.ExecutionTypeID;

                // Get the class which handles this perk's behaviour.
                IPerkHandler perk = PerkService.GetPerkHandler(perkID);

                // Pull back cooldown information.
                int?cooldownID            = perk.CooldownCategoryID(activator, dbPerk.CooldownCategoryID, spellTier);
                CooldownCategory cooldown = cooldownID == null ? null : DataService.SingleOrDefault <CooldownCategory>(x => x.ID == cooldownID);

                // If the activator interrupted the spell or died, we can bail out early.
                if (activator.GetLocalInt(spellUUID) == (int)SpellStatusType.Interrupted || // Moved during casting
                    activator.CurrentHP < 0 || activator.IsDead)                            // Or is dead/dying
                {
                    activator.DeleteLocalInt(spellUUID);
                    return(false);
                }

                // Remove the temporary UUID which is tracking this spell cast.
                activator.DeleteLocalInt(spellUUID);

                // Force Abilities, Combat Abilities, Stances, and Concentration Abilities
                if (executionType == PerkExecutionType.ForceAbility ||
                    executionType == PerkExecutionType.CombatAbility ||
                    executionType == PerkExecutionType.Stance ||
                    executionType == PerkExecutionType.ConcentrationAbility)
                {
                    // Run the impact script.
                    perk.OnImpact(activator, target, pcPerkLevel, spellTier);

                    // If an animation is specified for this perk, play it now.
                    if (dbPerk.CastAnimationID != null && dbPerk.CastAnimationID > 0)
                    {
                        activator.AssignCommand(() => { _.ActionPlayAnimation((int)dbPerk.CastAnimationID, 1f, 1f); });
                    }

                    // If the target is an NPC, assign enmity towards this creature for that NPC.
                    if (target.IsNPC)
                    {
                        AbilityService.ApplyEnmity(activator, target.Object, dbPerk);
                    }
                }

                // Adjust creature's current FP, if necessary.
                // Adjust FP only if spell cost > 0
                PerkFeat perkFeat = DataService.Single <PerkFeat>(x => x.PerkID == perkID && x.PerkLevelUnlocked == spellTier);
                int      fpCost   = perk.FPCost(activator, perkFeat.BaseFPCost, spellTier);

                if (fpCost > 0)
                {
                    int currentFP = AbilityService.GetCurrentFP(activator);
                    int maxFP     = AbilityService.GetMaxFP(activator);
                    currentFP -= fpCost;
                    AbilityService.SetCurrentFP(activator, currentFP);
                    activator.SendMessage(ColorTokenService.Custom("FP: " + currentFP + " / " + maxFP, 32, 223, 219));
                }

                // Notify activator of concentration ability change and also update it in the DB.
                if (executionType == PerkExecutionType.ConcentrationAbility)
                {
                    AbilityService.StartConcentrationEffect(activator, perkID, spellTier);
                    activator.SendMessage("Concentration ability activated: " + dbPerk.Name);

                    // The Skill Increase effect icon and name has been overwritten. Apply the effect to the player now.
                    // This doesn't do anything - it simply gives a visual cue that the player has an active concentration effect.
                    _.ApplyEffectToObject(_.DURATION_TYPE_PERMANENT, _.EffectSkillIncrease(_.SKILL_USE_MAGIC_DEVICE, 1), activator);
                }

                // Handle applying cooldowns, if necessary.
                if (cooldown != null)
                {
                    AbilityService.ApplyCooldown(activator, cooldown, perk, spellTier, armorPenalty);
                }

                // Mark the creature as no longer busy.
                activator.IsBusy = false;

                // Mark the spell cast as complete.
                activator.SetLocalInt(spellUUID, (int)SpellStatusType.Completed);

                return(true);
            }
        }
Пример #10
0
        public bool Run(params object[] args)
        {
            using (new Profiler(nameof(FinishAbilityUse)))
            {
                NWPlayer pc          = (NWPlayer)args[0];
                string   spellUUID   = Convert.ToString(args[1]);
                int      perkID      = (int)args[2];
                NWObject target      = (NWObject)args[3];
                int      pcPerkLevel = (int)args[4];
                int      featID      = (int)args[5];

                Data.Entity.Perk  entity        = DataService.Single <Data.Entity.Perk>(x => x.ID == perkID);
                PerkExecutionType executionType = (PerkExecutionType)entity.ExecutionTypeID;
                IPerkHandler      perk          = PerkService.GetPerkHandler(perkID);

                int?cooldownID            = perk.CooldownCategoryID(pc, entity.CooldownCategoryID, featID);
                CooldownCategory cooldown = cooldownID == null ? null : DataService.SingleOrDefault <CooldownCategory>(x => x.ID == cooldownID);

                if (pc.GetLocalInt(spellUUID) == (int)SpellStatusType.Interrupted || // Moved during casting
                    pc.CurrentHP < 0 || pc.IsDead)                                   // Or is dead/dying
                {
                    pc.DeleteLocalInt(spellUUID);
                    return(false);
                }

                pc.DeleteLocalInt(spellUUID);

                if (executionType == PerkExecutionType.ForceAbility ||
                    executionType == PerkExecutionType.CombatAbility ||
                    executionType == PerkExecutionType.Stance)
                {
                    perk.OnImpact(pc, target, pcPerkLevel, featID);

                    if (entity.CastAnimationID != null && entity.CastAnimationID > 0)
                    {
                        pc.AssignCommand(() => { _.ActionPlayAnimation((int)entity.CastAnimationID, 1f, 1f); });
                    }

                    if (target.IsNPC)
                    {
                        AbilityService.ApplyEnmity(pc, (target.Object), entity);
                    }
                }
                else if (executionType == PerkExecutionType.QueuedWeaponSkill)
                {
                    AbilityService.HandleQueueWeaponSkill(pc, entity, perk, featID);
                }


                // Adjust FP only if spell cost > 0
                Data.Entity.Player pcEntity = DataService.Single <Data.Entity.Player>(x => x.ID == pc.GlobalID);
                int fpCost = perk.FPCost(pc, entity.BaseFPCost, featID);

                if (fpCost > 0)
                {
                    pcEntity.CurrentFP = pcEntity.CurrentFP - fpCost;
                    DataService.SubmitDataChange(pcEntity, DatabaseActionType.Update);
                    pc.SendMessage(ColorTokenService.Custom("FP: " + pcEntity.CurrentFP + " / " + pcEntity.MaxFP, 32, 223, 219));
                }

                bool hasChainspell = CustomEffectService.DoesPCHaveCustomEffect(pc, CustomEffectType.Chainspell) &&
                                     executionType == PerkExecutionType.ForceAbility;

                if (!hasChainspell && cooldown != null)
                {
                    // Mark cooldown on category
                    AbilityService.ApplyCooldown(pc, cooldown, perk, featID);
                }

                pc.IsBusy = false;
                pc.SetLocalInt(spellUUID, (int)SpellStatusType.Completed);

                return(true);
            }
        }
Пример #11
0
        private void CastSpell(NWPlayer pc,
                               NWObject target,
                               Data.Entities.Perk entity,
                               IPerk perk,
                               CooldownCategory cooldown)
        {
            string spellUUID       = Guid.NewGuid().ToString();
            int    itemBonus       = pc.CastingSpeed;
            float  baseCastingTime = perk.CastingTime(pc, (float)entity.BaseCastingTime);
            float  castingTime     = baseCastingTime;

            // Casting Bonus % - Shorten casting time.
            if (itemBonus < 0)
            {
                float castingPercentageBonus = Math.Abs(itemBonus) * 0.01f;
                castingTime = castingTime - (castingTime * castingPercentageBonus);
            }
            // Casting Penalty % - Increase casting time.
            else if (itemBonus > 0)
            {
                float castingPercentageBonus = Math.Abs(itemBonus) * 0.01f;
                castingTime = castingTime + (castingTime * castingPercentageBonus);
            }

            if (castingTime < 0.5f)
            {
                castingTime = 0.5f;
            }

            // Heavy armor increases casting time by 2x the base casting time
            if (pc.Chest.CustomItemType == CustomItemType.HeavyArmor)
            {
                castingTime = baseCastingTime * 2;
            }

            if (_.GetActionMode(pc.Object, ACTION_MODE_STEALTH) == 1)
            {
                _.SetActionMode(pc.Object, ACTION_MODE_STEALTH, 0);
            }

            _.ClearAllActions();
            _biowarePosition.TurnToFaceObject(target, pc);
            _.ApplyEffectToObject(DURATION_TYPE_TEMPORARY,
                                  _.EffectVisualEffect(VFX_DUR_ELEMENTAL_SHIELD),
                                  pc.Object,
                                  castingTime + 0.2f);

            float animationTime = castingTime;

            pc.AssignCommand(() => _.ActionPlayAnimation(ANIMATION_LOOPING_CONJURE1, 1.0f, animationTime - 0.1f));

            pc.IsBusy = true;
            CheckForSpellInterruption(pc, spellUUID, pc.Position);
            pc.SetLocalInt(spellUUID, SPELL_STATUS_STARTED);

            _nwnxPlayer.StartGuiTimingBar(pc, (int)castingTime, "");

            pc.DelayCommand(() =>
            {
                if (pc.GetLocalInt(spellUUID) == SPELL_STATUS_INTERRUPTED || // Moved during casting
                    pc.CurrentHP < 0 || pc.IsDead)                           // Or is dead/dying
                {
                    pc.DeleteLocalInt(spellUUID);
                    pc.SendMessage("Your spell has been interrupted.");
                    return;
                }

                pc.DeleteLocalInt(spellUUID);

                if ((PerkExecutionType)entity.ExecutionTypeID == PerkExecutionType.Spell ||
                    (PerkExecutionType)entity.ExecutionTypeID == PerkExecutionType.CombatAbility)
                {
                    perk.OnImpact(pc, target);
                }
                else
                {
                    HandleQueueWeaponSkill(pc, entity, perk);
                }


                // Adjust mana only if spell cost > 0
                PlayerCharacter pcEntity = _db.PlayerCharacters.Single(x => x.PlayerID == pc.GlobalID);
                if (perk.ManaCost(pc, entity.BaseManaCost) > 0)
                {
                    pcEntity.CurrentMana = pcEntity.CurrentMana - perk.ManaCost(pc, entity.BaseManaCost);
                    _db.SaveChanges();
                    pc.SendMessage(_color.Custom("Mana: " + pcEntity.CurrentMana + " / " + pcEntity.MaxMana, 32, 223, 219));
                }

                if (_random.Random(100) + 1 <= 3)
                {
                    _food.DecreaseHungerLevel(pc, 1);
                }
                // Mark cooldown on category
                ApplyCooldown(pc, cooldown, perk);
                pc.IsBusy = false;
            }, castingTime + 0.5f);
        }