Пример #1
0
        public static void Main()
        {
            NWGameObject player = GetLastUsedBy();

            if (!GetIsPlayer(player))
            {
                return;
            }

            var position    = GetPosition(player);
            var orientation = GetFacing(player);
            var area        = GetArea(player);
            var areaResref  = GetResRef(area);

            var playerID = GetGlobalID(player);
            var entity   = PlayerRepo.Get(playerID);

            entity.RespawnAreaResref          = areaResref;
            entity.RespawnLocationOrientation = orientation;
            entity.RespawnLocationX           = position.X;
            entity.RespawnLocationY           = position.Y;
            entity.RespawnLocationZ           = position.Z;

            PlayerRepo.Set(entity);
            SendMessageToPC(player, "Your home point has been set to this location.");
        }
Пример #2
0
        /// <summary>
        /// Deletes a player's character. Player must submit the command twice within 30 seconds.
        /// </summary>
        /// <param name="user"></param>
        /// <param name="target"></param>
        /// <param name="targetLocation"></param>
        /// <param name="args"></param>
        public void DoAction(NWGameObject user, NWGameObject target, Location targetLocation, params string[] args)
        {
            string lastSubmission    = GetLocalString(user, "DELETE_CHARACTER_LAST_SUBMISSION");
            bool   isFirstSubmission = true;

            // Check for the last submission, if any.
            if (!string.IsNullOrWhiteSpace(lastSubmission))
            {
                // Found one, parse it.
                DateTime dateTime = DateTime.Parse(lastSubmission);
                if (DateTime.UtcNow <= dateTime.AddSeconds(30))
                {
                    // Player submitted a second request within 30 seconds of the last one.
                    // This is a confirmation they want to delete.
                    isFirstSubmission = false;
                }
            }

            // Player hasn't submitted or time has elapsed
            if (isFirstSubmission)
            {
                SetLocalString(user, "DELETE_CHARACTER_LAST_SUBMISSION", DateTime.UtcNow.ToString(CultureInfo.InvariantCulture));
                FloatingTextStringOnCreature(user, "Please confirm your deletion by entering another \"/delete <CD Key>\" command within 30 seconds.");
            }
            else
            {
                var playerID = GetGlobalID(user);
                var entity   = PlayerRepo.Get(playerID);
                entity.IsDeleted = true;
                PlayerRepo.Set(entity);

                BootPC(user, "Your character has been deleted.");
                NWNXAdmin.DeletePlayerCharacter(user, true);
            }
        }
Пример #3
0
        private void MainPageResponses(int responseID)
        {
            var player    = GetPC();
            var playerID  = GetGlobalID(player);
            var entity    = PlayerRepo.Get(playerID);
            var response  = GetResponseByID("MainPage", responseID);
            var classType = (ClassType)response.Data;

            var data = new JobChanged(player, entity.CurrentJob, classType);

            Publish.CustomEvent(player, JobEventPrefix.OnJobChanged, data);
        }
Пример #4
0
        /// <summary>
        /// Teleports player to his or her last home point.
        /// </summary>
        /// <param name="player">The player to teleport</param>
        private static void SendToHomePoint(NWGameObject player)
        {
            var playerID = GetGlobalID(player);
            var entity   = PlayerRepo.Get(playerID);
            var area     = GetAreaByResRef(entity.RespawnAreaResref);
            var position = Vector(
                entity.RespawnLocationX,
                entity.RespawnLocationY,
                entity.RespawnLocationZ);

            var location = Location(area, position, entity.RespawnLocationOrientation);

            AssignCommand(player, () => ActionJumpToLocation(location));
        }
Пример #5
0
        public static void Main()
        {
            var data         = Script.GetScriptData <JobChanged>();
            var newJob       = data.NewJob;
            var player       = data.Player;
            var playerID     = GetGlobalID(player);
            var playerEntity = PlayerRepo.Get(playerID);
            var jobEntity    = JobRepo.Get(playerID, newJob);

            playerEntity.CurrentJob = newJob;

            NWNXCreature.SetClassByPosition(player, ClassPosition.First, newJob);
            NWNXCreature.SetLevelByPosition(player, ClassPosition.First, jobEntity.Level);
            SetXP(player, jobEntity.XP);
            PlayerRepo.Set(playerEntity);
        }
Пример #6
0
        /// <summary>
        /// Retrieves feat user stats. Data is retrieved differently based on whether user is a player or NPC.
        /// </summary>
        /// <returns>The stats of the user</returns>
        private static UserStats GetUserStats(NWGameObject user, NWGameObject target, Feat feat)
        {
            var ability        = AbilityRegistry.Get(feat);
            var targetLocation = GetIsObjectValid(target) ? GetLocation(target) : NWNXEvents.OnFeatUsed_GetTargetLocation();

            var stats = new UserStats
            {
                User = user,
                AbilityDefinition = ability,
                Target            = target,
                TargetLocation    = targetLocation,
                CastingPosition   = GetPosition(user),
                MPCost            = ability.MP(user),
                Feat = feat
            };

            // Players - retrieve from DB
            if (GetIsPlayer(user))
            {
                var playerID = GetGlobalID(user);
                var player   = PlayerRepo.Get(playerID);
                var cooldown = CooldownRepo.Get(playerID, feat);
                stats.MP             = player.MP;
                stats.CooldownUnlock = cooldown.DateUnlocked;
            }
            // NPCs - retrieve from local variables
            else if (GetIsNPC(user))
            {
                stats.MP = GetLocalInt(user, "MP_CURRENT");

                var cooldown = GetLocalString(user, $"ABILITY_COOLDOWN_{feat}");
                if (string.IsNullOrWhiteSpace(cooldown))
                {
                    stats.CooldownUnlock = DateTime.UtcNow;
                }
                else
                {
                    stats.CooldownUnlock = DateTime.ParseExact(cooldown, "yyyy-MM-dd hh:mm:ss", CultureInfo.InvariantCulture);
                }
            }

            stats.Now = DateTime.UtcNow;

            return(stats);
        }
        /// <summary>
        /// Handles the migration of player characters.
        /// </summary>
        public static void Main()
        {
            var player = _.GetEnteringObject();

            if (!_.GetIsPlayer(player))
            {
                return;
            }

            // Player doesn't have an ID assigned. Generate one and set it on them.
            string tag = _.GetTag(player);

            if (string.IsNullOrWhiteSpace(tag))
            {
                var id = Guid.NewGuid();
                _.SetTag(player, id.ToString());
            }

            var playerID = _.GetGlobalID(player);
            var pcEntity = PlayerRepo.Get(playerID);

            // Iterate over the registered migrations. If player is below the migration version, that migration will be executed upon them.
            // If player is at or above that version, nothing will happen and they will move to the next migration in the list.
            foreach (var migration in _registeredMigrations)
            {
                if (pcEntity.Version < migration.Version)
                {
                    try
                    {
                        migration.RunMigration(player);

                        // The migration might have modified the entity. Pull back a fresh copy and update the version.
                        pcEntity         = PlayerRepo.Get(playerID);
                        pcEntity.Version = migration.Version;
                        PlayerRepo.Set(pcEntity);
                    }
                    catch (Exception ex)
                    {
                        throw new Exception($"Failed to apply migration {migration.GetType().FullName}", ex);
                    }
                }
            }
        }
Пример #8
0
        public void RunMigration(NWGameObject player)
        {
            var playerID = GetGlobalID(player);
            var entity   = PlayerRepo.Get(playerID);
            var job      = GetClassByPosition(ClassPosition.First, player);

            entity.Name       = GetName(player);
            entity.CurrentJob = job;
            PlayerRepo.Set(entity);

            InitializeJobs(playerID);
            InitializeSkills(player);
            InitializeSavingThrows(player);
            RemoveNWNSpells(player);

            // Treat this initialization as a job change and a level-up.
            Publish.CustomEvent(player, JobEventPrefix.OnJobChanged, new JobChanged(player, job, job));
            Publish.CustomEvent(player, JobEventPrefix.OnLeveledUp, new LeveledUp(player));
        }
Пример #9
0
        protected static void Recalculate(NWGameObject player)
        {
            var playerID      = GetGlobalID(player);
            var playerEntity  = PlayerRepo.Get(playerID);
            var @class        = GetClassByPosition(ClassPosition.First, player);
            var level         = GetLevelByPosition(ClassPosition.First, player);
            var jobDefinition = JobRegistry.Get(@class);

            // Retrieve the rating chart for the stat, then retrieve the value for that stat at this player's level.
            var hp  = RatingRegistry.Get(jobDefinition.HPRating).Get(RatingStat.HP, level);
            var mp  = RatingRegistry.Get(jobDefinition.MPRating).Get(RatingStat.MP, level);
            var ac  = RatingRegistry.Get(jobDefinition.ACRating).Get(RatingStat.AC, level);
            var bab = RatingRegistry.Get(jobDefinition.BABRating).Get(RatingStat.BAB, level);

            var str  = RatingRegistry.Get(jobDefinition.STRRating).Get(RatingStat.STR, level);
            var dex  = RatingRegistry.Get(jobDefinition.DEXRating).Get(RatingStat.DEX, level);
            var con  = RatingRegistry.Get(jobDefinition.CONRating).Get(RatingStat.CON, level);
            var wis  = RatingRegistry.Get(jobDefinition.WISRating).Get(RatingStat.WIS, level);
            var @int = RatingRegistry.Get(jobDefinition.INTRating).Get(RatingStat.INT, level);
            var cha  = RatingRegistry.Get(jobDefinition.CHARating).Get(RatingStat.CHA, level);


            // Now apply the changes to the player.
            ApplyHP(player, hp);
            playerEntity.MaxHP = hp;
            playerEntity.MaxMP = mp;
            playerEntity.HP    = hp;
            playerEntity.MP    = mp;

            NWNXCreature.SetBaseAC(player, ac);
            NWNXCreature.SetBaseAttackBonus(player, bab);

            NWNXCreature.SetRawAbilityScore(player, Ability.Strength, str);
            NWNXCreature.SetRawAbilityScore(player, Ability.Dexterity, dex);
            NWNXCreature.SetRawAbilityScore(player, Ability.Constitution, con);
            NWNXCreature.SetRawAbilityScore(player, Ability.Wisdom, wis);
            NWNXCreature.SetRawAbilityScore(player, Ability.Intelligence, @int);
            NWNXCreature.SetRawAbilityScore(player, Ability.Charisma, cha);

            PlayerRepo.Set(playerEntity);
            DelayCommand(1.0f, () => NWNXPlayer.UpdateCharacterSheet(player));
        }
        public static void Run(NWGameObject player)
        {
            if (!_.GetIsPlayer(player))
            {
                return;
            }

            var area        = _.GetArea(player);
            var position    = _.GetPosition(player);
            var orientation = _.GetFacing(player);
            var playerID    = _.GetGlobalID(player);
            var entity      = PlayerRepo.Get(playerID);

            entity.LocationX           = position.X;
            entity.LocationY           = position.Y;
            entity.LocationZ           = position.Z;
            entity.LocationOrientation = orientation;
            entity.LocationAreaResref  = _.GetResRef(area);

            PlayerRepo.Set(entity);
        }
Пример #11
0
        /// <summary>
        /// Applies all changes in stats to the database or creature local variables.
        /// </summary>
        /// <param name="stats">The current user stats.</param>
        private static void ApplyUserStatChanges(UserStats stats)
        {
            var delay       = stats.AbilityDefinition.CooldownTime(stats.User);
            var dateUnlocks = DateTime.UtcNow.AddSeconds(delay);

            if (GetIsPlayer(stats.User))
            {
                var playerID = GetGlobalID(stats.User);
                var player   = PlayerRepo.Get(playerID);
                var cooldown = CooldownRepo.Get(playerID, stats.Feat);
                player.MP             = stats.MP;
                cooldown.DateUnlocked = dateUnlocks;

                PlayerRepo.Set(player);
                CooldownRepo.Set(playerID, cooldown);
            }
            else if (GetIsNPC(stats.User))
            {
                SetLocalInt(stats.User, "MP_CURRENT", stats.MP);
                SetLocalString(stats.User, $"ABILITY_COOLDOWN_{stats.Feat}", dateUnlocks.ToString("yyyy-MM-dd hh:mm:ss", CultureInfo.InvariantCulture));
            }
        }
Пример #12
0
        public static void Main()
        {
            var player  = _.GetEnteringObject();
            var area    = _.GetArea(player);
            var areaTag = _.GetTag(area);

            // Must be a player entering the OOC entry area, otherwise we exit early.
            if (!_.GetIsPlayer(player) || areaTag != "ooc_area")
            {
                return;
            }

            var playerID     = _.GetGlobalID(player);
            var entity       = PlayerRepo.Get(playerID);
            var locationArea = _.GetAreaByResRef(entity.LocationAreaResref);
            var position     = _.Vector(entity.LocationX, entity.LocationY, entity.LocationZ);

            var location = _.Location(locationArea, position, entity.LocationOrientation);

            _.AssignCommand(player, () =>
            {
                _.ActionJumpToLocation(location);
            });
        }