示例#1
0
        public void GetByID_OneItem_ReturnsPCCraftedBlueprint()
        {
            // Arrange
            var id = Guid.NewGuid();
            PCCraftedBlueprint entity = new PCCraftedBlueprint {
                ID = id
            };

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

            // Assert
            Assert.AreNotSame(entity, _cache.GetByID(id));
        }
示例#2
0
        public void GetByID_TwoItems_ReturnsCorrectObject()
        {
            // Arrange
            var id1 = Guid.NewGuid();
            var id2 = Guid.NewGuid();
            PCCraftedBlueprint entity1 = new PCCraftedBlueprint {
                ID = id1
            };
            PCCraftedBlueprint entity2 = new PCCraftedBlueprint {
                ID = id2
            };

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

            // Assert
            Assert.AreNotSame(entity1, _cache.GetByID(id1));
            Assert.AreNotSame(entity2, _cache.GetByID(id2));
        }
示例#3
0
        public void GetByID_RemovedItem_ReturnsCorrectObject()
        {
            // Arrange
            var id1 = Guid.NewGuid();
            var id2 = Guid.NewGuid();
            PCCraftedBlueprint entity1 = new PCCraftedBlueprint {
                ID = id1
            };
            PCCraftedBlueprint entity2 = new PCCraftedBlueprint {
                ID = id2
            };

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

            // Assert
            Assert.Throws <KeyNotFoundException>(() => { _cache.GetByID(id1); });
            Assert.AreNotSame(entity2, _cache.GetByID(id2));
        }
示例#4
0
        private void RunCreateItem(NWPlayer player)
        {
            var model = _craft.GetPlayerCraftingData(player);

            CraftBlueprint blueprint     = _data.Single <CraftBlueprint>(x => x.ID == model.BlueprintID);
            BaseStructure  baseStructure = blueprint.BaseStructureID == null ? null : _data.Get <BaseStructure>(blueprint.BaseStructureID);
            PCSkill        pcSkill       = _skill.GetPCSkill(player, blueprint.SkillID);

            int   pcEffectiveLevel = _craft.CalculatePCEffectiveLevel(player, pcSkill.Rank, (SkillType)blueprint.SkillID);
            int   itemLevel        = model.AdjustedLevel;
            float chance           = CalculateBaseChanceToAddProperty(pcEffectiveLevel, itemLevel);
            float equipmentBonus   = CalculateEquipmentBonus(player, (SkillType)blueprint.SkillID);

            if (chance <= 1.0f)
            {
                player.FloatingText(_color.Red("Critical failure! You don't have enough skill to create that item. All components were lost."));
                _craft.ClearPlayerCraftingData(player, true);
                return;
            }

            int    luckyBonus   = _perk.GetPCPerkLevel(player, PerkType.Lucky);
            var    craftedItems = new List <NWItem>();
            NWItem craftedItem  = (_.CreateItemOnObject(blueprint.ItemResref, player.Object, blueprint.Quantity));

            craftedItem.IsIdentified = true;
            craftedItems.Add(craftedItem);

            // If item isn't stackable, loop through and create as many as necessary.
            if (craftedItem.StackSize < blueprint.Quantity)
            {
                for (int x = 2; x <= blueprint.Quantity; x++)
                {
                    craftedItem = (_.CreateItemOnObject(blueprint.ItemResref, player.Object));
                    craftedItem.IsIdentified = true;
                    craftedItems.Add(craftedItem);
                }
            }

            // Recommended level gets set regardless if all item properties make it on the final product.
            // Also mark who crafted the item. This is later used for display on the item's examination event.
            foreach (var item in craftedItems)
            {
                item.RecommendedLevel = itemLevel < 0 ? 0 : itemLevel;
                item.SetLocalString("CRAFTER_PLAYER_ID", player.GlobalID.ToString());

                _base.ApplyCraftedItemLocalVariables(item, baseStructure);
            }

            if (_random.Random(1, 100) <= luckyBonus)
            {
                chance += _random.Random(1, luckyBonus);
            }

            int successAmount = 0;

            foreach (var component in model.MainComponents)
            {
                var result = RunComponentBonusAttempt(player, component, equipmentBonus, chance, craftedItems);
                successAmount += result.Item1;
                chance         = result.Item2;
            }
            foreach (var component in model.SecondaryComponents)
            {
                var result = RunComponentBonusAttempt(player, component, equipmentBonus, chance, craftedItems);
                successAmount += result.Item1;
                chance         = result.Item2;
            }
            foreach (var component in model.TertiaryComponents)
            {
                var result = RunComponentBonusAttempt(player, component, equipmentBonus, chance, craftedItems);
                successAmount += result.Item1;
                chance         = result.Item2;
            }
            foreach (var component in model.EnhancementComponents)
            {
                var result = RunComponentBonusAttempt(player, component, equipmentBonus, chance, craftedItems);
                successAmount += result.Item1;
                chance         = result.Item2;
            }

            // Structures gain increased durability based on the blueprint
            if (baseStructure != null)
            {
                foreach (var item in craftedItems)
                {
                    var maxDur = _durability.GetMaxDurability(item);
                    maxDur += (float)baseStructure.Durability;
                    _durability.SetMaxDurability(item, maxDur);
                    _durability.SetDurability(item, maxDur);
                }
            }

            player.SendMessage("You created " + blueprint.Quantity + "x " + blueprint.ItemName + "!");
            int   baseXP = 250 + successAmount * _random.Random(1, 50);
            float xp     = _skill.CalculateRegisteredSkillLevelAdjustedXP(baseXP, model.AdjustedLevel, pcSkill.Rank);

            var pcCraftedBlueprint = _data.SingleOrDefault <PCCraftedBlueprint>(x => x.PlayerID == player.GlobalID && x.CraftBlueprintID == blueprint.ID);

            if (pcCraftedBlueprint == null)
            {
                xp = xp * 1.25f;
                player.SendMessage("You receive an XP bonus for crafting this item for the first time.");

                pcCraftedBlueprint = new PCCraftedBlueprint
                {
                    CraftBlueprintID = blueprint.ID,
                    DateFirstCrafted = DateTime.UtcNow,
                    PlayerID         = player.GlobalID
                };

                _data.SubmitDataChange(pcCraftedBlueprint, DatabaseActionType.Insert);
            }

            _skill.GiveSkillXP(player, blueprint.SkillID, (int)xp);
            _craft.ClearPlayerCraftingData(player, true);
        }
示例#5
0
        private void RunCreateItem(NWPlayer player)
        {
            foreach (var effect in player.Effects)
            {
                if (_.GetEffectTag(effect) == "CRAFTING_IMMOBILIZATION")
                {
                    _.RemoveEffect(player, effect);
                }
            }

            var model = CraftService.GetPlayerCraftingData(player);

            CraftBlueprint blueprint     = DataService.CraftBlueprint.GetByID(model.BlueprintID);
            BaseStructure  baseStructure = blueprint.BaseStructureID == null ? null : DataService.BaseStructure.GetByID(Convert.ToInt32(blueprint.BaseStructureID));
            PCSkill        pcSkill       = SkillService.GetPCSkill(player, blueprint.SkillID);

            int   pcEffectiveLevel = CraftService.CalculatePCEffectiveLevel(player, pcSkill.Rank, (SkillType)blueprint.SkillID);
            int   itemLevel        = model.AdjustedLevel;
            int   atmosphereBonus  = CraftService.CalculateAreaAtmosphereBonus(player.Area);
            float chance           = CalculateBaseChanceToAddProperty(pcEffectiveLevel, itemLevel, atmosphereBonus);
            float equipmentBonus   = CalculateEquipmentBonus(player, (SkillType)blueprint.SkillID);

            if (chance <= 1.0f)
            {
                player.FloatingText(ColorTokenService.Red("Critical failure! You don't have enough skill to create that item. All components were lost."));
                CraftService.ClearPlayerCraftingData(player, true);
                return;
            }

            int    luckyBonus   = PerkService.GetCreaturePerkLevel(player, PerkType.Lucky);
            var    craftedItems = new List <NWItem>();
            NWItem craftedItem  = (_.CreateItemOnObject(blueprint.ItemResref, player.Object, blueprint.Quantity));

            craftedItem.IsIdentified = true;
            craftedItems.Add(craftedItem);

            // If item isn't stackable, loop through and create as many as necessary.
            if (craftedItem.StackSize < blueprint.Quantity)
            {
                for (int x = 2; x <= blueprint.Quantity; x++)
                {
                    craftedItem = (_.CreateItemOnObject(blueprint.ItemResref, player.Object));
                    craftedItem.IsIdentified = true;
                    craftedItems.Add(craftedItem);
                }
            }

            // Recommended level gets set regardless if all item properties make it on the final product.
            // Also mark who crafted the item. This is later used for display on the item's examination event.
            foreach (var item in craftedItems)
            {
                item.RecommendedLevel = itemLevel < 0 ? 0 : itemLevel;
                item.SetLocalString("CRAFTER_PLAYER_ID", player.GlobalID.ToString());

                BaseService.ApplyCraftedItemLocalVariables(item, baseStructure);
            }

            if (RandomService.Random(1, 100) <= luckyBonus)
            {
                chance += RandomService.Random(1, luckyBonus);
            }

            int successAmount = 0;

            foreach (var component in model.MainComponents)
            {
                var result = RunComponentBonusAttempt(player, component, equipmentBonus, chance, craftedItems);
                successAmount += result.Item1;
                chance         = result.Item2;
            }
            foreach (var component in model.SecondaryComponents)
            {
                var result = RunComponentBonusAttempt(player, component, equipmentBonus, chance, craftedItems);
                successAmount += result.Item1;
                chance         = result.Item2;
            }
            foreach (var component in model.TertiaryComponents)
            {
                var result = RunComponentBonusAttempt(player, component, equipmentBonus, chance, craftedItems);
                successAmount += result.Item1;
                chance         = result.Item2;
            }
            foreach (var component in model.EnhancementComponents)
            {
                var result = RunComponentBonusAttempt(player, component, equipmentBonus, chance, craftedItems);
                successAmount += result.Item1;
                chance         = result.Item2;
            }

            // Structures gain increased durability based on the blueprint
            if (baseStructure != null)
            {
                foreach (var item in craftedItems)
                {
                    var maxDur = DurabilityService.GetMaxDurability(item);
                    maxDur += (float)baseStructure.Durability;
                    DurabilityService.SetMaxDurability(item, maxDur);
                    DurabilityService.SetDurability(item, maxDur);
                }
            }

            player.SendMessage("You created " + blueprint.Quantity + "x " + blueprint.ItemName + "!");
            int   baseXP = 750 + successAmount * RandomService.Random(1, 50);
            float xp     = SkillService.CalculateRegisteredSkillLevelAdjustedXP(baseXP, model.AdjustedLevel, pcSkill.Rank);

            bool exists = DataService.PCCraftedBlueprint.ExistsByPlayerIDAndCraftedBlueprintID(player.GlobalID, blueprint.ID);

            if (!exists)
            {
                xp = xp * 1.50f;
                player.SendMessage("You receive an XP bonus for crafting this item for the first time.");

                var pcCraftedBlueprint = new PCCraftedBlueprint
                {
                    CraftBlueprintID = blueprint.ID,
                    DateFirstCrafted = DateTime.UtcNow,
                    PlayerID         = player.GlobalID
                };

                DataService.SubmitDataChange(pcCraftedBlueprint, DatabaseActionType.Insert);
            }

            SkillService.GiveSkillXP(player, blueprint.SkillID, (int)xp);
            CraftService.ClearPlayerCraftingData(player, true);
            player.SetLocalInt("LAST_CRAFTED_BLUEPRINT_ID_" + blueprint.CraftDeviceID, blueprint.ID);
        }