@@ -23,20 +23,20 @@ discard block |
||
23 | 23 | /** |
24 | 24 | * View information about a clan |
25 | 25 | * |
26 | - * @param Container |
|
26 | + * @param Container |
|
27 | 27 | * @return Response |
28 | 28 | * @note |
29 | 29 | * If a clan_id is not specified, the clan of the current user will be used |
30 | 30 | */ |
31 | 31 | public function view(Container $p_dependencies) { |
32 | - $clanID = RequestWrapper::getPostOrGet('clan_id', null); |
|
33 | - $player = $p_dependencies['current_player']; |
|
32 | + $clanID = RequestWrapper::getPostOrGet('clan_id', null); |
|
33 | + $player = $p_dependencies['current_player']; |
|
34 | 34 | |
35 | - if ($clanID === null && $player) { |
|
36 | - $clan = Clan::findByMember($player); |
|
37 | - } else { |
|
38 | - $clan = $clanID? Clan::find($clanID) : null; |
|
39 | - } |
|
35 | + if ($clanID === null && $player) { |
|
36 | + $clan = Clan::findByMember($player); |
|
37 | + } else { |
|
38 | + $clan = $clanID? Clan::find($clanID) : null; |
|
39 | + } |
|
40 | 40 | |
41 | 41 | if (isset($clan) && $clan instanceof Clan) { |
42 | 42 | $parts = [ |
@@ -85,7 +85,7 @@ discard block |
||
85 | 85 | /** |
86 | 86 | * Send an invitation to a character that will ask them to join your clan |
87 | 87 | * |
88 | - * @param Container |
|
88 | + * @param Container |
|
89 | 89 | * @return Response |
90 | 90 | * @throws Exception You cannot use this function if you are not the leader of a clan |
91 | 91 | */ |
@@ -127,7 +127,7 @@ discard block |
||
127 | 127 | /** |
128 | 128 | * Removes the active player from the clan they are in |
129 | 129 | * |
130 | - * @param Container |
|
130 | + * @param Container |
|
131 | 131 | * @return Response |
132 | 132 | * @throws Exception If you are the only leader of your clan, you cannot leave, you must disband |
133 | 133 | */ |
@@ -155,7 +155,7 @@ discard block |
||
155 | 155 | /** |
156 | 156 | * Creates a new clan with the current user as the leader |
157 | 157 | * |
158 | - * @param Container |
|
158 | + * @param Container |
|
159 | 159 | * @return Response |
160 | 160 | * @note |
161 | 161 | * Player must be high enough level to create a clan |
@@ -199,7 +199,7 @@ discard block |
||
199 | 199 | /** |
200 | 200 | * Sends a request to a clan leader for the current user to join a clan |
201 | 201 | * |
202 | - * @param Container |
|
202 | + * @param Container |
|
203 | 203 | * @return Response |
204 | 204 | */ |
205 | 205 | public function join(Container $p_dependencies) { |
@@ -225,7 +225,7 @@ discard block |
||
225 | 225 | /** |
226 | 226 | * Deletes a clan and messages all members that it has been disbanded |
227 | 227 | * |
228 | - * @param Container |
|
228 | + * @param Container |
|
229 | 229 | * @return Response |
230 | 230 | * @throws \Exception The player disbanding must be the leader of the clan |
231 | 231 | */ |
@@ -265,7 +265,7 @@ discard block |
||
265 | 265 | /** |
266 | 266 | * Removes a player from a clan |
267 | 267 | * |
268 | - * @param Container |
|
268 | + * @param Container |
|
269 | 269 | * @return Response |
270 | 270 | * @throws Exception The player must be the leader of the clan to kick a member |
271 | 271 | */ |
@@ -295,15 +295,15 @@ discard block |
||
295 | 295 | /** |
296 | 296 | * Edits clan metadata |
297 | 297 | * |
298 | - * @todo accumulate error messages |
|
299 | - * @param Container |
|
298 | + * @todo accumulate error messages |
|
299 | + * @param Container |
|
300 | 300 | * @return Response |
301 | 301 | * @throws Exception Only leaders can update clan details |
302 | 302 | * @note |
303 | 303 | * All parameters are options |
304 | 304 | */ |
305 | 305 | public function update(Container $p_dependencies) { |
306 | - $request = RequestWrapper::$request; |
|
306 | + $request = RequestWrapper::$request; |
|
307 | 307 | $player = $p_dependencies['current_player']; |
308 | 308 | $clan = Clan::findByMember($player); |
309 | 309 | |
@@ -365,7 +365,7 @@ discard block |
||
365 | 365 | /** |
366 | 366 | * Shows a form for editing clan metadata |
367 | 367 | * |
368 | - * @param Container |
|
368 | + * @param Container |
|
369 | 369 | * @return Response |
370 | 370 | * @see update() |
371 | 371 | */ |
@@ -386,7 +386,7 @@ discard block |
||
386 | 386 | /** |
387 | 387 | * Sends a message to all members of the clan of the current player |
388 | 388 | * |
389 | - * @param Container |
|
389 | + * @param Container |
|
390 | 390 | * @return Response |
391 | 391 | */ |
392 | 392 | public function message(Container $p_dependencies) { |
@@ -429,7 +429,7 @@ discard block |
||
429 | 429 | /** |
430 | 430 | * Shows a ranked list of all clans in the game |
431 | 431 | * |
432 | - * @param Container |
|
432 | + * @param Container |
|
433 | 433 | * @return Response |
434 | 434 | */ |
435 | 435 | public function listClans(Container $p_dependencies) { |
@@ -457,11 +457,11 @@ discard block |
||
457 | 457 | /** |
458 | 458 | * Review a request to join a clan |
459 | 459 | * |
460 | - * @param Container |
|
460 | + * @param Container |
|
461 | 461 | * @return Response |
462 | 462 | */ |
463 | 463 | public function review(Container $p_dependencies) { |
464 | - $request = RequestWrapper::$request; |
|
464 | + $request = RequestWrapper::$request; |
|
465 | 465 | $ninja = $p_dependencies['current_player']; |
466 | 466 | $clan = Clan::findByMember($ninja); |
467 | 467 | |
@@ -494,14 +494,14 @@ discard block |
||
494 | 494 | /** |
495 | 495 | * Accept a player as a new member of a clan |
496 | 496 | * |
497 | - * @param Container |
|
497 | + * @param Container |
|
498 | 498 | * @return Response |
499 | 499 | * |
500 | 500 | * @par Preconditions: |
501 | 501 | * Active player must be leader of a clan |
502 | 502 | */ |
503 | 503 | public function accept(Container $p_dependencies) { |
504 | - $request = RequestWrapper::$request; |
|
504 | + $request = RequestWrapper::$request; |
|
505 | 505 | $ninja = $p_dependencies['current_player']; |
506 | 506 | $clan = Clan::findByMember($ninja); |
507 | 507 | |
@@ -545,7 +545,7 @@ discard block |
||
545 | 545 | /** |
546 | 546 | * Generates a Response for rendering pages |
547 | 547 | * |
548 | - * @todo inject dependencies instead of pulling from the model |
|
548 | + * @todo inject dependencies instead of pulling from the model |
|
549 | 549 | * @param Array $p_parts Name-Value pairs of values to send to the view |
550 | 550 | * @return Response |
551 | 551 | */ |
@@ -567,12 +567,12 @@ discard block |
||
567 | 567 | |
568 | 568 | $p_parts['clan_creator_min_level'] = self::CLAN_CREATOR_MIN_LEVEL; |
569 | 569 | |
570 | - $options = [ |
|
571 | - 'body_classes' => 'clan', |
|
572 | - 'quickstat' => true, |
|
573 | - ]; |
|
570 | + $options = [ |
|
571 | + 'body_classes' => 'clan', |
|
572 | + 'quickstat' => true, |
|
573 | + ]; |
|
574 | 574 | |
575 | - return new StreamedViewResponse($p_parts['title'], 'clan.tpl', $p_parts, $options); |
|
575 | + return new StreamedViewResponse($p_parts['title'], 'clan.tpl', $p_parts, $options); |
|
576 | 576 | } |
577 | 577 | |
578 | 578 | /** |
@@ -594,39 +594,39 @@ discard block |
||
594 | 594 | return false; |
595 | 595 | } |
596 | 596 | |
597 | - /** |
|
598 | - * ???? |
|
599 | - * |
|
600 | - * @todo Simplify this invite system. |
|
601 | - * @param int $user_id |
|
602 | - * @param int $clan_id |
|
603 | - * @return void |
|
604 | - */ |
|
605 | - private function sendClanJoinRequest($user_id, $clan_id) { |
|
606 | - DatabaseConnection::getInstance(); |
|
607 | - $clan_obj = new Clan($clan_id); |
|
608 | - $leader = $clan_obj->getLeaderInfo(); |
|
609 | - $leader_id = $leader['player_id']; |
|
610 | - $user = Player::find($user_id); |
|
611 | - $username = $user->name(); |
|
612 | - |
|
613 | - $confirmStatement = DatabaseConnection::$pdo->prepare('SELECT verification_number FROM players WHERE player_id = :user'); |
|
614 | - $confirmStatement->bindValue(':user', $user_id); |
|
615 | - $confirmStatement->execute(); |
|
616 | - $confirm = $confirmStatement->fetchColumn(); |
|
617 | - |
|
618 | - // These ampersands get encoded later. |
|
619 | - $url = "[href:clan/review/?joiner=$user_id&confirmation=$confirm|Confirm Request]"; |
|
620 | - |
|
621 | - $join_request_message = 'CLAN JOIN REQUEST: '.htmlentities($username)." has sent a request to join your clan. |
|
597 | + /** |
|
598 | + * ???? |
|
599 | + * |
|
600 | + * @todo Simplify this invite system. |
|
601 | + * @param int $user_id |
|
602 | + * @param int $clan_id |
|
603 | + * @return void |
|
604 | + */ |
|
605 | + private function sendClanJoinRequest($user_id, $clan_id) { |
|
606 | + DatabaseConnection::getInstance(); |
|
607 | + $clan_obj = new Clan($clan_id); |
|
608 | + $leader = $clan_obj->getLeaderInfo(); |
|
609 | + $leader_id = $leader['player_id']; |
|
610 | + $user = Player::find($user_id); |
|
611 | + $username = $user->name(); |
|
612 | + |
|
613 | + $confirmStatement = DatabaseConnection::$pdo->prepare('SELECT verification_number FROM players WHERE player_id = :user'); |
|
614 | + $confirmStatement->bindValue(':user', $user_id); |
|
615 | + $confirmStatement->execute(); |
|
616 | + $confirm = $confirmStatement->fetchColumn(); |
|
617 | + |
|
618 | + // These ampersands get encoded later. |
|
619 | + $url = "[href:clan/review/?joiner=$user_id&confirmation=$confirm|Confirm Request]"; |
|
620 | + |
|
621 | + $join_request_message = 'CLAN JOIN REQUEST: '.htmlentities($username)." has sent a request to join your clan. |
|
622 | 622 | If you wish to allow this ninja into your clan click the following link: |
623 | 623 | $url"; |
624 | 624 | |
625 | - Message::create([ |
|
626 | - 'send_from' => $user_id, |
|
627 | - 'send_to' => $leader_id, |
|
628 | - 'message' => $join_request_message, |
|
629 | - 'type' => 0, |
|
630 | - ]); |
|
631 | - } |
|
625 | + Message::create([ |
|
626 | + 'send_from' => $user_id, |
|
627 | + 'send_to' => $leader_id, |
|
628 | + 'message' => $join_request_message, |
|
629 | + 'type' => 0, |
|
630 | + ]); |
|
631 | + } |
|
632 | 632 | } |
@@ -35,7 +35,7 @@ discard block |
||
35 | 35 | if ($clanID === null && $player) { |
36 | 36 | $clan = Clan::findByMember($player); |
37 | 37 | } else { |
38 | - $clan = $clanID? Clan::find($clanID) : null; |
|
38 | + $clan = $clanID ? Clan::find($clanID) : null; |
|
39 | 39 | } |
40 | 40 | |
41 | 41 | if (isset($clan) && $clan instanceof Clan) { |
@@ -169,7 +169,7 @@ discard block |
||
169 | 169 | $default_clan_name = 'Clan '.$player->name(); |
170 | 170 | |
171 | 171 | while (!Clan::isUniqueClanName($default_clan_name)) { |
172 | - $default_clan_name = $default_clan_name.rand(1,999); |
|
172 | + $default_clan_name = $default_clan_name.rand(1, 999); |
|
173 | 173 | } |
174 | 174 | |
175 | 175 | $clan = Clan::create($player, $default_clan_name); |
@@ -203,7 +203,7 @@ discard block |
||
203 | 203 | * @return Response |
204 | 204 | */ |
205 | 205 | public function join(Container $p_dependencies) { |
206 | - $clanID = (int) RequestWrapper::getPostOrGet('clan_id', 0); |
|
206 | + $clanID = (int)RequestWrapper::getPostOrGet('clan_id', 0); |
|
207 | 207 | $clan = Clan::find($clanID); |
208 | 208 | |
209 | 209 | $this->sendClanJoinRequest($p_dependencies['session']->get('player_id'), $clanID); |
@@ -340,7 +340,7 @@ discard block |
||
340 | 340 | |
341 | 341 | // Truncate at 500 chars if necessary. |
342 | 342 | $truncated_clan_desc = substr((string)$new_clan_description, 0, 500); |
343 | - if ($truncated_clan_desc != (string) $new_clan_description) { |
|
343 | + if ($truncated_clan_desc != (string)$new_clan_description) { |
|
344 | 344 | $new_clan_description = $truncated_clan_desc; |
345 | 345 | } |
346 | 346 | |
@@ -466,7 +466,7 @@ discard block |
||
466 | 466 | $clan = Clan::findByMember($ninja); |
467 | 467 | |
468 | 468 | $joiner = Player::find($request->get('joiner')); |
469 | - $confirmation = (int) $request->get('confirmation'); |
|
469 | + $confirmation = (int)$request->get('confirmation'); |
|
470 | 470 | |
471 | 471 | $parts = [ |
472 | 472 | 'title' => 'Accept a New Clan Member', |
@@ -506,7 +506,7 @@ discard block |
||
506 | 506 | $clan = Clan::findByMember($ninja); |
507 | 507 | |
508 | 508 | $joiner = Player::find($request->get('joiner')); |
509 | - $confirmation = (int) $request->get('confirmation'); |
|
509 | + $confirmation = (int)$request->get('confirmation'); |
|
510 | 510 | |
511 | 511 | $parts = [ |
512 | 512 | 'title' => 'Accept a New Clan Member', |
@@ -567,7 +567,7 @@ discard block |
||
567 | 567 | |
568 | 568 | $p_parts['clan_creator_min_level'] = self::CLAN_CREATOR_MIN_LEVEL; |
569 | 569 | |
570 | - $options = [ |
|
570 | + $options = [ |
|
571 | 571 | 'body_classes' => 'clan', |
572 | 572 | 'quickstat' => true, |
573 | 573 | ]; |
@@ -19,618 +19,618 @@ |
||
19 | 19 | * Handles displaying npcs and attacking specific npcs |
20 | 20 | */ |
21 | 21 | class NpcController extends AbstractController { |
22 | - const ALIVE = true; |
|
23 | - const PRIV = false; |
|
24 | - const HIGH_TURNS = 50; |
|
25 | - const ITEM_DECREASES_GOLD_DIVISOR = 1.11; |
|
26 | - const ONI_DAMAGE_CAP = 20; |
|
27 | - const RANDOM_ENCOUNTER_DIVISOR = 400; |
|
28 | - const SAMURAI_REWARD_DMG = 100; |
|
29 | - const ONI_TURN_LOSS = 10; |
|
30 | - const ONI_KILL_LOSS = 1; |
|
31 | - const MIN_LEVEL_FOR_BOUNTY = 5; |
|
32 | - const MAX_LEVEL_FOR_BOUNTY = 50; |
|
33 | - |
|
34 | - public static $STEALTH_REMOVING_NPCS = ['samurai', 'oni']; |
|
35 | - |
|
36 | - private $randomness = null; |
|
37 | - |
|
38 | - /** |
|
39 | - * Inject different seed when non-randomness is needed (for testing) |
|
40 | - */ |
|
41 | - public function __construct($options=[]) { |
|
42 | - if (isset($options['randomness']) && is_callable($options['randomness'])) { |
|
43 | - $this->randomness = $options['randomness']; |
|
44 | - } else { |
|
45 | - $this->randomness = function() { |
|
46 | - return mt_rand() / mt_getrandmax(); |
|
47 | - }; |
|
48 | - } |
|
49 | - } |
|
50 | - |
|
51 | - /** |
|
52 | - * Run the random encounter |
|
53 | - * |
|
54 | - * @note |
|
55 | - * Currently only random enc. is an Oni attack! Yay! They take turns and a |
|
56 | - * kill and do a little damage. |
|
57 | - */ |
|
58 | - private function randomEncounter(Player $player) { |
|
59 | - $oni_health_loss = rand(1, self::ONI_DAMAGE_CAP); |
|
60 | - $multiple_rewards = false; |
|
61 | - $oni_killed = false; |
|
62 | - $item = null; |
|
63 | - |
|
64 | - $player->changeTurns(-1*self::ONI_TURN_LOSS); |
|
65 | - $player->harm($oni_health_loss); |
|
66 | - $player->subtractKills(self::ONI_KILL_LOSS); |
|
67 | - |
|
68 | - if ($player->health > 0) { // if you survive |
|
69 | - $inventory = new Inventory($player); |
|
70 | - |
|
71 | - if ($player->turns > self::HIGH_TURNS) { // And your turns are high/you are energetic, you can kill them. |
|
72 | - $oni_killed = true; |
|
73 | - $item = Item::findByIdentity('dimmak'); |
|
74 | - $quantity = 1; |
|
75 | - $inventory->add($item->identity(), $quantity); |
|
76 | - } else if ($player->turns > floor(self::HIGH_TURNS/2) && rand()&1) { |
|
77 | - // If your turns are somewhat high/you have some energy, 50/50 chance you can kill them. |
|
78 | - $oni_killed = true; |
|
79 | - $item = Item::findByIdentity('ginsengroot'); |
|
80 | - $multiple_rewards = true; |
|
81 | - $quantity = 4; |
|
82 | - $inventory->add($item->identity(), $quantity); |
|
83 | - } |
|
84 | - } |
|
85 | - |
|
86 | - $player->save(); |
|
87 | - |
|
88 | - return [ |
|
89 | - 'npc.oni.tpl', |
|
90 | - [ |
|
91 | - 'victory' => $oni_killed, |
|
92 | - 'item' => $item, |
|
93 | - 'multiple_rewards' => $multiple_rewards, |
|
94 | - ], |
|
95 | - ]; |
|
96 | - } |
|
97 | - |
|
98 | - /** |
|
99 | - * Wrapper for session storage of thief attacking |
|
100 | - * |
|
101 | - * @param Container |
|
102 | - * @return int |
|
103 | - */ |
|
104 | - private function getThiefCounter(Container $p_dependencies) { |
|
105 | - return $p_dependencies['session']->get('thief_counter', 1); |
|
106 | - } |
|
107 | - |
|
108 | - /** |
|
109 | - * Wrapper for session storage of thief attacking |
|
110 | - * |
|
111 | - * @param int $num |
|
112 | - * @param Container |
|
113 | - * @return void |
|
114 | - */ |
|
115 | - private function setThiefCounter($num, Container $p_dependencies) { |
|
116 | - $p_dependencies['session']->set('thief_counter', $num); |
|
117 | - } |
|
118 | - |
|
119 | - /** |
|
120 | - * The reward for defeating an npc, less if items popped |
|
121 | - * |
|
122 | - * @param Npc $npco |
|
123 | - * @param boolean $reward_item Any items were rewarded. |
|
124 | - * @return int |
|
125 | - * @note |
|
126 | - * If npc gold explicitly set to 0, reward gold will be totally skipped |
|
127 | - * "rich" npcs will have a higher gold minimum |
|
128 | - */ |
|
129 | - private function calcReceivedGold(Npc $npco, $reward_item) { |
|
130 | - if ($npco->gold() === 0) { // These npcs simply don't give gold. |
|
131 | - return 0; |
|
132 | - } |
|
133 | - |
|
134 | - // Hack a little off max gold if items received. |
|
135 | - $divisor = 1; |
|
136 | - if ($reward_item) { |
|
137 | - $divisor = self::ITEM_DECREASES_GOLD_DIVISOR; |
|
138 | - } |
|
139 | - |
|
140 | - return rand($npco->minGold(), floor($npco->gold()/$divisor)); |
|
141 | - } |
|
142 | - |
|
143 | - /** |
|
144 | - * Handle Standard Abstract Npcs |
|
145 | - * |
|
146 | - * @param String $victim |
|
147 | - * @param Player $player |
|
148 | - * @param Array $npcs |
|
149 | - * @return array [$npc_template, $combat_data] |
|
150 | - */ |
|
151 | - private function attackAbstractNpc($victim, Player $player, $npcs) { |
|
152 | - $npc_stats = $npcs[$victim]; // Pull an npcs individual stats with generic fallbacks. |
|
153 | - $npco = new Npc($npc_stats); // Construct the npc object. |
|
154 | - $display_name = (isset($npc_stats['name']) ? $npc_stats['name'] : ucfirst($victim)); |
|
155 | - $status_effect = (isset($npc_stats['status']) ? $npc_stats['status'] : null); |
|
156 | - $reward_item = (isset($npc_stats['item']) && $npc_stats['item'] ? $npc_stats['item'] : null); |
|
157 | - $is_quick = (boolean) ($npco->getSpeed() > $player->getSpeed()); // Beyond basic speed and they see you coming, so show that message. |
|
158 | - $is_weaker = ($npco->getStrength() * 3) < $player->getStrength(); // Npc much weaker? |
|
159 | - $is_stronger = ($npco->getStrength()) > ($player->getStrength() * 3); // Npc More than twice as strong? |
|
160 | - $image = (isset($npc_stats['img']) ? $npc_stats['img'] : null); |
|
161 | - // Assume defeat... |
|
162 | - $victory = false; |
|
163 | - $received_gold = null; |
|
164 | - $received_items = null; |
|
165 | - $added_bounty = ''; |
|
166 | - $is_rewarded = null; // Gets items or gold. |
|
167 | - $statuses = null; |
|
168 | - $status_classes = null; |
|
169 | - $image_path = null; |
|
170 | - |
|
171 | - // If the image exists, set the path to it for use on the page. |
|
172 | - if ($image && file_exists(SERVER_ROOT.'www/images/characters/'.$image)) { |
|
173 | - $image_path = IMAGE_ROOT.'characters/'.$image; |
|
174 | - } |
|
175 | - |
|
176 | - // ******* FIGHT Logic *********** |
|
177 | - $npc_damage = $npco->damage(); |
|
178 | - $survive_fight = $player->harm($npc_damage); |
|
179 | - $kill_npc = ($npco->getHealth() < $player->damage()); |
|
180 | - |
|
181 | - if ($survive_fight > 0) { |
|
182 | - // The ninja survived, they get any gold the npc has. |
|
183 | - $received_gold = $this->calcReceivedGold($npco, (bool) $reward_item); |
|
184 | - $player->setGold($player->gold + $received_gold); |
|
185 | - $received_items = array(); |
|
186 | - |
|
187 | - if ($kill_npc) { |
|
188 | - $victory = true; |
|
189 | - // Victory occurred, reward the poor sap. |
|
190 | - if ($npco->inventory()) { |
|
191 | - $inventory = new Inventory($player); |
|
192 | - |
|
193 | - foreach (array_keys($npco->inventory()) as $l_item) { |
|
194 | - $item = Item::findByIdentity($l_item); |
|
195 | - $received_items[] = $item->getName(); |
|
196 | - $inventory->add($item->identity(), 1); |
|
197 | - } |
|
198 | - } |
|
199 | - |
|
200 | - // Add bounty where applicable for npcs. |
|
201 | - if ($npco->bountyMod() > 0 && |
|
202 | - $player->level > self::MIN_LEVEL_FOR_BOUNTY && |
|
203 | - $player->level <= self::MAX_LEVEL_FOR_BOUNTY |
|
204 | - ) { |
|
205 | - $added_bounty = Combat::runBountyExchange($player, $npco, $npco->bountyMod()); |
|
206 | - } |
|
207 | - } |
|
208 | - |
|
209 | - $is_rewarded = (bool) $received_gold || (bool)count($received_items); |
|
210 | - |
|
211 | - if (isset($npc_stats['status']) && null !== $npc_stats['status']) { |
|
212 | - $player->addStatus($npc_stats['status']); |
|
213 | - // Get the statuses and status classes for display. |
|
214 | - $statuses = implode(', ', Player::getStatusList()); |
|
215 | - $status_classes = implode(' ', Player::getStatusList()); |
|
216 | - } |
|
217 | - } |
|
218 | - |
|
219 | - $player->save(); |
|
220 | - |
|
221 | - return [ |
|
222 | - 'npc.abstract.tpl', |
|
223 | - [ |
|
224 | - 'victim' => $victim, |
|
225 | - 'display_name' => $display_name, |
|
226 | - 'attack_damage' => $npc_damage, |
|
227 | - 'status_effect' => $status_effect, |
|
228 | - 'display_statuses' => $statuses, |
|
229 | - 'display_statuses_classes' => $status_classes, |
|
230 | - 'received_gold' => $received_gold, |
|
231 | - 'received_display_items' => $received_items, |
|
232 | - 'is_rewarded' => $is_rewarded, |
|
233 | - 'victory' => $victory, |
|
234 | - 'survive_fight' => $survive_fight, |
|
235 | - 'kill_npc' => $kill_npc, |
|
236 | - 'image_path' => $image_path, |
|
237 | - 'npc_stats' => $npc_stats, |
|
238 | - 'is_quick' => $is_quick, |
|
239 | - 'added_bounty' => $added_bounty, |
|
240 | - 'is_villager' => $npco->hasTrait('villager'), |
|
241 | - 'race' => $npco->race(), |
|
242 | - 'is_weaker' => $is_weaker, |
|
243 | - 'is_stronger' => $is_stronger, |
|
244 | - ] |
|
245 | - ]; |
|
246 | - } |
|
247 | - |
|
248 | - /** |
|
249 | - * Injectable randomness. |
|
250 | - * |
|
251 | - * @return boolean |
|
252 | - * @note |
|
253 | - * Used to be rand(1, 400) === 1 |
|
254 | - */ |
|
255 | - private function startRandomEncounter() { |
|
256 | - $randomness = $this->randomness; |
|
257 | - return (boolean) (ceil($randomness() * self::RANDOM_ENCOUNTER_DIVISOR) == self::RANDOM_ENCOUNTER_DIVISOR); |
|
258 | - } |
|
259 | - |
|
260 | - /** |
|
261 | - * Attack a specific npc |
|
262 | - * |
|
263 | - * @param Container |
|
264 | - * @return StreamedViewResponse |
|
265 | - */ |
|
266 | - public function attack(Container $p_dependencies) { |
|
267 | - $request = RequestWrapper::$request; |
|
268 | - |
|
269 | - $url_part = $request->getRequestUri(); |
|
270 | - |
|
271 | - if (preg_match('#\/(\w+)(\/)?$#', $url_part, $matches)) { |
|
272 | - $victim = $matches[1]; |
|
273 | - } else { |
|
274 | - $victim = null; // No match, victim is null. |
|
275 | - } |
|
276 | - |
|
277 | - $turn_cost = 1; |
|
278 | - $health = true; |
|
279 | - $combat_data = []; |
|
280 | - $player = $p_dependencies['current_player']; |
|
281 | - $error_template = 'npc.no-one.tpl'; // Error template also used down below. |
|
282 | - $npc_template = $error_template; // Error condition by default. |
|
283 | - $npcs = NpcFactory::npcsData(); |
|
284 | - $possible_npcs = array_merge(array_column(NpcFactory::customNpcs(), 'identity'), array_keys($npcs)); |
|
285 | - $victim = (in_array($victim, $possible_npcs) ? $victim : null); // Filter to only the correct options. |
|
286 | - |
|
287 | - $standard_npcs = [ |
|
288 | - 'peasant' => 'attackVillager', |
|
289 | - 'merchant' => 'attackMerchant', |
|
290 | - 'guard' => 'attackGuard', |
|
291 | - ]; |
|
292 | - |
|
293 | - $method = null; |
|
294 | - |
|
295 | - if ($player && $player->turns > 0 && !empty($victim)) { |
|
296 | - // Strip stealth when attacking special NPCs |
|
297 | - if ($player->hasStatus('stealth') && in_array(strtolower($victim), self::$STEALTH_REMOVING_NPCS)) { |
|
298 | - $player->subtractStatus(STEALTH); |
|
299 | - } |
|
300 | - |
|
301 | - if ($this->startRandomEncounter()) { |
|
302 | - $method = 'randomEncounter'; |
|
303 | - } elseif (array_key_exists($victim, $npcs)) { |
|
304 | - list($npc_template, $combat_data) = $this->attackAbstractNpc($victim, $player, $npcs); |
|
305 | - } else if (array_key_exists($victim, $standard_npcs)) { |
|
306 | - $method = $standard_npcs[$victim]; |
|
307 | - } else if ($victim == "samurai") { |
|
308 | - if ($player->level < 2) { |
|
309 | - $turn_cost = 0; |
|
310 | - $npc_template = 'npc.samurai-too-weak.tpl'; |
|
311 | - } else if ($player->kills < 1) { |
|
312 | - $turn_cost = 0; |
|
313 | - $npc_template = 'npc.samurai-too-tired.tpl'; |
|
314 | - } else { |
|
315 | - $method = 'attackSamurai'; |
|
316 | - } |
|
317 | - } else if ($victim == 'thief') { |
|
318 | - // Check the counter to see whether they've attacked a thief multiple times in a row. |
|
319 | - $counter = $this->getThiefCounter($p_dependencies); |
|
320 | - |
|
321 | - $this->setThiefCounter($counter+1, $p_dependencies); // Incremement the current state of the counter. |
|
322 | - |
|
323 | - if ($counter > 20 && rand(1, 3) == 3) { |
|
324 | - // Only after many attacks do you have the chance to be attacked back by the group of thieves. |
|
325 | - $this->setThiefCounter(0, $p_dependencies); // Reset the counter to zero. |
|
326 | - $method = 'attackGroupOfThieves'; |
|
327 | - } else { |
|
328 | - $method = 'attackNormalThief'; |
|
329 | - } |
|
330 | - } |
|
331 | - |
|
332 | - if (is_callable([$this, $method], false)) { |
|
333 | - list($npc_template, $combat_data) = $this->$method($player); |
|
334 | - } |
|
335 | - |
|
336 | - if ($player->health <= 0) { // FINAL CHECK FOR DEATH |
|
337 | - $player->death(); |
|
338 | - $health = false; |
|
339 | - Event::create((int)"SysMsg", $player->id(), "DEATH: You have been killed by a $victim."); |
|
340 | - } |
|
341 | - |
|
342 | - // Subtract the turn cost for attacking an npc |
|
343 | - // almost always 1 apart from perhaps oni or group-of-thieves |
|
344 | - $player->changeTurns(-1*$turn_cost); |
|
345 | - |
|
346 | - $player->save(); |
|
347 | - } |
|
348 | - |
|
349 | - // Uses a sub-template inside for specific npcs. |
|
350 | - $parts = [ |
|
351 | - 'victim' => $victim, // merge may override in theory |
|
352 | - 'npc_template' => $npc_template, |
|
353 | - 'attacked' => 1, |
|
354 | - 'turns' => $player? $player->turns : null, |
|
355 | - 'health' => $health, |
|
356 | - ]; |
|
357 | - |
|
358 | - return new StreamedViewResponse('Battle', 'npc.tpl', $parts + $combat_data, ['quickstat' => 'player']); |
|
359 | - } |
|
360 | - |
|
361 | - private function attackGuard(Player $player) { |
|
362 | - $damage = rand(1, $player->getStrength() + 10); |
|
363 | - $herb = false; |
|
364 | - $gold = 0; |
|
365 | - $bounty = 0; |
|
366 | - |
|
367 | - if ($victory = $player->harm($damage)) { |
|
368 | - $gold = rand(1, $player->getStrength() + 40); |
|
369 | - $player->setGold($player->gold + $gold); |
|
370 | - |
|
371 | - if ($player->level > 15) { |
|
372 | - $bounty = 10 * floor(($player->level - 10) / 5); |
|
373 | - $player->setBounty($player->bounty + $bounty); |
|
374 | - } |
|
375 | - |
|
376 | - // chance of getting an herb for Kampo |
|
377 | - if (rand(1, 9) == 9) { |
|
378 | - $herb = true; |
|
379 | - $inventory = new Inventory($player); |
|
380 | - $inventory->add('ginsengroot', 1); |
|
381 | - } |
|
382 | - } else { |
|
383 | - $damage = 0; |
|
384 | - } |
|
385 | - |
|
386 | - return [ |
|
387 | - 'npc.guard.tpl', |
|
388 | - [ |
|
389 | - 'attack' => $damage, |
|
390 | - 'gold' => $gold, |
|
391 | - 'bounty' => $bounty, |
|
392 | - 'victory' => $victory, |
|
393 | - 'herb' => $herb, |
|
394 | - ], |
|
395 | - ]; |
|
396 | - } |
|
397 | - |
|
398 | - private function attackVillager(Player $player) { |
|
399 | - $damage = rand(0, 10); |
|
400 | - $just_villager = rand(0, 20); |
|
401 | - $bounty = 0; |
|
402 | - $gold = 0; |
|
403 | - |
|
404 | - if ($victory = $player->harm($damage)) { |
|
405 | - $gold = rand(0, 20); |
|
406 | - $player->setGold($player->gold + $gold); |
|
407 | - |
|
408 | - // *** Bounty or no bounty *** |
|
409 | - if ($player->level > 1 && $player->level <= 20) { |
|
410 | - $bounty = floor($player->level / 3); |
|
411 | - $player->setBounty($player->bounty + $bounty); |
|
412 | - } |
|
413 | - |
|
414 | - if (!$just_villager) { |
|
415 | - // Something beyond just a villager, drop a shuriken |
|
416 | - $inventory = new Inventory($player); |
|
417 | - $inventory->add('shuriken', 1); |
|
418 | - } |
|
419 | - } |
|
420 | - |
|
421 | - $player->save(); |
|
422 | - |
|
423 | - return [ |
|
424 | - 'npc.peasant.tpl', |
|
425 | - [ |
|
426 | - 'just_villager' => $just_villager, |
|
427 | - 'attack' => $damage, |
|
428 | - 'gold' => $gold, |
|
429 | - 'level' => $player->level, |
|
430 | - 'bounty' => $bounty, |
|
431 | - 'victory' => $victory, |
|
432 | - ], |
|
433 | - ]; |
|
434 | - } |
|
435 | - |
|
436 | - private function attackSamurai(Player $player) { |
|
437 | - $gold = 0; |
|
438 | - $victory = false; |
|
439 | - $drop = false; |
|
440 | - $drop_display = null; |
|
441 | - |
|
442 | - $damage = [ |
|
443 | - rand(1, $player->getStrength()), |
|
444 | - rand(10, 10 + round($player->getStrength() * 1.2)), |
|
445 | - ]; |
|
446 | - |
|
447 | - if (rand(0, 1)) { |
|
448 | - $damage[] = rand(30 + round($player->getStrength() * 0.2), 30 + round($player->getStrength() * 1.7)); |
|
449 | - } else { //Instant death. |
|
450 | - $damage[] = abs($player->health - $damage[0] - $damage[1]); |
|
451 | - } |
|
452 | - |
|
453 | - for ($i = 0; $i < count($damage) && $player->health > 0; ++$i) { |
|
454 | - $player->harm($damage[$i]); |
|
455 | - } |
|
456 | - |
|
457 | - if ($player->health > 0) { // Ninja still has health after all attacks |
|
458 | - $victory = true; |
|
459 | - |
|
460 | - $gold = rand(50, 50 + $damage[2] + $damage[1]); |
|
461 | - |
|
462 | - $player->addKills(1); |
|
463 | - $player->setGold($player->gold + $gold); |
|
464 | - |
|
465 | - $inventory = new Inventory($player); |
|
466 | - |
|
467 | - // If samurai dmg high, but ninja lived, give rewards |
|
468 | - if ($damage[2] > self::SAMURAI_REWARD_DMG) { |
|
469 | - $drop = true; |
|
470 | - |
|
471 | - if (rand(0, 1)) { |
|
472 | - $drop_display = 'mushroom powder'; |
|
473 | - $dropItem = 'amanita'; |
|
474 | - } else { |
|
475 | - $drop_display = 'a strange herb'; |
|
476 | - $dropItem = 'ginsengroot'; |
|
477 | - } |
|
478 | - |
|
479 | - $inventory->add($dropItem, 1); |
|
480 | - } |
|
481 | - |
|
482 | - // If the final damage was the exact max damage |
|
483 | - if ($damage[2] == $player->getStrength() * 3) { |
|
484 | - $drop = true; |
|
485 | - $drop_display = 'a black scroll'; |
|
486 | - $inventory->add('dimmak', 1); |
|
487 | - } |
|
488 | - } |
|
489 | - |
|
490 | - $player->save(); |
|
491 | - |
|
492 | - return [ |
|
493 | - 'npc.samurai.tpl', |
|
494 | - [ |
|
495 | - 'samurai_damage_array' => $damage, |
|
496 | - 'gold' => $gold, |
|
497 | - 'victory' => $victory, |
|
498 | - 'ninja_str' => $player->getStrength(), |
|
499 | - 'level' => $player->level, |
|
500 | - 'attacker_kills' => $player->kills, |
|
501 | - 'drop' => $drop, |
|
502 | - 'drop_display' => $drop_display, |
|
503 | - ], |
|
504 | - ]; |
|
505 | - } |
|
506 | - |
|
507 | - private function attackGroupOfThieves(Player $player) { |
|
508 | - $damage = rand(50, 150); |
|
509 | - |
|
510 | - if ($victory = $player->harm($damage)) { |
|
511 | - // The den of thieves didn't accomplish their goal |
|
512 | - $gold = rand(100, 300); |
|
513 | - |
|
514 | - if ($damage > 120) { // Powerful attack gives an additional disadvantage |
|
515 | - $player->subtractKills(1); |
|
516 | - } |
|
517 | - |
|
518 | - $player->setGold($player->gold + $gold); |
|
519 | - |
|
520 | - $inventory = new Inventory($player); |
|
521 | - $inventory->add('phosphor', 1); |
|
522 | - } else { // If the den of theives killed the attacker. |
|
523 | - $gold = 0; |
|
524 | - } |
|
525 | - |
|
526 | - $player->save(); |
|
527 | - |
|
528 | - return [ |
|
529 | - 'npc.thief-group.tpl', |
|
530 | - [ |
|
531 | - 'attack' => $damage, |
|
532 | - 'gold' => $gold, |
|
533 | - 'victory' => $victory, |
|
534 | - ], |
|
535 | - ]; |
|
536 | - } |
|
537 | - |
|
538 | - /** |
|
539 | - * Attack merchant |
|
540 | - */ |
|
541 | - private function attackMerchant($player) { |
|
542 | - $damage = rand(15, 35); |
|
543 | - $bounty = 0; |
|
544 | - |
|
545 | - // Player killed NPC |
|
546 | - if ($victory = $player->harm($damage)) { |
|
547 | - $gold = rand(20, 70); |
|
548 | - $player->setGold($player->gold + $gold); |
|
549 | - |
|
550 | - if ($damage > 34) { |
|
551 | - $inventory = new Inventory($player); |
|
552 | - $inventory->add('phosphor', 1); |
|
553 | - } |
|
554 | - |
|
555 | - if ($player->level > 10) { |
|
556 | - $bounty = 5 * floor(($player->level - 5) / 3); |
|
557 | - $player->setBounty($player->bounty + $bounty); |
|
558 | - } |
|
559 | - } else { // NPC killed player |
|
560 | - $damage = $gold = 0; |
|
561 | - } |
|
562 | - |
|
563 | - $player->save(); |
|
564 | - |
|
565 | - return [ |
|
566 | - 'npc.merchant.tpl', |
|
567 | - [ |
|
568 | - 'attack' => $damage, |
|
569 | - 'gold' => $gold, |
|
570 | - 'bounty' => $bounty, |
|
571 | - 'victory' => $victory, |
|
572 | - ], |
|
573 | - ]; |
|
574 | - } |
|
575 | - |
|
576 | - /** |
|
577 | - * Normal attack on a single thief. |
|
578 | - */ |
|
579 | - private function attackNormalThief(Player $player) { |
|
580 | - $damage = rand(0, 35); // Damage done |
|
581 | - $gold = 0; |
|
582 | - |
|
583 | - if ($victory = $player->harm($damage)) { |
|
584 | - $gold = rand(0, 40); // Gold in question |
|
585 | - |
|
586 | - if ($damage > 30) { // Steal gold |
|
587 | - $player->setGold(max(0, $player->gold - $gold)); |
|
588 | - } else if ($damage < 30) { // award gold and item |
|
589 | - $player->setGold($player->gold + $gold); |
|
590 | - $inventory = new Inventory($player); |
|
591 | - $inventory->add('shuriken', 1); |
|
592 | - } |
|
593 | - } |
|
594 | - |
|
595 | - $player->save(); |
|
596 | - |
|
597 | - return [ |
|
598 | - 'npc.thief.tpl', |
|
599 | - [ |
|
600 | - 'attack' => $damage, |
|
601 | - 'gold' => $gold, |
|
602 | - 'victory' => $victory, |
|
603 | - ], |
|
604 | - ]; |
|
605 | - } |
|
606 | - |
|
607 | - /** |
|
608 | - * Obtain the npcs data. |
|
609 | - * |
|
610 | - * @return Array |
|
611 | - */ |
|
612 | - private function npcs() { |
|
613 | - return [ |
|
614 | - 'abstract_npcs' => NpcFactory::npcsData(), |
|
615 | - 'custom_npcs' => NpcFactory::customNpcs(), |
|
616 | - ]; |
|
617 | - } |
|
618 | - |
|
619 | - /** |
|
620 | - * Get the list of npcs in a subtemplate. |
|
621 | - * |
|
622 | - * @param Container |
|
623 | - * @return Response |
|
624 | - */ |
|
625 | - public function index(Container $p_dependencies) { |
|
626 | - $all_npcs = $this->npcs(); |
|
627 | - $other_npcs = $all_npcs['abstract_npcs']; |
|
628 | - $npcs = $all_npcs['custom_npcs']; |
|
629 | - $template = 'npc.list.tpl'; |
|
630 | - $title = 'Npcs'; |
|
631 | - $parts = ['npcs' => $npcs, 'other_npcs' => $other_npcs]; |
|
632 | - $options = ['quickstats' => 'player']; |
|
633 | - |
|
634 | - return new StreamedViewResponse($title, $template, $parts, $options); |
|
635 | - } |
|
22 | + const ALIVE = true; |
|
23 | + const PRIV = false; |
|
24 | + const HIGH_TURNS = 50; |
|
25 | + const ITEM_DECREASES_GOLD_DIVISOR = 1.11; |
|
26 | + const ONI_DAMAGE_CAP = 20; |
|
27 | + const RANDOM_ENCOUNTER_DIVISOR = 400; |
|
28 | + const SAMURAI_REWARD_DMG = 100; |
|
29 | + const ONI_TURN_LOSS = 10; |
|
30 | + const ONI_KILL_LOSS = 1; |
|
31 | + const MIN_LEVEL_FOR_BOUNTY = 5; |
|
32 | + const MAX_LEVEL_FOR_BOUNTY = 50; |
|
33 | + |
|
34 | + public static $STEALTH_REMOVING_NPCS = ['samurai', 'oni']; |
|
35 | + |
|
36 | + private $randomness = null; |
|
37 | + |
|
38 | + /** |
|
39 | + * Inject different seed when non-randomness is needed (for testing) |
|
40 | + */ |
|
41 | + public function __construct($options=[]) { |
|
42 | + if (isset($options['randomness']) && is_callable($options['randomness'])) { |
|
43 | + $this->randomness = $options['randomness']; |
|
44 | + } else { |
|
45 | + $this->randomness = function() { |
|
46 | + return mt_rand() / mt_getrandmax(); |
|
47 | + }; |
|
48 | + } |
|
49 | + } |
|
50 | + |
|
51 | + /** |
|
52 | + * Run the random encounter |
|
53 | + * |
|
54 | + * @note |
|
55 | + * Currently only random enc. is an Oni attack! Yay! They take turns and a |
|
56 | + * kill and do a little damage. |
|
57 | + */ |
|
58 | + private function randomEncounter(Player $player) { |
|
59 | + $oni_health_loss = rand(1, self::ONI_DAMAGE_CAP); |
|
60 | + $multiple_rewards = false; |
|
61 | + $oni_killed = false; |
|
62 | + $item = null; |
|
63 | + |
|
64 | + $player->changeTurns(-1*self::ONI_TURN_LOSS); |
|
65 | + $player->harm($oni_health_loss); |
|
66 | + $player->subtractKills(self::ONI_KILL_LOSS); |
|
67 | + |
|
68 | + if ($player->health > 0) { // if you survive |
|
69 | + $inventory = new Inventory($player); |
|
70 | + |
|
71 | + if ($player->turns > self::HIGH_TURNS) { // And your turns are high/you are energetic, you can kill them. |
|
72 | + $oni_killed = true; |
|
73 | + $item = Item::findByIdentity('dimmak'); |
|
74 | + $quantity = 1; |
|
75 | + $inventory->add($item->identity(), $quantity); |
|
76 | + } else if ($player->turns > floor(self::HIGH_TURNS/2) && rand()&1) { |
|
77 | + // If your turns are somewhat high/you have some energy, 50/50 chance you can kill them. |
|
78 | + $oni_killed = true; |
|
79 | + $item = Item::findByIdentity('ginsengroot'); |
|
80 | + $multiple_rewards = true; |
|
81 | + $quantity = 4; |
|
82 | + $inventory->add($item->identity(), $quantity); |
|
83 | + } |
|
84 | + } |
|
85 | + |
|
86 | + $player->save(); |
|
87 | + |
|
88 | + return [ |
|
89 | + 'npc.oni.tpl', |
|
90 | + [ |
|
91 | + 'victory' => $oni_killed, |
|
92 | + 'item' => $item, |
|
93 | + 'multiple_rewards' => $multiple_rewards, |
|
94 | + ], |
|
95 | + ]; |
|
96 | + } |
|
97 | + |
|
98 | + /** |
|
99 | + * Wrapper for session storage of thief attacking |
|
100 | + * |
|
101 | + * @param Container |
|
102 | + * @return int |
|
103 | + */ |
|
104 | + private function getThiefCounter(Container $p_dependencies) { |
|
105 | + return $p_dependencies['session']->get('thief_counter', 1); |
|
106 | + } |
|
107 | + |
|
108 | + /** |
|
109 | + * Wrapper for session storage of thief attacking |
|
110 | + * |
|
111 | + * @param int $num |
|
112 | + * @param Container |
|
113 | + * @return void |
|
114 | + */ |
|
115 | + private function setThiefCounter($num, Container $p_dependencies) { |
|
116 | + $p_dependencies['session']->set('thief_counter', $num); |
|
117 | + } |
|
118 | + |
|
119 | + /** |
|
120 | + * The reward for defeating an npc, less if items popped |
|
121 | + * |
|
122 | + * @param Npc $npco |
|
123 | + * @param boolean $reward_item Any items were rewarded. |
|
124 | + * @return int |
|
125 | + * @note |
|
126 | + * If npc gold explicitly set to 0, reward gold will be totally skipped |
|
127 | + * "rich" npcs will have a higher gold minimum |
|
128 | + */ |
|
129 | + private function calcReceivedGold(Npc $npco, $reward_item) { |
|
130 | + if ($npco->gold() === 0) { // These npcs simply don't give gold. |
|
131 | + return 0; |
|
132 | + } |
|
133 | + |
|
134 | + // Hack a little off max gold if items received. |
|
135 | + $divisor = 1; |
|
136 | + if ($reward_item) { |
|
137 | + $divisor = self::ITEM_DECREASES_GOLD_DIVISOR; |
|
138 | + } |
|
139 | + |
|
140 | + return rand($npco->minGold(), floor($npco->gold()/$divisor)); |
|
141 | + } |
|
142 | + |
|
143 | + /** |
|
144 | + * Handle Standard Abstract Npcs |
|
145 | + * |
|
146 | + * @param String $victim |
|
147 | + * @param Player $player |
|
148 | + * @param Array $npcs |
|
149 | + * @return array [$npc_template, $combat_data] |
|
150 | + */ |
|
151 | + private function attackAbstractNpc($victim, Player $player, $npcs) { |
|
152 | + $npc_stats = $npcs[$victim]; // Pull an npcs individual stats with generic fallbacks. |
|
153 | + $npco = new Npc($npc_stats); // Construct the npc object. |
|
154 | + $display_name = (isset($npc_stats['name']) ? $npc_stats['name'] : ucfirst($victim)); |
|
155 | + $status_effect = (isset($npc_stats['status']) ? $npc_stats['status'] : null); |
|
156 | + $reward_item = (isset($npc_stats['item']) && $npc_stats['item'] ? $npc_stats['item'] : null); |
|
157 | + $is_quick = (boolean) ($npco->getSpeed() > $player->getSpeed()); // Beyond basic speed and they see you coming, so show that message. |
|
158 | + $is_weaker = ($npco->getStrength() * 3) < $player->getStrength(); // Npc much weaker? |
|
159 | + $is_stronger = ($npco->getStrength()) > ($player->getStrength() * 3); // Npc More than twice as strong? |
|
160 | + $image = (isset($npc_stats['img']) ? $npc_stats['img'] : null); |
|
161 | + // Assume defeat... |
|
162 | + $victory = false; |
|
163 | + $received_gold = null; |
|
164 | + $received_items = null; |
|
165 | + $added_bounty = ''; |
|
166 | + $is_rewarded = null; // Gets items or gold. |
|
167 | + $statuses = null; |
|
168 | + $status_classes = null; |
|
169 | + $image_path = null; |
|
170 | + |
|
171 | + // If the image exists, set the path to it for use on the page. |
|
172 | + if ($image && file_exists(SERVER_ROOT.'www/images/characters/'.$image)) { |
|
173 | + $image_path = IMAGE_ROOT.'characters/'.$image; |
|
174 | + } |
|
175 | + |
|
176 | + // ******* FIGHT Logic *********** |
|
177 | + $npc_damage = $npco->damage(); |
|
178 | + $survive_fight = $player->harm($npc_damage); |
|
179 | + $kill_npc = ($npco->getHealth() < $player->damage()); |
|
180 | + |
|
181 | + if ($survive_fight > 0) { |
|
182 | + // The ninja survived, they get any gold the npc has. |
|
183 | + $received_gold = $this->calcReceivedGold($npco, (bool) $reward_item); |
|
184 | + $player->setGold($player->gold + $received_gold); |
|
185 | + $received_items = array(); |
|
186 | + |
|
187 | + if ($kill_npc) { |
|
188 | + $victory = true; |
|
189 | + // Victory occurred, reward the poor sap. |
|
190 | + if ($npco->inventory()) { |
|
191 | + $inventory = new Inventory($player); |
|
192 | + |
|
193 | + foreach (array_keys($npco->inventory()) as $l_item) { |
|
194 | + $item = Item::findByIdentity($l_item); |
|
195 | + $received_items[] = $item->getName(); |
|
196 | + $inventory->add($item->identity(), 1); |
|
197 | + } |
|
198 | + } |
|
199 | + |
|
200 | + // Add bounty where applicable for npcs. |
|
201 | + if ($npco->bountyMod() > 0 && |
|
202 | + $player->level > self::MIN_LEVEL_FOR_BOUNTY && |
|
203 | + $player->level <= self::MAX_LEVEL_FOR_BOUNTY |
|
204 | + ) { |
|
205 | + $added_bounty = Combat::runBountyExchange($player, $npco, $npco->bountyMod()); |
|
206 | + } |
|
207 | + } |
|
208 | + |
|
209 | + $is_rewarded = (bool) $received_gold || (bool)count($received_items); |
|
210 | + |
|
211 | + if (isset($npc_stats['status']) && null !== $npc_stats['status']) { |
|
212 | + $player->addStatus($npc_stats['status']); |
|
213 | + // Get the statuses and status classes for display. |
|
214 | + $statuses = implode(', ', Player::getStatusList()); |
|
215 | + $status_classes = implode(' ', Player::getStatusList()); |
|
216 | + } |
|
217 | + } |
|
218 | + |
|
219 | + $player->save(); |
|
220 | + |
|
221 | + return [ |
|
222 | + 'npc.abstract.tpl', |
|
223 | + [ |
|
224 | + 'victim' => $victim, |
|
225 | + 'display_name' => $display_name, |
|
226 | + 'attack_damage' => $npc_damage, |
|
227 | + 'status_effect' => $status_effect, |
|
228 | + 'display_statuses' => $statuses, |
|
229 | + 'display_statuses_classes' => $status_classes, |
|
230 | + 'received_gold' => $received_gold, |
|
231 | + 'received_display_items' => $received_items, |
|
232 | + 'is_rewarded' => $is_rewarded, |
|
233 | + 'victory' => $victory, |
|
234 | + 'survive_fight' => $survive_fight, |
|
235 | + 'kill_npc' => $kill_npc, |
|
236 | + 'image_path' => $image_path, |
|
237 | + 'npc_stats' => $npc_stats, |
|
238 | + 'is_quick' => $is_quick, |
|
239 | + 'added_bounty' => $added_bounty, |
|
240 | + 'is_villager' => $npco->hasTrait('villager'), |
|
241 | + 'race' => $npco->race(), |
|
242 | + 'is_weaker' => $is_weaker, |
|
243 | + 'is_stronger' => $is_stronger, |
|
244 | + ] |
|
245 | + ]; |
|
246 | + } |
|
247 | + |
|
248 | + /** |
|
249 | + * Injectable randomness. |
|
250 | + * |
|
251 | + * @return boolean |
|
252 | + * @note |
|
253 | + * Used to be rand(1, 400) === 1 |
|
254 | + */ |
|
255 | + private function startRandomEncounter() { |
|
256 | + $randomness = $this->randomness; |
|
257 | + return (boolean) (ceil($randomness() * self::RANDOM_ENCOUNTER_DIVISOR) == self::RANDOM_ENCOUNTER_DIVISOR); |
|
258 | + } |
|
259 | + |
|
260 | + /** |
|
261 | + * Attack a specific npc |
|
262 | + * |
|
263 | + * @param Container |
|
264 | + * @return StreamedViewResponse |
|
265 | + */ |
|
266 | + public function attack(Container $p_dependencies) { |
|
267 | + $request = RequestWrapper::$request; |
|
268 | + |
|
269 | + $url_part = $request->getRequestUri(); |
|
270 | + |
|
271 | + if (preg_match('#\/(\w+)(\/)?$#', $url_part, $matches)) { |
|
272 | + $victim = $matches[1]; |
|
273 | + } else { |
|
274 | + $victim = null; // No match, victim is null. |
|
275 | + } |
|
276 | + |
|
277 | + $turn_cost = 1; |
|
278 | + $health = true; |
|
279 | + $combat_data = []; |
|
280 | + $player = $p_dependencies['current_player']; |
|
281 | + $error_template = 'npc.no-one.tpl'; // Error template also used down below. |
|
282 | + $npc_template = $error_template; // Error condition by default. |
|
283 | + $npcs = NpcFactory::npcsData(); |
|
284 | + $possible_npcs = array_merge(array_column(NpcFactory::customNpcs(), 'identity'), array_keys($npcs)); |
|
285 | + $victim = (in_array($victim, $possible_npcs) ? $victim : null); // Filter to only the correct options. |
|
286 | + |
|
287 | + $standard_npcs = [ |
|
288 | + 'peasant' => 'attackVillager', |
|
289 | + 'merchant' => 'attackMerchant', |
|
290 | + 'guard' => 'attackGuard', |
|
291 | + ]; |
|
292 | + |
|
293 | + $method = null; |
|
294 | + |
|
295 | + if ($player && $player->turns > 0 && !empty($victim)) { |
|
296 | + // Strip stealth when attacking special NPCs |
|
297 | + if ($player->hasStatus('stealth') && in_array(strtolower($victim), self::$STEALTH_REMOVING_NPCS)) { |
|
298 | + $player->subtractStatus(STEALTH); |
|
299 | + } |
|
300 | + |
|
301 | + if ($this->startRandomEncounter()) { |
|
302 | + $method = 'randomEncounter'; |
|
303 | + } elseif (array_key_exists($victim, $npcs)) { |
|
304 | + list($npc_template, $combat_data) = $this->attackAbstractNpc($victim, $player, $npcs); |
|
305 | + } else if (array_key_exists($victim, $standard_npcs)) { |
|
306 | + $method = $standard_npcs[$victim]; |
|
307 | + } else if ($victim == "samurai") { |
|
308 | + if ($player->level < 2) { |
|
309 | + $turn_cost = 0; |
|
310 | + $npc_template = 'npc.samurai-too-weak.tpl'; |
|
311 | + } else if ($player->kills < 1) { |
|
312 | + $turn_cost = 0; |
|
313 | + $npc_template = 'npc.samurai-too-tired.tpl'; |
|
314 | + } else { |
|
315 | + $method = 'attackSamurai'; |
|
316 | + } |
|
317 | + } else if ($victim == 'thief') { |
|
318 | + // Check the counter to see whether they've attacked a thief multiple times in a row. |
|
319 | + $counter = $this->getThiefCounter($p_dependencies); |
|
320 | + |
|
321 | + $this->setThiefCounter($counter+1, $p_dependencies); // Incremement the current state of the counter. |
|
322 | + |
|
323 | + if ($counter > 20 && rand(1, 3) == 3) { |
|
324 | + // Only after many attacks do you have the chance to be attacked back by the group of thieves. |
|
325 | + $this->setThiefCounter(0, $p_dependencies); // Reset the counter to zero. |
|
326 | + $method = 'attackGroupOfThieves'; |
|
327 | + } else { |
|
328 | + $method = 'attackNormalThief'; |
|
329 | + } |
|
330 | + } |
|
331 | + |
|
332 | + if (is_callable([$this, $method], false)) { |
|
333 | + list($npc_template, $combat_data) = $this->$method($player); |
|
334 | + } |
|
335 | + |
|
336 | + if ($player->health <= 0) { // FINAL CHECK FOR DEATH |
|
337 | + $player->death(); |
|
338 | + $health = false; |
|
339 | + Event::create((int)"SysMsg", $player->id(), "DEATH: You have been killed by a $victim."); |
|
340 | + } |
|
341 | + |
|
342 | + // Subtract the turn cost for attacking an npc |
|
343 | + // almost always 1 apart from perhaps oni or group-of-thieves |
|
344 | + $player->changeTurns(-1*$turn_cost); |
|
345 | + |
|
346 | + $player->save(); |
|
347 | + } |
|
348 | + |
|
349 | + // Uses a sub-template inside for specific npcs. |
|
350 | + $parts = [ |
|
351 | + 'victim' => $victim, // merge may override in theory |
|
352 | + 'npc_template' => $npc_template, |
|
353 | + 'attacked' => 1, |
|
354 | + 'turns' => $player? $player->turns : null, |
|
355 | + 'health' => $health, |
|
356 | + ]; |
|
357 | + |
|
358 | + return new StreamedViewResponse('Battle', 'npc.tpl', $parts + $combat_data, ['quickstat' => 'player']); |
|
359 | + } |
|
360 | + |
|
361 | + private function attackGuard(Player $player) { |
|
362 | + $damage = rand(1, $player->getStrength() + 10); |
|
363 | + $herb = false; |
|
364 | + $gold = 0; |
|
365 | + $bounty = 0; |
|
366 | + |
|
367 | + if ($victory = $player->harm($damage)) { |
|
368 | + $gold = rand(1, $player->getStrength() + 40); |
|
369 | + $player->setGold($player->gold + $gold); |
|
370 | + |
|
371 | + if ($player->level > 15) { |
|
372 | + $bounty = 10 * floor(($player->level - 10) / 5); |
|
373 | + $player->setBounty($player->bounty + $bounty); |
|
374 | + } |
|
375 | + |
|
376 | + // chance of getting an herb for Kampo |
|
377 | + if (rand(1, 9) == 9) { |
|
378 | + $herb = true; |
|
379 | + $inventory = new Inventory($player); |
|
380 | + $inventory->add('ginsengroot', 1); |
|
381 | + } |
|
382 | + } else { |
|
383 | + $damage = 0; |
|
384 | + } |
|
385 | + |
|
386 | + return [ |
|
387 | + 'npc.guard.tpl', |
|
388 | + [ |
|
389 | + 'attack' => $damage, |
|
390 | + 'gold' => $gold, |
|
391 | + 'bounty' => $bounty, |
|
392 | + 'victory' => $victory, |
|
393 | + 'herb' => $herb, |
|
394 | + ], |
|
395 | + ]; |
|
396 | + } |
|
397 | + |
|
398 | + private function attackVillager(Player $player) { |
|
399 | + $damage = rand(0, 10); |
|
400 | + $just_villager = rand(0, 20); |
|
401 | + $bounty = 0; |
|
402 | + $gold = 0; |
|
403 | + |
|
404 | + if ($victory = $player->harm($damage)) { |
|
405 | + $gold = rand(0, 20); |
|
406 | + $player->setGold($player->gold + $gold); |
|
407 | + |
|
408 | + // *** Bounty or no bounty *** |
|
409 | + if ($player->level > 1 && $player->level <= 20) { |
|
410 | + $bounty = floor($player->level / 3); |
|
411 | + $player->setBounty($player->bounty + $bounty); |
|
412 | + } |
|
413 | + |
|
414 | + if (!$just_villager) { |
|
415 | + // Something beyond just a villager, drop a shuriken |
|
416 | + $inventory = new Inventory($player); |
|
417 | + $inventory->add('shuriken', 1); |
|
418 | + } |
|
419 | + } |
|
420 | + |
|
421 | + $player->save(); |
|
422 | + |
|
423 | + return [ |
|
424 | + 'npc.peasant.tpl', |
|
425 | + [ |
|
426 | + 'just_villager' => $just_villager, |
|
427 | + 'attack' => $damage, |
|
428 | + 'gold' => $gold, |
|
429 | + 'level' => $player->level, |
|
430 | + 'bounty' => $bounty, |
|
431 | + 'victory' => $victory, |
|
432 | + ], |
|
433 | + ]; |
|
434 | + } |
|
435 | + |
|
436 | + private function attackSamurai(Player $player) { |
|
437 | + $gold = 0; |
|
438 | + $victory = false; |
|
439 | + $drop = false; |
|
440 | + $drop_display = null; |
|
441 | + |
|
442 | + $damage = [ |
|
443 | + rand(1, $player->getStrength()), |
|
444 | + rand(10, 10 + round($player->getStrength() * 1.2)), |
|
445 | + ]; |
|
446 | + |
|
447 | + if (rand(0, 1)) { |
|
448 | + $damage[] = rand(30 + round($player->getStrength() * 0.2), 30 + round($player->getStrength() * 1.7)); |
|
449 | + } else { //Instant death. |
|
450 | + $damage[] = abs($player->health - $damage[0] - $damage[1]); |
|
451 | + } |
|
452 | + |
|
453 | + for ($i = 0; $i < count($damage) && $player->health > 0; ++$i) { |
|
454 | + $player->harm($damage[$i]); |
|
455 | + } |
|
456 | + |
|
457 | + if ($player->health > 0) { // Ninja still has health after all attacks |
|
458 | + $victory = true; |
|
459 | + |
|
460 | + $gold = rand(50, 50 + $damage[2] + $damage[1]); |
|
461 | + |
|
462 | + $player->addKills(1); |
|
463 | + $player->setGold($player->gold + $gold); |
|
464 | + |
|
465 | + $inventory = new Inventory($player); |
|
466 | + |
|
467 | + // If samurai dmg high, but ninja lived, give rewards |
|
468 | + if ($damage[2] > self::SAMURAI_REWARD_DMG) { |
|
469 | + $drop = true; |
|
470 | + |
|
471 | + if (rand(0, 1)) { |
|
472 | + $drop_display = 'mushroom powder'; |
|
473 | + $dropItem = 'amanita'; |
|
474 | + } else { |
|
475 | + $drop_display = 'a strange herb'; |
|
476 | + $dropItem = 'ginsengroot'; |
|
477 | + } |
|
478 | + |
|
479 | + $inventory->add($dropItem, 1); |
|
480 | + } |
|
481 | + |
|
482 | + // If the final damage was the exact max damage |
|
483 | + if ($damage[2] == $player->getStrength() * 3) { |
|
484 | + $drop = true; |
|
485 | + $drop_display = 'a black scroll'; |
|
486 | + $inventory->add('dimmak', 1); |
|
487 | + } |
|
488 | + } |
|
489 | + |
|
490 | + $player->save(); |
|
491 | + |
|
492 | + return [ |
|
493 | + 'npc.samurai.tpl', |
|
494 | + [ |
|
495 | + 'samurai_damage_array' => $damage, |
|
496 | + 'gold' => $gold, |
|
497 | + 'victory' => $victory, |
|
498 | + 'ninja_str' => $player->getStrength(), |
|
499 | + 'level' => $player->level, |
|
500 | + 'attacker_kills' => $player->kills, |
|
501 | + 'drop' => $drop, |
|
502 | + 'drop_display' => $drop_display, |
|
503 | + ], |
|
504 | + ]; |
|
505 | + } |
|
506 | + |
|
507 | + private function attackGroupOfThieves(Player $player) { |
|
508 | + $damage = rand(50, 150); |
|
509 | + |
|
510 | + if ($victory = $player->harm($damage)) { |
|
511 | + // The den of thieves didn't accomplish their goal |
|
512 | + $gold = rand(100, 300); |
|
513 | + |
|
514 | + if ($damage > 120) { // Powerful attack gives an additional disadvantage |
|
515 | + $player->subtractKills(1); |
|
516 | + } |
|
517 | + |
|
518 | + $player->setGold($player->gold + $gold); |
|
519 | + |
|
520 | + $inventory = new Inventory($player); |
|
521 | + $inventory->add('phosphor', 1); |
|
522 | + } else { // If the den of theives killed the attacker. |
|
523 | + $gold = 0; |
|
524 | + } |
|
525 | + |
|
526 | + $player->save(); |
|
527 | + |
|
528 | + return [ |
|
529 | + 'npc.thief-group.tpl', |
|
530 | + [ |
|
531 | + 'attack' => $damage, |
|
532 | + 'gold' => $gold, |
|
533 | + 'victory' => $victory, |
|
534 | + ], |
|
535 | + ]; |
|
536 | + } |
|
537 | + |
|
538 | + /** |
|
539 | + * Attack merchant |
|
540 | + */ |
|
541 | + private function attackMerchant($player) { |
|
542 | + $damage = rand(15, 35); |
|
543 | + $bounty = 0; |
|
544 | + |
|
545 | + // Player killed NPC |
|
546 | + if ($victory = $player->harm($damage)) { |
|
547 | + $gold = rand(20, 70); |
|
548 | + $player->setGold($player->gold + $gold); |
|
549 | + |
|
550 | + if ($damage > 34) { |
|
551 | + $inventory = new Inventory($player); |
|
552 | + $inventory->add('phosphor', 1); |
|
553 | + } |
|
554 | + |
|
555 | + if ($player->level > 10) { |
|
556 | + $bounty = 5 * floor(($player->level - 5) / 3); |
|
557 | + $player->setBounty($player->bounty + $bounty); |
|
558 | + } |
|
559 | + } else { // NPC killed player |
|
560 | + $damage = $gold = 0; |
|
561 | + } |
|
562 | + |
|
563 | + $player->save(); |
|
564 | + |
|
565 | + return [ |
|
566 | + 'npc.merchant.tpl', |
|
567 | + [ |
|
568 | + 'attack' => $damage, |
|
569 | + 'gold' => $gold, |
|
570 | + 'bounty' => $bounty, |
|
571 | + 'victory' => $victory, |
|
572 | + ], |
|
573 | + ]; |
|
574 | + } |
|
575 | + |
|
576 | + /** |
|
577 | + * Normal attack on a single thief. |
|
578 | + */ |
|
579 | + private function attackNormalThief(Player $player) { |
|
580 | + $damage = rand(0, 35); // Damage done |
|
581 | + $gold = 0; |
|
582 | + |
|
583 | + if ($victory = $player->harm($damage)) { |
|
584 | + $gold = rand(0, 40); // Gold in question |
|
585 | + |
|
586 | + if ($damage > 30) { // Steal gold |
|
587 | + $player->setGold(max(0, $player->gold - $gold)); |
|
588 | + } else if ($damage < 30) { // award gold and item |
|
589 | + $player->setGold($player->gold + $gold); |
|
590 | + $inventory = new Inventory($player); |
|
591 | + $inventory->add('shuriken', 1); |
|
592 | + } |
|
593 | + } |
|
594 | + |
|
595 | + $player->save(); |
|
596 | + |
|
597 | + return [ |
|
598 | + 'npc.thief.tpl', |
|
599 | + [ |
|
600 | + 'attack' => $damage, |
|
601 | + 'gold' => $gold, |
|
602 | + 'victory' => $victory, |
|
603 | + ], |
|
604 | + ]; |
|
605 | + } |
|
606 | + |
|
607 | + /** |
|
608 | + * Obtain the npcs data. |
|
609 | + * |
|
610 | + * @return Array |
|
611 | + */ |
|
612 | + private function npcs() { |
|
613 | + return [ |
|
614 | + 'abstract_npcs' => NpcFactory::npcsData(), |
|
615 | + 'custom_npcs' => NpcFactory::customNpcs(), |
|
616 | + ]; |
|
617 | + } |
|
618 | + |
|
619 | + /** |
|
620 | + * Get the list of npcs in a subtemplate. |
|
621 | + * |
|
622 | + * @param Container |
|
623 | + * @return Response |
|
624 | + */ |
|
625 | + public function index(Container $p_dependencies) { |
|
626 | + $all_npcs = $this->npcs(); |
|
627 | + $other_npcs = $all_npcs['abstract_npcs']; |
|
628 | + $npcs = $all_npcs['custom_npcs']; |
|
629 | + $template = 'npc.list.tpl'; |
|
630 | + $title = 'Npcs'; |
|
631 | + $parts = ['npcs' => $npcs, 'other_npcs' => $other_npcs]; |
|
632 | + $options = ['quickstats' => 'player']; |
|
633 | + |
|
634 | + return new StreamedViewResponse($title, $template, $parts, $options); |
|
635 | + } |
|
636 | 636 | } |
@@ -38,7 +38,7 @@ discard block |
||
38 | 38 | /** |
39 | 39 | * Inject different seed when non-randomness is needed (for testing) |
40 | 40 | */ |
41 | - public function __construct($options=[]) { |
|
41 | + public function __construct($options = []) { |
|
42 | 42 | if (isset($options['randomness']) && is_callable($options['randomness'])) { |
43 | 43 | $this->randomness = $options['randomness']; |
44 | 44 | } else { |
@@ -61,7 +61,7 @@ discard block |
||
61 | 61 | $oni_killed = false; |
62 | 62 | $item = null; |
63 | 63 | |
64 | - $player->changeTurns(-1*self::ONI_TURN_LOSS); |
|
64 | + $player->changeTurns(-1 * self::ONI_TURN_LOSS); |
|
65 | 65 | $player->harm($oni_health_loss); |
66 | 66 | $player->subtractKills(self::ONI_KILL_LOSS); |
67 | 67 | |
@@ -73,7 +73,7 @@ discard block |
||
73 | 73 | $item = Item::findByIdentity('dimmak'); |
74 | 74 | $quantity = 1; |
75 | 75 | $inventory->add($item->identity(), $quantity); |
76 | - } else if ($player->turns > floor(self::HIGH_TURNS/2) && rand()&1) { |
|
76 | + } else if ($player->turns > floor(self::HIGH_TURNS / 2) && rand() & 1) { |
|
77 | 77 | // If your turns are somewhat high/you have some energy, 50/50 chance you can kill them. |
78 | 78 | $oni_killed = true; |
79 | 79 | $item = Item::findByIdentity('ginsengroot'); |
@@ -137,7 +137,7 @@ discard block |
||
137 | 137 | $divisor = self::ITEM_DECREASES_GOLD_DIVISOR; |
138 | 138 | } |
139 | 139 | |
140 | - return rand($npco->minGold(), floor($npco->gold()/$divisor)); |
|
140 | + return rand($npco->minGold(), floor($npco->gold() / $divisor)); |
|
141 | 141 | } |
142 | 142 | |
143 | 143 | /** |
@@ -154,7 +154,7 @@ discard block |
||
154 | 154 | $display_name = (isset($npc_stats['name']) ? $npc_stats['name'] : ucfirst($victim)); |
155 | 155 | $status_effect = (isset($npc_stats['status']) ? $npc_stats['status'] : null); |
156 | 156 | $reward_item = (isset($npc_stats['item']) && $npc_stats['item'] ? $npc_stats['item'] : null); |
157 | - $is_quick = (boolean) ($npco->getSpeed() > $player->getSpeed()); // Beyond basic speed and they see you coming, so show that message. |
|
157 | + $is_quick = (boolean)($npco->getSpeed() > $player->getSpeed()); // Beyond basic speed and they see you coming, so show that message. |
|
158 | 158 | $is_weaker = ($npco->getStrength() * 3) < $player->getStrength(); // Npc much weaker? |
159 | 159 | $is_stronger = ($npco->getStrength()) > ($player->getStrength() * 3); // Npc More than twice as strong? |
160 | 160 | $image = (isset($npc_stats['img']) ? $npc_stats['img'] : null); |
@@ -180,7 +180,7 @@ discard block |
||
180 | 180 | |
181 | 181 | if ($survive_fight > 0) { |
182 | 182 | // The ninja survived, they get any gold the npc has. |
183 | - $received_gold = $this->calcReceivedGold($npco, (bool) $reward_item); |
|
183 | + $received_gold = $this->calcReceivedGold($npco, (bool)$reward_item); |
|
184 | 184 | $player->setGold($player->gold + $received_gold); |
185 | 185 | $received_items = array(); |
186 | 186 | |
@@ -206,7 +206,7 @@ discard block |
||
206 | 206 | } |
207 | 207 | } |
208 | 208 | |
209 | - $is_rewarded = (bool) $received_gold || (bool)count($received_items); |
|
209 | + $is_rewarded = (bool)$received_gold || (bool)count($received_items); |
|
210 | 210 | |
211 | 211 | if (isset($npc_stats['status']) && null !== $npc_stats['status']) { |
212 | 212 | $player->addStatus($npc_stats['status']); |
@@ -254,7 +254,7 @@ discard block |
||
254 | 254 | */ |
255 | 255 | private function startRandomEncounter() { |
256 | 256 | $randomness = $this->randomness; |
257 | - return (boolean) (ceil($randomness() * self::RANDOM_ENCOUNTER_DIVISOR) == self::RANDOM_ENCOUNTER_DIVISOR); |
|
257 | + return (boolean)(ceil($randomness() * self::RANDOM_ENCOUNTER_DIVISOR) == self::RANDOM_ENCOUNTER_DIVISOR); |
|
258 | 258 | } |
259 | 259 | |
260 | 260 | /** |
@@ -318,7 +318,7 @@ discard block |
||
318 | 318 | // Check the counter to see whether they've attacked a thief multiple times in a row. |
319 | 319 | $counter = $this->getThiefCounter($p_dependencies); |
320 | 320 | |
321 | - $this->setThiefCounter($counter+1, $p_dependencies); // Incremement the current state of the counter. |
|
321 | + $this->setThiefCounter($counter + 1, $p_dependencies); // Incremement the current state of the counter. |
|
322 | 322 | |
323 | 323 | if ($counter > 20 && rand(1, 3) == 3) { |
324 | 324 | // Only after many attacks do you have the chance to be attacked back by the group of thieves. |
@@ -341,7 +341,7 @@ discard block |
||
341 | 341 | |
342 | 342 | // Subtract the turn cost for attacking an npc |
343 | 343 | // almost always 1 apart from perhaps oni or group-of-thieves |
344 | - $player->changeTurns(-1*$turn_cost); |
|
344 | + $player->changeTurns(-1 * $turn_cost); |
|
345 | 345 | |
346 | 346 | $player->save(); |
347 | 347 | } |
@@ -351,7 +351,7 @@ discard block |
||
351 | 351 | 'victim' => $victim, // merge may override in theory |
352 | 352 | 'npc_template' => $npc_template, |
353 | 353 | 'attacked' => 1, |
354 | - 'turns' => $player? $player->turns : null, |
|
354 | + 'turns' => $player ? $player->turns : null, |
|
355 | 355 | 'health' => $health, |
356 | 356 | ]; |
357 | 357 | |
@@ -577,11 +577,11 @@ discard block |
||
577 | 577 | * Normal attack on a single thief. |
578 | 578 | */ |
579 | 579 | private function attackNormalThief(Player $player) { |
580 | - $damage = rand(0, 35); // Damage done |
|
580 | + $damage = rand(0, 35); // Damage done |
|
581 | 581 | $gold = 0; |
582 | 582 | |
583 | 583 | if ($victory = $player->harm($damage)) { |
584 | - $gold = rand(0, 40); // Gold in question |
|
584 | + $gold = rand(0, 40); // Gold in question |
|
585 | 585 | |
586 | 586 | if ($damage > 30) { // Steal gold |
587 | 587 | $player->setGold(max(0, $player->gold - $gold)); |
@@ -45,176 +45,176 @@ discard block |
||
45 | 45 | * @property int status |
46 | 46 | */ |
47 | 47 | class Player implements Character { |
48 | - const HEALTH_PER_STAMINA = 2; |
|
48 | + const HEALTH_PER_STAMINA = 2; |
|
49 | 49 | public $ip; |
50 | 50 | public $avatar_url; |
51 | - private $data; |
|
51 | + private $data; |
|
52 | 52 | private $vo; |
53 | 53 | |
54 | - /** |
|
55 | - * Creates a new level 1 player object |
|
56 | - */ |
|
57 | - public function __construct() { |
|
58 | - $level = 1; |
|
59 | - |
|
60 | - $this->vo = new PlayerVO(); |
|
61 | - $this->avatar_url = null; |
|
62 | - $this->uname = null; |
|
63 | - $this->health = self::maxHealthByLevel($level); |
|
64 | - $this->strength = self::baseStrengthByLevel($level); |
|
65 | - $this->speed = self::baseSpeedByLevel($level); |
|
66 | - $this->stamina = self::baseStaminaByLevel($level); |
|
67 | - $this->level = $level; |
|
68 | - $this->gold = 100; |
|
69 | - $this->turns = 180; |
|
70 | - $this->kills = 0; |
|
71 | - $this->status = 0; |
|
72 | - $this->member = 0; |
|
73 | - $this->days = 0; |
|
74 | - $this->bounty = 0; |
|
75 | - $this->energy = 0; |
|
76 | - $this->ki = 0; |
|
77 | - $this->karma = 0; |
|
78 | - $this->avatar_type = 1; |
|
79 | - $this->messages = ''; |
|
80 | - $this->description = ''; |
|
81 | - $this->instincts = ''; |
|
82 | - $this->traits = ''; |
|
83 | - $this->beliefs = ''; |
|
84 | - $this->goals = ''; |
|
85 | - $this->last_started_attack = null; |
|
86 | - } |
|
87 | - |
|
88 | - /** |
|
89 | - * @return string |
|
90 | - */ |
|
91 | - public function __toString() { |
|
92 | - return $this->name(); |
|
93 | - } |
|
94 | - |
|
95 | - /** |
|
96 | - * Magic method to provide accessors for properties |
|
97 | - * |
|
98 | - * @return mixed |
|
99 | - */ |
|
100 | - public function __get($member_field) { |
|
101 | - return $this->vo->$member_field; |
|
102 | - } |
|
103 | - |
|
104 | - /** |
|
105 | - * Magic method to provide mutators for properties |
|
106 | - * |
|
107 | - * @return mixed |
|
108 | - */ |
|
109 | - public function __set($member_field, $value) { |
|
110 | - return $this->vo->$member_field = $value; |
|
111 | - } |
|
112 | - |
|
113 | - /** |
|
114 | - * Magic method to handle isset() and empty() calls against properties |
|
115 | - * |
|
116 | - * @return boolean |
|
117 | - */ |
|
118 | - public function __isset($member_field) { |
|
119 | - return isset($this->vo->$member_field); |
|
120 | - } |
|
121 | - |
|
122 | - /** |
|
123 | - * |
|
124 | - */ |
|
125 | - public function __clone() { |
|
126 | - $this->vo = clone $this->vo; |
|
127 | - } |
|
128 | - |
|
129 | - /** |
|
130 | - * @return string |
|
131 | - */ |
|
132 | - public function name() { |
|
133 | - return $this->vo->uname; |
|
134 | - } |
|
135 | - |
|
136 | - /** |
|
137 | - * @return int |
|
138 | - */ |
|
54 | + /** |
|
55 | + * Creates a new level 1 player object |
|
56 | + */ |
|
57 | + public function __construct() { |
|
58 | + $level = 1; |
|
59 | + |
|
60 | + $this->vo = new PlayerVO(); |
|
61 | + $this->avatar_url = null; |
|
62 | + $this->uname = null; |
|
63 | + $this->health = self::maxHealthByLevel($level); |
|
64 | + $this->strength = self::baseStrengthByLevel($level); |
|
65 | + $this->speed = self::baseSpeedByLevel($level); |
|
66 | + $this->stamina = self::baseStaminaByLevel($level); |
|
67 | + $this->level = $level; |
|
68 | + $this->gold = 100; |
|
69 | + $this->turns = 180; |
|
70 | + $this->kills = 0; |
|
71 | + $this->status = 0; |
|
72 | + $this->member = 0; |
|
73 | + $this->days = 0; |
|
74 | + $this->bounty = 0; |
|
75 | + $this->energy = 0; |
|
76 | + $this->ki = 0; |
|
77 | + $this->karma = 0; |
|
78 | + $this->avatar_type = 1; |
|
79 | + $this->messages = ''; |
|
80 | + $this->description = ''; |
|
81 | + $this->instincts = ''; |
|
82 | + $this->traits = ''; |
|
83 | + $this->beliefs = ''; |
|
84 | + $this->goals = ''; |
|
85 | + $this->last_started_attack = null; |
|
86 | + } |
|
87 | + |
|
88 | + /** |
|
89 | + * @return string |
|
90 | + */ |
|
91 | + public function __toString() { |
|
92 | + return $this->name(); |
|
93 | + } |
|
94 | + |
|
95 | + /** |
|
96 | + * Magic method to provide accessors for properties |
|
97 | + * |
|
98 | + * @return mixed |
|
99 | + */ |
|
100 | + public function __get($member_field) { |
|
101 | + return $this->vo->$member_field; |
|
102 | + } |
|
103 | + |
|
104 | + /** |
|
105 | + * Magic method to provide mutators for properties |
|
106 | + * |
|
107 | + * @return mixed |
|
108 | + */ |
|
109 | + public function __set($member_field, $value) { |
|
110 | + return $this->vo->$member_field = $value; |
|
111 | + } |
|
112 | + |
|
113 | + /** |
|
114 | + * Magic method to handle isset() and empty() calls against properties |
|
115 | + * |
|
116 | + * @return boolean |
|
117 | + */ |
|
118 | + public function __isset($member_field) { |
|
119 | + return isset($this->vo->$member_field); |
|
120 | + } |
|
121 | + |
|
122 | + /** |
|
123 | + * |
|
124 | + */ |
|
125 | + public function __clone() { |
|
126 | + $this->vo = clone $this->vo; |
|
127 | + } |
|
128 | + |
|
129 | + /** |
|
130 | + * @return string |
|
131 | + */ |
|
132 | + public function name() { |
|
133 | + return $this->vo->uname; |
|
134 | + } |
|
135 | + |
|
136 | + /** |
|
137 | + * @return int |
|
138 | + */ |
|
139 | 139 | public function id() { |
140 | 140 | return $this->vo->player_id; |
141 | 141 | } |
142 | 142 | |
143 | - /** |
|
144 | - * Adds a defined numeric status constant to the binary string of statuses |
|
145 | - */ |
|
146 | - public function addStatus($p_status) { |
|
147 | - $status = self::validStatus($p_status); |
|
143 | + /** |
|
144 | + * Adds a defined numeric status constant to the binary string of statuses |
|
145 | + */ |
|
146 | + public function addStatus($p_status) { |
|
147 | + $status = self::validStatus($p_status); |
|
148 | 148 | |
149 | - if ($status > 0 && !$this->hasStatus($status)) { |
|
150 | - if (gettype($this->status | $status) !== 'integer') { |
|
151 | - throw new \InvalidArgumentException('invalid type for status'); |
|
152 | - } |
|
149 | + if ($status > 0 && !$this->hasStatus($status)) { |
|
150 | + if (gettype($this->status | $status) !== 'integer') { |
|
151 | + throw new \InvalidArgumentException('invalid type for status'); |
|
152 | + } |
|
153 | 153 | |
154 | - $this->status = ($this->status | $status); |
|
155 | - } |
|
156 | - } |
|
154 | + $this->status = ($this->status | $status); |
|
155 | + } |
|
156 | + } |
|
157 | 157 | |
158 | - /** |
|
159 | - * Remove a numeric status from the binary string of status toggles. |
|
160 | - */ |
|
161 | - public function subtractStatus($p_status) { |
|
162 | - $status = self::validStatus($p_status); |
|
158 | + /** |
|
159 | + * Remove a numeric status from the binary string of status toggles. |
|
160 | + */ |
|
161 | + public function subtractStatus($p_status) { |
|
162 | + $status = self::validStatus($p_status); |
|
163 | 163 | |
164 | - if ($status > 0 && $this->hasStatus($status)) { |
|
165 | - if (gettype($this->status & ~$status) !== 'integer') { |
|
166 | - throw new \InvalidArgumentException('invalid type for status'); |
|
167 | - } |
|
164 | + if ($status > 0 && $this->hasStatus($status)) { |
|
165 | + if (gettype($this->status & ~$status) !== 'integer') { |
|
166 | + throw new \InvalidArgumentException('invalid type for status'); |
|
167 | + } |
|
168 | 168 | |
169 | - $this->status = ($this->status & ~$status); |
|
170 | - } |
|
171 | - } |
|
169 | + $this->status = ($this->status & ~$status); |
|
170 | + } |
|
171 | + } |
|
172 | 172 | |
173 | - /** |
|
174 | - * Resets the binary status info to 0/none |
|
175 | - */ |
|
173 | + /** |
|
174 | + * Resets the binary status info to 0/none |
|
175 | + */ |
|
176 | 176 | public function resetStatus() { |
177 | 177 | $this->status = 0; |
178 | 178 | } |
179 | 179 | |
180 | - /** |
|
181 | - * Determine whether a pc is effected by a certain status |
|
182 | - * @return boolean |
|
183 | - */ |
|
180 | + /** |
|
181 | + * Determine whether a pc is effected by a certain status |
|
182 | + * @return boolean |
|
183 | + */ |
|
184 | 184 | public function hasStatus($p_status) { |
185 | - $status = self::validStatus($p_status); |
|
185 | + $status = self::validStatus($p_status); |
|
186 | 186 | |
187 | - return ((bool)$status && (bool)($this->status & $status)); |
|
187 | + return ((bool)$status && (bool)($this->status & $status)); |
|
188 | 188 | } |
189 | 189 | |
190 | - /** |
|
191 | - * Standard damage output from 1 to max |
|
192 | - * @return int |
|
193 | - */ |
|
190 | + /** |
|
191 | + * Standard damage output from 1 to max |
|
192 | + * @return int |
|
193 | + */ |
|
194 | 194 | public function damage(Character $enemy=null){ |
195 | 195 | return rand(1, $this->maxDamage($enemy)); |
196 | 196 | } |
197 | 197 | |
198 | - /** |
|
199 | - * Max damage capability of a character |
|
200 | - * |
|
201 | - * @return int |
|
202 | - */ |
|
198 | + /** |
|
199 | + * Max damage capability of a character |
|
200 | + * |
|
201 | + * @return int |
|
202 | + */ |
|
203 | 203 | public function maxDamage(Character $enemy=null){ |
204 | - return (int) ($this->getStrength() * 5 + $this->getSpeed()); |
|
205 | - } |
|
204 | + return (int) ($this->getStrength() * 5 + $this->getSpeed()); |
|
205 | + } |
|
206 | 206 | |
207 | - /** |
|
208 | - * @return int |
|
209 | - */ |
|
207 | + /** |
|
208 | + * @return int |
|
209 | + */ |
|
210 | 210 | public function getStrength() { |
211 | - $str = NEW_PLAYER_INITIAL_STATS + (($this->level-1) * LEVEL_UP_STAT_RAISE); |
|
212 | - if($this->hasStatus(STALKING)){ |
|
213 | - $str = (int) max(1, floor($str*1.4)); |
|
214 | - } |
|
215 | - if ($this->hasStatus(STEALTH)) { |
|
216 | - $str = (int) max(1, floor($str*0.7)); |
|
217 | - } |
|
211 | + $str = NEW_PLAYER_INITIAL_STATS + (($this->level-1) * LEVEL_UP_STAT_RAISE); |
|
212 | + if($this->hasStatus(STALKING)){ |
|
213 | + $str = (int) max(1, floor($str*1.4)); |
|
214 | + } |
|
215 | + if ($this->hasStatus(STEALTH)) { |
|
216 | + $str = (int) max(1, floor($str*0.7)); |
|
217 | + } |
|
218 | 218 | if ($this->hasStatus(WEAKENED)) { |
219 | 219 | return (int) max(1, $str-(ceil($str*.25))); // 75% |
220 | 220 | } elseif ($this->hasStatus(STR_UP2)) { |
@@ -233,17 +233,17 @@ discard block |
||
233 | 233 | $this->vo->strength = $str; |
234 | 234 | } |
235 | 235 | |
236 | - /** |
|
237 | - * @return int |
|
238 | - */ |
|
236 | + /** |
|
237 | + * @return int |
|
238 | + */ |
|
239 | 239 | public function getSpeed() { |
240 | - $speed = NEW_PLAYER_INITIAL_STATS + (($this->level -1) * LEVEL_UP_STAT_RAISE); |
|
241 | - if($this->hasStatus(STALKING)){ |
|
242 | - $speed = (int) max(1, floor($speed*0.7)); |
|
243 | - } |
|
244 | - if ($this->hasStatus(STEALTH)) { |
|
245 | - $speed = (int) max(1, ceil($speed*1.3)); |
|
246 | - } |
|
240 | + $speed = NEW_PLAYER_INITIAL_STATS + (($this->level -1) * LEVEL_UP_STAT_RAISE); |
|
241 | + if($this->hasStatus(STALKING)){ |
|
242 | + $speed = (int) max(1, floor($speed*0.7)); |
|
243 | + } |
|
244 | + if ($this->hasStatus(STEALTH)) { |
|
245 | + $speed = (int) max(1, ceil($speed*1.3)); |
|
246 | + } |
|
247 | 247 | if ($this->hasStatus(SLOW)) { |
248 | 248 | return (int) ($speed-(ceil($speed*.25))); |
249 | 249 | } else { |
@@ -258,17 +258,17 @@ discard block |
||
258 | 258 | $this->vo->speed = $speed; |
259 | 259 | } |
260 | 260 | |
261 | - /** |
|
262 | - * @return int |
|
263 | - */ |
|
261 | + /** |
|
262 | + * @return int |
|
263 | + */ |
|
264 | 264 | public function getStamina() { |
265 | 265 | $stam = NEW_PLAYER_INITIAL_STATS + (($this->level -1) * LEVEL_UP_STAT_RAISE); |
266 | - if($this->hasStatus(STALKING)){ |
|
267 | - $stam = (int) max(1, floor($stam*0.9)); |
|
268 | - } |
|
269 | - if ($this->hasStatus(STEALTH)) { |
|
270 | - $stam = (int) max(1, ceil($stam*1.3)); |
|
271 | - } |
|
266 | + if($this->hasStatus(STALKING)){ |
|
267 | + $stam = (int) max(1, floor($stam*0.9)); |
|
268 | + } |
|
269 | + if ($this->hasStatus(STEALTH)) { |
|
270 | + $stam = (int) max(1, ceil($stam*1.3)); |
|
271 | + } |
|
272 | 272 | if ($this->hasStatus(POISON)) { |
273 | 273 | return (int) ($stam-(ceil($stam*.25))); |
274 | 274 | } else { |
@@ -283,9 +283,9 @@ discard block |
||
283 | 283 | $this->vo->stamina = $stamina; |
284 | 284 | } |
285 | 285 | |
286 | - /** |
|
287 | - * @return int |
|
288 | - */ |
|
286 | + /** |
|
287 | + * @return int |
|
288 | + */ |
|
289 | 289 | public function setKi($ki){ |
290 | 290 | if($ki < 0){ |
291 | 291 | throw new \InvalidArgumentException('Ki cannot be negative.'); |
@@ -293,9 +293,9 @@ discard block |
||
293 | 293 | return $this->vo->ki = $ki; |
294 | 294 | } |
295 | 295 | |
296 | - /** |
|
297 | - * @return int |
|
298 | - */ |
|
296 | + /** |
|
297 | + * @return int |
|
298 | + */ |
|
299 | 299 | public function setGold($gold) { |
300 | 300 | if ($gold < 0) { |
301 | 301 | throw new \InvalidArgumentException('Gold cannot be made negative.'); |
@@ -308,9 +308,9 @@ discard block |
||
308 | 308 | return $this->vo->gold = $gold; |
309 | 309 | } |
310 | 310 | |
311 | - /** |
|
312 | - * @return int |
|
313 | - */ |
|
311 | + /** |
|
312 | + * @return int |
|
313 | + */ |
|
314 | 314 | public function setBounty($bounty) { |
315 | 315 | if($bounty < 0){ |
316 | 316 | throw new \InvalidArgumentException('Bounty cannot be made negative ['.(string)$bounty.'].'); |
@@ -323,18 +323,18 @@ discard block |
||
323 | 323 | |
324 | 324 | /** |
325 | 325 | * Checks whether the character is still active. |
326 | - * |
|
327 | - * @return boolean |
|
326 | + * |
|
327 | + * @return boolean |
|
328 | 328 | */ |
329 | 329 | public function isActive() { |
330 | 330 | return (bool) $this->vo->active; |
331 | 331 | } |
332 | 332 | |
333 | - /** |
|
334 | - * @return boolean |
|
335 | - * hardcoded hack at the moment |
|
336 | - * @note To be replaced by an in-database account toggle eventually |
|
337 | - */ |
|
333 | + /** |
|
334 | + * @return boolean |
|
335 | + * hardcoded hack at the moment |
|
336 | + * @note To be replaced by an in-database account toggle eventually |
|
337 | + */ |
|
338 | 338 | public function isAdmin() { |
339 | 339 | $name = strtolower($this->name()); |
340 | 340 | if ($name == 'tchalvak' || $name == 'beagle' || $name == 'suavisimo') { |
@@ -344,111 +344,111 @@ discard block |
||
344 | 344 | return false; |
345 | 345 | } |
346 | 346 | |
347 | - /** |
|
348 | - * Cleanup player to death state |
|
349 | - * |
|
350 | - * @return void |
|
351 | - * @note |
|
352 | - * This method writes the player object to the database |
|
353 | - */ |
|
347 | + /** |
|
348 | + * Cleanup player to death state |
|
349 | + * |
|
350 | + * @return void |
|
351 | + * @note |
|
352 | + * This method writes the player object to the database |
|
353 | + */ |
|
354 | 354 | public function death() { |
355 | 355 | $this->resetStatus(); |
356 | - $this->setHealth(0); |
|
357 | - $this->save(); |
|
358 | - } |
|
359 | - |
|
360 | - /** |
|
361 | - * Changes the turns propety of the player object |
|
362 | - * |
|
363 | - * @param int $turns |
|
364 | - * @return int The number of turns the player object now has |
|
365 | - * @throws InvalidArgumentException $turns cannot be negative |
|
366 | - */ |
|
367 | - public function setTurns($turns) { |
|
368 | - if ($turns < 0) { |
|
369 | - throw new \InvalidArgumentException('Turns cannot be made negative.'); |
|
370 | - } |
|
371 | - |
|
372 | - return $this->vo->turns = $turns; |
|
373 | - } |
|
374 | - |
|
375 | - /** |
|
376 | - * @deprecated |
|
377 | - */ |
|
378 | - public function changeTurns($amount) { |
|
379 | - return $this->setTurns($this->turns + (int) $amount); |
|
380 | - } |
|
381 | - |
|
382 | - /** |
|
383 | - * @return integer |
|
384 | - */ |
|
385 | - public function getMaxHealth() { |
|
386 | - return NEW_PLAYER_INITIAL_HEALTH + ($this->getStamina()*static::HEALTH_PER_STAMINA); |
|
387 | - } |
|
388 | - |
|
389 | - /** |
|
390 | - * Manipulates the data from the vo into the $this itself |
|
391 | - * |
|
392 | - * @return array |
|
393 | - */ |
|
394 | - public function data() { |
|
356 | + $this->setHealth(0); |
|
357 | + $this->save(); |
|
358 | + } |
|
359 | + |
|
360 | + /** |
|
361 | + * Changes the turns propety of the player object |
|
362 | + * |
|
363 | + * @param int $turns |
|
364 | + * @return int The number of turns the player object now has |
|
365 | + * @throws InvalidArgumentException $turns cannot be negative |
|
366 | + */ |
|
367 | + public function setTurns($turns) { |
|
368 | + if ($turns < 0) { |
|
369 | + throw new \InvalidArgumentException('Turns cannot be made negative.'); |
|
370 | + } |
|
371 | + |
|
372 | + return $this->vo->turns = $turns; |
|
373 | + } |
|
374 | + |
|
375 | + /** |
|
376 | + * @deprecated |
|
377 | + */ |
|
378 | + public function changeTurns($amount) { |
|
379 | + return $this->setTurns($this->turns + (int) $amount); |
|
380 | + } |
|
381 | + |
|
382 | + /** |
|
383 | + * @return integer |
|
384 | + */ |
|
385 | + public function getMaxHealth() { |
|
386 | + return NEW_PLAYER_INITIAL_HEALTH + ($this->getStamina()*static::HEALTH_PER_STAMINA); |
|
387 | + } |
|
388 | + |
|
389 | + /** |
|
390 | + * Manipulates the data from the vo into the $this itself |
|
391 | + * |
|
392 | + * @return array |
|
393 | + */ |
|
394 | + public function data() { |
|
395 | 395 | if (!$this->data) { |
396 | - $this->data = (array) $this->vo; |
|
397 | - $this->data['next_level'] = $this->killsRequiredForNextLevel(); |
|
398 | - $this->data['max_health'] = $this->getMaxHealth(); |
|
399 | - $this->data['hp_percent'] = $this->health_percent(); |
|
400 | - $this->data['strength'] = $this->getStrength(); |
|
401 | - $this->data['speed'] = $this->getSpeed(); |
|
402 | - $this->data['stamina'] = $this->getStamina(); |
|
403 | - $this->data['max_turns'] = 100; |
|
404 | - $this->data['turns_percent'] = min(100, round($this->data['turns']/$this->data['max_turns']*100)); |
|
405 | - $this->data['exp_percent'] = min(100, round(($this->data['kills']/$this->data['next_level'])*100)); |
|
406 | - $this->data['status_list'] = implode(', ', self::getStatusList($this->id())); |
|
407 | - $this->data['hash'] = md5(implode($this->data)); |
|
408 | - $this->data['class_name'] = ucfirst($this->data['identity']); // A misnomer, identity is actually the class label |
|
409 | - $this->data['clan_id'] = ($this->getClan() ? $this->getClan()->id : null); |
|
410 | - |
|
411 | - unset($this->data['pname']); |
|
412 | - } |
|
413 | - |
|
414 | - return $this->data; |
|
415 | - } |
|
416 | - |
|
417 | - /** |
|
418 | - * Return the data that should be publicly readable to javascript or the api while the player is logged in. |
|
419 | - * |
|
420 | - * @return array |
|
421 | - */ |
|
422 | - public function publicData() { |
|
423 | - $char_info = $this->data(); |
|
424 | - unset($char_info['ip'], $char_info['member'], $char_info['pname'], $char_info['verification_number'], $char_info['confirmed']); |
|
425 | - |
|
426 | - return $char_info; |
|
427 | - } |
|
428 | - |
|
429 | - /** |
|
430 | - * @return Clan |
|
431 | - */ |
|
432 | - public function getClan() { |
|
433 | - return Clan::findByMember($this); |
|
434 | - } |
|
396 | + $this->data = (array) $this->vo; |
|
397 | + $this->data['next_level'] = $this->killsRequiredForNextLevel(); |
|
398 | + $this->data['max_health'] = $this->getMaxHealth(); |
|
399 | + $this->data['hp_percent'] = $this->health_percent(); |
|
400 | + $this->data['strength'] = $this->getStrength(); |
|
401 | + $this->data['speed'] = $this->getSpeed(); |
|
402 | + $this->data['stamina'] = $this->getStamina(); |
|
403 | + $this->data['max_turns'] = 100; |
|
404 | + $this->data['turns_percent'] = min(100, round($this->data['turns']/$this->data['max_turns']*100)); |
|
405 | + $this->data['exp_percent'] = min(100, round(($this->data['kills']/$this->data['next_level'])*100)); |
|
406 | + $this->data['status_list'] = implode(', ', self::getStatusList($this->id())); |
|
407 | + $this->data['hash'] = md5(implode($this->data)); |
|
408 | + $this->data['class_name'] = ucfirst($this->data['identity']); // A misnomer, identity is actually the class label |
|
409 | + $this->data['clan_id'] = ($this->getClan() ? $this->getClan()->id : null); |
|
410 | + |
|
411 | + unset($this->data['pname']); |
|
412 | + } |
|
413 | + |
|
414 | + return $this->data; |
|
415 | + } |
|
416 | + |
|
417 | + /** |
|
418 | + * Return the data that should be publicly readable to javascript or the api while the player is logged in. |
|
419 | + * |
|
420 | + * @return array |
|
421 | + */ |
|
422 | + public function publicData() { |
|
423 | + $char_info = $this->data(); |
|
424 | + unset($char_info['ip'], $char_info['member'], $char_info['pname'], $char_info['verification_number'], $char_info['confirmed']); |
|
425 | + |
|
426 | + return $char_info; |
|
427 | + } |
|
428 | + |
|
429 | + /** |
|
430 | + * @return Clan |
|
431 | + */ |
|
432 | + public function getClan() { |
|
433 | + return Clan::findByMember($this); |
|
434 | + } |
|
435 | 435 | |
436 | 436 | /** |
437 | 437 | * Heal the char with in the limits of their max |
438 | - * |
|
439 | - * @return int |
|
438 | + * |
|
439 | + * @return int |
|
440 | 440 | */ |
441 | 441 | public function heal($amount) { |
442 | 442 | // do not heal above max health |
443 | - $heal = min($this->is_hurt_by(), $amount); |
|
444 | - return $this->setHealth($this->health + $heal); |
|
443 | + $heal = min($this->is_hurt_by(), $amount); |
|
444 | + return $this->setHealth($this->health + $heal); |
|
445 | 445 | } |
446 | 446 | |
447 | 447 | /** |
448 | 448 | * Do some damage to the character |
449 | - * |
|
450 | - * @param int $damage |
|
451 | - * @return int |
|
449 | + * |
|
450 | + * @param int $damage |
|
451 | + * @return int |
|
452 | 452 | */ |
453 | 453 | public function harm($damage) { |
454 | 454 | // Do not allow negative health |
@@ -456,16 +456,16 @@ discard block |
||
456 | 456 | return $this->setHealth($this->health - $actual_damage); |
457 | 457 | } |
458 | 458 | |
459 | - /** |
|
460 | - * @return int |
|
461 | - */ |
|
459 | + /** |
|
460 | + * @return int |
|
461 | + */ |
|
462 | 462 | public function getHealth() { |
463 | - return $this->health; |
|
463 | + return $this->health; |
|
464 | 464 | } |
465 | 465 | |
466 | - /** |
|
467 | - * @return int |
|
468 | - */ |
|
466 | + /** |
|
467 | + * @return int |
|
468 | + */ |
|
469 | 469 | public function setHealth($health) { |
470 | 470 | if ($health < 0) { |
471 | 471 | throw new \InvalidArgumentException('Health cannot be made negative.'); |
@@ -488,65 +488,65 @@ discard block |
||
488 | 488 | ); |
489 | 489 | } |
490 | 490 | |
491 | - /** |
|
492 | - * Return the current percentage of the maximum health that a character could have. |
|
493 | - * @return int |
|
494 | - */ |
|
491 | + /** |
|
492 | + * Return the current percentage of the maximum health that a character could have. |
|
493 | + * @return int |
|
494 | + */ |
|
495 | 495 | public function health_percent() { |
496 | - return min(100, round(($this->health/$this->getMaxHealth())*100)); |
|
496 | + return min(100, round(($this->health/$this->getMaxHealth())*100)); |
|
497 | 497 | } |
498 | 498 | |
499 | - /** |
|
500 | - * @return int difficulty rating |
|
501 | - */ |
|
499 | + /** |
|
500 | + * @return int difficulty rating |
|
501 | + */ |
|
502 | 502 | public function difficulty(){ |
503 | 503 | return (int) ( 10 + $this->getStrength() * 2 + $this->maxDamage()); |
504 | 504 | } |
505 | 505 | |
506 | - /** |
|
507 | - * @return int random private number unique to character |
|
508 | - */ |
|
506 | + /** |
|
507 | + * @return int random private number unique to character |
|
508 | + */ |
|
509 | 509 | public function getVerificationNumber(){ |
510 | 510 | return $this->vo->verification_number; |
511 | 511 | } |
512 | 512 | |
513 | - /** |
|
514 | - * @return string url for the gravatar of pc |
|
515 | - */ |
|
516 | - public function avatarUrl() { |
|
517 | - if (!isset($this->avatar_url) || $this->avatar_url === null) { |
|
518 | - $this->avatar_url = $this->generateGravatarUrl(); |
|
519 | - } |
|
520 | - |
|
521 | - return $this->avatar_url; |
|
522 | - } |
|
523 | - |
|
524 | - private function generateGravatarUrl() { |
|
525 | - $account = Account::findByChar($this); |
|
513 | + /** |
|
514 | + * @return string url for the gravatar of pc |
|
515 | + */ |
|
516 | + public function avatarUrl() { |
|
517 | + if (!isset($this->avatar_url) || $this->avatar_url === null) { |
|
518 | + $this->avatar_url = $this->generateGravatarUrl(); |
|
519 | + } |
|
526 | 520 | |
527 | - if (OFFLINE) { |
|
528 | - return IMAGE_ROOT.'default_avatar.png'; |
|
529 | - } else if (!$this->vo || !$this->vo->avatar_type || !$account || !$account->email()) { |
|
530 | - return ''; |
|
531 | - } else { |
|
532 | - $email = $account->email(); |
|
521 | + return $this->avatar_url; |
|
522 | + } |
|
533 | 523 | |
534 | - $def = 'monsterid'; // Default image or image class. |
|
535 | - // other options: wavatar (polygonal creature) , monsterid, identicon (random shape) |
|
536 | - $base = "http://www.gravatar.com/avatar/"; |
|
537 | - $hash = md5(trim(strtolower($email))); |
|
538 | - $no_gravatar = "d=".urlencode($def); |
|
539 | - $size = 80; |
|
540 | - $rating = "r=x"; |
|
541 | - $res = $base.$hash."?".implode('&', [$no_gravatar, $size, $rating]); |
|
524 | + private function generateGravatarUrl() { |
|
525 | + $account = Account::findByChar($this); |
|
542 | 526 | |
543 | - return $res; |
|
544 | - } |
|
527 | + if (OFFLINE) { |
|
528 | + return IMAGE_ROOT.'default_avatar.png'; |
|
529 | + } else if (!$this->vo || !$this->vo->avatar_type || !$account || !$account->email()) { |
|
530 | + return ''; |
|
531 | + } else { |
|
532 | + $email = $account->email(); |
|
533 | + |
|
534 | + $def = 'monsterid'; // Default image or image class. |
|
535 | + // other options: wavatar (polygonal creature) , monsterid, identicon (random shape) |
|
536 | + $base = "http://www.gravatar.com/avatar/"; |
|
537 | + $hash = md5(trim(strtolower($email))); |
|
538 | + $no_gravatar = "d=".urlencode($def); |
|
539 | + $size = 80; |
|
540 | + $rating = "r=x"; |
|
541 | + $res = $base.$hash."?".implode('&', [$no_gravatar, $size, $rating]); |
|
542 | + |
|
543 | + return $res; |
|
544 | + } |
|
545 | 545 | } |
546 | 546 | |
547 | 547 | /** |
548 | 548 | * Persist object to database |
549 | - * |
|
549 | + * |
|
550 | 550 | * @return Player |
551 | 551 | */ |
552 | 552 | public function save() { |
@@ -556,175 +556,175 @@ discard block |
||
556 | 556 | return $this; |
557 | 557 | } |
558 | 558 | |
559 | - /** |
|
560 | - * Check whether the player is the leader of their clan. |
|
561 | - * @return boolean |
|
562 | - */ |
|
563 | - public function isClanLeader() { |
|
564 | - return (($clan = Clan::findByMember($this)) && $this->id() == $clan->getLeaderID()); |
|
565 | - } |
|
566 | - |
|
567 | - |
|
568 | - /** |
|
569 | - * Get the information for a single class' data, generally the characters |
|
570 | - * @param string $class_identity |
|
571 | - * @return array of class data |
|
572 | - */ |
|
573 | - private function obtainSingleClassData($class_identity){ |
|
574 | - return query_row( |
|
575 | - 'select class_id, identity, class_name, theme, class_note, class_tier, class_desc, class_icon from class where class.identity = :class', |
|
576 | - [':class' => $class_identity] |
|
577 | - ); |
|
578 | - } |
|
579 | - |
|
580 | - /** |
|
581 | - * Set the character's class, using the identity. |
|
582 | - * @return string|null error string if fails |
|
583 | - */ |
|
584 | - public function setClass($new_class) { |
|
585 | - $class_data = $this->obtainSingleClassData(strtolower($new_class)); |
|
586 | - if($class_data === false || $class_data === null){ |
|
587 | - return "That class was not an option to change into."; |
|
588 | - } else { |
|
589 | - // Update the only place in the database where a players class is determined |
|
590 | - $up = "UPDATE players SET _class_id = :class_id WHERE player_id = :char_id"; |
|
591 | - query($up, [ |
|
592 | - ':class_id' => $class_data['class_id'], |
|
593 | - ':char_id' => $this->id(), |
|
594 | - ]); |
|
595 | - |
|
596 | - $this->class_name = $class_data['class_name']; |
|
597 | - $this->theme = $class_data['theme']; |
|
598 | - $this->vo->identity = $class_data['identity']; |
|
599 | - $this->vo->_class_id = $class_data['class_id']; |
|
600 | - |
|
601 | - return null; |
|
602 | - } |
|
603 | - } |
|
604 | - |
|
605 | - /** |
|
606 | - * Get the ninja's class's name. |
|
607 | - * @return string |
|
608 | - */ |
|
609 | - public function getClassName() { |
|
610 | - return $this->vo->class_name; |
|
611 | - } |
|
612 | - |
|
613 | - /** |
|
614 | - * The number of kills needed to level up to the next level. |
|
615 | - * |
|
616 | - * 5 more kills in cost for every level you go up. |
|
617 | - * @return int |
|
618 | - */ |
|
619 | - public function killsRequiredForNextLevel() { |
|
620 | - return $this->level*5; |
|
621 | - } |
|
622 | - |
|
623 | - /** |
|
624 | - * Takes in a Character and adds kills to that character. |
|
625 | - * @return int |
|
626 | - */ |
|
627 | - public function addKills($amount) { |
|
628 | - return $this->changeKills((int)abs($amount)); |
|
629 | - } |
|
630 | - |
|
631 | - /** |
|
632 | - * Takes in a Character and removes kills from that character. |
|
633 | - * @return int |
|
634 | - */ |
|
635 | - public function subtractKills($amount) { |
|
636 | - return $this->changeKills(-1*((int)abs($amount))); |
|
637 | - } |
|
638 | - |
|
639 | - /** |
|
640 | - * Change the kills amount of a char, and levels them up when necessary. |
|
641 | - * @return int |
|
642 | - */ |
|
643 | - private function changeKills($amount) { |
|
644 | - $amount = (int)$amount; |
|
645 | - |
|
646 | - GameLog::updateLevellingLog($this->id(), $amount); |
|
647 | - |
|
648 | - if ($amount !== 0) { // Ignore changes that amount to zero. |
|
649 | - if ($amount > 0) { // when adding kills, check if levelling occurs |
|
650 | - $this->levelUp(); |
|
651 | - } |
|
652 | - |
|
653 | - query( |
|
654 | - "UPDATE players SET kills = kills + CASE WHEN kills + :amount1 < 0 THEN kills*(-1) ELSE :amount2 END WHERE player_id = :player_id", |
|
655 | - [ |
|
656 | - ':amount1' => [$amount, PDO::PARAM_INT], |
|
657 | - ':amount2' => [$amount, PDO::PARAM_INT], |
|
658 | - ':player_id' => $this->id(), |
|
659 | - ] |
|
660 | - ); |
|
661 | - } |
|
662 | - |
|
663 | - return $this->vo->kills = query_item( |
|
664 | - "SELECT kills FROM players WHERE player_id = :player_id", |
|
665 | - [ |
|
666 | - ':player_id' => [$this->id(), PDO::PARAM_INT], |
|
667 | - ] |
|
668 | - ); |
|
669 | - } |
|
670 | - |
|
671 | - /** |
|
672 | - * Leveling up Function |
|
673 | - * |
|
674 | - * @return boolean |
|
675 | - */ |
|
676 | - public function levelUp() { |
|
677 | - $health_to_add = 100; |
|
678 | - $turns_to_give = 50; |
|
679 | - $ki_to_give = 50; |
|
680 | - $stat_value_to_add = 5; |
|
681 | - $karma_to_give = 1; |
|
682 | - |
|
683 | - if ($this->isAdmin()) { // If the character is an admin, do not auto-level |
|
684 | - return false; |
|
685 | - } else { // For normal characters, do auto-level |
|
686 | - // Have to be under the max level and have enough kills. |
|
687 | - $level_up_possible = ( |
|
688 | - ($this->level + 1 <= MAX_PLAYER_LEVEL) && |
|
689 | - ($this->kills >= $this->killsRequiredForNextLevel()) |
|
690 | - ); |
|
691 | - |
|
692 | - if ($level_up_possible) { // Perform the level up actions |
|
693 | - $this->setHealth($this->health + $health_to_add); |
|
694 | - $this->setTurns($this->turns + $turns_to_give); |
|
695 | - $this->setKi($this->ki + $ki_to_give); |
|
696 | - |
|
697 | - // Must read from VO for these as accessors return modified values |
|
698 | - $this->setStamina($this->vo->stamina + $stat_value_to_add); |
|
699 | - $this->setStrength($this->vo->strength + $stat_value_to_add); |
|
700 | - $this->setSpeed($this->vo->speed + $stat_value_to_add); |
|
701 | - |
|
702 | - // no mutator for these yet |
|
703 | - $this->vo->kills = max(0, $this->kills - $this->killsRequiredForNextLevel()); |
|
704 | - $this->vo->karma = ($this->karma + $karma_to_give); |
|
705 | - $this->vo->level = ($this->level + 1); |
|
706 | - |
|
707 | - $this->save(); |
|
708 | - |
|
709 | - GameLog::recordLevelUp($this->id()); |
|
710 | - |
|
711 | - $account = Account::findByChar($this); |
|
712 | - $account->setKarmaTotal($account->getKarmaTotal() + $karma_to_give); |
|
713 | - $account->save(); |
|
714 | - |
|
715 | - // Send a level-up message, for those times when auto-levelling happens. |
|
716 | - Event::create($this->id(), $this->id(), |
|
717 | - "You levelled up! Your strength raised by $stat_value_to_add, speed by $stat_value_to_add, stamina by $stat_value_to_add, Karma by $karma_to_give, and your Ki raised $ki_to_give! You gained some health and turns, as well! You are now a level {$this->level} ninja! Go kill some stuff."); |
|
718 | - return true; |
|
719 | - } else { |
|
720 | - return false; |
|
721 | - } |
|
722 | - } |
|
723 | - } |
|
559 | + /** |
|
560 | + * Check whether the player is the leader of their clan. |
|
561 | + * @return boolean |
|
562 | + */ |
|
563 | + public function isClanLeader() { |
|
564 | + return (($clan = Clan::findByMember($this)) && $this->id() == $clan->getLeaderID()); |
|
565 | + } |
|
566 | + |
|
567 | + |
|
568 | + /** |
|
569 | + * Get the information for a single class' data, generally the characters |
|
570 | + * @param string $class_identity |
|
571 | + * @return array of class data |
|
572 | + */ |
|
573 | + private function obtainSingleClassData($class_identity){ |
|
574 | + return query_row( |
|
575 | + 'select class_id, identity, class_name, theme, class_note, class_tier, class_desc, class_icon from class where class.identity = :class', |
|
576 | + [':class' => $class_identity] |
|
577 | + ); |
|
578 | + } |
|
579 | + |
|
580 | + /** |
|
581 | + * Set the character's class, using the identity. |
|
582 | + * @return string|null error string if fails |
|
583 | + */ |
|
584 | + public function setClass($new_class) { |
|
585 | + $class_data = $this->obtainSingleClassData(strtolower($new_class)); |
|
586 | + if($class_data === false || $class_data === null){ |
|
587 | + return "That class was not an option to change into."; |
|
588 | + } else { |
|
589 | + // Update the only place in the database where a players class is determined |
|
590 | + $up = "UPDATE players SET _class_id = :class_id WHERE player_id = :char_id"; |
|
591 | + query($up, [ |
|
592 | + ':class_id' => $class_data['class_id'], |
|
593 | + ':char_id' => $this->id(), |
|
594 | + ]); |
|
595 | + |
|
596 | + $this->class_name = $class_data['class_name']; |
|
597 | + $this->theme = $class_data['theme']; |
|
598 | + $this->vo->identity = $class_data['identity']; |
|
599 | + $this->vo->_class_id = $class_data['class_id']; |
|
600 | + |
|
601 | + return null; |
|
602 | + } |
|
603 | + } |
|
604 | + |
|
605 | + /** |
|
606 | + * Get the ninja's class's name. |
|
607 | + * @return string |
|
608 | + */ |
|
609 | + public function getClassName() { |
|
610 | + return $this->vo->class_name; |
|
611 | + } |
|
612 | + |
|
613 | + /** |
|
614 | + * The number of kills needed to level up to the next level. |
|
615 | + * |
|
616 | + * 5 more kills in cost for every level you go up. |
|
617 | + * @return int |
|
618 | + */ |
|
619 | + public function killsRequiredForNextLevel() { |
|
620 | + return $this->level*5; |
|
621 | + } |
|
622 | + |
|
623 | + /** |
|
624 | + * Takes in a Character and adds kills to that character. |
|
625 | + * @return int |
|
626 | + */ |
|
627 | + public function addKills($amount) { |
|
628 | + return $this->changeKills((int)abs($amount)); |
|
629 | + } |
|
630 | + |
|
631 | + /** |
|
632 | + * Takes in a Character and removes kills from that character. |
|
633 | + * @return int |
|
634 | + */ |
|
635 | + public function subtractKills($amount) { |
|
636 | + return $this->changeKills(-1*((int)abs($amount))); |
|
637 | + } |
|
638 | + |
|
639 | + /** |
|
640 | + * Change the kills amount of a char, and levels them up when necessary. |
|
641 | + * @return int |
|
642 | + */ |
|
643 | + private function changeKills($amount) { |
|
644 | + $amount = (int)$amount; |
|
645 | + |
|
646 | + GameLog::updateLevellingLog($this->id(), $amount); |
|
647 | + |
|
648 | + if ($amount !== 0) { // Ignore changes that amount to zero. |
|
649 | + if ($amount > 0) { // when adding kills, check if levelling occurs |
|
650 | + $this->levelUp(); |
|
651 | + } |
|
652 | + |
|
653 | + query( |
|
654 | + "UPDATE players SET kills = kills + CASE WHEN kills + :amount1 < 0 THEN kills*(-1) ELSE :amount2 END WHERE player_id = :player_id", |
|
655 | + [ |
|
656 | + ':amount1' => [$amount, PDO::PARAM_INT], |
|
657 | + ':amount2' => [$amount, PDO::PARAM_INT], |
|
658 | + ':player_id' => $this->id(), |
|
659 | + ] |
|
660 | + ); |
|
661 | + } |
|
662 | + |
|
663 | + return $this->vo->kills = query_item( |
|
664 | + "SELECT kills FROM players WHERE player_id = :player_id", |
|
665 | + [ |
|
666 | + ':player_id' => [$this->id(), PDO::PARAM_INT], |
|
667 | + ] |
|
668 | + ); |
|
669 | + } |
|
670 | + |
|
671 | + /** |
|
672 | + * Leveling up Function |
|
673 | + * |
|
674 | + * @return boolean |
|
675 | + */ |
|
676 | + public function levelUp() { |
|
677 | + $health_to_add = 100; |
|
678 | + $turns_to_give = 50; |
|
679 | + $ki_to_give = 50; |
|
680 | + $stat_value_to_add = 5; |
|
681 | + $karma_to_give = 1; |
|
682 | + |
|
683 | + if ($this->isAdmin()) { // If the character is an admin, do not auto-level |
|
684 | + return false; |
|
685 | + } else { // For normal characters, do auto-level |
|
686 | + // Have to be under the max level and have enough kills. |
|
687 | + $level_up_possible = ( |
|
688 | + ($this->level + 1 <= MAX_PLAYER_LEVEL) && |
|
689 | + ($this->kills >= $this->killsRequiredForNextLevel()) |
|
690 | + ); |
|
691 | + |
|
692 | + if ($level_up_possible) { // Perform the level up actions |
|
693 | + $this->setHealth($this->health + $health_to_add); |
|
694 | + $this->setTurns($this->turns + $turns_to_give); |
|
695 | + $this->setKi($this->ki + $ki_to_give); |
|
696 | + |
|
697 | + // Must read from VO for these as accessors return modified values |
|
698 | + $this->setStamina($this->vo->stamina + $stat_value_to_add); |
|
699 | + $this->setStrength($this->vo->strength + $stat_value_to_add); |
|
700 | + $this->setSpeed($this->vo->speed + $stat_value_to_add); |
|
701 | + |
|
702 | + // no mutator for these yet |
|
703 | + $this->vo->kills = max(0, $this->kills - $this->killsRequiredForNextLevel()); |
|
704 | + $this->vo->karma = ($this->karma + $karma_to_give); |
|
705 | + $this->vo->level = ($this->level + 1); |
|
706 | + |
|
707 | + $this->save(); |
|
708 | + |
|
709 | + GameLog::recordLevelUp($this->id()); |
|
710 | + |
|
711 | + $account = Account::findByChar($this); |
|
712 | + $account->setKarmaTotal($account->getKarmaTotal() + $karma_to_give); |
|
713 | + $account->save(); |
|
714 | + |
|
715 | + // Send a level-up message, for those times when auto-levelling happens. |
|
716 | + Event::create($this->id(), $this->id(), |
|
717 | + "You levelled up! Your strength raised by $stat_value_to_add, speed by $stat_value_to_add, stamina by $stat_value_to_add, Karma by $karma_to_give, and your Ki raised $ki_to_give! You gained some health and turns, as well! You are now a level {$this->level} ninja! Go kill some stuff."); |
|
718 | + return true; |
|
719 | + } else { |
|
720 | + return false; |
|
721 | + } |
|
722 | + } |
|
723 | + } |
|
724 | 724 | |
725 | 725 | /** |
726 | 726 | * Find a player by primary key |
727 | - * @param int|null $id |
|
727 | + * @param int|null $id |
|
728 | 728 | * @return Player|null |
729 | 729 | */ |
730 | 730 | public static function find($id){ |
@@ -742,138 +742,138 @@ discard block |
||
742 | 742 | return $player; |
743 | 743 | } |
744 | 744 | |
745 | - /** |
|
746 | - * Find a char by playable for account |
|
747 | - * @param int|null $account_id |
|
748 | - * @return Player|null |
|
749 | - */ |
|
750 | - public static function findPlayable($account_id){ |
|
751 | - // Two db calls for now |
|
752 | - $pid = query_item('select player_id from players p |
|
745 | + /** |
|
746 | + * Find a char by playable for account |
|
747 | + * @param int|null $account_id |
|
748 | + * @return Player|null |
|
749 | + */ |
|
750 | + public static function findPlayable($account_id){ |
|
751 | + // Two db calls for now |
|
752 | + $pid = query_item('select player_id from players p |
|
753 | 753 | join account_players ap on p.player_id = ap._player_id |
754 | 754 | join accounts a on a.account_id = ap._account_id |
755 | 755 | where account_id = :aid |
756 | 756 | order by p.created_date asc, a.last_login desc |
757 | 757 | limit 1', [':aid'=>[$account_id, PDO::PARAM_INT]]); |
758 | - return self::find($pid); |
|
759 | - } |
|
760 | - |
|
761 | - /** |
|
762 | - * Find player by name |
|
763 | - * @return Player|null |
|
764 | - */ |
|
765 | - public static function findByName($name){ |
|
766 | - $id = query_item('select player_id from players where lower(uname) = lower(:name) limit 1', [':name'=>$name]); |
|
767 | - return self::find($id); |
|
768 | - } |
|
769 | - |
|
770 | - /** |
|
771 | - * query the recently active players |
|
772 | - * @return array Array of data not of player objects |
|
773 | - */ |
|
774 | - public static function findActive($limit=5, $alive_only=true) { |
|
775 | - $where_cond = ($alive_only ? ' AND health > 0' : ''); |
|
776 | - $sel = "SELECT uname, player_id FROM players WHERE active = 1 $where_cond ORDER BY last_started_attack DESC LIMIT :limit"; |
|
777 | - $active_ninjas = query_array($sel, array(':limit'=>array($limit, PDO::PARAM_INT))); |
|
778 | - return $active_ninjas; |
|
779 | - } |
|
780 | - |
|
781 | - /** |
|
782 | - * @return integer|null |
|
783 | - * @note this needs review overall, as nonexistent high int statuses will false positive |
|
784 | - */ |
|
785 | - public static function validStatus($dirty) { |
|
786 | - if (is_numeric($dirty) && (int)$dirty == $dirty) { |
|
787 | - return (int) $dirty; |
|
788 | - } elseif (is_string($dirty)) { |
|
789 | - $status = strtoupper($dirty); |
|
790 | - |
|
791 | - if (defined($status)) { |
|
792 | - return (int) constant($status); |
|
793 | - } else { |
|
794 | - return null; |
|
795 | - } |
|
796 | - } else { |
|
797 | - return null; |
|
798 | - } |
|
799 | - } |
|
800 | - |
|
801 | - /** |
|
802 | - * Get the different statuses a character is affected by. |
|
803 | - * |
|
804 | - * @param int|null $target the target id, username if self targetting. |
|
805 | - * @return string[] |
|
806 | - * |
|
807 | - */ |
|
808 | - public static function getStatusList($target=null) { |
|
809 | - $states = array(); |
|
810 | - $target = (isset($target) && (int)$target == $target ? $target : SessionFactory::getSession()->get('player_id')); |
|
811 | - |
|
812 | - // Default to showing own status. |
|
813 | - $target = self::find($target); |
|
814 | - |
|
815 | - if (!$target || $target->health < 1) { |
|
816 | - $states[] = 'Dead'; |
|
817 | - } else { // *** Other statuses only display if not dead. |
|
818 | - if ($target->health < 80) { |
|
819 | - $states[] = 'Injured'; |
|
820 | - } else { |
|
821 | - $states[] = 'Healthy'; |
|
822 | - } |
|
823 | - |
|
824 | - // The visibly viewable statuses. |
|
825 | - if ($target->hasStatus(STEALTH)) { $states[] = 'Stealthed'; } |
|
826 | - if ($target->hasStatus(POISON)) { $states[] = 'Poisoned'; } |
|
827 | - if ($target->hasStatus(WEAKENED)) { $states[] = 'Weakened'; } |
|
828 | - if ($target->hasStatus(FROZEN)) { $states[] = 'Frozen'; } |
|
829 | - if ($target->hasStatus(STR_UP1)) { $states[] = 'Buff'; } |
|
830 | - if ($target->hasStatus(STR_UP2)) { $states[] = 'Strength+'; } |
|
831 | - |
|
832 | - // If any of the shield skills are up, show a single status state for any. |
|
833 | - if ($target->hasStatus(FIRE_RESISTING) || $target->hasStatus(INSULATED) || $target->hasStatus(GROUNDED) |
|
834 | - || $target->hasStatus(BLESSED) || $target->hasStatus(IMMUNIZED) |
|
835 | - || $target->hasStatus(ACID_RESISTING)) { |
|
836 | - $states[] = 'Shielded'; |
|
837 | - } |
|
838 | - } |
|
839 | - |
|
840 | - return $states; |
|
841 | - } |
|
842 | - |
|
843 | - /** |
|
844 | - * Calculate a max health by a level, this is actually only the base maximum |
|
845 | - * since changes in stamina can change the current player's maximum |
|
846 | - * |
|
847 | - * @return integer The health points |
|
848 | - */ |
|
849 | - public static function maxHealthByLevel($level) { |
|
850 | - return (int) NEW_PLAYER_INITIAL_HEALTH + (int) (self::baseStaminaByLevel($level) * self::HEALTH_PER_STAMINA); |
|
851 | - } |
|
852 | - |
|
853 | - /** |
|
854 | - * Calculate a base str by level |
|
855 | - * |
|
856 | - * @return integer strength |
|
857 | - */ |
|
858 | - public static function baseStrengthByLevel($level) { |
|
859 | - return (int) NEW_PLAYER_INITIAL_STATS + (LEVEL_UP_STAT_RAISE * ($level-1)); |
|
860 | - } |
|
861 | - |
|
862 | - /** |
|
863 | - * Calculate a base speed by level |
|
864 | - * |
|
865 | - * @return integer speed |
|
866 | - */ |
|
867 | - public static function baseSpeedByLevel($level) { |
|
868 | - return (int) NEW_PLAYER_INITIAL_STATS + (LEVEL_UP_STAT_RAISE * ($level-1)); |
|
869 | - } |
|
870 | - |
|
871 | - /** |
|
872 | - * Calculate a base stamina by level |
|
873 | - * |
|
874 | - * @return integer speed |
|
875 | - */ |
|
876 | - public static function baseStaminaByLevel($level) { |
|
877 | - return (int) NEW_PLAYER_INITIAL_STATS + (LEVEL_UP_STAT_RAISE * ($level-1)); |
|
878 | - } |
|
758 | + return self::find($pid); |
|
759 | + } |
|
760 | + |
|
761 | + /** |
|
762 | + * Find player by name |
|
763 | + * @return Player|null |
|
764 | + */ |
|
765 | + public static function findByName($name){ |
|
766 | + $id = query_item('select player_id from players where lower(uname) = lower(:name) limit 1', [':name'=>$name]); |
|
767 | + return self::find($id); |
|
768 | + } |
|
769 | + |
|
770 | + /** |
|
771 | + * query the recently active players |
|
772 | + * @return array Array of data not of player objects |
|
773 | + */ |
|
774 | + public static function findActive($limit=5, $alive_only=true) { |
|
775 | + $where_cond = ($alive_only ? ' AND health > 0' : ''); |
|
776 | + $sel = "SELECT uname, player_id FROM players WHERE active = 1 $where_cond ORDER BY last_started_attack DESC LIMIT :limit"; |
|
777 | + $active_ninjas = query_array($sel, array(':limit'=>array($limit, PDO::PARAM_INT))); |
|
778 | + return $active_ninjas; |
|
779 | + } |
|
780 | + |
|
781 | + /** |
|
782 | + * @return integer|null |
|
783 | + * @note this needs review overall, as nonexistent high int statuses will false positive |
|
784 | + */ |
|
785 | + public static function validStatus($dirty) { |
|
786 | + if (is_numeric($dirty) && (int)$dirty == $dirty) { |
|
787 | + return (int) $dirty; |
|
788 | + } elseif (is_string($dirty)) { |
|
789 | + $status = strtoupper($dirty); |
|
790 | + |
|
791 | + if (defined($status)) { |
|
792 | + return (int) constant($status); |
|
793 | + } else { |
|
794 | + return null; |
|
795 | + } |
|
796 | + } else { |
|
797 | + return null; |
|
798 | + } |
|
799 | + } |
|
800 | + |
|
801 | + /** |
|
802 | + * Get the different statuses a character is affected by. |
|
803 | + * |
|
804 | + * @param int|null $target the target id, username if self targetting. |
|
805 | + * @return string[] |
|
806 | + * |
|
807 | + */ |
|
808 | + public static function getStatusList($target=null) { |
|
809 | + $states = array(); |
|
810 | + $target = (isset($target) && (int)$target == $target ? $target : SessionFactory::getSession()->get('player_id')); |
|
811 | + |
|
812 | + // Default to showing own status. |
|
813 | + $target = self::find($target); |
|
814 | + |
|
815 | + if (!$target || $target->health < 1) { |
|
816 | + $states[] = 'Dead'; |
|
817 | + } else { // *** Other statuses only display if not dead. |
|
818 | + if ($target->health < 80) { |
|
819 | + $states[] = 'Injured'; |
|
820 | + } else { |
|
821 | + $states[] = 'Healthy'; |
|
822 | + } |
|
823 | + |
|
824 | + // The visibly viewable statuses. |
|
825 | + if ($target->hasStatus(STEALTH)) { $states[] = 'Stealthed'; } |
|
826 | + if ($target->hasStatus(POISON)) { $states[] = 'Poisoned'; } |
|
827 | + if ($target->hasStatus(WEAKENED)) { $states[] = 'Weakened'; } |
|
828 | + if ($target->hasStatus(FROZEN)) { $states[] = 'Frozen'; } |
|
829 | + if ($target->hasStatus(STR_UP1)) { $states[] = 'Buff'; } |
|
830 | + if ($target->hasStatus(STR_UP2)) { $states[] = 'Strength+'; } |
|
831 | + |
|
832 | + // If any of the shield skills are up, show a single status state for any. |
|
833 | + if ($target->hasStatus(FIRE_RESISTING) || $target->hasStatus(INSULATED) || $target->hasStatus(GROUNDED) |
|
834 | + || $target->hasStatus(BLESSED) || $target->hasStatus(IMMUNIZED) |
|
835 | + || $target->hasStatus(ACID_RESISTING)) { |
|
836 | + $states[] = 'Shielded'; |
|
837 | + } |
|
838 | + } |
|
839 | + |
|
840 | + return $states; |
|
841 | + } |
|
842 | + |
|
843 | + /** |
|
844 | + * Calculate a max health by a level, this is actually only the base maximum |
|
845 | + * since changes in stamina can change the current player's maximum |
|
846 | + * |
|
847 | + * @return integer The health points |
|
848 | + */ |
|
849 | + public static function maxHealthByLevel($level) { |
|
850 | + return (int) NEW_PLAYER_INITIAL_HEALTH + (int) (self::baseStaminaByLevel($level) * self::HEALTH_PER_STAMINA); |
|
851 | + } |
|
852 | + |
|
853 | + /** |
|
854 | + * Calculate a base str by level |
|
855 | + * |
|
856 | + * @return integer strength |
|
857 | + */ |
|
858 | + public static function baseStrengthByLevel($level) { |
|
859 | + return (int) NEW_PLAYER_INITIAL_STATS + (LEVEL_UP_STAT_RAISE * ($level-1)); |
|
860 | + } |
|
861 | + |
|
862 | + /** |
|
863 | + * Calculate a base speed by level |
|
864 | + * |
|
865 | + * @return integer speed |
|
866 | + */ |
|
867 | + public static function baseSpeedByLevel($level) { |
|
868 | + return (int) NEW_PLAYER_INITIAL_STATS + (LEVEL_UP_STAT_RAISE * ($level-1)); |
|
869 | + } |
|
870 | + |
|
871 | + /** |
|
872 | + * Calculate a base stamina by level |
|
873 | + * |
|
874 | + * @return integer speed |
|
875 | + */ |
|
876 | + public static function baseStaminaByLevel($level) { |
|
877 | + return (int) NEW_PLAYER_INITIAL_STATS + (LEVEL_UP_STAT_RAISE * ($level-1)); |
|
878 | + } |
|
879 | 879 | } |