Beispiel #1
0
function consumeStatIncrease($charData, $statName)
{
    $charData->{$statName}++;
    $statEquivalent = getStatEquivalent($statName);
    echo "Your {$statName} increases, improving your {$statEquivalent}. You go back to Adventuring.\n";
    StateManager::ChangeState($charData, GameStates::Adventuring);
}
 /**
  * Returns the timestamp of the last synchronization of a device.
  *
  * @param $device       an ASDevice
  *
  * @access public
  * @return int                  timestamp
  */
 public static function GetLastSyncTimeOfDevice(&$device)
 {
     // we need a StateManager for this operation
     $stateManager = new StateManager();
     $stateManager->SetDevice($device);
     $sc = new SyncCollections();
     $sc->SetStateManager($stateManager);
     // load all collections of device without loading states or checking permissions
     $sc->LoadAllCollections(true, false, false);
     return $sc->GetLastSyncTime();
 }
Beispiel #3
0
 /**
  * Returns the next synckey
  *
  * @access public
  * @return string/boolean       returns false if uuid or counter are not available
  */
 public function GetNewSyncKey()
 {
     if (isset($this->uuid) && isset($this->uuidNewCounter)) {
         return StateManager::BuildStateKey($this->uuid, $this->uuidNewCounter);
     }
     return false;
 }
Beispiel #4
0
}
// Check the status of the rest
$resting->commands[] = new InputFragment("check", function ($charData, $mapData) {
    global $traitMap;
    $isPray = $traitMap->ClassHasTrait($charData, TraitName::Pray);
    $restEnd = $charData->restEnd;
    $date = new DateTime();
    $date->setTimestamp($restEnd);
    $status = "You will wake up at " . $date->format("H:i") . ". To wake up now enter 'wake'. (" . getCurrentStats($charData) . ")\n";
    if ($isPray) {
        $status = "You will stop praying at " . $date->format("H:i") . ". To stop now, enter 'wake'. (" . getCurrentStats($charData, false, true) . ")\n";
    }
    echo $status;
});
$resting->commands[] = new InputFragment("wake", function ($charData, $mapData) {
    global $traitMap;
    $isPray = $traitMap->ClassHasTrait($charData, TraitName::Pray);
    $restString = "";
    if (!$isPray) {
        $restString = "You wake up, ready to start the new day. (" . getCurrentStats($charData, true, $isPray) . ")";
    } else {
        $restString = "You stand up, feeling thoroughly refreshed. (" . getCurrentStats($charData, true, $isPray) . ")";
    }
    echo $restString . "\n";
    $charData->restStart = 0;
    $charData->restEnd = 0;
    StateManager::ChangeState($charData, GameStates::Adventuring);
});
// Add unique identifiers to commands.
$allocator = new UIDAllocator($resting->commands);
$allocator->Allocate();
Beispiel #5
0
 public function generateInputFragments(&$charData, $nonCombat = false)
 {
     $inventory = lazyGetInventory($charData);
     $inventoryItems = $inventory->items;
     // We only want one InputFragment per item TYPE.
     $dedupedNames = [];
     foreach ($inventoryItems as $itemName) {
         $item = findItem($itemName);
         if (is_null($item)) {
             echo "ERROR: Bad item in inventory ({$itemName})!\n";
             exit(14);
         }
         $useLocation = $item->useLocation;
         if ($nonCombat && $useLocation == ItemUse::CombatOnly) {
             continue;
         }
         if (!$nonCombat && $useLocation == ItemUse::NonCombatOnly) {
             continue;
         }
         if ($this->deDupeItemFragments($itemName, $dedupedNames)) {
             continue;
         }
         $this->commands[] = new InputFragment($itemName, function ($charData, $mapData) use($itemName, $nonCombat) {
             global $usingItem;
             return $usingItem->useItem($itemName, $charData, $mapData, $nonCombat);
         });
     }
     $this->commands[] = new InputFragment("cancel", function ($charData, $mapData) use($nonCombat) {
         echo $nonCombat . "\n\n";
         if (!$nonCombat) {
             echo "You close your bag, and go back to the fight.\n";
             StateManager::ChangeState($charData, GameStates::Combat);
         } else {
             echo "Deciding against using an item, you go back to Adventuring.\n";
             StateManager::ChangeState($charData, GameStates::Adventuring);
         }
     });
     // Add unique identifiers to commands.
     $allocator = new UIDAllocator($this->commands);
     $allocator->Allocate();
 }
 /**
  * Marks a all folders synchronized to a device for re-synchronization
  * If no user is set all user which are synchronized for a device are marked for re-synchronization.
  * If no device id is set all devices of that user are marked for re-synchronization.
  * If no user and no device are set then ALL DEVICES are marked for resynchronization (use with care!).
  *
  * @param string    $user           (opt) user of the device
  * @param string    $devid          (opt)device id which should be wiped
  *
  * @return boolean
  * @access public
  */
 public static function ResyncDevice($user, $devid = false)
 {
     // search for target devices
     if ($devid === false) {
         $devicesIds = ZPush::GetStateMachine()->GetAllDevices($user);
         ZLog::Write(LOGLEVEL_DEBUG, sprintf("ZPushAdmin::ResyncDevice(): all '%d' devices for user '%s' found to be re-synchronized", count($devicesIds), $user));
         foreach ($devicesIds as $deviceid) {
             if (!self::ResyncDevice($user, $deviceid)) {
                 ZLog::Write(LOGLEVEL_ERROR, sprintf("ZPushAdmin::ResyncDevice(): wipe devices failed for device '%s' of user '%s'. Aborting", $deviceid, $user));
                 return false;
             }
         }
     } else {
         // get devicedata
         try {
             $devicedata = ZPush::GetStateMachine()->GetState($devid, IStateMachine::DEVICEDATA);
         } catch (StateNotFoundException $e) {
             ZLog::Write(LOGLEVEL_ERROR, sprintf("ZPushAdmin::ResyncDevice(): state for device '%s' can not be found", $devid));
             return false;
         }
         // loop through all users which currently use this device
         if ($user === false && $devicedata instanceof StateObject && isset($devicedata->devices) && is_array($devicedata->devices) && count($devicedata->devices) > 1) {
             foreach (array_keys($devicedata) as $aUser) {
                 if (!self::ResyncDevice($aUser, $devid)) {
                     ZLog::Write(LOGLEVEL_ERROR, sprintf("ZPushAdmin::ResyncDevice(): re-synchronization failed for device '%s' of user '%s'. Aborting", $devid, $aUser));
                     return false;
                 }
             }
         }
         // load device data
         $device = new ASDevice($devid, ASDevice::UNDEFINED, $user, ASDevice::UNDEFINED);
         try {
             $device->SetData($devicedata, false);
             if ($device->IsNewDevice()) {
                 ZLog::Write(LOGLEVEL_ERROR, sprintf("ZPushAdmin::ResyncDevice(): data of user '%s' not synchronized on device '%s'. Aborting.", $user, $devid));
                 return false;
             }
             // delete all uuids
             foreach ($device->GetAllFolderIds() as $folderid) {
                 StateManager::UnLinkState($device, $folderid);
             }
             // remove hierarchcache
             StateManager::UnLinkState($device, false);
             ZPush::GetStateMachine()->SetState($device->GetData(), $devid, IStateMachine::DEVICEDATA);
             ZLog::Write(LOGLEVEL_DEBUG, sprintf("ZPushAdmin::ResyncDevice(): all folders synchronized to device '%s' of user '%s' marked to be re-synchronized.", $devid, $user));
         } catch (StateNotFoundException $e) {
             ZLog::Write(LOGLEVEL_ERROR, sprintf("ZPushAdmin::ResyncDevice(): state for device '%s' of user '%s' can not be found or saved", $devid, $user));
             return false;
         }
     }
     return true;
 }
 /**
  * Removes all linked states from a device.
  * During next requests a full resync is triggered.
  *
  * @access public
  * @return boolean
  */
 public function ForceFullResync()
 {
     ZLog::Write(LOGLEVEL_INFO, "Full device resync requested");
     // delete hierarchy states
     StateManager::UnLinkState($this->device, false);
     // delete all other uuids
     foreach ($this->device->GetAllFolderIds() as $folderid) {
         $uuid = StateManager::UnLinkState($this->device, $folderid);
     }
     return true;
 }
Beispiel #8
0
function addShopFragmentIfNeeded($charData, $mapData)
{
    global $adventuring;
    $currentRoom = $mapData->map->GetRoom($mapData->playerX, $mapData->playerY);
    if (is_null($currentRoom)) {
        return;
    }
    $containsShop = isset($currentRoom->occupant) && get_class($currentRoom->occupant) == "Shop";
    if ($containsShop) {
        $adventuring->commands[] = new InputFragment("browse shop", function ($charData, $mapData) use($currentRoom) {
            $shop = $currentRoom->occupant;
            if ($shop->isEmpty()) {
                echo "\"Sorry, I'm all sold out right now!\"\n";
                return;
            }
            global $shopping;
            $shopStr = $shopping->getShopString($shop, $charData, $mapData);
            echo $shopStr;
            StateManager::ChangeState($charData, GameStates::Shopping);
        });
        $allocator = new UIDAllocator($adventuring->commands);
        $allocator->Allocate();
    }
}
Beispiel #9
0
 public function generateInputFragments($charData, $outOfCombat = false)
 {
     $spellList = $charData->spellbook;
     $spellNum = 1;
     foreach ($spellList as $spellName) {
         // Can only cast heal spells.
         if ($outOfCombat) {
             $spell = $this->findSpellOrAbility($spellName, $charData);
             if (!$spell->isHeal) {
                 continue;
             }
         }
         $this->commands[] = new InputFragment($spellName, function ($charData, $mapData, $dynData) use($spellName, $outOfCombat) {
             $this->castSpell($spellName, $charData, $mapData, $dynData, $outOfCombat);
         });
         ++$spellNum;
     }
     $this->commands[] = new InputFragment("cancel", function ($charData, $mapData) use($outOfCombat) {
         if (!$outOfCombat) {
             echo "You decide against casting a spell, and go back to the fight.\n";
             StateManager::ChangeState($charData, GameStates::Combat);
         } else {
             echo "You decide not to cast a spell, and go back to Adventuring.\n";
             StateManager::ChangeState($charData, GameStates::Adventuring);
         }
     });
     // Add unique identifiers to commands.
     $allocator = new UIDAllocator($this->commands);
     $allocator->Allocate();
 }
Beispiel #10
0
    }
    $reflexesString = getSingleStatString("reflexes", $dynData);
    if (!is_null($reflexesString)) {
        $outString .= $reflexesString . ", ";
    }
    $strengthString = getSingleStatString("strength", $dynData);
    if (!is_null($strengthString)) {
        $outString .= $strengthString . ", ";
    }
    $oddnessString = getSingleStatString("oddness", $dynData);
    if (!is_null($oddnessString)) {
        $outString .= $oddnessString . ", ";
    }
    $nerveString = getSingleStatString("nerve", $dynData);
    if (!is_null($nerveString)) {
        $outString .= $nerveString . ", ";
    }
    $acuityString = getSingleStatString("acuity", $dynData);
    if (!is_null($acuityString)) {
        $outString .= $acuityString . ", ";
    }
    $outString = rtrim($outString, ", ");
    $gold = $dynData->gold;
    $outString .= " [You have {$gold}GP]\n";
    echo $outString;
});
// Start the game already.
$dynasty->commands[] = new InputFragment("begin game", function ($charData, $mapData, $dynData) {
    echo "Welcome! Please choose a name for your character:\n";
    StateManager::ChangeState($charData, GameStates::NameSelect);
});
Beispiel #11
0
function main()
{
    $nick = getNickFromArgs();
    $mapData = null;
    $charData = null;
    // This will force everyone into creating a Dynasty save.
    // We patching shit, yo.
    $dynPatch = false;
    $dynPath = getSaveFilePath($nick, SaveFileType::Dynasty);
    if (!file_exists($dynPath)) {
        saveGame($nick, SaveFileType::Dynasty);
        $dynPatch = true;
    }
    if (!checkIfNewGame($nick)) {
        // Load character save data.
        $charFilePath = getSaveFilePath($nick, SaveFileType::Character);
        $charData = FileIO::UnserializeFile($charFilePath);
        $charDataDirty = false;
        // Load map save data.
        $mapFilePath = getSaveFilePath($nick, SaveFileType::Map);
        $mapData = FileIO::UnserializeFile($mapFilePath);
        $mapDataDirty = false;
        // Load dynasty save data.
        $dynFilePath = getSaveFilePath($nick, SaveFileType::Dynasty);
        $dynData = FileIO::UnserializeFile($dynFilePath);
        $dynDataDirty = false;
        // Put everyone into the dynasty initialisation state, just this once.
        //$notYetPatched	= !isset($charData->patched);
        $notYetPatched = !isset($dynData->initialised);
        $notPatching = $charData->state != GameStates::DynastyInit;
        if (empty($dynData) || $notYetPatched && $notPatching) {
            $charData->patchState = $charData->state;
            $charData->patchPrevState = $charData->previousState;
            DEBUG_echo("Patching in Dynasty...");
            StateManager::ChangeState($charData, GameStates::DynastySplash);
        }
        // Patch the stat changes in.
        doStatPatchIfNeeded($charData);
        // Ensure it's sane.
        if (empty($charData) || empty($mapData)) {
            echo "ERROR: Save data's f****d.\n";
            exit(3);
        }
        // Read STDIN for input.
        $input = readStdin();
        switch ($charData->state) {
            case GameStates::DynastySplash:
                DEBUG_echo("DynastySplash");
                echo "Your Dynasty begins, and needs a name. Choose your name wisely - you cannot alter history.\n";
                StateManager::ChangeState($charData, GameStates::DynastyInit);
                $dynData->initialised = true;
                $charDataDirty = true;
                $dynDataDirty = true;
                break;
            case GameStates::DynastyInit:
                DEBUG_echo("DynastyInit");
                // Validate input.
                $validName = preg_match("/^[a-zA-Z]{1,16}\$/", $input, $output);
                if (!$validName) {
                    echo "Please enter a valid name. Letters only, between 1 and 16 characters.\n";
                    return;
                }
                $dynData->name = $input;
                $output = "The Dynasty of {$input} begins! Onwards, to adventure!";
                echo "{$output}\n";
                // Hook back up to where we were.
                $charData->state = $charData->patchState;
                $charData->previousState = $charData->patchPrevState;
                $charDataDirty = true;
                $dynDataDirty = true;
                break;
            case GameStates::NameSelect:
                DEBUG_echo("NameSelect");
                $validName = preg_match("/^[a-zA-Z]{1,16}\$/", $input, $output);
                if (!$validName) {
                    echo "Please enter a valid name. Letters only, between 1 and 16 characters.\n";
                    exit(13);
                }
                $output = "Please choose a class for {$input} {$dynData->name}: ";
                global $classSelect;
                foreach ($classSelect->commands as $fragment) {
                    $output .= "{$fragment->displayString}, ";
                }
                $output = rtrim($output, ", ") . "\n";
                echo $output;
                $charData->name = $input;
                StateManager::ChangeState($charData, GameStates::ClassSelect);
                $charDataDirty = true;
                break;
            case GameStates::ClassSelect:
                DEBUG_echo("ClassSelect");
                $input = strtolower($input);
                $setClass = classSelect($input, $charData, $dynData, $charData->name);
                if ($setClass) {
                    StateManager::ChangeState($charData, GameStates::FirstPlay);
                    $charDataDirty = true;
                }
                break;
                // Initialise the characters
            // Initialise the characters
            case GameStates::FirstPlay:
                DEBUG_echo("FirstPlay");
                firstPlay($charData, $dynData);
                StateManager::ChangeState($charData, GameStates::Adventuring);
                // purposeful fall-through!
                // The main loop for when we're romping around.
            // purposeful fall-through!
            // The main loop for when we're romping around.
            case GameStates::Adventuring:
                DEBUG_echo("Adventuring");
                adventuring($input, $charData, $mapData, $dynData);
                $charDataDirty = true;
                $mapDataDirty = true;
                break;
                // Sleepy nap time.
            // Sleepy nap time.
            case GameStates::Resting:
                DEBUG_echo("Resting");
                resting($input, $charData, $mapData);
                $charDataDirty = true;
                break;
                // IT'S CLOBBERING TIME
            // IT'S CLOBBERING TIME
            case GameStates::Combat:
                DEBUG_echo("Combat");
                combat($input, $charData, $mapData, $dynData);
                $charDataDirty = true;
                $mapDataDirty = true;
                break;
            case GameStates::Spellcasting:
                DEBUG_echo("Spellcasting");
                $nonCombat = isset($charData->previousState) && $charData->previousState != GameStates::Combat;
                spellcasting($input, $charData, $mapData, $nonCombat);
                $charDataDirty = true;
                $mapDataDirty = true;
                break;
            case GameStates::Looting:
                DEBUG_echo("Looting");
                looting($input, $charData, $mapData);
                $charDataDirty = true;
                $mapDataDirty = true;
                break;
            case GameStates::LevelUp:
                DEBUG_echo("LevelUp");
                levelUp($input, $charData, $mapData);
                $charDataDirty = true;
                break;
            case GameStates::UsingItem:
                DEBUG_echo("UsingItem");
                $nonCombat = isset($charData->previousState) && $charData->previousState != GameStates::Combat;
                usingItem($input, $charData, $mapData, $nonCombat);
                $charDataDirty = true;
                break;
            case GameStates::Shopping:
                DEBUG_echo("Shopping");
                shopping($input, $charData, $mapData);
                $charDataDirty = true;
                $mapDataDirty = true;
                break;
            case GameStates::Dynasty:
                DEBUG_echo("Dynasty");
                dynasty($input, $charData, $mapData, $dynData);
                $charDataDirty = true;
                $dynDataDirty = true;
                break;
            default:
                break;
        }
    } else {
        // Initialise the character save.
        saveGame($nick, SaveFileType::Character);
        // Initialise the map save.
        saveGame($nick, SaveFileType::Map);
        // Prompt for name/dynasty select.
        if (!$dynPatch) {
            echo "How do you want to alter your Dynasty?\n";
        } else {
            echo "Welcome to blaventure!\n";
        }
    }
    if (isset($charData) && $charDataDirty) {
        saveGame($nick, SaveFileType::Character, $charData);
    }
    if (isset($mapData) && $mapDataDirty) {
        saveGame($nick, SaveFileType::Map, $mapData);
    }
    if (isset($dynData) && $dynDataDirty) {
        saveGame($nick, SaveFileType::Dynasty, $dynData);
    }
}
Beispiel #12
0
function exitCombat(&$charData, &$mapData, &$textOutput)
{
    // We killed the enemy.
    $textOutput .= " It dies! ";
    $charData->kills++;
    // Unlock once-per-combat abilities.
    clearAllAbilityLocks($charData);
    // Calm down the Barbarians.
    reduceRage($charData, $fightOutput, 0);
    // Streak management.
    $streak = $charData->lazyGetStreak();
    $currentStreak = $streak->currentValue;
    alterStreak($charData, $mapData);
    $newStreak = $streak->currentValue;
    if (floor($newStreak / 5) > floor($currentStreak / 5)) {
        $textOutput .= "STREAK UP! ";
    }
    // Move to the looting state.
    StateManager::ChangeState($charData, GameStates::Looting);
    $textOutput .= "Check the body for loot!\n";
}
Beispiel #13
0
 public function generateInputFragments(&$charData, &$mapData, $justItems = false)
 {
     // To be in here, we need to have a shop at our current location.
     $room = $mapData->map->GetRoom($mapData->playerX, $mapData->playerY);
     $shop = $room->occupant;
     if (!$justItems) {
         $this->commands[] = new InputFragment("check stock", function ($charData, $mapData) use($shop) {
             global $shopping;
             $shopStr = $shopping->getShopString($shop, $charData, $mapData);
             echo $shopStr;
         });
     }
     if (!$justItems) {
         $this->commands[] = new InputFragment("leave", function ($charData, $mapData) {
             echo "\"Maybe next time, eh?\", the shopkeeper drawls at you as you walk away.\n";
             StateManager::ChangeState($charData, GameStates::Adventuring);
         });
     }
     if (!$justItems) {
         $this->commands[] = new InputFragment("equipment", function ($charData, $mapData) {
             global $adventuring;
             $equipment = $adventuring->getEquippedItemsStr($charData);
             echo $equipment . "\n";
         });
     }
     foreach ($shop->stock as $itemName => $quantity) {
         $item = findItem($itemName);
         $this->commands[] = new InputFragment($itemName, function ($charData, $mapData) use($item, $itemName, $shop, $room) {
             global $shopping;
             if (!$shopping->canAffordItem($charData, $item->getCost($charData))) {
                 return;
             }
             // Remove item from shop.
             $shop->removeStockItem($itemName);
             // Add item to player inventory, and deduct gold.
             $inventory = lazyGetInventory($charData);
             $inventory->addItem($item);
             $shopping->takeMoney($item, $shop, $charData, $room);
         });
     }
     foreach ($shop->equipment as $equipment) {
         $this->commands[] = new InputFragment($equipment->name, function ($charData, $mapData) use($equipment, $shop, $room) {
             global $shopping;
             if (!$shopping->canAffordItem($charData, $equipment->getCost($charData))) {
                 return;
             }
             $equipString = "You equip your new {$equipment->name} immediately";
             $isBarbarian = strcasecmp($charData->class, "Barbarian") == 0;
             if ($equipment->type == ShopEquipment::Weapon) {
                 $weapon1Better = $charData->weaponVal >= $equipment->level;
                 $weapon2Better = $charData->weapon2Val >= $equipment->level;
                 if (!$isBarbarian && $weapon1Better || $isBarbarian && $weapon1Better && $weapon2Better) {
                     echo "\"No point buying my wares if you've got better yourself!\"\n";
                     return;
                 }
                 // Bloody complicated Barbarians
                 if ($isBarbarian) {
                     // Going in the off-hand
                     if ($weapon1Better) {
                         $charData->weapon2 = $equipment->name;
                         $charData->weapon2Val = $equipment->level;
                     } else {
                         $equipString .= ", moving your {$charData->weapon} to your off-hand";
                         $charData->weapon2 = $charData->weapon;
                         $charData->weapon2Val = $charData->weaponVal;
                         $charData->weapon = $equipment->name;
                         $charData->weaponVal = $equipment->level;
                     }
                 } else {
                     $charData->weapon = $equipment->name;
                     $charData->weaponVal = $equipment->level;
                 }
             } else {
                 if ($equipment->type == ShopEquipment::Armour) {
                     $armourBetter = $charData->armourVal >= $equipment->level;
                     if ($isBarbarian) {
                         echo "\"Not sure you'd know what to do with that!\"\n";
                         return;
                     } else {
                         if ($armourBetter) {
                             echo "\"No point buying my wares if you've got better yourself!\"\n";
                             return;
                         }
                     }
                     $charData->armour = $equipment->name;
                     $charData->armourVal = $equipment->level;
                 }
             }
             $equipString .= ". ";
             // Remove equipment from shop.
             $shop->removeEquipment($equipment->name);
             $shopping->takeMoney($equipment, $shop, $charData, $room, $equipString);
         });
     }
     // Add unique identifiers to commands.
     $allocator = new UIDAllocator($this->commands);
     $allocator->Allocate();
 }