Example #1
0
function sendMessage($from, $to, $msg, $filter = false)
{
    // Filter argument is deprecated now.
    $from_id = (int) get_char_id($from);
    $to_id = get_char_id($to);
    send_event($from_id, $to_id, $msg);
}
Example #2
0
 /**
  * Check whether the player has the skill.
  **/
 public function hasSkill($skill, $username = null)
 {
     if (!$username) {
         $charId = self_char_id();
     } else {
         $charId = get_char_id($username);
     }
     $player = new Player($charId);
     $skills = $this->skills($player);
     $skill = strtolower($skill);
     $levelReq = isset($skills[$skill]['level']) ? $skills[$skill]['level'] : 1;
     return isset($skills[$skill]['available']) && $player->level >= $levelReq;
 }
Example #3
0
 /**
  * Check whether the player has the skill.
  **/
 public function hasSkill($skill, $username = null)
 {
     $skill = strtolower($skill);
     if (!$username) {
         $char_id = self_char_id();
     } else {
         $char_id = get_char_id($username);
     }
     $player_info = char_info($char_id);
     $player_level = $player_info['level'];
     $skills = $this->skills($char_id);
     $level_req = isset($skills[$skill]['level']) ? $skills[$skill]['level'] : 1;
     return isset($skills[$skill]['available']) && $player_level >= $level_req;
 }
Example #4
0
 /**
  * Command for the current user to offer their money as bounty on another player
  *
  * @param target String The username of the player to offer a bounty on
  * @param amount int The amount of gold to spend on offering the bounty
  * @return Array
  *
  * @TODO simplify the conditional branching
  */
 public function offerBounty()
 {
     $target = in('target');
     $target_id = get_char_id($target);
     // Will be the enemy to put the bounty on.
     $amount = intval(in('amount'));
     $amount_in = $amount;
     $error = 0;
     $quickstat = false;
     $success = false;
     if (!$target_id) {
         $error = 1;
     } else {
         // Target existed.
         $target_bounty = getBounty($target_id);
         if ($target_bounty < 5000) {
             if ($amount > 0) {
                 if ($target_bounty + $amount > 5000) {
                     $amount = 5000 - $target_bounty;
                 }
                 if (get_gold($this->sessionData['char_id']) >= $amount) {
                     addBounty($target_id, $amount);
                     // Add the bounty to the person being bountied upon.  How the hell did this break?
                     subtract_gold($this->sessionData['char_id'], $amount);
                     send_event($this->sessionData['char_id'], get_char_id($target), $this->sessionData['username'] . " has offered {$amount} gold in reward for your head!");
                     $success = true;
                     $quickstat = 'player';
                 } else {
                     $error = 2;
                 }
             } else {
                 $error = 3;
             }
         } else {
             $error = 4;
         }
     }
     return $this->render(['error' => $error, 'success' => $success, 'quickstat' => $quickstat, 'amount_in' => $amount_in, 'amount' => $amount, 'command' => 'offer', 'location' => 0, 'target' => $target]);
 }
 /**
  * Display the main admin area
  *
  * Includes player viewing, account duplicates checking, npc balacing
  *
  * @return ViewSpec|RedirectResponse
  */
 public function index()
 {
     $result = $this->requireAdmin($this->self);
     if ($result instanceof RedirectResponse) {
         return $result;
     }
     $viewChar = null;
     // View a target non-self character
     $charName = in('char_name');
     if (is_string($charName) && trim($charName)) {
         $viewChar = get_char_id($charName);
     }
     // If a request is made to view a character's info, show it.
     $viewChar = first_value($viewChar, in('view'));
     $dupes = AdminViews::duped_ips();
     $stats = AdminViews::high_rollers();
     $npcs = NpcFactory::allNonTrivialNpcs();
     $trivialNpcs = NpcFactory::allTrivialNpcs();
     $charInfos = null;
     $charInventory = null;
     $firstMessage = null;
     $firstChar = null;
     $firstAccount = null;
     $firstDescription = null;
     if ($viewChar) {
         $ids = explode(',', $viewChar);
         $firstChar = new Player(reset($ids));
         $firstAccount = AccountFactory::findByChar($firstChar);
         $charInfos = AdminViews::split_char_infos($viewChar);
         $charInventory = AdminViews::char_inventory($viewChar);
         $firstMessage = $firstChar->message();
         $firstDescription = $firstChar->description();
     }
     $parts = ['stats' => $stats, 'first_char' => $firstChar, 'first_description' => $firstDescription, 'first_message' => $firstMessage, 'first_account' => $firstAccount, 'char_infos' => $charInfos, 'dupes' => $dupes, 'char_inventory' => $charInventory, 'char_name' => $charName, 'npcs' => $npcs, 'trivial_npcs' => $trivialNpcs];
     return ['title' => 'Admin Actions', 'template' => 'ninjamaster.tpl', 'parts' => $parts, 'options' => null];
 }
Example #6
0
/**
 * DEPRECATED: Old named wrapper for get_char_id
 *
 * @return int
 */
function get_user_id($p_name = false)
{
    if (defined('DEBUG') && DEBUG && $p_name === false) {
        nw_error('Improper call to get_user_id() with no argument.  For clarity reasons, this is now deprecated, use self_char_id() instead.');
    }
    return get_char_id($p_name);
}
 /**
  * Add an item using the old display name
  */
 private function addItem($who, $item, $quantity = 1)
 {
     $item_identity = $this->itemIdentityFromDisplayName($item);
     if ((int) $quantity > 0 && !empty($item) && $item_identity) {
         add_item(get_char_id($who), $item_identity, $quantity);
     } else {
         throw new \Exception('Improper deprecated item addition request made.');
     }
 }
Example #8
0
function create_ninja($send_name, $params = array())
{
    DatabaseConnection::getInstance();
    $send_email = $params['send_email'];
    $send_pass = $params['send_pass'];
    $class_identity = $params['send_class'];
    $preconfirm = (int) $params['preconfirm'];
    $confirm = (int) $params['confirm'];
    $referred_by = $params['referred_by'];
    $ip = isset($params['ip']) ? $params['ip'] : null;
    // Create the initial player row.
    $playerCreationQuery = "INSERT INTO players\n\t\t (uname, health, strength, speed, stamina, gold, messages, kills, turns, verification_number, active,\n\t\t  _class_id, level,  status, member, days, ip, bounty, created_date)\n\t\t VALUES\n\t\t (:username, '150', '5', '5', '5', '100', '', '0', '180', :verification_number, :active,\n\t\t (SELECT class_id FROM class WHERE identity = :class_identity), '1', '1', '0', '0', :ip, '0', now())";
    //  ***  Inserts the choices and defaults into the player table. Status defaults to stealthed. ***
    $statement = DatabaseConnection::$pdo->prepare($playerCreationQuery);
    $statement->bindValue(':username', $send_name);
    $statement->bindValue(':verification_number', $confirm);
    $statement->bindValue(':active', $preconfirm);
    $statement->bindValue(':class_identity', $class_identity);
    $statement->bindValue(':ip', $ip);
    $statement->execute();
    return get_char_id($send_name);
}
Example #9
0
<?php

require_once LIB_ROOT . 'control/lib_inventory.php';
$private = false;
$alive = false;
if ($error = init($private, $alive)) {
    display_error($error);
} else {
    require_once LIB_ROOT . "control/Skill.php";
    require_once DB_ROOT . "SkillDAO.class.php";
    require_once LIB_ROOT . "control/lib_clan.php";
    require_once LIB_ROOT . "control/lib_player.php";
    $target = $player = first_value(in('ninja'), in('player'), in('find'), in('target'));
    $target_id = first_value(in('target_id'), in('player_id'), get_char_id($target));
    // Find target_id if possible.
    $target_player_obj = new Player($target_id);
    $viewed_name_for_title = null;
    if ($target_player_obj && $target_player_obj->name()) {
        $viewed_name_for_title = $target_player_obj->name();
    }
    $combat_toggles = get_setting('combat_toggles');
    // Pull the attack options toggled on and off.
    $last_item_used = get_setting("last_item_used");
    // Pull the last item id used, if any.
    $char_info = self_info();
    if (!$target_player_obj || !$target_player_obj->id() || !$target_player_obj->isActive()) {
        $template = 'no-player.tpl';
        $parts = array();
    } else {
        $player_info = $target_player_obj->as_array();
        // Pull the info out of the object.
Example #10
0
/**
 * Now only a wrapper for the send_event function
 *
 * @param String $from
 * @param String $to
 * @param String $msg
 * @return void
 */
function sendMessage($from, $to, $msg)
{
    $from_id = (int) get_char_id($from);
    $to_id = get_char_id($to);
    send_event($from_id, $to_id, $msg);
}
 public static function create_alternate_testing_account($confirm = false)
 {
     $ip = isset($_SERVER['REMOTE_ADDR']) && $_SERVER['REMOTE_ADDR'] ? $_SERVER['REMOTE_ADDR'] : '127.0.0.1';
     if ((bool) get_char_id(TestAccountCreateAndDestroy::$alt_test_ninja_name)) {
         throw new Exception('Test user found [' . $found . '] with name [' . TestAccountCreateAndDestroy::$alt_test_ninja_name . '] already exists');
     }
     // Create test user, unconfirmed, whatever the default is for activity.
     $preconfirm = true;
     $confirm = rand(1000, 9999);
     //generate confirmation code
     // Use the function from lib_player
     $player_params = array('send_email' => TestAccountCreateAndDestroy::$alt_test_email, 'send_pass' => TestAccountCreateAndDestroy::$test_password, 'send_class' => 'dragon', 'preconfirm' => true, 'confirm' => $confirm, 'referred_by' => 'ninjawars.net', 'ip' => $ip);
     ob_start();
     // Skip extra output
     $error = create_account_and_ninja(TestAccountCreateAndDestroy::$alt_test_ninja_name, $player_params);
     ob_end_clean();
     if ($confirm) {
         $confirmed = confirm_player(TestAccountCreateAndDestroy::$alt_test_ninja_name, false, true);
         // name, no confirm #, just autoconfirm.
     }
     $char_id = get_char_id(TestAccountCreateAndDestroy::$alt_test_ninja_name);
     return $char_id;
 }
Example #12
0
// Redirect for any non-admins.
$char_id = self_char_id();
$self = null;
if (positive_int($char_id)) {
    $self = new Player($char_id);
}
if ($self instanceof Player && $self->isAdmin()) {
    // Admin possibilities start here.
    $view_char = null;
    $dupes = AdminViews::duped_ips();
    $stats = AdminViews::high_rollers();
    $npcs = NpcFactory::allNonTrivialNpcs();
    $trivial_npcs = NpcFactory::allTrivialNpcs();
    $char_name = in('char_name');
    if (is_string($char_name) && trim($char_name)) {
        $view_char = get_char_id($char_name);
    }
    // If a request is made to view a character's info, show it.
    $view_char = $view_char ? $view_char : in('view');
    $char_infos = $char_inventory = $message = null;
    if ($view_char) {
        $char_infos = AdminViews::split_char_infos($view_char);
        $char_inventory = AdminViews::char_inventory($view_char);
        $message = $char_infos[0]['messages'];
        // Split the message out as a separate var for space reasons
        unset($char_infos[0]['messages']);
    }
    display_page('ninjamaster.tpl', 'Admin Actions', ['stats' => $stats, 'char_infos' => $char_infos, 'dupes' => $dupes, 'char_inventory' => $char_inventory, 'char_name' => $char_name, 'npcs' => $npcs, 'trivial_npcs' => $trivial_npcs, 'message' => $message]);
} else {
    // Redirect to the root site.
    redirect('/');
Example #13
0
function create_ninja($send_name, $params = array())
{
    DatabaseConnection::getInstance();
    $class_identity = $params['send_class'];
    $preconfirm = (int) $params['preconfirm'];
    $confirm = (int) $params['confirm'];
    $initial_hp = Player::maxHealthByLevel(1);
    $initial_strength = Player::baseStrengthByLevel(1);
    $initial_speed = Player::baseSpeedByLevel(1);
    $initial_stamina = Player::baseStaminaByLevel(1);
    // Create the initial player row.
    $playerCreationQuery = "INSERT INTO players\n\t\t (uname, health, strength, speed, stamina, gold, messages, kills, turns, verification_number, active,\n\t\t  _class_id, level,  status, member, days, bounty, created_date)\n\t\t VALUES\n\t\t (:username, :initial_hp, :initial_strength, :initial_speed, :initial_stamina, '100', '', '0', '180', :verification_number, :active,\n\t\t (SELECT class_id FROM class WHERE identity = :class_identity), '1', '1', '0', '0', '0', now())";
    //  ***  Inserts the choices and defaults into the player table. Status defaults to stealthed. ***
    $statement = DatabaseConnection::$pdo->prepare($playerCreationQuery);
    $statement->bindValue(':username', $send_name);
    $statement->bindValue(':verification_number', $confirm);
    $statement->bindValue(':active', $preconfirm);
    $statement->bindValue(':class_identity', $class_identity);
    $statement->bindValue(':initial_hp', $initial_hp);
    $statement->bindValue(':initial_strength', $initial_strength);
    $statement->bindValue(':initial_speed', $initial_speed);
    $statement->bindValue(':initial_stamina', $initial_stamina);
    $statement->execute();
    return get_char_id($send_name);
}
Example #14
0
             $attacking_player->death();
             if (!$simultaneousKill) {
                 $loot = floor($gold_mod * $attacking_player->gold());
                 //Loot for defender if he lives.
             }
             $target_msg = "You have killed {$attacker} in combat and taken {$loot} gold.";
             $attacker_msg = "DEATH: You've been killed by {$target} and lost {$loot} gold!";
             sendMessage($attacker, $target, $target_msg);
             sendMessage($target, $attacker, $attacker_msg);
         }
     }
     // *** END MAIN ATTACK AND DUELING SECTION ***
 }
 if ($loot) {
     add_gold(get_char_id($victor), $loot);
     subtract_gold(get_char_id($loser), $loot);
 }
 /**
  * HACK(ajv) Because the player obj is modified throughout the above code
  * we can't really keep track of what happened to safely use the
  * ActiveRecord pattern. Therefore, we pull another copy of the player
  * from the data layer, modify it, and save it down here, then transfer
  * the updated data to the existing object to keep everything in sync
  */
 if ($rounds > 4) {
     // Evenly matched battle! Reward some ki to the attacker, even if they die
     $rewarded_ki = 1;
     $hack_player = Player::find($attacking_player->id());
     $hack_player->set_ki($hack_player->ki() + $rewarded_ki);
     $hack_player->save();
     $attacking_player->ki = $hack_player->ki;
Example #15
0
function addItem($who, $item, $quantity = 1)
{
    $item_identity = item_identity_from_display_name($item);
    if ((int) $quantity > 0 && !empty($item) && $item_identity) {
        add_item(get_char_id($who), $item_identity, $quantity);
    } else {
        throw new Exception('Improper deprecated item addition request made.');
    }
}
Example #16
0
             sendMessage("SysMsg", $player->name(), $failure_msg);
             $generic_skill_result_message = "Cold Steal has backfired! You are frozen until {$unfreeze_time}!";
         }
     } else {
         $turn_cost = 0;
         $generic_skill_result_message = '__TARGET__ is already iced.';
     }
 } else {
     if ($command == 'Clone Kill') {
         // Obliterates the turns and the health of similar accounts that get clone killed.
         $reuse = false;
         // Don't give a reuse link.
         $clone1 = in('clone1');
         $clone2 = in('clone2');
         $clone_1_id = get_char_id($clone1);
         $clone_2_id = get_char_id($clone2);
         $clones = false;
         if (!$clone_1_id || !$clone_2_id) {
             $not_a_ninja = $clone1;
             if (!$clone_2_id) {
                 $not_a_ninja = $clone2;
             }
             $generic_skill_result_message = "There is no such ninja as {$not_a_ninja}.";
         } elseif ($clone_1_id == $clone_2_id) {
             $generic_skill_result_message = '__TARGET__ is just the same ninja, so not the same thing as a clone at all.';
         } elseif ($clone_1_id == $char_id || $clone_2_id == $char_id) {
             $generic_skill_result_message = 'You cannot clone kill yourself.';
         } else {
             // The two potential clones will be obliterated immediately if the criteria are met in CloneKill.
             $kill_or_fail = CloneKill::kill($player, new Player($clone_1_id), new Player($clone_2_id));
             if ($kill_or_fail !== false) {
Example #17
0
    /**
     * group accountconf
     **/
    function testPauseAccountAndLoginShouldFail()
    {
        $confirm_worked = confirm_player($this->test_ninja_name, false, true);
        // name, no confirm #, just autoconfirm.
        $this->assertTrue((bool) $confirm_worked);
        $char_id = get_char_id($this->test_ninja_name);
        $paused = @pauseAccount($char_id);
        // Fully pause the account, make the operational bit = false
        $this->assertTrue((bool) $paused);
        $account_operational = query_item('select operational from accounts 
				join account_players on account_id = _account_id where _player_id = :char_id', array(':char_id' => $char_id));
        $this->assertFalse($account_operational);
        $res = @login_user($this->test_email, $this->test_password);
        $this->assertFalse($res['success'], 'Login should not be successful when account is paused');
        $this->assertTrue(is_string($res['login_error']));
        $this->assertTrue((bool) $res['login_error']);
    }
Example #18
0
 public function index()
 {
     $target = $player = first_value(in('ninja'), in('player'), in('find'), in('target'));
     $target_id = first_value(in('target_id'), in('player_id'), get_char_id($target));
     // Find target_id if possible.
     $target_player_obj = Player::find($target_id);
     $viewed_name_for_title = null;
     if ($target_player_obj !== null) {
         $viewed_name_for_title = $target_player_obj->name();
     }
     if ($target_player_obj === null) {
         $template = 'no-player.tpl';
         $parts = array();
     } else {
         $player_info = $target_player_obj->as_array();
         // Pull the info out of the object.
         if (!$player_info) {
             $template = 'no-player.tpl';
             $parts = array();
         } else {
             $viewing_player_obj = Player::find(self_char_id());
             $self = self_char_id() && self_char_id() == $player_info['player_id'];
             // Record whether this is a self-viewing.
             if ($viewing_player_obj !== null) {
                 $char_info = $viewing_player_obj->dataWithClan();
                 $char_id = $viewing_player_obj->id();
                 $username = $viewing_player_obj->name();
             } else {
                 $char_info = [];
             }
             $player = $target = $player_info['uname'];
             // reset the target and target_id vars.
             $target_id = $player_info['player_id'];
             // Get the player's kills for this date.
             $kills_today = query_item('select sum(killpoints) from levelling_log where _player_id = :player_id and killsdate = CURRENT_DATE and killpoints > 0', array(':player_id' => $target_id));
             $viewers_clan = $viewing_player_obj !== null ? ClanFactory::clanOfMember($viewing_player_obj) : null;
             // Attack Legal section
             $params = array('required_turns' => 0, 'ignores_stealth' => true);
             // 0 for unstealth.
             $attack_error = 'You must become a ninja first.';
             $attack_allowed = false;
             if (null !== $viewing_player_obj) {
                 $AttackLegal = new AttackLegal($viewing_player_obj, $target_player_obj, $params);
                 $attack_allowed = $AttackLegal->check(false);
                 $attack_error = $AttackLegal->getError();
             }
             $sel_rank_spot = "SELECT rank_id FROM rankings WHERE player_id = :char_id limit 1";
             $rank_spot = query_item($sel_rank_spot, array(':char_id' => $player_info['player_id']));
             // Display the player info.
             $status_list = get_status_list($player);
             $gurl = $gravatar_url = $target_player_obj->avatarUrl();
             if ($viewing_player_obj !== null && !$attack_error && !$self) {
                 // They're not dead or otherwise unattackable.
                 // Attack or Duel
                 $skillDAO = new SkillDAO();
                 $is_admin = false;
                 if ($viewing_player_obj) {
                     $is_admin = $viewing_player_obj->isAdmin();
                 }
                 if (!$is_admin) {
                     $combat_skills = $skillDAO->getSkillsByTypeAndClass($viewing_player_obj->_class_id, 'combat', $viewing_player_obj->level);
                     $targeted_skills = $skillDAO->getSkillsByTypeAndClass($viewing_player_obj->_class_id, 'targeted', $viewing_player_obj->level);
                 } else {
                     $combat_skills = $skillDAO->all('combat');
                     $targeted_skills = $skillDAO->all('targeted');
                 }
                 // Pull the items and some necessary data about them.
                 $items = inventory_counts($char_id);
                 $valid_items = rco($items);
                 // row count
             }
             // End of the there-was-no-attack-error section
             $set_bounty_section = '';
             $communication_section = '';
             $player_clan_section = '';
             $clan = ClanFactory::clanOfMember($player_info['player_id']);
             $same_clan = false;
             // Player clan and clan members
             if ($clan) {
                 $viewer_clan = $viewing_player_obj ? ClanFactory::clanOfMember($viewing_player_obj) : null;
                 $clan_id = $clan->getID();
                 $clan_name = $clan->getName();
                 if ($viewer_clan) {
                     $same_clan = $clan->getID() == $viewer_clan->getID();
                     $display_clan_options = $viewing_player_obj && !$self && $same_clan && $viewing_player_obj->isClanLeader();
                 } else {
                     $same_clan = $display_clan_options = false;
                 }
             }
             // Send the info to the template.
             $template = 'player.tpl';
             $parts = get_certain_vars(get_defined_vars(), array('char_info', 'viewing_player_obj', 'target_player_obj', 'combat_skills', 'targeted_skills', 'player_info', 'self', 'rank_spot', 'kills_today', 'gravatar_url', 'status_list', 'clan', 'items'));
         }
     }
     return ['template' => $template, 'title' => 'Ninja' . ($viewed_name_for_title ? ": {$viewed_name_for_title}" : ' Profile'), 'parts' => $parts, 'options' => ['quickstat' => 'player']];
 }
Example #19
0
$alive = true;
if ($error = init($private, $alive)) {
    display_error($error);
    die;
} else {
    $link_back = in('link_back');
    $selfTarget = in('selfTarget');
    $item_in = in('item');
    // Item identifier, either it's id or internal name
    $give = in('give');
    $target_id = in('target_id');
    $in_target = in('target');
    ///TODO clean up this travesty
    $target_id = $target_id ? (int) $target_id : self_char_id();
    $target = first_value($target_id, $in_target);
    $target_id = whichever($target_id, get_char_id($target));
    $give = in_array($give, array('on', 'Give'));
    $user_id = self_char_id();
    $player = new Player($user_id);
    $victim_alive = true;
    $using_item = true;
    $item_used = true;
    $stealthLost = false;
    $error = false;
    $suicide = false;
    $kill = false;
    $repeat = false;
    $ending_turns = null;
    $turns_change = null;
    $turns_to_take = null;
    $gold_mod = NULL;
Example #20
0
function getClass($who)
{
    $char_id = get_char_id($who);
    return char_class_identity($char_id);
    // Note that classes now have identity/name(for display)/theme, so this function should be deprecated.
}
Example #21
0
 /**
  * group accountconf
  */
 function testPauseAccountAndLoginShouldFail()
 {
     $accountController = new AccountController();
     $confirm_worked = confirm_player($this->test_ninja_name, false, true);
     // name, no confirm #, just autoconfirm.
     $this->assertTrue((bool) $confirm_worked);
     $char_id = get_char_id($this->test_ninja_name);
     $paused = $accountController->pauseAccount($char_id);
     // Fully pause the account, make the operational bit = false
     $this->assertTrue((bool) $paused);
     $account_operational = query_item('SELECT operational FROM accounts JOIN account_players ON account_id = _account_id WHERE _player_id = :char_id', [':char_id' => $char_id]);
     $this->assertFalse($account_operational);
     $res = login_user($this->test_email, $this->test_password);
     $this->assertFalse($res['success'], 'Login should not be successful when account is paused');
     $this->assertTrue(is_string($res['login_error']));
     $this->assertTrue((bool) $res['login_error']);
 }