Exemple #1
0
 public function testAdminPlayerGetsFireBoltSkill()
 {
     $pc = new MockPlayer();
     $pc->setAdmin(true);
     $skills = new Skill();
     $passfail = $skills->hasSkill('Fire Bolt', $pc);
     $this->assertTrue($passfail);
 }
 /**
  * @return StreamedViewResponse
  */
 private function combat(Player $attacker, Player $target, $required_turns = 0, $options)
 {
     $error = '';
     $stealthed_attack = false;
     $stealth_damage = false;
     $stealth_lost = false;
     $bounty_result = false;
     $rewarded_ki = false;
     $wrath = false;
     $loot = 0;
     $killpoints = 1;
     $rounds = 1;
     $victor = null;
     $loser = null;
     $starting_attacker = clone $attacker;
     $starting_target = clone $target;
     $turns_counter = $options['duel'] ? -1 : 1;
     $attacker_label = $attacker->name();
     if (!$options['duel'] && $attacker->hasStatus(STEALTH)) {
         $stealthed_attack = true;
         $this->stealthStrike($attacker, $target);
         $gold_mod = self::STEALTH_GOLD_MOD;
         if ($target->health > 0) {
             $stealth_damage = true;
         } else {
             $attacker_label = 'a stealthed ninja';
             $victor = $attacker;
             $loser = $target;
         }
         $attack_label = "attacked %s from the shadows";
     } else {
         $gold_mod = $options['duel'] ? self::DUEL_GOLD_MOD : self::DEFAULT_GOLD_MOD;
         if ($attacker->hasStatus(STEALTH)) {
             $stealth_lost = true;
         }
         $attacker->subtractStatus(STEALTH);
         while ($turns_counter != 0 && $attacker->health > 0 && $target->health > 0) {
             $turns_counter--;
             $rounds++;
             $this->strike($attacker, $target, $options['blaze'], $options['deflect']);
             /**
              * Evasion effect:
              *
              * Break off the duel/attack if less than 10% health or
              * health is less than average of defender's strength
              */
             if ($options['evade'] && ($attacker->health < $target->getStrength() * 0.5 || $attacker->health < $attacker->health * 0.1)) {
                 break;
             }
         }
         $attacker->turns = $attacker->turns - max(0, $required_turns);
         $attack_label = $options['duel'] ? 'dueled %s' : 'attacked %s';
     }
     if ($target->health > 0 && $attacker->health > 0) {
         $combat_msg = "%s {$attack_label} for %s damage, but they got away before you could kill them!";
         Event::create($attacker->id(), $target->id(), sprintf($combat_msg, $attacker->name(), 'you', $starting_target->health - $target->health));
         if ($attacker->hasStatus(STEALTH)) {
             $stealth_lost = true;
         }
         $attacker->subtractStatus(STEALTH);
     } else {
         if ($target->health < 1 && $attacker->health < 1) {
             $loot = 0;
             $this->win($attacker, $target, $loot, $killpoints);
             $this->win($target, $attacker, $loot, 1);
             $this->lose($attacker, $target, $loot);
             $this->lose($target, $attacker, $loot);
         } else {
             if ($target->health < 1) {
                 $victor = $attacker;
                 $loser = $target;
                 $bounty_result = Combat::runBountyExchange($victor, $loser);
                 $loot = floor($gold_mod * $loser->gold);
                 if ($options['duel']) {
                     $killpoints = Combat::killpointsFromDueling($attacker, $target);
                     $skillListObj = new Skill();
                     if ($skillListObj->hasSkill('wrath', $attacker)) {
                         // They'll regain some health for the kill, at the end.
                         $attacker->heal(self::BASE_WRATH_REGAIN);
                         $wrath = true;
                     }
                 }
                 $reporting_victor = $victor;
                 if ($victor->hasStatus(STEALTH)) {
                     $reporting_victor = new Player();
                     $reporting_victor->uname = 'a stealthed ninja';
                     $reporting_victor->player_id = 0;
                 }
                 $this->lose($loser, $reporting_victor, $loot);
                 $this->win($victor, $loser, $loot, $killpoints);
             } else {
                 $victor = $target;
                 $loser = $attacker;
                 $loot = floor($gold_mod * $loser->gold);
                 $this->lose($loser, $victor, $loot);
                 $this->win($victor, $loser, $loot, $killpoints);
             }
         }
     }
     if ($options['duel']) {
         $this->logDuel($attacker, $target, $victor, $killpoints);
     }
     if ($rounds > self::EVEN_MATCH_ROUND_COUNT) {
         // Evenly matched battle! Reward some ki to the attacker, even if they die
         $rewarded_ki = self::EVEN_MATCH_KI_REWARD;
         $attacker->setKi($attacker->ki + $rewarded_ki);
     }
     $target->save();
     $attacker->save();
     return new StreamedViewResponse('Battle Status', 'attack_mod.tpl', get_defined_vars(), ['quickstat' => 'player']);
 }
 public function testTurnCostResurrectWithChi()
 {
     $turns = 50;
     $this->char->death();
     $this->char->setClass('dragon');
     // dragon class has chi skill
     $this->char->level = ShrineController::FREE_RES_LEVEL_LIMIT;
     $this->char->turns = $turns;
     $this->char->save();
     $skillList = new Skill();
     $this->assertTrue($skillList->hasSkill('chi', $this->char));
     $cont = new ShrineController();
     $response = $cont->resurrect($this->m_dependencies);
     $final_char = Player::find($this->char->id());
     $reflection = new \ReflectionProperty(get_class($response), 'data');
     $reflection->setAccessible(true);
     $response_data = $reflection->getValue($response);
     $this->assertTrue(in_array('result-resurrect', $response_data['pageParts']));
     $this->assertGreaterThan($this->char->getMaxHealth() / 1.5, $final_char->health);
     $this->assertLessThan($turns, $final_char->turns);
 }
 /**
  * Use, the skills_mod equivalent
  *
  * @note Test with urls like:
  * http://nw.local/skill/use/Fire%20Bolt/10
  * http://nw.local/skill/self_use/Unstealth/
  * http://nw.local/skill/self_use/Heal/
  */
 public function useSkill($self_use = false)
 {
     // Template vars.
     $display_sight_table = $generic_skill_result_message = $generic_state_change = $killed_target = $loot = $added_bounty = $bounty = $suicided = $destealthed = null;
     $error = null;
     $char_id = SessionFactory::getSession()->get('player_id');
     $player = Player::find($char_id);
     $path = RequestWrapper::getPathInfo();
     $slugs = $this->parseSlugs($path);
     // (fullpath0) /skill1/use2/Fire%20Bolt3/tchalvak4/(beagle5/)
     $act = isset($slugs[3]) ? $slugs[3] : null;
     $target = isset($slugs[4]) ? $slugs[4] : null;
     $target2 = isset($slugs[5]) ? $slugs[5] : null;
     if (!Filter::toNonNegativeInt($target)) {
         if ($self_use) {
             $target = $char_id;
         } else {
             if ($target !== null) {
                 $targetObj = Player::findByName($target);
                 $target = $targetObj ? $targetObj->id() : null;
             } else {
                 $target = null;
             }
         }
     }
     if ($target2 && !Filter::toNonNegativeInt($target2)) {
         $target2Obj = Player::findByName($target2);
         $target2 = $target2Obj ? $target2Obj->id() : null;
     }
     $skillListObj = new Skill();
     // *** Before level-based addition.
     $turn_cost = $skillListObj->getTurnCost(strtolower($act));
     $ignores_stealth = $skillListObj->getIgnoreStealth($act);
     $self_usable = $skillListObj->getSelfUse($act);
     $use_on_target = $skillListObj->getUsableOnTarget($act);
     $ki_cost = 0;
     // Ki taken during use.
     $reuse = true;
     // Able to reuse the skill.
     $today = date("F j, Y, g:i a");
     // Check whether the user actually has the needed skill.
     $has_skill = $skillListObj->hasSkill($act, $player);
     assert($turn_cost >= 0);
     if ($self_use) {
         // Use the skill on himself.
         $return_to_target = false;
         $target = $player;
         $target_id = null;
     } else {
         if ($target != '' && $target != $player->player_id) {
             $target = Player::find($target);
             $target_id = $target->id();
             $return_to_target = true;
         } else {
             // For target that doesn't exist, e.g. http://nw.local/skill/use/Sight/zigzlklkj
             error_log('Info: Attempt to use a skill on a target that did not exist.');
             return new RedirectResponse(WEB_ROOT . 'skill/?error=' . rawurlencode('Invalid target for skill [' . rawurlencode($act) . '].'));
         }
     }
     $covert = false;
     $victim_alive = true;
     $attacker_id = $player->name();
     $attacker_char_id = $player->id();
     $starting_turns = $player->turns;
     $level_check = $player->level - $target->level;
     if ($player->hasStatus(STEALTH)) {
         $attacker_id = 'A Stealthed Ninja';
     }
     $use_attack_legal = true;
     if ($act == 'Clone Kill' || $act == 'Harmonize') {
         $has_skill = true;
         $use_attack_legal = false;
         $attack_allowed = true;
         $attack_error = null;
         $covert = true;
     } else {
         // *** Checks the skill use legality, as long as the target isn't self.
         $params = ['required_turns' => $turn_cost, 'ignores_stealth' => $ignores_stealth, 'self_use' => $self_use];
         $AttackLegal = new AttackLegal($player, $target, $params);
         $update_timer = isset($this->update_timer) ? $this->update_timer : true;
         $attack_allowed = $AttackLegal->check($update_timer);
         $attack_error = $AttackLegal->getError();
     }
     if (!$attack_error) {
         // Only bother to check for other errors if there aren't some already.
         if (!$has_skill || $act == '') {
             // Set the attack error to display that that skill wasn't available.
             $attack_error = 'You do not have the requested skill.';
         } elseif ($starting_turns < $turn_cost) {
             $turn_cost = 0;
             $attack_error = "You do not have enough turns to use {$act}.";
         }
     }
     if (!$attack_error) {
         // Nothing to prevent the attack from happening.
         // Initial attack conditions are alright.
         $result = '';
         if ($act == 'Sight') {
             $covert = true;
             $sight_data = $this->pullSightData($target);
             $display_sight_table = true;
         } elseif ($act == 'Steal') {
             $covert = true;
             $gold_decrease = min($target->gold, rand(5, 50));
             $player->setGold($player->gold + $gold_decrease);
             $player->save();
             $target->setGold($target->gold - $gold_decrease);
             $target->save();
             $msg = "{$attacker_id} stole {$gold_decrease} gold from you.";
             Event::create($attacker_char_id, $target->id(), $msg);
             $generic_skill_result_message = "You have stolen {$gold_decrease} gold from __TARGET__!";
         } else {
             if ($act == 'Unstealth') {
                 $state = 'unstealthed';
                 if ($target->hasStatus(STEALTH)) {
                     $target->subtractStatus(STEALTH);
                     $generic_state_change = "You are now {$state}.";
                 } else {
                     $turn_cost = 0;
                     $generic_state_change = "__TARGET__ is already {$state}.";
                 }
             } else {
                 if ($act == 'Stealth') {
                     $covert = true;
                     $state = 'stealthed';
                     if (!$target->hasStatus(STEALTH)) {
                         $target->addStatus(STEALTH);
                         $target->subtractStatus(STALKING);
                         $generic_state_change = "__TARGET__ is now {$state}.";
                     } else {
                         $turn_cost = 0;
                         $generic_state_change = "__TARGET__ is already {$state}.";
                     }
                 } else {
                     if ($act == 'Stalk') {
                         $state = 'stalking';
                         if (!$target->hasStatus(STALKING)) {
                             $target->addStatus(STALKING);
                             $target->subtractStatus(STEALTH);
                             $generic_state_change = "__TARGET__ is now {$state}.";
                         } else {
                             $turn_cost = 0;
                             $generic_state_change = "__TARGET__ is already {$state}.";
                         }
                     } else {
                         if ($act == 'Kampo') {
                             $covert = true;
                             // *** Get Special Items From Inventory ***
                             $user_id = $player->id();
                             $root_item_type = 7;
                             $itemCount = query_item('SELECT sum(amount) AS c FROM inventory WHERE owner = :owner AND item_type = :type GROUP BY item_type', [':owner' => $user_id, ':type' => $root_item_type]);
                             $turn_cost = min($itemCount, $starting_turns - 1, 2);
                             // Costs 1 or two depending on the number of items.
                             if ($turn_cost && $itemCount > 0) {
                                 // *** If special item count > 0 ***
                                 $inventory = new Inventory($player);
                                 $inventory->remove('ginsengroot', $itemCount);
                                 $inventory->add('tigersalve', $itemCount);
                                 $generic_skill_result_message = 'With intense focus you grind the ' . $itemCount . ' roots into potent formulas.';
                             } else {
                                 // *** no special items, give error message ***
                                 $turn_cost = 0;
                                 $generic_skill_result_message = 'You do not have the necessary ginsengroots or energy to create any Kampo formulas.';
                             }
                         } else {
                             if ($act == 'Poison Touch') {
                                 $covert = true;
                                 $target->addStatus(POISON);
                                 $target->addStatus(WEAKENED);
                                 // Weakness kills strength.
                                 $target_damage = rand(self::MIN_POISON_TOUCH, $this->maxPoisonTouch());
                                 $victim_alive = $target->harm($target_damage);
                                 $generic_state_change = "__TARGET__ has been poisoned!";
                                 $generic_skill_result_message = "__TARGET__ has taken {$target_damage} damage!";
                                 $msg = "You have been poisoned by {$attacker_id}";
                                 Event::create($attacker_char_id, $target->id(), $msg);
                             } elseif ($act == 'Fire Bolt') {
                                 $target_damage = $this->fireBoltBaseDamage($player) + rand(1, $this->fireBoltMaxDamage($player));
                                 $generic_skill_result_message = "__TARGET__ has taken {$target_damage} damage!";
                                 $victim_alive = $target->harm($target_damage);
                                 $msg = "You have had fire bolt cast on you by " . $player->name();
                                 Event::create($player->id(), $target->id(), $msg);
                             } else {
                                 if ($act == 'Heal' || $act == 'Harmonize') {
                                     // This is the starting template for self-use commands, eventually it'll be all refactored.
                                     $harmonize = false;
                                     if ($act == 'Harmonize') {
                                         $harmonize = true;
                                     }
                                     $hurt = $target->is_hurt_by();
                                     // Check how much the TARGET is hurt (not the originator, necessarily).
                                     // Check that the target is not already status healing.
                                     if ($target->hasStatus(HEALING) && !$player->isAdmin()) {
                                         $turn_cost = 0;
                                         $generic_state_change = '__TARGET__ is already under a healing aura.';
                                     } elseif ($hurt < 1) {
                                         $turn_cost = 0;
                                         $generic_skill_result_message = '__TARGET__ is already fully healed.';
                                     } else {
                                         if (!$harmonize) {
                                             $original_health = $target->health;
                                             $heal_points = $player->getStamina() + 1;
                                             $new_health = $target->heal($heal_points);
                                             // Won't heal more than possible
                                             $healed_by = $new_health - $original_health;
                                         } else {
                                             $start_health = $player->health;
                                             // Harmonize those chakra!
                                             $player = $this->harmonizeChakra($player);
                                             $healed_by = $player->health - $start_health;
                                             $ki_cost = $healed_by;
                                         }
                                         $target->addStatus(HEALING);
                                         $generic_skill_result_message = "__TARGET__ healed by {$healed_by} to " . $target->health . ".";
                                         if ($target->id() != $player->id()) {
                                             Event::create($attacker_char_id, $target->id(), "You have been healed by {$attacker_id} for {$healed_by}.");
                                         }
                                     }
                                 } else {
                                     if ($act == 'Ice Bolt') {
                                         if ($target->hasStatus(SLOW)) {
                                             $turn_cost = 0;
                                             $generic_skill_result_message = '__TARGET__ is already iced.';
                                         } else {
                                             if ($target->turns >= 10) {
                                                 $turns_decrease = rand(1, 5);
                                                 $target->turns = $target->turns - $turns_decrease;
                                                 // Changed ice bolt to kill stealth.
                                                 $target->subtractStatus(STEALTH);
                                                 $target->subtractStatus(STALKING);
                                                 $target->addStatus(SLOW);
                                                 $msg = "Ice bolt cast on you by {$attacker_id}, your turns have been reduced by {$turns_decrease}.";
                                                 Event::create($attacker_char_id, $target->id(), $msg);
                                                 $generic_skill_result_message = "__TARGET__'s turns reduced by {$turns_decrease}!";
                                             } else {
                                                 $turn_cost = 0;
                                                 $generic_skill_result_message = "__TARGET__ does not have enough turns for you to take.";
                                             }
                                         }
                                     } else {
                                         if ($act == 'Cold Steal') {
                                             if ($target->hasStatus(SLOW)) {
                                                 $turn_cost = 0;
                                                 $generic_skill_result_message = '__TARGET__ is already iced.';
                                             } else {
                                                 $critical_failure = rand(1, 100);
                                                 if ($critical_failure > 7) {
                                                     // *** If the critical failure rate wasn't hit.
                                                     if ($target->turns >= 10) {
                                                         $turns_diff = rand(2, 7);
                                                         $target->turns = $target->turns - $turns_diff;
                                                         $player->turns = $player->turns + $turns_diff;
                                                         // Stolen
                                                         $target->addStatus(SLOW);
                                                         $msg = "You have had Cold Steal cast on you for {$turns_diff} by {$attacker_id}";
                                                         Event::create($attacker_char_id, $target->id(), $msg);
                                                         $generic_skill_result_message = "You cast Cold Steal on __TARGET__ and take {$turns_diff} turns.";
                                                     } else {
                                                         $turn_cost = 0;
                                                         $generic_skill_result_message = '__TARGET__ did not have enough turns to give you.';
                                                     }
                                                 } else {
                                                     // *** CRITICAL FAILURE !!
                                                     $player->addStatus(FROZEN);
                                                     $unfreeze_time = date('F j, Y, g:i a', mktime(date('G') + 1, 0, 0, date('m'), date('d'), date('Y')));
                                                     $failure_msg = "You have experienced a critical failure while using Cold Steal. You will be unfrozen on {$unfreeze_time}";
                                                     Event::create((int) 0, $player->id(), $failure_msg);
                                                     $generic_skill_result_message = "Cold Steal has backfired! You are frozen until {$unfreeze_time}!";
                                                 }
                                             }
                                         } else {
                                             if ($act == 'Clone Kill') {
                                                 // Obliterates the turns and the health of similar accounts that get clone killed.
                                                 $reuse = false;
                                                 // Don't give a reuse link.
                                                 $clone1 = Player::findByName($target);
                                                 $clone2 = Player::findByName($target2);
                                                 if (!$clone1 || !$clone2) {
                                                     $not_a_ninja = $target;
                                                     if (!$clone2) {
                                                         $not_a_ninja = $target2;
                                                     }
                                                     $generic_skill_result_message = "There is no such ninja as {$not_a_ninja}.";
                                                 } elseif ($clone1->id() == $clone2->id()) {
                                                     $generic_skill_result_message = '__TARGET__ is just the same ninja, so not the same thing as a clone at all.';
                                                 } elseif ($clone1->id() == $char_id || $clone2->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, $clone1, $clone2);
                                                     if ($kill_or_fail !== false) {
                                                         $generic_skill_result_message = $kill_or_fail;
                                                     } else {
                                                         $generic_skill_result_message = "Those two ninja don't seem to be clones.";
                                                     }
                                                 }
                                             }
                                         }
                                     }
                                 }
                             }
                         }
                     }
                 }
             }
         }
         // ************************** Section applies to all skills ******************************
         if (!$victim_alive) {
             // Someone died.
             if ($target->player_id == $player->player_id) {
                 // Attacker killed themself.
                 $loot = 0;
                 $suicided = true;
             } else {
                 // Attacker killed someone else.
                 $killed_target = true;
                 $gold_mod = 0.15;
                 $loot = floor($gold_mod * $target->gold);
                 $player->setGold($player->gold + $loot);
                 $target->setGold($target->gold - $loot);
                 $player->addKills(1);
                 $added_bounty = floor($level_check / 5);
                 if ($added_bounty > 0) {
                     $player->setBounty($player->bounty + $added_bounty * 25);
                 } else {
                     if ($target->bounty > 0 && $target->id() !== $player->id()) {
                         // No suicide bounty, No bounty when your bounty getting ++ed.
                         $player->setGold($player->gold + $target->bounty);
                         // Reward the bounty
                         $target->setBounty(0);
                         // Wipe the bounty
                     }
                 }
                 $target_message = "{$attacker_id} has killed you with {$act} and taken {$loot} gold.";
                 Event::create($attacker_char_id, $target->id(), $target_message);
                 $attacker_message = "You have killed {$target} with {$act} and taken {$loot} gold.";
                 Event::create($target->id(), $player->id(), $attacker_message);
             }
         }
         if (!$covert && $player->hasStatus(STEALTH)) {
             $player->subtractStatus(STEALTH);
             $destealthed = true;
         }
         $target->save();
     }
     // End of the skill use SUCCESS block.
     $player->turns = $player->turns - max(0, $turn_cost);
     // Take the skill use cost.
     $player->save();
     $ending_turns = $player->turns;
     $target_ending_health = $target->health;
     $target_name = $target->name();
     $parts = get_defined_vars();
     $options = ['quickstat' => 'player'];
     return new StreamedViewResponse('Skill Effect', 'skills_mod.tpl', $parts, $options);
 }
 /**
  * Calculates the cost of healing based on player state
  *
  * @param p_player Player The player object to interrogate
  * @return int
  */
 private function calculateHealCost($p_player)
 {
     // Chi reduces the cost of healing by half, rounded up
     $skillController = new Skill();
     if ($skillController->hasSkill('Chi', $p_player->name())) {
         $costOfHealPoint = self::HEAL_POINT_COST / 2;
     } else {
         $costOfHealPoint = self::HEAL_POINT_COST;
     }
     return $costOfHealPoint;
 }
 public function testUseSightOnAnotherChar()
 {
     $error = $this->char->setClass('dragon');
     $this->char->setTurns(300);
     $this->char->level = 20;
     $this->assertNull($error);
     $this->char->save();
     $name = $this->char2->name();
     $this->assertNotEmpty($name);
     $this->assertNotEmpty(rawurlencode($name));
     $skillList = new Skill();
     $this->assertTrue($skillList->hasSkill('Sight', $this->char));
     $request = Request::create('/skill/use/Sight/' . rawurlencode($name) . '/');
     RequestWrapper::inject($request);
     $skill = new SkillController();
     $skill->update_timer = false;
     $response = $skill->useSkill();
     $this->assertNotInstanceOf(RedirectResponse::class, $response, 'An error redirect was sent back for the url: ' . ($response instanceof RedirectResponse ? $response->getTargetUrl() : ''));
     $reflection = new \ReflectionProperty(get_class($response), 'data');
     $reflection->setAccessible(true);
     $response_data = $reflection->getValue($response);
     $this->assertNull($response_data['error']);
     $this->assertEquals('Sight', $response_data['act']);
 }
/**
 * Smarty plugin to determine turn cost of a skill
 *
 * @param Array $p_params Dictionary provided by Smarty
 * @return String
 */
function smarty_function_getTurnCost($p_params)
{
    $skillListObj = new Skill();
    return $skillListObj->getTurnCost($p_params['skillName']);
}