Esempio n. 1
0
 public static function execute(SR_Player $player, array $args)
 {
     $bot = Shadowrap::instance($player);
     if (count($args) !== 2) {
         $bot->reply(Shadowhelp::getHelp($player, 'gmt'));
         return false;
     }
     $target = Shadowrun4::getPlayerByShortName($args[0]);
     if ($target === -1) {
         $player->message('The username is ambigious.');
         return false;
     }
     if ($target === false) {
         $player->message('The player is not in memory or unknown.');
         return false;
     }
     if (false === $target->isCreated()) {
         $bot->reply(sprintf('The player %s has not started a game yet.', $args[0]));
         return false;
     }
     # Check for valid enemies.
     $npcnames = explode(',', $args[1]);
     foreach ($npcnames as $i => $npcname) {
         if (false === ($npc = Shadowrun4::getNPCByAbbrev($player, $npcname))) {
             $bot->reply(sprintf('Unknown NPC: %s.', $npcname));
             return false;
         }
         $npcnames[$i] = $npc->getNPCClassName();
     }
     # Prepare for action cases
     $p = $target->getParty();
     $a = $p->getAction();
     $ep = NULL;
     switch ($a) {
         case SR_Party::ACTION_TALK:
             $p->getEnemyParty()->popAction(true);
             # we pop the enemies talking
         # we pop the enemies talking
         case SR_Party::ACTION_SLEEP:
             $p->popAction(false);
             # and pop our own fallthrough
             break;
         case SR_Party::ACTION_FIGHT:
             $ep = $p->getEnemyParty();
             # Stack and re-init the fight :)
             break;
             # Nothing todo here
         # Nothing todo here
         case SR_Party::ACTION_INSIDE:
         case SR_Party::ACTION_OUTSIDE:
         case SR_Party::ACTION_EXPLORE:
         case SR_Party::ACTION_GOTO:
         case SR_Party::ACTION_HUNT:
             break;
             # Impossibru
         # Impossibru
         case SR_Party::ACTION_HIJACK:
         case SR_Party::ACTION_TRAVEL:
         case SR_Party::ACTION_DELETE:
         default:
             $bot->reply('Cannot #gmt because target action is ' . $a . '!');
             return false;
     }
     # Generate NPCs
     if (false === ($ep2 = SR_NPC::createEnemyParty($npcnames))) {
         $bot->reply('cannot create party! check logs');
         return false;
     }
     # Merge?
     if ($ep === NULL) {
         $ep = $ep2;
     } else {
         $ep->mergeParty($ep2);
     }
     # Delegate new actions
     if ($p->isFighting()) {
         # Already fighting
         $p->popAction(false);
         $p->fight($ep, true);
     } elseif ($ep->getLeader() instanceof SR_TalkingNPC) {
         # Init a talk
         $p->talk($ep, true);
     } else {
         # Init a fight
         $p->fight($ep, true);
     }
     # That's it!
     return $bot->reply('The party now encountered some enemies!');
 }