Esempio n. 1
0
 /**
  * @param $locId
  * @return LocationHelper
  * @throws \Exception
  */
 public function getLocation($locId)
 {
     if ($this->locations->offsetExists($locId)) {
         return $this->locations->offsetGet($locId);
     } else {
         return $this->locHelper->factory($locId);
     }
 }
Esempio n. 2
0
 /**
  *
  * @return mixed
  */
 public function ai()
 {
     $npc = $this->getNpcHelper()->getNpc();
     $this->_addListeners($npc);
     $state = isset($npc["state"]) ? $npc["state"] : self::STATE_STAND;
     //обработка в зависимости от текущего состояния
     switch ($state) {
         //обычное состояние
         case self::STATE_AGRESSY:
             $target = $this->getNpcHelper()->getTarget();
             //если агрессивный и нет таргета, то находим самую слабую цель
             if (false === $target) {
                 $this->getLocHelper()->eachObjects("loc", function ($objId, $obj) {
                     if ($objId != $this->getNpcHelper()->getNpcId()) {
                         $players = [];
                         if (substr($objId, 0, 7) == "player_") {
                             //считаем сумму параметров
                             $calcService = new CalculateHelper($this->getNpcHelper()->getNpc());
                             $statsSumm = $calcService->getStatSumm();
                             $playerHelper = Game::init()->getService('player.helper')->factory($objId);
                             $playerCalculateService = new CalculateHelper($playerHelper->getPlayer());
                             $playerStatsSumm = $playerCalculateService->getStatSumm();
                             $pr = $statsSumm / $playerStatsSumm * 100;
                             //$players[$objId] = ;
                             if ($pr > 5) {
                                 //если статы не меньше 1/2 то нападаем
                                 $this->getNpcHelper()->setTarget($objId);
                                 $battleEvent = new BattleEvent();
                                 $battleEvent->setLocHelper($this->getLocHelper());
                                 $battleEvent->setAttackType(BattleEvent::AUTO_ATTAK);
                                 $battleEvent->setToObjectId($objId);
                                 $battleEvent->setSelfObjectId($this->getNpcHelper()->getNpcId());
                                 Game::init()->getDispatcher()->dispatch("battle.attack", $battleEvent);
                             }
                         }
                     }
                 });
             }
             if ($this->getLocHelper()->objectExists($target)) {
                 //атакуем
             } else {
                 $this->supervision->eachLocations(function ($locHelper) use($target) {
                     if ($locHelper->objectExists($target)) {
                         //нашли объект, идем
                         $this->locHelper->moveLocObject($this->getNpcHelper()->getNpcId(), $this->getNpcHelper()->getNpcId());
                     }
                 });
             }
             break;
             //обычное состояние
         //обычное состояние
         default:
             break;
     }
 }
Esempio n. 3
0
 public function loadLoc()
 {
     $this->locHelper->setCollection($this->db->locations);
     $loc = $this->locHelper->getCollection()->findOne(["lid" => $this->locId]);
     if ($loc) {
         $this->locHelper = new LocationHelper($loc);
         $this->locHelper->setCollection($this->getDb()->locations);
     } else {
         throw new \Exception("Err load loc");
     }
 }
 /**
  * @param $locId
  * @return LocationHelper
  * @throws \Exception
  */
 public function factory($locId)
 {
     $loc = $this->getCollection()->findOne(["lid" => $locId]);
     if ($loc) {
         $helper = new LocationHelper($loc);
         $helper->setCollection($this->getCollection());
         return $helper;
     } else {
         throw new \Exception("Loc " . $locId . " not found");
     }
 }
Esempio n. 5
0
 /**
  * @param $obj
  * @param LocationHelper $locHelper
  */
 private function _moveAi($obj, $locHelper)
 {
     $move = $obj["ai"]["move"];
     if (!isset($move["status"])) {
         $move["status"][0] = "stand";
         //если нет статуса, то стоит
     }
     $nextMove = isset($move["next_move"]) ? $move["next_move"] : time();
     $moveList = isset($move["list"]) ? $move["list"] : [];
     //какие локации посетил
     $countLocs = isset($move["num"]) ? rand($move["num"][0], $move["num"][1]) : 1;
     //сколько локаций ходит
     if (time() >= $nextMove) {
         //подошло время идти
         if ($move["status"][0] == "stand") {
             $move["status"][0] = "in_move";
             $move["status"][1] = $countLocs;
         }
         //если стояли - то идем
     }
     if ($move["status"][0] == "in_move" and count($move["list"]) < $move["status"][1] and $move["status"][1] > 0) {
         $blackTerr = isset($move["black_terr"]) ? $move["black_terr"] : [];
         $door = $locHelper->getRandomDoorId($moveList, $blackTerr);
         $move = $this->_startMove($move, $door);
     } else {
         $move = $this->_stopMove($move);
     }
     $obj["ai"]["move"] = $move;
     return $obj;
 }