Пример #1
0
 public function testCloneKillKillingWipesHealthAndTurns()
 {
     $char_id = TestAccountCreateAndDestroy::char_id();
     $charObj = Player::find($char_id);
     $char_id_2 = TestAccountCreateAndDestroy::char_id_2();
     $charObj_2 = Player::find($char_id_2);
     // Will create characters with 127.0.0.1 ip, but that shouldn't be clone kill able.
     $this->assertFalse(CloneKill::canKill($char_id, $char_id_2));
     $this->syncIps('555.66.77.88', $char_id, $char_id_2);
     $this->assertTrue(CloneKill::canKill($char_id, $char_id_2), 'Should be able to clone kill similar and same ip characters!');
     CloneKill::kill($charObj, $charObj, $charObj_2);
     // Obliterate them.
     $pc1 = Player::find($char_id);
     $pc2 = Player::find($char_id_2);
     $this->assertEquals(0, $pc1->health);
     $this->assertEquals(0, $pc2->health);
     $this->assertEquals(0, $pc1->turns);
     $this->assertEquals(0, $pc2->turns);
 }
Пример #2
0
 /**
  * Use, the skills_mod equivalent
  *
  * @note Test with urls like:
  * http://nw.local/skill/use/Fire%20Bolt/10
  * http://nw.local/skill/self_use/Unstealth/
  * http://nw.local/skill/self_use/Heal/
  */
 public function useSkill($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);
 }