示例#1
0
 public function testNpcsAlwaysHaveHealth()
 {
     $npcs = NpcFactory::npcs();
     foreach ($npcs as $npc) {
         $this->assertGreaterThan(0, $npc->health(), 'For npc: [' . $npc->identity() . ']');
     }
 }
示例#2
0
文件: Npc.php 项目: reillo/ninjawars
 public function __construct($content)
 {
     if (is_string($content) && trim($content)) {
         NpcFactory::fleshOut($content, $this);
     } else {
         NpcFactory::fleshOutFromData($content, $this);
     }
 }
示例#3
0
文件: npc.php 项目: reillo/ninjawars
 $health = 1;
 $victim = in('victim');
 $random_encounter = rand(1, 400) == 1;
 $combat_data = array();
 $char_id = self_char_id();
 $player = new Player($char_id);
 $error_template = 'npc.no-one.tpl';
 // Error template also used down below.
 $npc_template = $error_template;
 // Error condition by default.
 $turns = $player->turns();
 $is_villager = false;
 $ninja_str = $player->getStrength();
 $ninja_health = $player->vo->health;
 $static_npcs = array('peasant', 'thief', 'merchant', 'guard', 'samurai');
 $npcs = NpcFactory::npcsData();
 $possible_npcs = array_merge($static_npcs, array_keys($npcs));
 $victim = restrict_to($victim, $possible_npcs);
 // Filter to only the correct options.
 if ($turns > 0 && !empty($victim)) {
     // Strip stealth when attacking samurai or oni
     if ($player->hasStatus('stealth') && (strtolower($victim) == 'samurai' || strtolower($victim) == 'oni')) {
         $player->subtractStatus(STEALTH);
     }
     $attacker_str = $player->getStrength();
     $attacker_health = $player->vo->health;
     $attacker_gold = $player->vo->gold;
     // Perform a random encounter (currently only oni).
     if ($random_encounter) {
         // *** ONI, M********a! ***
         // **********************************************************
示例#4
0
 /**
  * Npcs that have essentially nothing interesting or useful defined about them yet.
  **/
 public static function allTrivialNpcs()
 {
     $npcs = NpcFactory::allSortedByDifficulty();
     $trivials = array_filter($npcs, function ($npc) {
         return (bool) ($npc->difficulty() < 1);
     });
     return $trivials;
 }
示例#5
0
        return inventory_counts($char_id);
    }
}
// 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]);
示例#6
0
    $match_string = in('enemy_match', null, 'no filter');
    $add_enemy = in('add_enemy', null, 'toInt');
    $remove_enemy = in('remove_enemy', null, 'toInt');
    $enemy_limit = 20;
    $max_enemies = false;
    $enemy_list = null;
    if ($match_string) {
        $found_enemies = get_enemy_matches($match_string);
    } else {
        $found_enemies = null;
    }
    if (is_numeric($remove_enemy) && $remove_enemy != 0) {
        remove_enemy($remove_enemy);
    }
    if (is_numeric($add_enemy) && $add_enemy != 0) {
        add_enemy($add_enemy);
    }
    if (count($enemy_list) > $enemy_limit - 1) {
        $max_enemies = true;
    }
    $enemy_list = get_current_enemies();
    $enemyCount = $enemy_list->rowCount();
    $enemy_list = $enemy_list->fetchAll();
    $recent_attackers = get_recent_attackers($char)->fetchAll();
    // Add enemies at the bottom of the fight page.
    // Array that simulates database display information for switching out for an npc database solution.
    $npcs = array(array('name' => 'Peasant', 'identity' => 'peasant', 'image' => 'fighter.png'), array('name' => 'Thief', 'identity' => 'thief', 'image' => 'thief.png'), array('name' => 'Merchant', 'identity' => 'merchant', 'image' => 'merchant.png'), array('name' => "Guard", 'identity' => 'guard', 'image' => 'guard.png'), array('name' => 'Samurai', 'identity' => 'samurai', 'image' => 'samurai.png'));
    // Generic/abstracted npcs
    $other_npcs = NpcFactory::npcsData();
    display_page('enemies.tpl', 'Fight', get_certain_vars(get_defined_vars(), array('char_name', 'npcs', 'other_npcs', 'char_info', 'found_enemies', 'active_ninjas', 'recent_attackers', 'enemy_list', 'peers')), array('quickstat' => false));
}