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Player.cs
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Player.cs
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// All player logic was put into this class. We could also split it into several
// smaller components, but this would result in many GetComponent calls and a
// more complex syntax.
//
// The default Player class takes care of the basic player logic like the state
// machine and some properties like damage and defense.
//
// The Player class stores the maximum experience for each level in a simple
// array. So the maximum experience for level 1 can be found in expMax[0] and
// the maximum experience for level 2 can be found in expMax[1] and so on. The
// player's health and mana are also level dependent in most MMORPGs, hence why
// there are hpMax and mpMax arrays too. We can find out a players's max health
// in level 1 by using hpMax[0] and so on.
//
// The class also takes care of selection handling, which detects 3D world
// clicks and then targets/navigates somewhere/interacts with someone.
//
// Animations are not handled by the NetworkAnimator because it's still very
// buggy and because it can't really react to movement stops fast enough, which
// results in moonwalking. Not synchronizing animations over the network will
// also save us bandwidth.
//
// Note: unimportant commands should use the Unreliable channel to reduce load.
// (it doesn't matter if a player has to click the respawn button twice if under
// heavy load)
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.EventSystems;
using UnityEngine.UI;
#if UNITY_5_5_OR_NEWER // for people that didn't upgrade to 5.5. yet
using UnityEngine.AI;
#endif
using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using System.Collections.ObjectModel;
[RequireComponent(typeof(Animator))]
[RequireComponent(typeof(PlayerChat))]
[RequireComponent(typeof(NetworkName))]
public class Player : Entity {
// some properties have to be stored for saving
[HideInInspector] public string account = "";
[HideInInspector] public string className = "";
// public GameObject playerchild;
// level based stats
[System.Serializable]
public struct PlayerLevel {
public int hpMax;
public int mpMax;
public long expMax;
public int baseDamage;
public int baseDefense;
[Range(0, 1)] public float baseBlock;
[Range(0, 1)] public float baseCrit;
public PlayerLevel(int _hpMax, int _mpMax, long _expMax, int _baseDamage, int _baseDefense, float _baseBlock, float _baseCrit) {
hpMax = _hpMax;
mpMax = _mpMax;
expMax = _expMax;
baseDamage = _baseDamage;
baseDefense = _baseDefense;
baseBlock = _baseBlock;
baseCrit = _baseCrit;
}
}
[Header("Level based Stats")]
public PlayerLevel[] levels = new PlayerLevel[]{new PlayerLevel(100, 100, 10, 1, 1, 0, 0)}; // default
// health
public override int hpMax {
get {
// calculate equipment bonus
int equipBonus = (from item in equipment
where item.valid
select item.equipHpBonus).Sum();
// calculate buff bonus
int buffBonus = (from skill in skills
where skill.BuffTimeRemaining() > 0
select skill.buffsHpMax).Sum();
// calculate strength bonus (1 strength means 1% of hpMax bonus)
int attrBonus = Convert.ToInt32(levels[level-1].hpMax * (strength * 0.01f));
// return base + attribute + equip + buffs
return levels[level-1].hpMax + equipBonus + buffBonus + attrBonus;
}
}
// mana
public override int mpMax {
get {
// calculate equipment bonus
int equipBonus = (from item in equipment
where item.valid
select item.equipMpBonus).Sum();
// calculate buff bonus
int buffBonus = (from skill in skills
where skill.BuffTimeRemaining() > 0
select skill.buffsMpMax).Sum();
// calculate intelligence bonus (1 intelligence means 1% of hpMax bonus)
int attrBonus = Convert.ToInt32(levels[level-1].mpMax * (intelligence * 0.01f));
// return base + attribute + equip + buffs
return levels[level-1].mpMax + equipBonus + buffBonus + attrBonus;
}
}
// damage
public int baseDamage { get { return levels[level-1].baseDamage; } }
public override int damage {
get {
// calculate equipment bonus
int equipBonus = (from item in equipment
where item.valid
select item.equipDamageBonus).Sum();
// calculate buff bonus
int buffBonus = (from skill in skills
where skill.BuffTimeRemaining() > 0
select skill.buffsDamage).Sum();
// return base + equip + buffs
return baseDamage + equipBonus + buffBonus;
}
}
// defense
public int baseDefense { get { return levels[level-1].baseDefense; } }
public override int defense {
get {
// calculate equipment bonus
int equipBonus = (from item in equipment
where item.valid
select item.equipDefenseBonus).Sum();
// calculate buff bonus
int buffBonus = (from skill in skills
where skill.BuffTimeRemaining() > 0
select skill.buffsDefense).Sum();
// return base + equip + buffs
return baseDefense + equipBonus + buffBonus;
}
}
// block
public float baseBlock { get { return levels[level-1].baseBlock; } }
public override float block {
get {
// calculate equipment bonus
float equipBonus = (from item in equipment
where item.valid
select item.equipBlockBonus).Sum();
// calculate buff bonus
float buffBonus = (from skill in skills
where skill.BuffTimeRemaining() > 0
select skill.buffsBlock).Sum();
// return base + equip + buffs
return baseBlock + equipBonus + buffBonus;
}
}
// crit
public float baseCrit { get { return levels[level-1].baseCrit; } }
public override float crit {
get {
// calculate equipment bonus
float equipBonus = (from item in equipment
where item.valid
select item.equipCritBonus).Sum();
// calculate buff bonus
float buffBonus = (from skill in skills
where skill.BuffTimeRemaining() > 0
select skill.buffsCrit).Sum();
// return base + equip + buffs
return baseCrit + equipBonus + buffBonus;
}
}
[Header("TextureEquipment")]
public SkinnedMeshRenderer ArmorRender;
//Transform.Find("HumanLod0").GetComponent<SkinnedMeshRenderer>();
//MISC
[Header("Misc")]
public bool HoverOverActive;
public CursorMode cursorMode = CursorMode.Auto;
public Vector2 hotSpot = Vector2.zero;
public Texture2D Monstercursor;
public Texture2D NPCcursor;
public Texture2D GatherCursor;
[Header("Attributes")]
[SyncVar, SerializeField] public int strength = 0;
[SyncVar, SerializeField] public int intelligence = 0;
[Header("Experience")] // note: int is not enough (can have > 2 mil. easily)
[SyncVar, SerializeField] long _exp = 0;
public long exp {
get { return _exp; }
set {
if (value <= exp) {
// decrease
_exp = Math.Max(value, 0);
} else {
// increase with level ups
// set the new value (which might be more than expMax)
_exp = value;
// now see if we leveled up (possibly more than once too)
// (can't level up if already max level)
while (_exp >= expMax && level < levels.Length) {
// subtract current level's required exp, then level up
_exp -= expMax;
++level;
}
// set to expMax if there is still too much exp remaining
if (_exp > expMax) _exp = expMax;
}
}
}
public long expMax { get { return levels[level-1].expMax; } }
[Header("Skill Experience")]
[SyncVar] public long skillExp = 0;
[Header("Indicator")]
[SerializeField] GameObject indicatorPrefab;
GameObject indicator;
[Header("Inventory")]
public int inventorySize = 30;
public SyncListItem inventory = new SyncListItem();
public ItemTemplate[] defaultItems;
[Header("Trash")]
[SyncVar] public Item trash = new Item();
[Header("Gold")] // note: int is not enough (can have > 2 mil. easily)
[SerializeField, SyncVar] long _gold = 0;
public long gold { get { return _gold; } set { _gold = Math.Max(value, 0); } }
[Header("Equipment")]
public string[] equipmentTypes = new string[]{"EquipmentWeapon", "EquipmentHead", "EquipmentChest", "EquipmentLegs", "EquipmentShield", "EquipmentShoulders", "EquipmentHands", "EquipmentFeet"};
public SyncListItem equipment = new SyncListItem();
public List<ItemTemplate> defaultEquipment;
[Header("Skillbar")]
public KeyCode[] skillbarHotkeys = new KeyCode[] {KeyCode.Alpha1, KeyCode.Alpha2, KeyCode.Alpha3, KeyCode.Alpha4, KeyCode.Alpha5, KeyCode.Alpha6, KeyCode.Alpha7, KeyCode.Alpha8, KeyCode.Alpha9, KeyCode.Alpha0};
public string[] skillbar = new string[] {"", "", "", "", "", "", "", "", "", ""};
[Header("Loot")]
public float lootRange = 4;
[Header("Quests")] // contains active and completed quests (=all)
public int questLimit = 10;
public SyncListQuest quests = new SyncListQuest();
[Header("Interaction")]
public float talkRange = 4;
[Header("Trading")]
[SyncVar, HideInInspector] public string tradeRequestFrom = "";
[SyncVar, HideInInspector] public bool tradeOfferLocked = false;
[SyncVar, HideInInspector] public bool tradeOfferAccepted = false;
[SyncVar, HideInInspector] public long tradeOfferGold = 0;
public SyncListInt tradeOfferItems = new SyncListInt(); // inventory indices
[Header("Crafting")]
public List<int> craftingIndices = Enumerable.Repeat(-1, RecipeTemplate.recipeSize).ToList();
[Header("Death")]
[SerializeField] float deathExpLossPercent = 0.05f;
[Header("Other")]
public Sprite classIcon; // for character selection
// the next skill to be set if we try to set it while casting
int skillNext = -1;
// the next target to be set if we try to set it while casting
Entity targetNext = null;
// networkbehaviour ////////////////////////////////////////////////////////
protected override void Awake() {
// cache base components
base.Awake();
}
public override void OnStartLocalPlayer() {
// setup camera targets
Camera.main.GetComponent<CameraMMO>().target = transform;
GameObject.FindWithTag("MinimapCamera").GetComponent<CopyPosition>().target = transform;
// load skillbar after player data was loaded
print("loading skillbar for " + name);
if (isLocalPlayer) LoadSkillbar();
}
public override void OnStartServer() {
base.OnStartServer();
// initialize trade item indices
for (int i = 0; i < 6; ++i) tradeOfferItems.Add(-1);
}
void Start() {
// setup synclist callbacks
// note: buggy in 5.3.4. make sure to use Unity 5.3.5!
// http://forum.unity3d.com/threads/bug-old-synclist-callback-bug-was-reintroduced-to-5-3-3f1.388637/
equipment.Callback += OnEquipmentChanged;
// refresh all locations once (on synclist changed won't be called for
// initial lists)
for (int i = 0; i < equipment.Count; ++i)
RefreshLocations(equipmentTypes[i], equipment[i]);
}
[ClientCallback]
void LateUpdate() {
// pass parameters to animation state machine
// => passing the states directly is the most reliable way to avoid all
// kinds of glitches like movement sliding, attack twitching, etc.
// => make sure to import all looping animations like idle/run/attack
// with 'loop time' enabled, otherwise the client might only play it
// once
// => only play moving animation while the agent is actually moving. the
// MOVING state might be delayed to due latency or we might be in
// MOVING while a path is still pending, etc.
animator.SetBool("MOVING", state == "MOVING" && agent.velocity != Vector3.zero);
animator.SetBool("CASTING", state == "CASTING");
animator.SetInteger("skillCur", skillCur);
animator.SetBool("DEAD", state == "DEAD");
}
void OnDestroy() {
if (isLocalPlayer) { // requires at least Unity 5.5.1 bugfix to work
Destroy(indicator);
SaveSkillbar();
}
}
// finite state machine events - status based //////////////////////////////
// status based events
bool EventDied() {
return hp == 0;
}
bool EventTargetDisappeared() {
return target == null;
}
bool EventTargetDied() {
return target != null && target.hp == 0;
}
bool EventSkillRequest() {
return 0 <= skillCur && skillCur < skills.Count;
}
bool EventSkillFinished() {
return 0 <= skillCur && skillCur < skills.Count &&
skills[skillCur].CastTimeRemaining() == 0f;
}
bool EventMoveEnd() {
return state == "MOVING" && !IsMoving();
}
bool EventTradeStarted() {
// did someone request a trade? and did we request a trade with him too?
var p = FindPlayerFromTradeInvitation();
return p != null && p.tradeRequestFrom == name;
}
bool EventTradeDone() {
// trade canceled or finished?
return state == "TRADING" && tradeRequestFrom == "";
}
// finite state machine events - command based /////////////////////////////
// client calls command, command sets a flag, event reads and resets it
// => we use a set so that we don't get ultra long queues etc.
// => we use set.Return to read and clear values
HashSet<string> cmdEvents = new HashSet<string>();
[Command(channel=Channels.DefaultUnreliable)] // unimportant => unreliable
public void CmdRespawn() { cmdEvents.Add("Respawn"); }
bool EventRespawn() { return cmdEvents.Remove("Respawn"); }
[Command(channel=Channels.DefaultUnreliable)] // unimportant => unreliable
public void CmdCancelAction() { cmdEvents.Add("CancelAction"); }
bool EventCancelAction() { return cmdEvents.Remove("CancelAction"); }
Vector3 navigatePos = Vector3.zero;
float navigateStop = 0;
[Command(channel=Channels.DefaultUnreliable)] // unimportant => unreliable
void CmdNavigateTo(Vector3 pos, float stoppingDistance) {
navigatePos = pos; navigateStop = stoppingDistance;
cmdEvents.Add("NavigateTo");
}
bool EventNavigateTo() { return cmdEvents.Remove("NavigateTo"); }
// finite state machine - server ///////////////////////////////////////////
[Server]
string UpdateServer_IDLE() {
// events sorted by priority (e.g. target doesn't matter if we died)
if (EventDied()) {
// we died.
OnDeath();
skillCur = skillNext = -1; // in case we died while trying to cast
return "DEAD";
}
if (EventCancelAction()) {
// the only thing that we can cancel is the target
target = null;
return "IDLE";
}
if (EventTradeStarted()) {
// cancel casting (if any), set target, go to trading
skillCur = skillNext = -1; // just in case
target = FindPlayerFromTradeInvitation();
return "TRADING";
}
if (EventNavigateTo()) {
// cancel casting (if any) and start moving
skillCur = skillNext = -1;
// move
agent.stoppingDistance = navigateStop;
agent.destination = navigatePos;
return "MOVING";
}
if (EventSkillRequest()) {
// user wants to cast a skill.
// check self (alive, mana, weapon etc.) and target
var skill = skills[skillCur];
targetNext = target; // return to this one after any corrections by CastCheckTarget
if (CastCheckSelf(skill) && CastCheckTarget(skill)) {
// check distance between self and target
if (CastCheckDistance(skill)) {
// start casting and set the casting end time
skill.castTimeEnd = Time.time + skill.castTime;
skills[skillCur] = skill;
return "CASTING";
} else {
// move to the target first
// (use collider point(s) to also work with big entities)
agent.stoppingDistance = skill.castRange;
agent.destination = target.collider.ClosestPointOnBounds(transform.position);
return "MOVING";
}
} else {
// checks failed. stop trying to cast.
skillCur = skillNext = -1;
return "IDLE";
}
}
if (EventSkillFinished()) {} // don't care
if (EventMoveEnd()) {} // don't care
if (EventTradeDone()) {} // don't care
if (EventRespawn()) {} // don't care
if (EventTargetDied()) {} // don't care
if (EventTargetDisappeared()) {} // don't care
return "IDLE"; // nothing interesting happened
}
[Server]
string UpdateServer_MOVING() {
// events sorted by priority (e.g. target doesn't matter if we died)
if (EventDied()) {
// we died.
OnDeath();
skillCur = skillNext = -1; // in case we died while trying to cast
return "DEAD";
}
if (EventMoveEnd()) {
// finished moving. do whatever we did before.
return "IDLE";
}
if (EventCancelAction()) {
// cancel casting (if any) and stop moving
skillCur = skillNext = -1;
agent.ResetPath();
return "IDLE";
}
if (EventTradeStarted()) {
// cancel casting (if any), stop moving, set target, go to trading
skillCur = skillNext = -1;
agent.ResetPath();
target = FindPlayerFromTradeInvitation();
return "TRADING";
}
if (EventNavigateTo()) {
// cancel casting (if any) and start moving
skillCur = skillNext = -1;
agent.stoppingDistance = navigateStop;
agent.destination = navigatePos;
return "MOVING";
}
if (EventSkillRequest()) {
// if and where we keep moving depends on the skill and the target
// check self (alive, mana, weapon etc.) and target
var skill = skills[skillCur];
targetNext = target; // return to this one after any corrections by CastCheckTarget
if (CastCheckSelf(skill) && CastCheckTarget(skill)) {
// check distance between self and target
if (CastCheckDistance(skill)) {
// stop moving, start casting and set the casting end time
agent.ResetPath();
skill.castTimeEnd = Time.time + skill.castTime;
skills[skillCur] = skill;
return "CASTING";
} else {
// keep moving towards the target
// (use collider point(s) to also work with big entities)
agent.stoppingDistance = skill.castRange;
agent.destination = target.collider.ClosestPointOnBounds(transform.position);
return "MOVING";
}
} else {
// invalid target. stop trying to cast, but keep moving.
skillCur = skillNext = -1;
return "MOVING";
}
}
if (EventSkillFinished()) {} // don't care
if (EventTradeDone()) {} // don't care
if (EventRespawn()) {} // don't care
if (EventTargetDied()) {} // don't care
if (EventTargetDisappeared()) {} // don't care
return "MOVING"; // nothing interesting happened
}
[Server]
string UpdateServer_CASTING() {
// keep looking at the target for server & clients (only Y rotation)
if (target) LookAtY(target.transform.position);
// events sorted by priority (e.g. target doesn't matter if we died)
if (EventDied()) {
// we died.
OnDeath();
skillCur = skillNext = -1; // in case we died while trying to cast
return "DEAD";
}
if (EventNavigateTo()) {
// cancel casting and start moving
skillCur = skillNext = -1;
agent.stoppingDistance = navigateStop;
agent.destination = navigatePos;
return "MOVING";
}
if (EventCancelAction()) {
// cancel casting
skillCur = skillNext = -1;
return "IDLE";
}
if (EventTradeStarted()) {
// cancel casting (if any), stop moving, set target, go to trading
skillCur = skillNext = -1;
agent.ResetPath();
target = FindPlayerFromTradeInvitation();
return "TRADING";
}
if (EventTargetDisappeared()) {
// cancel if we were trying to cast an attack skill
if (skills[skillCur].category == "Attack") {
skillCur = skillNext = -1;
return "IDLE";
}
}
if (EventTargetDied()) {
// cancel if we were trying to cast an attack skill
if (skills[skillCur].category == "Attack") {
skillCur = skillNext = -1;
return "IDLE";
}
}
if (EventSkillFinished()) {
// apply the skill after casting is finished
// note: we don't check the distance again. it's more fun if players
// still cast the skill if the target ran a few steps away
var skill = skills[skillCur];
// apply the skill on the target
CastSkill(skill);
// casting finished for now. user pressed another skill button?
if (skillNext != -1) {
skillCur = skillNext;
skillNext = -1;
// skill should be followed with default attack? otherwise clear
} else skillCur = skill.followupDefaultAttack ? 0 : -1;
// user tried to target something while casting? or we saved the
// target before correcting it in CastCheckTarget?
// (we have to wait until the skill is finished, otherwise people
// may start to cast and then switch to a far away target while
// casting, etc.)
if (targetNext != null) {
target = targetNext;
targetNext = null;
}
// go back to IDLE
return "IDLE";
}
if (EventMoveEnd()) {} // don't care
if (EventTradeDone()) {} // don't care
if (EventRespawn()) {} // don't care
if (EventSkillRequest()) {} // don't care
return "CASTING"; // nothing interesting happened
}
[Server]
string UpdateServer_TRADING() {
// events sorted by priority (e.g. target doesn't matter if we died)
if (EventDied()) {
// we died, stop trading. other guy will receive targetdied event.
OnDeath();
skillCur = skillNext = -1; // in case we died while trying to cast
TradeCleanup();
return "DEAD";
}
if (EventCancelAction()) {
// stop trading
TradeCleanup();
return "IDLE";
}
if (EventTargetDisappeared()) {
// target disconnected, stop trading
TradeCleanup();
return "IDLE";
}
if (EventTargetDied()) {
// target died, stop trading
TradeCleanup();
return "IDLE";
}
if (EventTradeDone()) {
// someone canceled or we finished the trade. stop trading
TradeCleanup();
return "IDLE";
}
if (EventMoveEnd()) {} // don't care
if (EventSkillFinished()) {} // don't care
if (EventRespawn()) {} // don't care
if (EventTradeStarted()) {} // don't care
if (EventNavigateTo()) {} // don't care
if (EventSkillRequest()) {} // don't care
return "TRADING"; // nothing interesting happened
}
[Server]
string UpdateServer_DEAD() {
// events sorted by priority (e.g. target doesn't matter if we died)
if (EventRespawn()) {
// revive to closest spawn, with 50% health, then go to idle
var start = NetworkManager.singleton.GetStartPosition();
agent.Warp(start.position); // recommended over transform.position
Revive(0.5f);
return "IDLE";
}
if (EventMoveEnd()) {} // don't care
if (EventSkillFinished()) {} // don't care
if (EventDied()) {} // don't care
if (EventCancelAction()) {} // don't care
if (EventTradeStarted()) {} // don't care
if (EventTradeDone()) {} // don't care
if (EventTargetDisappeared()) {} // don't care
if (EventTargetDied()) {} // don't care
if (EventNavigateTo()) {} // don't care
if (EventSkillRequest()) {} // don't care
return "DEAD"; // nothing interesting happened
}
[Server]
protected override string UpdateServer() {
if (state == "IDLE") return UpdateServer_IDLE();
if (state == "MOVING") return UpdateServer_MOVING();
if (state == "CASTING") return UpdateServer_CASTING();
if (state == "TRADING") return UpdateServer_TRADING();
if (state == "DEAD") return UpdateServer_DEAD();
Debug.LogError("invalid state:" + state);
return "IDLE";
}
// finite state machine - client ///////////////////////////////////////////
[Client]
protected override void UpdateClient() {
if (state == "IDLE" || state == "MOVING") {
if (isLocalPlayer) {
// simply accept input
SelectionHandling();
WSADHandling();
HoverCursor();
Attack();
// canel action if escape key was pressed
if (Input.GetKeyDown(KeyCode.Escape)) CmdCancelAction();
}
} else if (state == "CASTING") {
// keep looking at the target for server & clients (only Y rotation)
if (target) LookAtY(target.transform.position);
if (isLocalPlayer) {
// simply accept input
SelectionHandling();
WSADHandling();
HoverCursor();
Attack();
// canel action if escape key was pressed
if (Input.GetKeyDown(KeyCode.Escape)) CmdCancelAction();
}
} else if (state == "TRADING") {
} else if (state == "DEAD") {
} else Debug.LogError("invalid state:" + state);
}
// recover /////////////////////////////////////////////////////////////////
public override void Recover() {
// base recovery
base.Recover();
// additional buff recovery
if (enabled && hp > 0) {
// health percent
float buffHpPercent = (from skill in skills
where skill.BuffTimeRemaining() > 0
select skill.buffsHpPercentPerSecond).Sum();
hp += Convert.ToInt32(buffHpPercent * hpMax);
// mana percent
float buffMpPercent = (from skill in skills
where skill.BuffTimeRemaining() > 0
select skill.buffsMpPercentPerSecond).Sum();
mp += Convert.ToInt32(buffMpPercent * mpMax);
}
}
// attributes //////////////////////////////////////////////////////////////
public int AttributesSpendable() {
// calculate the amount of attribute points that can still be spent
// -> one point per level
// -> we don't need to store the points in an extra variable, we can
// simply decrease the attribute points spent from the level
return level - (strength + intelligence);
}
[Command(channel=Channels.DefaultUnreliable)] // unimportant => unreliable
public void CmdIncreaseStrength() {
// validate
if (hp > 0 && AttributesSpendable() > 0) ++strength;
}
[Command(channel=Channels.DefaultUnreliable)] // unimportant => unreliable
public void CmdIncreaseIntelligence() {
// validate
if (hp > 0 && AttributesSpendable() > 0) ++intelligence;
}
// combat //////////////////////////////////////////////////////////////////
// custom DealDamageAt function that also rewards experience if we killed
// the monster
[Server]
public override HashSet<Entity> DealDamageAt(Entity entity, int n, float aoeRadius=0f) {
// deal damage with the default function. get all entities that were hit
// in the AoE radius
var entities = base.DealDamageAt(entity, n, aoeRadius);
foreach (var e in entities) {
// a monster?
if (e is Monster) {
// did we kill it?
if (e.hp == 0) {
// gain experience reward
long rewardExp = ((Monster)e).rewardExp;
long balancedExp = BalanceExpReward(rewardExp, level, e.level);
exp += balancedExp;
// gain skill experience reward
long rewardSkillExp = ((Monster)e).rewardSkillExp;
skillExp += BalanceExpReward(rewardSkillExp, level, e.level);
// increase quest kill counters
IncreaseQuestKillCounterFor(e.name);
}
// a player?
// (see murder code section comments to understand the system)
} else if (e is Player) {
// was he innocent?
if (!((Player)e).IsOffender() && !((Player)e).IsMurderer()) {
// did we kill him? then start/reset murder status
// did we just attack him? then start/reset offender status
// (unless we are already a murderer)
if (e.hp == 0) StartMurderer();
else if (!IsMurderer()) StartOffender();
}
}
}
return entities; // not really needed anywhere
}
// experience //////////////////////////////////////////////////////////////
public float ExpPercent() {
return (exp != 0 && expMax != 0) ? (float)exp / (float)expMax : 0.0f;
}
// players gain exp depending on their level. if a player has a lower level
// than the monster, then he gains more exp (up to 100% more) and if he has
// a higher level, then he gains less exp (up to 100% less)
// -> test with monster level 20 and expreward of 100:
// BalanceExpReward( 1, 20, 100)); => 200
// BalanceExpReward( 9, 20, 100)); => 200
// BalanceExpReward(10, 20, 100)); => 200
// BalanceExpReward(11, 20, 100)); => 190
// BalanceExpReward(12, 20, 100)); => 180
// BalanceExpReward(13, 20, 100)); => 170
// BalanceExpReward(14, 20, 100)); => 160
// BalanceExpReward(15, 20, 100)); => 150
// BalanceExpReward(16, 20, 100)); => 140
// BalanceExpReward(17, 20, 100)); => 130
// BalanceExpReward(18, 20, 100)); => 120
// BalanceExpReward(19, 20, 100)); => 110
// BalanceExpReward(20, 20, 100)); => 100
// BalanceExpReward(21, 20, 100)); => 90
// BalanceExpReward(22, 20, 100)); => 80
// BalanceExpReward(23, 20, 100)); => 70
// BalanceExpReward(24, 20, 100)); => 60
// BalanceExpReward(25, 20, 100)); => 50
// BalanceExpReward(26, 20, 100)); => 40
// BalanceExpReward(27, 20, 100)); => 30
// BalanceExpReward(28, 20, 100)); => 20
// BalanceExpReward(29, 20, 100)); => 10
// BalanceExpReward(30, 20, 100)); => 0
// BalanceExpReward(31, 20, 100)); => 0
public static long BalanceExpReward(long reward, int attackerLevel, int victimLevel) {
int levelDiff = Mathf.Clamp(victimLevel - attackerLevel, -10, 10);
float multiplier = 1f + levelDiff*0.1f;
return Convert.ToInt64(reward * multiplier);
}
// death ///////////////////////////////////////////////////////////////////
[Server]
void OnDeath() {
// stop any movement and buffs, clear target
agent.ResetPath();
StopBuffs();
target = null;
// lose experience
long loss = Convert.ToInt64(expMax * deathExpLossPercent);
exp -= loss;
// send an info chat message
string msg = "You died and lost " + loss + " experience.";
GetComponent<PlayerChat>().TargetMsgInfo(connectionToClient, msg);
}
// loot ////////////////////////////////////////////////////////////////////
[Command(channel=Channels.DefaultUnreliable)] // unimportant => unreliable
public void CmdTakeLootGold() {
// validate: dead monster and close enough?
// use collider point(s) to also work with big entities
if ((state == "IDLE" || state == "MOVING" || state == "CASTING") &&
target != null && target is Monster && target.hp == 0 &&
Utils.ClosestDistance(collider, target.collider) <= lootRange)
{
// take it
gold += ((Monster)target).lootGold;
((Monster)target).lootGold = 0;
}
}
[Command(channel=Channels.DefaultUnreliable)] // unimportant => unreliable
public void CmdTakeLootItem(int index) {
// validate: dead monster and close enough and valid loot index?
// use collider point(s) to also work with big entities
if ((state == "IDLE" || state == "MOVING" || state == "CASTING") &&
target != null && target is Monster && target.hp == 0 &&
Utils.ClosestDistance(collider, target.collider) <= lootRange &&
0 <= index && index < ((Monster)target).lootItems.Count)
{
var monster = (Monster)target;
var item = monster.lootItems[index];
// try to add it to the inventory, clear monster slot if it worked
if (InventoryAddAmount(item.template, item.amount)) {
item.valid = false;
monster.lootItems[index] = item;
}
}
}
// inventory ///////////////////////////////////////////////////////////////
// helper function to find an item in the inventory
public int GetInventoryIndexByName(string itemName) {
return inventory.FindIndex(item => item.valid && item.name == itemName);
}
// helper function to calculate the free slots
public int InventorySlotsFree() {
return inventory.Where(item => !item.valid).Count();
}
// helper function to calculate the total amount of an item type in inentory
public int InventoryCountAmount(string itemName) {
return (from item in inventory
where item.valid && item.name == itemName
select item.amount).Sum();
}
// helper function to remove 'n' items from the inventory
public bool InventoryRemoveAmount(string itemName, int amount) {
for (int i = 0; i < inventory.Count; ++i) {
if (inventory[i].valid && inventory[i].name == itemName) {
var item = inventory[i];
// take as many as possible
int take = Mathf.Min(amount, item.amount);
item.amount -= take;
amount -= take;
// make slot invalid if amount is 0 now
if (item.amount == 0) item.valid = false;
// save all changes
inventory[i] = item;
// are we done?
if (amount == 0) return true;
}
}
// if we got here, then we didn't remove enough items
return false;
}
// helper function to check if the inventory has space for 'n' items of type
// -> the easiest solution would be to check for enough free item slots
// -> it's better to try to add it onto existing stacks of the same type
// first though
// -> it could easily take more than one slot too
// note: this checks for one item type once. we can't use this function to
// check if we can add 10 potions and then 10 potions again (e.g. when
// doing player to player trading), because it will be the same result
public bool InventoryCanAddAmount(ItemTemplate item, int amount) {
// go through each slot
for (int i = 0; i < inventory.Count; ++i) {
// empty? then subtract maxstack
if (!inventory[i].valid)
amount -= item.maxStack;
// not empty and same type? then subtract free amount (max-amount)
else if (inventory[i].valid && inventory[i].name == item.name)
amount -= (inventory[i].maxStack - inventory[i].amount);
// were we able to fit the whole amount already?
if (amount <= 0) return true;
}
// if we got here than amount was never <= 0
return false;
}
// helper function to put 'n' items of a type into the inventory, while
// trying to put them onto existing item stacks first
// -> this is better than always adding items to the first free slot
// -> function will only add them if there is enough space for all of them
public bool InventoryAddAmount(ItemTemplate item, int amount) {
// we only want to add them if there is enough space for all of them, so
// let's double check
if (InventoryCanAddAmount(item, amount)) {
// go through each slot
for (int i = 0; i < inventory.Count; ++i) {
// empty? then fill slot with as many as possible
if (!inventory[i].valid) {
int add = Mathf.Min(amount, item.maxStack);
inventory[i] = new Item(item, add);
amount -= add;
}
// not empty and same type? then add free amount (max-amount)
else if (inventory[i].valid && inventory[i].name == item.name) {
int space = inventory[i].maxStack - inventory[i].amount;
int add = Mathf.Min(amount, space);
var temp = inventory[i];
temp.amount += add;
inventory[i] = temp;