コード例 #1
0
ファイル: Follow.java プロジェクト: Cocanuta/Marble
 public boolean processFollow(MOB mob, MOB tofollow, boolean quiet) {
   if (mob == null) return false;
   Room R = mob.location();
   if (R == null) return false;
   if (tofollow != null) {
     if (tofollow == mob) {
       return nofollow(mob, true, false);
     }
     if (mob.getGroupMembers(new HashSet<MOB>()).contains(tofollow)) {
       if (!quiet) mob.tell("You are already a member of " + tofollow.name() + "'s group!");
       return false;
     }
     if (nofollow(mob, false, false)) {
       CMMsg msg =
           CMClass.getMsg(
               mob,
               tofollow,
               null,
               CMMsg.MSG_FOLLOW,
               quiet ? null : "<S-NAME> follow(s) <T-NAMESELF>.");
       if (R.okMessage(mob, msg)) R.send(mob, msg);
       else return false;
     } else return false;
   } else return nofollow(mob, !quiet, quiet);
   return true;
 }
コード例 #2
0
ファイル: Thief_Ambush.java プロジェクト: Cocanuta/Marble
  public boolean invoke(MOB mob, Vector commands, Physical givenTarget, boolean auto, int asLevel) {
    if (mob.fetchEffect("Thief_Hide") != null) {
      mob.tell("You are already hiding.");
      return false;
    }

    if (mob.isInCombat()) {
      mob.tell("Not while in combat!");
      return false;
    }

    if (!super.invoke(mob, commands, givenTarget, auto, asLevel)) return false;

    Set<MOB> H = mob.getGroupMembers(new HashSet<MOB>());
    if (!H.contains(mob)) H.add(mob);
    int numBesidesMe = 0;
    for (Iterator e = H.iterator(); e.hasNext(); ) {
      MOB M = (MOB) e.next();
      if ((M != mob) && (mob.location().isInhabitant(M))) numBesidesMe++;
    }
    if (numBesidesMe == 0) {
      mob.tell("You need a group to set up an ambush!");
      return false;
    }
    for (int i = 0; i < mob.location().numInhabitants(); i++) {
      MOB M = mob.location().fetchInhabitant(i);
      if ((M != null) && (M != mob) && (!H.contains(M)) && (CMLib.flags().canSee(M))) {
        mob.tell(M, null, null, "<S-NAME> is watching you too closely.");
        return false;
      }
    }
    boolean success = proficiencyCheck(mob, 0, auto);

    if (!success)
      beneficialVisualFizzle(mob, null, "<S-NAME> attempt(s) to set up an ambush, but fail(s).");
    else {
      CMMsg msg =
          CMClass.getMsg(
              mob,
              null,
              this,
              auto ? CMMsg.MSG_OK_ACTION : (CMMsg.MSG_DELICATE_HANDS_ACT | CMMsg.MASK_MOVE),
              "<S-NAME> set(s) up an ambush, directing everyone to hiding places.");
      if (mob.location().okMessage(mob, msg)) {
        mob.location().send(mob, msg);
        invoker = mob;
        Ability hide = CMClass.getAbility("Thief_Hide");
        for (Iterator e = H.iterator(); e.hasNext(); ) {
          MOB M = (MOB) e.next();
          hide.invoke(M, M, true, adjustedLevel(mob, asLevel));
        }
      } else success = false;
    }
    return success;
  }
コード例 #3
0
ファイル: Prayer_Atonement.java プロジェクト: Cocanuta/Marble
  public boolean invoke(MOB mob, Vector commands, Physical givenTarget, boolean auto, int asLevel) {
    MOB target = this.getTarget(mob, commands, givenTarget);
    if (target == null) return false;

    if (!super.invoke(mob, commands, givenTarget, auto, asLevel)) return false;

    boolean success = proficiencyCheck(mob, 0, auto);
    CMMsg msg2 = null;
    if ((mob != target) && (!mob.getGroupMembers(new HashSet<MOB>()).contains(target)))
      msg2 =
          CMClass.getMsg(
              mob,
              target,
              this,
              verbalCastCode(mob, target, auto) | CMMsg.MASK_MALICIOUS,
              "<T-NAME> do(es) not seem to like <S-NAME> messing with <T-HIS-HER> head.");

    if (success && (CMLib.factions().getFaction(CMLib.factions().AlignID()) != null)) {
      // it worked, so build a copy of this ability,
      // and add it to the affects list of the
      // affected MOB.  Then tell everyone else
      // what happened.
      CMMsg msg =
          CMClass.getMsg(
              mob,
              target,
              this,
              verbalCastCode(mob, target, auto),
              (auto
                  ? "<T-NAME> feel(s) more good."
                  : "^S<S-NAME> " + prayWord(mob) + " to atone <T-NAMESELF>!^?"));
      if ((mob.location().okMessage(mob, msg))
          && ((msg2 == null) || (mob.location().okMessage(mob, msg2)))) {
        mob.location().send(mob, msg);
        if ((msg.value() <= 0) && ((msg2 == null) || (msg2.value() <= 0))) {
          target.tell("Good, pure thoughts fill your head.");
          int evilness = CMLib.dice().roll(10, adjustedLevel(mob, asLevel), 0);
          CMLib.factions().postFactionChange(target, this, CMLib.factions().AlignID(), evilness);
        }
        if (msg2 != null) mob.location().send(mob, msg2);
      }
    } else {
      if ((msg2 != null) && (mob.location().okMessage(mob, msg2))) mob.location().send(mob, msg2);
      return beneficialWordsFizzle(
          mob,
          target,
          "<S-NAME> point(s) at <T-NAMESELF> and " + prayWord(mob) + ", but nothing happens.");
    }

    // return whether it worked
    return success;
  }