예제 #1
0
 public ClanPosition addPosition() {
   Authority[] pows = new Authority[Function.values().length];
   for (int i = 0; i < pows.length; i++) pows[i] = Authority.CAN_NOT_DO;
   Set<Integer> roles = new HashSet<Integer>();
   int highestRank = 0;
   for (ClanPosition pos : positions) {
     roles.add(Integer.valueOf(pos.getRoleID()));
     if (highestRank < pos.getRank()) highestRank = pos.getRank();
   }
   if (positions.length > 0)
     for (int i = 0; i < pows.length; i++) pows[i] = positions[0].getFunctionChart()[i];
   positions = Arrays.copyOf(positions, positions.length + 1);
   ClanPosition P = (ClanPosition) CMClass.getCommon("DefaultClanPosition");
   P.setID(positions.length + "" + Math.random());
   P.setRoleID(0);
   P.setRank(highestRank);
   P.setName("Unnamed");
   P.setPluralName("Unnameds");
   P.setMax(Integer.MAX_VALUE);
   P.setInnerMaskStr("");
   P.setFunctionChart(pows);
   P.setPublic(true);
   positions[positions.length - 1] = P;
   for (int i = 0; i < positions.length; i++)
     if (!roles.contains(Integer.valueOf(i))) {
       P.setRoleID(i);
       break;
     }
   return P;
 }
예제 #2
0
  public boolean invoke(MOB mob, Vector commands, Physical givenTarget, boolean auto, int asLevel) {
    Set<MOB> h = properTargets(mob, givenTarget, false);
    if (h == null) {
      mob.tell("There doesn't appear to be anyone here worth floating.");
      return false;
    }

    // the invoke method for spells receives as
    // parameters the invoker, and the REMAINING
    // command line parameters, divided into words,
    // and added as String objects to a vector.
    if (!super.invoke(mob, commands, givenTarget, auto, asLevel)) return false;

    boolean success = proficiencyCheck(mob, 0, auto);

    if (success) {
      if (mob.location()
          .show(
              mob,
              null,
              this,
              verbalCastCode(mob, null, auto),
              auto ? "" : "^S<S-NAME> wave(s) <S-HIS-HER> arms and speak(s) lightly.^?"))
        for (Iterator f = h.iterator(); f.hasNext(); ) {
          MOB target = (MOB) f.next();

          // 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), null);
          if (mob.location().okMessage(mob, msg)) {
            mob.location().send(mob, msg);
            Spell_FeatherFall fall = new Spell_FeatherFall();
            fall.setProficiency(proficiency());
            fall.beneficialAffect(mob, target, asLevel, 0);
          }
        }
    } else
      return beneficialWordsFizzle(
          mob,
          null,
          "<S-NAME> wave(s) <S-HIS-HER> arms and speak(s) lightly, but the spell fizzles.");

    // return whether it worked
    return success;
  }
예제 #3
0
  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;
  }
예제 #4
0
  public boolean invoke(MOB mob, Vector commands, Physical givenTarget, boolean auto, int asLevel) {
    Set<MOB> h = properTargets(mob, givenTarget, auto);
    if ((h == null) || (h.size() == 0)) {
      mob.tell("There doesn't appear to be anyone here worth repelling.");
      return false;
    }

    // the invoke method for spells receives as
    // parameters the invoker, and the REMAINING
    // command line parameters, divided into words,
    // and added as String objects to a vector.
    if (!super.invoke(mob, commands, givenTarget, auto, asLevel)) return false;

    boolean success = proficiencyCheck(mob, 0, auto);

    if (success) {
      if (mob.location()
          .show(
              mob,
              null,
              this,
              somanticCastCode(mob, null, auto),
              auto ? "" : "^S<S-NAME> wave(s) <S-HIS-HER> arms and cast(s) a spell.^?"))
        for (Iterator f = h.iterator(); f.hasNext(); ) {
          MOB target = (MOB) f.next();

          // 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), null);
          if ((mob.location().okMessage(mob, msg)) && (target.fetchEffect(this.ID()) == null)) {
            mob.location().send(mob, msg);
            if (msg.value() <= 0) {
              amountRemaining = 130;
              if (target.location() == mob.location()) {
                success =
                    maliciousAffect(
                        mob,
                        target,
                        asLevel,
                        ((mob.phyStats().level() + (2 * getXLEVELLevel(mob))) * 10),
                        -1);
                int level = 2;
                if ((CMLib.ableMapper().qualifyingClassLevel(mob, this) > 0)
                    && ((adjustedLevel(mob, asLevel)
                            - CMLib.ableMapper().qualifyingClassLevel(mob, this))
                        > 10))
                  level +=
                      ((adjustedLevel(mob, asLevel)
                                  - CMLib.ableMapper().qualifyingClassLevel(mob, this))
                              - 10)
                          / 10;
                if (level < 2) level = 2;
                target
                    .location()
                    .show(target, null, CMMsg.MSG_OK_ACTION, "<S-NAME> become(s) repelled!");
                if ((target.getVictim() != null) && (target.rangeToTarget() > 0))
                  target.setAtRange(target.rangeToTarget());
                else if (target.location().maxRange() < level)
                  target.setAtRange(target.location().maxRange());
                else target.setAtRange(level);
                if (target.getVictim() != null)
                  target.getVictim().setAtRange(target.rangeToTarget());
                if (mob.getVictim() == null) mob.setVictim(null); // correct range
                if (target.getVictim() == null) target.setVictim(null); // correct range
              }
            }
          }
        }
    } else
      return maliciousFizzle(
          mob, null, "<S-NAME> wave(s) <S-HIS-HER> arms, but the spell fizzles.");

    // return whether it worked
    return success;
  }