using System;
using System.Data;
using System.Text;
using System.Threading;
using System.Collections;
using Holo.Virtual.Users;
using Holo.Virtual.Rooms.Pathfinding;
using Ion.Storage;
using Holo.Managers;
namespace Holo.Virtual.Rooms.Pets
{
///
/// Represents a computer controlled virtual user with an artifical intelligence (AI). The bot walks around in virtual rooms on specified coordinates, interacts with other virtual users and serves drinks and food.
///
internal class virtualPet
{
#region Declares
///
/// The database ID of the pet.
///
internal int ID;
///
/// The ID of the bot in the virtual room.
///
internal int roomUID;
///
/// The virtual room the bot roams in.
///
internal virtualRoom Room;
///
/// The name of the bot.
///
internal string Name;
///
/// The name of the bot.
///
internal string Colour;
///
/// The bot's figure string.
///
internal string Race;
///
/// The bot's figure string.
///
internal int Type;
///
/// The X position of the bot in the virtual room.
///
internal int X;
///
/// The Y position of the bot in the virtual room.
///
internal int Y;
///
/// The height of the bot in the virtual room.
///
internal double H;
///
/// The rotation of the bot's head in the virtual room.
///
internal byte Z1;
///
/// The rotation of the bot's body in the virtual room.
///
internal byte Z2;
///
/// Used for pathfinding. The X coordinate of the bot's target square in the virtual room.
///
internal int goalX;
///
/// Used for pathfinding. The Y coordinate of the bot's target square in the virtual room.
///
internal int goalY;
private delegate void statusVoid(string Key, string Value, int Length);
///
/// Handles the random determining of actions.
///
private Thread aiHandler;
///
/// Contains the texts that the bot can 'say' on random.
///
private string[] Sayings;
///
/// Contains the texts that the bot can 'shout' on random.
///
private string[] Shouts;
///
/// Contains the coordinate's where the bot can walk to. Ignored if freeroam is enabled.
///
private Coord[] Coords;
///
/// Contains the chat triggers where the bot reacts on.
///
private chatTrigger[] chatTriggers;
#endregion
#region Constructors/destructors
///
/// Contains the bot's animation statuses.
///
private Hashtable Statuses;
///
/// Initializes a new virtualBot object, loading the walk squares, chat texts etc.
///
/// The database ID of the bot.
/// The ID that identifies this bot in room.
/// The virtualRoom object where the bot is in.
internal virtualPet(int petID, int roomUID, virtualRoom Room, int mX, int mY)
{
this.roomUID = roomUID;
this.Room = Room;
this.ID = petID;
DataRow dRow;
using (DatabaseClient dbClient = Eucalypt.dbManager.GetClient())
{
dRow = dbClient.getRow("SELECT * FROM pets WHERE id = '" + petID + "'");
dbClient.runQuery("UPDATE pets SET roomid = '" + Room.roomID + "' WHERE id = '" + ID + "'");
}
this.Name = dRow["name"].ToString();
this.Type = int.Parse(dRow["type"].ToString());
this.Race = dRow["race"].ToString();
this.Colour = dRow["colour"].ToString();
if (mX == 0 && mY == 0)
{
Coord Next = new Coord();
int[] Borders = Room.getMapBorders();
Random RND = new Random(roomUID * DateTime.Now.Millisecond);
Next = new Coord(RND.Next(0, Borders[0]), RND.Next(0, Borders[1]));
this.X = Next.X;
this.Y = Next.Y;
this.Z1 = Room.sqFLOORHEIGHT[X, Y];
}
else
{
this.X = mX;
this.Y = mY;
this.Z1 = 1;
}
this.Z2 = Z1;
this.goalX = -1;
DataColumn dCol;
using (DatabaseClient dbClient = Eucalypt.dbManager.GetClient())
{
dCol = dbClient.getColumn("SELECT text FROM pets_texts WHERE animal = '" + Type + "' AND type = 'say'");
}
this.Sayings = (string[])dataHandling.dColToArray(dCol);
using (DatabaseClient dbClient =Eucalypt.dbManager.GetClient())
{
dCol = dbClient.getColumn("SELECT text FROM pets_texts WHERE animal = '" + Type + "' AND type = 'shout'");
}
this.Shouts = (string[])dataHandling.dColToArray(dCol);
//DataTable dTable;
//using (DatabaseClient dbClient = Eucalypt.dbManager.GetClient())
//{
// dTable = dbClient.getTable("SELECT words, replies, action FROM pets_texts_triggers");
//}
//this.chatTriggers = new chatTrigger[dTable.Rows.Count];
//int i = 0;
//foreach (DataRow dbRow in dTable.Rows)
//{
// // this.chatTriggers[i] = new chatTrigger((Convert.ToString(dbRow["words"]).ToLower()).Split('}'), (Convert.ToString(dbRow["replies"])).Split('}'), (Convert.ToString(dbRow["serve_replies"])).Split('}'), Convert.ToString(dbRow["serve_item"]));
// i++;
//}
Statuses = new Hashtable();
aiHandler = new Thread(new ThreadStart(AI));
aiHandler.Priority = ThreadPriority.BelowNormal;
aiHandler.Start();
}
///
/// Safely shuts this virtualBot down and tidies up all resources.
///
internal void Kill()
{
try { aiHandler.Abort(); }
catch { }
aiHandler = null;
Room = null;
Statuses = null;
Coords = null;
Sayings = null;
Shouts = null;
chatTriggers = null;
}
#endregion
#region Bot properties
///
/// The details string of the bot, containing room identifier ID, name, motto, figure etc.
///
internal string detailsString
{
get
{
string s = Encoding.encodeVL64(ID) + Name + Convert.ToChar(2) + Convert.ToChar(2) + Type + Convert.ToChar(32) + Race + Convert.ToChar(32) + Colour + Convert.ToChar(2) + Encoding.encodeVL64(roomUID) + Encoding.encodeVL64(X) + Encoding.encodeVL64(Y) + "0.0" + Convert.ToChar(2) + Encoding.encodeVL64(0) + Encoding.encodeVL64(2) + Encoding.encodeVL64(Type);
return s;
}
}
///
/// The status string of the bot, containing positions, movements, statuses (animations) etc.
///
internal string statusString
{
get
{
string s = Encoding.encodeVL64(roomUID) + Encoding.encodeVL64(X) + Encoding.encodeVL64(Y) + H.ToString().Replace(",", ".") + Convert.ToChar(2) + Encoding.encodeVL64(Z1) + Encoding.encodeVL64(Z2);
foreach (string Key in Statuses.Keys)
{
s += Key;
string Value = (string)Statuses[Key];
if (Value != "")
s += " " + Value;
s += "/";
}
return s;
}
}
#endregion
#region Actions
///
/// Invoked by a virtualRoomUser. There is checked if this bot reacts on a certain chat message, if so, then replies/orders etc are processed.
///
/// The virtualRoomUser object that interacts with this bot by saying a message.
/// The message that the virtualRoomUser said to this bot.
internal void Interact(virtualRoomUser roomUser, string Message)
{
Message = Message.ToLower();
string[] messageWords = Message.Split(' ');
if (/*chatTriggers != null && */messageWords[0] == this.Name)
{
//foreach (chatTrigger Trigger in chatTriggers)
//{
// for (int i = 0; i < messageWords.Length; i++)
// {
// if (Trigger.containsWord(messageWords[i]))
// {
// this.Z1 = Rotation.Calculate(X, Y, roomUser.X, roomUser.Y);
// this.Z2 = this.Z1;
// Room.sendSaying(this, Trigger.Reply);
// return; // One trigger per time
// }
// }
//}
switch (messageWords[1])
{
case "spill død":
case "død":
case "play dead":
case "dã¸d":
{
Statuses.Remove("sit");
Statuses.Remove("jmp");
addStatus("ded", "");
break;
}
case "jump":
case "hopp":
{
Statuses.Remove("sit");
Statuses.Remove("ded");
addStatus("jmp", "");
break;
}
case "kom":
{
Coord Next = new Coord();
int[] Borders = Room.getMapBorders();
Next = new Coord(roomUser.X - 1, roomUser.Y);
goalX = Next.X;
goalY = Next.Y;
break;
}
}
}
}
///
/// Rotates the bot to a certain X and Y coordinate and refreshes it in the room. If the bot is sitting, then rotating will be ignored.
///
/// The X coordinate to face.
/// The Y coordinate to face.
internal void Rotate(int toX, int toY)
{
Rotate(Rotation.Calculate(X, Y, toX, toY, 0));
}
///
/// Sets a new rotation for the bot and refreshes it in the room. If the bot is sitting, then rotating will be ignored.
///
/// The new rotation to use.
internal void Rotate(byte R)
{
if (R != Z1 && Statuses.ContainsKey("sit") == false)
{
Z1 = R;
Z2 = R;
Refresh();
}
}
///
/// Returns a Coord object with the X and Y of the walkcoord that is as closest to the given position.
///
/// The X position.
/// The Y position.
internal Coord getClosestWalkCoordTo(int X, int Y)
{
int minDistance = 6;
Coord Closest = new Coord(-1, 0);
foreach (Coord Coord in Coords)
{
int curDistance = Math.Abs(X - Coord.X) + Math.Abs(Y - Coord.Y);
if (curDistance < minDistance)
{
minDistance = curDistance;
Closest = Coord;
}
}
return Closest;
}
#endregion
#region Status management
///
/// Adds a status key and a value to the bot's statuses. If the status is already inside, then the previous one will be removed.
///
/// The key of the status.
/// The value of the status.
internal void addStatus(string Key, string Value)
{
if (Statuses.ContainsKey(Key))
Statuses.Remove(Key);
Statuses.Add(Key, Value);
}
///
/// Removes a certain status from the bot's statuses.
///
/// The key of the status to remove.
internal void removeStatus(string Key)
{
try
{
if (Statuses.ContainsKey(Key))
Statuses.Remove(Key);
}
catch { }
}
///
/// Returns a bool that indicates if the bot has a certain status at the moment.
///
/// The key of the status to check.
internal bool containsStatus(string Key)
{
return Statuses.ContainsKey(Key);
}
///
/// Refreshes the status of the bot in the virtual room.
///
internal void Refresh()
{
Room.Refresh(this);
}
///
/// Adds a status to the bot, keeps it for a specified amount of time [in ms] and removes the status. Refreshes at add and remove.
///
/// The key of the status, eg, 'sit'.
/// The value of the status, eg, '1.0'.
/// The amount of milliseconsd to keep the status before removing it again.
internal void handleStatus(string Key, string Value, int Length)
{
if (Statuses.ContainsKey(Key))
Statuses.Remove(Key);
new statusVoid(HANDLESTATUS).BeginInvoke(Key, Value, Length, null, null);
}
private void HANDLESTATUS(string Key, string Value, int Length)
{
try
{
Statuses.Add(Key, Value);
Refresh();
Thread.Sleep(Length);
Statuses.Remove(Key);
Refresh();
}
catch { }
}
#endregion
#region Misc
///
/// Ran on a thread. Handles the bot's artifical intelligence, by interacting with users and using random values etc.
///
private void AI()
{
int lastMessageID = -1;
Random RND = new Random(roomUID * DateTime.Now.Millisecond);
//try
{
while (true)
{
int ACTION = RND.Next(0, 6);
switch (ACTION)
{
case 1: // Move
{
Statuses.Remove("jmp");
Statuses.Remove("sit");
Statuses.Remove("ded");
Coord Next = new Coord();
int[] Borders = Room.getMapBorders();
Next = new Coord(RND.Next(0, Borders[0]), RND.Next(0, Borders[1]));
if (Next.X == X && Next.Y == Y) // Coord didn't changed
{
Z1 = (byte)RND.Next(0, 10);
Z2 = Z1;
Refresh();
}
else
{
goalX = Next.X;
goalY = Next.Y;
}
break;
}
case 2: // Rotate
{
byte R = (byte)RND.Next(0, 10);
while (R == Z2)
R = (byte)RND.Next(0, 10);
Rotate(R);
break;
}
case 3: // Shout
{
if (Shouts.Length > 0)
{
int messageID = RND.Next(0, Shouts.Length);
if (Shouts.Length > 1) // More than one shout assigned
{
while (messageID == lastMessageID) // Avoid shouting the same sentence two times in a row
messageID = RND.Next(0, Shouts.Length);
lastMessageID = messageID;
}
Room.sendShout(this, Shouts[messageID]);
}
break;
}
case 4: // Say
{
if (Sayings.Length > 0)
{
int messageID = RND.Next(0, Sayings.Length);
if (Sayings.Length > 1) // More than one saying assigned
{
while (messageID == lastMessageID) // Avoid saying the same sentence two times in a row
messageID = RND.Next(0, Sayings.Length);
lastMessageID = messageID;
}
Room.sendSaying(this, Sayings[messageID]);
}
break;
}
case 5: // Status
{
/* if (RND.Next(0, 2) == 0)
{
Statuses.Remove("sit");
Statuses.Remove("ded");
handleStatus("jmp", "", 4000);
}
else
{
Statuses.Remove("sit");
Statuses.Remove("jmp");
addStatus("ded", "");
Refresh();
}*/
break;
}
}
Thread.Sleep(3000);
Out.WriteTrace("Bot AI loop");
}
}
//catch { aiHandler.Abort(); }
}
#endregion
#region Private objects
///
/// Represents a trigger that can be invoked by a chat message. Results in a reply and/or an order confirmation.
///
private class chatTrigger
{
///
/// A System.String array with words that invoke this trigger.
///
private string[] Words;
///
/// A System.String array with replies that are used when this trigger is invoked.
///
private string[] Replies;
internal chatTrigger(string[] Words, string[] Replies)
{
this.Words = Words;
this.Replies = Replies;
}
///
/// Returns a boolean that indicates if this trigger replies on a certain word.
///
/// The word to check.
internal bool containsWord(string Word)
{
if (Word.Substring(Word.Length - 1, 1) == "?")
Word = Word.Substring(0, Word.Length - 1);
for (int i = 0; i < Words.Length; i++)
if (Words[i] == Word)
return true;
return false;
}
///
/// Returns a random reply from the replies array.
///
internal string Reply
{
get
{
return Replies[new Random(DateTime.Now.Millisecond).Next(0, Replies.Length)];
}
}
}
#endregion
}
}