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; 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 Figure { get { return Type.Substring(3, 1) + " " + Race + " " + Colour; } set { Figure = value; } } /// /// The bot's figure string. /// internal string Race; /// /// The bot's figure string. /// internal string 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 ownerid,name,type,colour,race,x,y,z FROM pets WHERE id = '" + petID + "'"); dbClient.runQuery("UPDATE pets SET roomid = '" + Room.roomID + "' WHERE id = '" + ID + "'"); } this.Name = Convert.ToString(dRow["name"]); this.Type = Convert.ToString(dRow["type"]); this.Race = Convert.ToString(dRow["race"]); this.Colour = Convert.ToString(dRow["colour"]); if (mX == 0 && mY == 0) { this.X = Convert.ToInt32(dRow["x"]); this.Y = Convert.ToInt32(dRow["y"]); this.Z1 = Convert.ToByte(dRow["z"]); } 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++; //} using (DatabaseClient dbClient = Eucalypt.dbManager.GetClient()) { dTable = dbClient.getTable("SELECT x,y FROM roombots_coords WHERE id = '" + petID + "'"); } Coords = new Coord[dTable.Rows.Count]; i = 0; foreach (DataRow dbRow in dTable.Rows) { Coords[i] = new Coord(Convert.ToInt32(dbRow["x"]), Convert.ToInt32(dbRow["y"])); 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() { using (DatabaseClient dbClient = (Eucalypt.dbManager.GetClient())) { dbClient.runQuery("UPDATE pets SET x = '" + X + "', y = '" + Y + "', z = '" + Z1 + "' WHERE id = '" + ID + "'"); } 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 = "i:" + roomUID + Convert.ToChar(13) + "n:" + roomUID + Convert.ToChar(4) + Name + Convert.ToChar(13) + "f:" + Figure + Convert.ToChar(13) + "l:" + X + " " + Y + " " + H + Convert.ToChar(13); s += "c:" + Convert.ToChar(13); return s; } } /// /// The status string of the bot, containing positions, movements, statuses (animations) etc. /// internal string statusString { get { string s = roomUID + " " + X + "," + Y + "," + H.ToString().Replace(",", ".") + "," + Z1 + "," + 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)); } /// /// 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 } }