public bool TryOpenDoor(DoorOpenCloseTogglingInfo doorInfo, PlayerInfoForOpeningDoors playerInfo)
            {
                Point     tileCoordsForToggling = doorInfo.tileCoordsForToggling;
                Rectangle rectangle             = new Rectangle(doorInfo.tileCoordsForToggling.X * 16, doorInfo.tileCoordsForToggling.Y * 16, 16, 80);

                switch (playerInfo.playerGravityDirection)
                {
                case 1:
                    rectangle.Height += 16;
                    break;

                case -1:
                    rectangle.Y      -= 16;
                    rectangle.Height += 16;
                    break;
                }
                if (!rectangle.Intersects(playerInfo.hitboxToOpenDoor))
                {
                    return(false);
                }
                if (playerInfo.hitboxToOpenDoor.Top < rectangle.Top || playerInfo.hitboxToOpenDoor.Bottom > rectangle.Bottom)
                {
                    return(false);
                }
                bool flag = false;

                if (WorldGen.ShiftTallGate(tileCoordsForToggling.X, tileCoordsForToggling.Y, flag))
                {
                    NetMessage.SendData(19, -1, -1, null, 4 + flag.ToInt(), tileCoordsForToggling.X, tileCoordsForToggling.Y);
                    return(true);
                }
                return(false);
            }
Beispiel #2
0
 private void TryAutoOpeningDoor(Point tileCoords, PlayerInfoForOpeningDoors playerInfo)
 {
     if (TryGetHandler(tileCoords, out DoorAutoHandler infoProvider))
     {
         DoorOpenCloseTogglingInfo doorOpenCloseTogglingInfo = infoProvider.ProvideInfo(tileCoords);
         if (infoProvider.TryOpenDoor(doorOpenCloseTogglingInfo, playerInfo))
         {
             _ongoingOpenDoors.Add(doorOpenCloseTogglingInfo);
         }
     }
 }
Beispiel #3
0
        public void LookForDoorsToOpen(Player player)
        {
            PlayerInfoForOpeningDoors playerInfoForOpeningDoor = GetPlayerInfoForOpeningDoor(player);

            if (playerInfoForOpeningDoor.intendedOpeningDirection == 0 && player.velocity.X == 0f)
            {
                return;
            }
            Point tileCoords = default(Point);

            for (int i = playerInfoForOpeningDoor.tileCoordSpaceForCheckingForDoors.Left; i <= playerInfoForOpeningDoor.tileCoordSpaceForCheckingForDoors.Right; i++)
            {
                for (int j = playerInfoForOpeningDoor.tileCoordSpaceForCheckingForDoors.Top; j <= playerInfoForOpeningDoor.tileCoordSpaceForCheckingForDoors.Bottom; j++)
                {
                    tileCoords.X = i;
                    tileCoords.Y = j;
                    TryAutoOpeningDoor(tileCoords, playerInfoForOpeningDoor);
                }
            }
        }
            public bool TryOpenDoor(DoorOpenCloseTogglingInfo doorInfo, PlayerInfoForOpeningDoors playerInfo)
            {
                Point     tileCoordsForToggling    = doorInfo.tileCoordsForToggling;
                int       intendedOpeningDirection = playerInfo.intendedOpeningDirection;
                Rectangle rectangle = new Rectangle(doorInfo.tileCoordsForToggling.X * 16, doorInfo.tileCoordsForToggling.Y * 16, 16, 48);

                switch (playerInfo.playerGravityDirection)
                {
                case 1:
                    rectangle.Height += 16;
                    break;

                case -1:
                    rectangle.Y      -= 16;
                    rectangle.Height += 16;
                    break;
                }
                if (!rectangle.Intersects(playerInfo.hitboxToOpenDoor))
                {
                    return(false);
                }
                if (playerInfo.hitboxToOpenDoor.Top < rectangle.Top || playerInfo.hitboxToOpenDoor.Bottom > rectangle.Bottom)
                {
                    return(false);
                }
                WorldGen.OpenDoor(tileCoordsForToggling.X, tileCoordsForToggling.Y, intendedOpeningDirection);
                if (Main.tile[tileCoordsForToggling.X, tileCoordsForToggling.Y].type != 10)
                {
                    NetMessage.SendData(19, -1, -1, null, 0, tileCoordsForToggling.X, tileCoordsForToggling.Y, intendedOpeningDirection);
                    return(true);
                }
                WorldGen.OpenDoor(tileCoordsForToggling.X, tileCoordsForToggling.Y, -intendedOpeningDirection);
                if (Main.tile[tileCoordsForToggling.X, tileCoordsForToggling.Y].type != 10)
                {
                    NetMessage.SendData(19, -1, -1, null, 0, tileCoordsForToggling.X, tileCoordsForToggling.Y, -intendedOpeningDirection);
                    return(true);
                }
                return(false);
            }
Beispiel #5
0
        private PlayerInfoForOpeningDoors GetPlayerInfoForOpeningDoor(Player player)
        {
            int       num = player.controlRight.ToInt() - player.controlLeft.ToInt();
            int       playerGravityDirection = (int)player.gravDir;
            Rectangle hitbox = player.Hitbox;

            hitbox.Y      -= -1;
            hitbox.Height += -2;
            float num2 = player.velocity.X;

            if (num == 0 && _timeWeCanOpenDoorsUsingVelocityAlone == 0)
            {
                num2 = 0f;
            }
            float value = (float)num + num2;
            int   num3  = Math.Sign(value) * (int)Math.Ceiling(Math.Abs(value));

            hitbox.X += num3;
            if (num == 0)
            {
                num = Math.Sign(value);
            }
            Rectangle hitbox2;
            Rectangle value2 = hitbox2 = player.Hitbox;

            hitbox2.X += num3;
            Rectangle r      = Rectangle.Union(value2, hitbox2);
            Point     point  = r.TopLeft().ToTileCoordinates();
            Point     point2 = r.BottomRight().ToTileCoordinates();
            Rectangle tileCoordSpaceForCheckingForDoors = new Rectangle(point.X, point.Y, point2.X - point.X, point2.Y - point.Y);
            PlayerInfoForOpeningDoors result            = default(PlayerInfoForOpeningDoors);

            result.hitboxToOpenDoor                  = hitbox;
            result.intendedOpeningDirection          = num;
            result.playerGravityDirection            = playerGravityDirection;
            result.tileCoordSpaceForCheckingForDoors = tileCoordSpaceForCheckingForDoors;
            return(result);
        }