Beispiel #1
0
        /**
         * Returns true if the given player has any of the given item types in thier inventory.
         * index : Is set to the index of the item found. If it isn't found, it is set to -1.
         * counts : the minimum stack per item needed for HasItem to return true.
         * includeAmmo : true if you wish to include the ammo slots.
         * includeCoins : true if you wish to include the coin slots.
         */
        public static bool HasItem(Player player, int[] types, ref int index, int[] counts = default, bool includeAmmo = false, bool includeCoins = false)
        {
            if (types == null || types.Length == 0)
            {
                return(false);                                               //no types to check!
            }
            if (counts == null || counts.Length == 0)
            {
                counts = BaseUtility.FillArray(new int[types.Length], 1);
            }
            int countIndex = -1;

            if (includeCoins)
            {
                for (int m = 50; m < 54; m++)
                {
                    Item item = player.inventory[m];
                    if (item != null && BaseUtility.InArray(types, item.type, ref countIndex) && item.stack >= counts[countIndex])
                    {
                        index = m; return(true);
                    }
                }
            }
            if (includeAmmo)
            {
                for (int m = 54; m < 58; m++)
                {
                    Item item = player.inventory[m];
                    if (item != null && BaseUtility.InArray(types, item.type, ref countIndex) && item.stack >= counts[countIndex])
                    {
                        index = m; return(true);
                    }
                }
            }
            for (int m = 0; m < 50; m++)
            {
                Item item = player.inventory[m];
                if (item != null && BaseUtility.InArray(types, item.type, ref countIndex) && item.stack >= counts[countIndex])
                {
                    index = m; return(true);
                }
            }
            return(false);
        }
Beispiel #2
0
        public static Color GetTimedColor(Color tColor, Color color, float min, float max, bool clamp)
        {
            Color glowColor = BaseUtility.ColorMult(tColor, BaseUtility.MultiLerp(glowTick / (float)glowMax, min, max, min));

            if (clamp)
            {
                if (color.R > glowColor.R)
                {
                    glowColor.R = color.R;
                }
                if (color.G > glowColor.G)
                {
                    glowColor.G = color.G;
                }
                if (color.B > glowColor.B)
                {
                    glowColor.B = color.B;
                }
            }

            return(glowColor);
        }
Beispiel #3
0
        public static Color GetGradientColor(Color tColor1, Color tColor2, Color color, bool clamp)
        {
            Color glowColor = Color.Lerp(tColor1, tColor2, BaseUtility.MultiLerp(glowTick / (float)glowMax, 0f, 1f, 0f));

            if (clamp)
            {
                if (color.R > glowColor.R)
                {
                    glowColor.R = color.R;
                }

                if (color.G > glowColor.G)
                {
                    glowColor.G = color.G;
                }

                if (color.B > glowColor.B)
                {
                    glowColor.B = color.B;
                }
            }

            return(glowColor);
        }
Beispiel #4
0
        /*
         * Returns the total itemstack sum of a specific item in the player's inventory.
         *
         * typeIsAmmo : If true, types are considered ammo types. Else, types are considered item types.
         */
        public static int GetItemstackSum(Player player, int[] types, bool typeIsAmmo = false, bool includeAmmo = false, bool includeCoins = false)
        {
            int stackCount = 0;

            if (includeCoins)
            {
                for (int m = 50; m < 54; m++)
                {
                    Item item = player.inventory[m];
                    if (item != null && (typeIsAmmo ? BaseUtility.InArray(types, item.ammo) : BaseUtility.InArray(types, item.type)))
                    {
                        stackCount += item.stack;
                    }
                }
            }
            if (includeAmmo)
            {
                for (int m = 54; m < 58; m++)
                {
                    Item item = player.inventory[m];
                    if (item != null && (typeIsAmmo ? BaseUtility.InArray(types, item.ammo) : BaseUtility.InArray(types, item.type)))
                    {
                        stackCount += item.stack;
                    }
                }
            }
            for (int m = 0; m < 50; m++)
            {
                Item item = player.inventory[m];
                if (item != null && (typeIsAmmo ? BaseUtility.InArray(types, item.ammo) : BaseUtility.InArray(types, item.type)))
                {
                    stackCount += item.stack;
                }
            }
            return(stackCount);
        }
Beispiel #5
0
 public static int GoreType(this Mod mod, string name, IDictionary <string, int> gores = null)
 {
     return(BaseUtility.CheckForGore(mod, name, gores));
 }
Beispiel #6
0
        public static bool Meteor(int i, int j)
        {
            if (i < 50 || i > Main.maxTilesX - 50)
            {
                return(false);
            }
            if (j < 50 || j > Main.maxTilesY - 50)
            {
                return(false);
            }
            int       num       = 35;
            Rectangle rectangle = new Rectangle((i - num) * 16, (j - num) * 16, num * 2 * 16, num * 2 * 16);

            for (int k = 0; k < 255; k++)
            {
                if (Main.player[k].active)
                {
                    Rectangle value = new Rectangle((int)(Main.player[k].position.X + Main.player[k].width / 2 - NPC.sWidth / 2 - NPC.safeRangeX), (int)(Main.player[k].position.Y + Main.player[k].height / 2 - NPC.sHeight / 2 - NPC.safeRangeY), NPC.sWidth + NPC.safeRangeX * 2, NPC.sHeight + NPC.safeRangeY * 2);
                    if (rectangle.Intersects(value))
                    {
                        return(false);
                    }
                }
            }
            for (int l = 0; l < 200; l++)
            {
                if (Main.npc[l].active)
                {
                    Rectangle value2 = new Rectangle((int)Main.npc[l].position.X, (int)Main.npc[l].position.Y, Main.npc[l].width, Main.npc[l].height);
                    if (rectangle.Intersects(value2))
                    {
                        return(false);
                    }
                }
            }
            for (int m = i - num; m < i + num; m++)
            {
                for (int n = j - num; n < j + num; n++)
                {
                    if (Main.tile[m, n].active() && Main.tile[m, n].type == 21)
                    {
                        return(false);
                    }
                }
            }
            num = WorldGen.genRand.Next(17, 23);
            for (int num2 = i - num; num2 < i + num; num2++)
            {
                for (int num3 = j - num; num3 < j + num; num3++)
                {
                    if (num3 > j + Main.rand.Next(-2, 3) - 5)
                    {
                        float num4 = Math.Abs(i - num2);
                        float num5 = Math.Abs(j - num3);
                        float num6 = (float)Math.Sqrt(num4 * num4 + num5 * num5);
                        if (num6 < num * 0.9 + Main.rand.Next(-4, 5))
                        {
                            if (!Main.tileSolid[Main.tile[num2, num3].type])
                            {
                                Main.tile[num2, num3].active(false);
                            }
                            Main.tile[num2, num3].type = (ushort)ModContent.TileType <CometOre>();
                        }
                    }
                }
            }
            num = WorldGen.genRand.Next(8, 14);
            for (int num7 = i - num; num7 < i + num; num7++)
            {
                for (int num8 = j - num; num8 < j + num; num8++)
                {
                    if (num8 > j + Main.rand.Next(-2, 3) - 4)
                    {
                        float num9  = Math.Abs(i - num7);
                        float num10 = Math.Abs(j - num8);
                        float num11 = (float)Math.Sqrt(num9 * num9 + num10 * num10);
                        if (num11 < num * 0.8 + Main.rand.Next(-3, 4))
                        {
                            Main.tile[num7, num8].active(false);
                        }
                    }
                }
            }
            num = WorldGen.genRand.Next(25, 35);
            for (int num12 = i - num; num12 < i + num; num12++)
            {
                for (int num13 = j - num; num13 < j + num; num13++)
                {
                    float num14 = Math.Abs(i - num12);
                    float num15 = Math.Abs(j - num13);
                    float num16 = (float)Math.Sqrt(num14 * num14 + num15 * num15);
                    if (num16 < num * 0.7)
                    {
                        if (Main.tile[num12, num13].type == 5 || Main.tile[num12, num13].type == 32 || Main.tile[num12, num13].type == 352)
                        {
                            WorldGen.KillTile(num12, num13, false, false, false);
                        }
                        Main.tile[num12, num13].liquid = 0;
                    }
                    if (Main.tile[num12, num13].type == (ushort)ModContent.TileType <CometOre>())
                    {
                        if (!WorldGen.SolidTile(num12 - 1, num13) && !WorldGen.SolidTile(num12 + 1, num13) && !WorldGen.SolidTile(num12, num13 - 1) && !WorldGen.SolidTile(num12, num13 + 1))
                        {
                            Main.tile[num12, num13].active(false);
                        }
                        else if ((Main.tile[num12, num13].halfBrick() || Main.tile[num12 - 1, num13].topSlope()) && !WorldGen.SolidTile(num12, num13 + 1))
                        {
                            Main.tile[num12, num13].active(false);
                        }
                    }
                    WorldGen.SquareTileFrame(num12, num13, true);
                    WorldGen.SquareWallFrame(num12, num13, true);
                }
            }
            num = WorldGen.genRand.Next(23, 32);
            for (int num17 = i - num; num17 < i + num; num17++)
            {
                for (int num18 = j - num; num18 < j + num; num18++)
                {
                    if (num18 > j + WorldGen.genRand.Next(-3, 4) - 3 && Main.tile[num17, num18].active() && Main.rand.Next(10) == 0)
                    {
                        float num19 = Math.Abs(i - num17);
                        float num20 = Math.Abs(j - num18);
                        float num21 = (float)Math.Sqrt(num19 * num19 + num20 * num20);
                        if (num21 < num * 0.8)
                        {
                            if (Main.tile[num17, num18].type == 5 || Main.tile[num17, num18].type == 32 || Main.tile[num17, num18].type == 352)
                            {
                                WorldGen.KillTile(num17, num18, false, false, false);
                            }
                            Main.tile[num17, num18].type = (ushort)ModContent.TileType <CometOre>();
                            WorldGen.SquareTileFrame(num17, num18, true);
                        }
                    }
                }
            }
            num = WorldGen.genRand.Next(30, 38);
            for (int num22 = i - num; num22 < i + num; num22++)
            {
                for (int num23 = j - num; num23 < j + num; num23++)
                {
                    if (num23 > j + WorldGen.genRand.Next(-2, 3) && Main.tile[num22, num23].active() && Main.rand.Next(20) == 0)
                    {
                        float num24 = Math.Abs(i - num22);
                        float num25 = Math.Abs(j - num23);
                        float num26 = (float)Math.Sqrt(num24 * num24 + num25 * num25);
                        if (num26 < num * 0.85)
                        {
                            if (Main.tile[num22, num23].type == 5 || Main.tile[num22, num23].type == 32 || Main.tile[num22, num23].type == 352)
                            {
                                WorldGen.KillTile(num22, num23, false, false, false);
                            }
                            Main.tile[num22, num23].type = (ushort)ModContent.TileType <CometOre>();
                            WorldGen.SquareTileFrame(num22, num23, true);
                        }
                    }
                }
            }
            string cometText = "The sky has fallen somewhere in the world";

            if (Main.netMode != NetmodeID.MultiplayerClient)
            {
                BaseUtility.Chat(cometText, new Color(136, 151, 255), true);
            }
            if (Main.netMode != NetmodeID.MultiplayerClient)
            {
                NetMessage.SendTileSquare(-1, i, j, 40, TileChangeType.None);
            }
            return(true);
        }
Beispiel #7
0
 public static bool HasAllItems(Player player, int[] types, ref int[] indicies, int[] counts = default, bool includeAmmo = false, bool includeCoins = false)
 {
     if (types == null || types.Length == 0)
     {
         return(false);                                               //no types to check!
     }
     if (counts == null || counts.Length == 0)
     {
         counts = BaseUtility.FillArray(new int[types.Length], 1);
     }
     int[]  indexArray = new int[types.Length];
     bool[] foundItem  = new bool[types.Length];
     if (includeCoins)
     {
         for (int m = 50; m < 54; m++)
         {
             for (int m2 = 0; m2 < types.Length; m2++)
             {
                 if (foundItem[m2])
                 {
                     continue;
                 }
                 Item item = player.inventory[m];
                 if (item != null && item.type == types[m2] && item.stack >= counts[m2])
                 {
                     foundItem[m2] = true; indexArray[m2] = m;
                 }
             }
         }
     }
     if (includeAmmo)
     {
         for (int m = 54; m < 58; m++)
         {
             for (int m2 = 0; m2 < types.Length; m2++)
             {
                 if (foundItem[m2])
                 {
                     continue;
                 }
                 Item item = player.inventory[m];
                 if (item != null && item.type == types[m2] && item.stack >= counts[m2])
                 {
                     foundItem[m2] = true; indexArray[m2] = m;
                 }
             }
         }
     }
     for (int m = 0; m < 50; m++)
     {
         for (int m2 = 0; m2 < types.Length; m2++)
         {
             if (foundItem[m2])
             {
                 continue;
             }
             Item item = player.inventory[m];
             if (item != null && item.type == types[m2] && item.stack >= counts[m2])
             {
                 foundItem[m2] = true; indexArray[m2] = m;
             }
         }
     }
     foreach (bool f in foundItem)
     {
         if (!f)
         {
             return(false);
         }
     }
     return(true);
 }