private static void HandleChopTree(Creature c) { int currentFloor = c.CurrentFloor; Point worldIndex = c.WorldIndex; Block[] blocks = currentFloor >= 0 ? Program.WorldMap[worldIndex.X, worldIndex.Y].Dungeon.Floors[currentFloor].Blocks : Program.WorldMap[worldIndex.X, worldIndex.Y].Blocks; int width = Program.WorldMap.TileWidth, height = Program.WorldMap.TileHeight; Point closestTree = blocks.GetClosestOfBlockTypeToPos(c.Position, new Point(width, height), BlockType.Tree); bool nextToTree = c.Position.NextToPoint(closestTree); if (!nextToTree) { PathToPoint(c, closestTree); } else { if (c.Body.MainHand != null && c.Body.MainHand is Axe == false) { for (int i = 0; i < c.Inventory.Count; i++) { Item I = c.Inventory[i]; if (I is Axe || I is Sword) { c.Wield(i, true); } } } c.ChopTree(closestTree); } }
// FUNCTIONS // public override void Activate(Creature user) { if (user.Body.MainHand != null && (user.Body.MainHand is Axe || user.Body.MainHand is Sword)) { user.ChopTree(this); } }