Beispiel #1
0
 private void Reverse()
 {
     currentdirection         = DirectionUtils.Reverse(currentdirection);
     currentrailblockprogress = 1 - currentrailblockprogress;
     lastdirection            = currentdirection;
     //currentvehiclespeed = 0;
 }
Beispiel #2
0
 VehicleDirection12?BestNewDirection(VehicleDirection12Flags dir, bool turnleft, bool turnright)
 {
     if (turnright)
     {
         if ((dir & VehicleDirection12Flags.DownRightRight) != 0)
         {
             return(VehicleDirection12.DownRightRight);
         }
         if ((dir & VehicleDirection12Flags.UpRightUp) != 0)
         {
             return(VehicleDirection12.UpRightUp);
         }
         if ((dir & VehicleDirection12Flags.UpLeftLeft) != 0)
         {
             return(VehicleDirection12.UpLeftLeft);
         }
         if ((dir & VehicleDirection12Flags.DownLeftDown) != 0)
         {
             return(VehicleDirection12.DownLeftDown);
         }
     }
     if (turnleft)
     {
         if ((dir & VehicleDirection12Flags.DownRightDown) != 0)
         {
             return(VehicleDirection12.DownRightDown);
         }
         if ((dir & VehicleDirection12Flags.UpRightRight) != 0)
         {
             return(VehicleDirection12.UpRightRight);
         }
         if ((dir & VehicleDirection12Flags.UpLeftUp) != 0)
         {
             return(VehicleDirection12.UpLeftUp);
         }
         if ((dir & VehicleDirection12Flags.DownLeftLeft) != 0)
         {
             return(VehicleDirection12.DownLeftLeft);
         }
     }
     foreach (var v in DirectionUtils.ToVehicleDirection12s(dir))
     {
         return(v);
     }
     return(null);
 }
Beispiel #3
0
        public VehicleDirection12Flags PossibleRails(TileEnterData enter)
        {
            Vector3 new_position = enter.BlockPosition;
            VehicleDirection12Flags possible_rails = VehicleDirection12Flags.None;

            if (MapUtil.IsValidPos(d_Map, (int)enter.BlockPosition.X, (int)enter.BlockPosition.Y, (int)enter.BlockPosition.Z))
            {
                RailDirectionFlags newpositionrail = d_Data.Rail[
                    d_Map.GetBlock((int)enter.BlockPosition.X, (int)enter.BlockPosition.Y, (int)enter.BlockPosition.Z)];
                List <VehicleDirection12> all_possible_rails = new List <VehicleDirection12>();
                foreach (var z in DirectionUtils.PossibleNewRails(enter.EnterDirection))
                {
                    if ((newpositionrail & DirectionUtils.ToRailDirectionFlags(DirectionUtils.ToRailDirection(z)))
                        != RailDirectionFlags.None)
                    {
                        all_possible_rails.Add(z);
                    }
                }
                possible_rails = DirectionUtils.ToVehicleDirection12Flags(all_possible_rails);
            }
            return(possible_rails);
        }
Beispiel #4
0
 public Item Stack(Item itemA, Item itemB)
 {
     if (itemA.ItemClass == ItemClass.Block &&
         itemB.ItemClass == ItemClass.Block)
     {
         int railcountA = MyLinq.Count(DirectionUtils.ToRailDirections(d_Data.Rail[itemA.BlockId]));
         int railcountB = MyLinq.Count(DirectionUtils.ToRailDirections(d_Data.Rail[itemB.BlockId]));
         if ((itemA.BlockId != itemB.BlockId) && (!(railcountA > 0 && railcountB > 0)))
         {
             return(null);
         }
         //todo stack size limit
         Item ret = new Item();
         ret.ItemClass  = itemA.ItemClass;
         ret.BlockId    = itemA.BlockId;
         ret.BlockCount = itemA.BlockCount + itemB.BlockCount;
         return(ret);
     }
     else
     {
         return(null);
     }
 }
Beispiel #5
0
 public static Vector3 NextTile(VehicleDirection12 direction, Vector3 currentTile)
 {
     return(NextTile(DirectionUtils.ResultExit(direction), currentTile));
 }
Beispiel #6
0
        void RailOnNewFrame(float dt)
        {
            LocalPlayerAnimationHint.InVehicle = railriding;
            LocalPlayerAnimationHint.DrawFix   = railriding ? new Vector3(0, -0.7f, 0) : new Vector3();

            bool turnright = keyboardstate[GetKey(OpenTK.Input.Key.D)];
            bool turnleft  = keyboardstate[GetKey(OpenTK.Input.Key.A)];

            RailSound();
            if (railriding)
            {
                ENABLE_FREEMOVE           = true;
                ENABLE_MOVE               = false;
                LocalPlayerPosition       = CurrentRailPos();
                currentrailblockprogress += currentvehiclespeed * (float)dt;
                if (currentrailblockprogress >= 1)
                {
                    lastdirection            = currentdirection;
                    currentrailblockprogress = 0;
                    var newenter = new TileEnterData();
                    newenter.BlockPosition = NextTile(currentdirection, currentrailblock);
                    //slope
                    if (GetUpDownMove(currentrailblock,
                                      DirectionUtils.ResultEnter(DirectionUtils.ResultExit(currentdirection))) == UpDown.Up)
                    {
                        newenter.BlockPosition.Z++;
                    }
                    if (GetUpDownMove(newenter.BlockPosition + new Vector3(0, 0, -1),
                                      DirectionUtils.ResultEnter(DirectionUtils.ResultExit(currentdirection))) == UpDown.Down)
                    {
                        newenter.BlockPosition.Z--;
                    }

                    newenter.EnterDirection = DirectionUtils.ResultEnter(DirectionUtils.ResultExit(currentdirection));
                    var newdir = BestNewDirection(PossibleRails(newenter), turnleft, turnright);
                    if (newdir == null)
                    {
                        //end of rail
                        currentdirection = DirectionUtils.Reverse(currentdirection);
                    }
                    else
                    {
                        currentdirection = newdir.Value;
                        currentrailblock = newenter.BlockPosition;
                    }
                }
            }
            if (keyboardstate[GetKey(OpenTK.Input.Key.W)] && GuiTyping != TypingState.Typing)
            {
                currentvehiclespeed += 1f * (float)dt;
            }
            if (keyboardstate[GetKey(OpenTK.Input.Key.S)] && GuiTyping != TypingState.Typing)
            {
                currentvehiclespeed -= 5f * (float)dt;
            }
            if (currentvehiclespeed < 0)
            {
                currentvehiclespeed = 0;
            }
            //todo fix
            //if (viewport.keypressed != null && viewport.keypressed.Key == OpenTK.Input.Key.Q)
            if (!wasqpressed && keyboardstate[GetKey(OpenTK.Input.Key.Q)] && GuiTyping != TypingState.Typing)
            {
                Reverse();
            }

            if (!wasepressed && keyboardstate[GetKey(OpenTK.Input.Key.E)] && !railriding && !ENABLE_FREEMOVE && GuiTyping != TypingState.Typing)
            {
                currentrailblock = new Vector3((int)LocalPlayerPosition.X,
                                               (int)LocalPlayerPosition.Z, (int)LocalPlayerPosition.Y - 1);
                if (!MapUtil.IsValidPos(d_Map, (int)currentrailblock.X, (int)currentrailblock.Y, (int)currentrailblock.Z))
                {
                    ExitVehicle();
                }
                else
                {
                    var railunderplayer = d_Data.Rail[d_Map.GetBlock((int)currentrailblock.X, (int)currentrailblock.Y, (int)currentrailblock.Z)];
                    railriding          = true;
                    CharacterHeight     = minecartheight;
                    currentvehiclespeed = 0;
                    if ((railunderplayer & RailDirectionFlags.Horizontal) != 0)
                    {
                        currentdirection = VehicleDirection12.HorizontalRight;
                    }
                    else if ((railunderplayer & RailDirectionFlags.Vertical) != 0)
                    {
                        currentdirection = VehicleDirection12.VerticalUp;
                    }
                    else if ((railunderplayer & RailDirectionFlags.UpLeft) != 0)
                    {
                        currentdirection = VehicleDirection12.UpLeftUp;
                    }
                    else if ((railunderplayer & RailDirectionFlags.UpRight) != 0)
                    {
                        currentdirection = VehicleDirection12.UpRightUp;
                    }
                    else if ((railunderplayer & RailDirectionFlags.DownLeft) != 0)
                    {
                        currentdirection = VehicleDirection12.DownLeftLeft;
                    }
                    else if ((railunderplayer & RailDirectionFlags.DownRight) != 0)
                    {
                        currentdirection = VehicleDirection12.DownRightRight;
                    }
                    else
                    {
                        ExitVehicle();
                    }
                    lastdirection = currentdirection;
                }
            }
            else if (!wasepressed && keyboardstate[GetKey(OpenTK.Input.Key.E)] && railriding && GuiTyping != TypingState.Typing)
            {
                ExitVehicle();
                LocalPlayerPosition += new Vector3(0, 0.7f, 0);
            }
            wasqpressed = keyboardstate[GetKey(OpenTK.Input.Key.Q)] && GuiTyping != TypingState.Typing;
            wasepressed = keyboardstate[GetKey(OpenTK.Input.Key.E)] && GuiTyping != TypingState.Typing;
        }