Beispiel #1
0
        public virtual void OnNPCAtStockpile(BlockJobInstance blockJobInstance, ref NPCState state)
        {
            MinerJobInstance inst = (MinerJobInstance)blockJobInstance;

            inst.ShouldTakeItems   = false;
            inst.GatheredItemCount = 0;
            state.Inventory.Dump(blockJobInstance.Owner.Stockpile);
            state.SetCooldown(0.3);
            state.JobIsDone = true;
        }
Beispiel #2
0
        public virtual void OnNPCAtJob(BlockJobInstance blockJobInstance, ref NPCState state)
        {
            state.JobIsDone = true;

            MinerJobInstance instance = (MinerJobInstance)blockJobInstance;

            if (instance.BlockTypeBelow == null || instance.BlockTypeBelow == BuiltinBlocks.Types.air)
            {
                if (World.TryGetTypeAt(instance.Position.Add(0, -1, 0), out ItemTypes.ItemType foundType))
                {
                    if (foundType == BuiltinBlocks.Types.air)
                    {
                        ThreadManager.InvokeOnMainThread(() => ServerManager.TryChangeBlock(instance.Position, instance.BlockType, BuiltinBlocks.Types.air, instance.Owner));
                        state.SetCooldown(3.0);                         // I don't know what's going on here, floating miner jobs
                        return;
                    }
                    instance.BlockTypeBelow = foundType;
                }
                else
                {
                    state.SetCooldown(5.0);
                    return;
                }
            }
            if (instance.MiningCooldown <= 0f)
            {
                float cooldown = 0f;
                if (instance.BlockTypeBelow.CustomDataNode?.TryGetAs("minerMiningTime", out cooldown) ?? false)
                {
                    instance.MiningCooldown = cooldown;
                }
                if (instance.MiningCooldown <= 0f)
                {
                    ThreadManager.InvokeOnMainThread(() => ServerManager.TryChangeBlock(instance.Position, instance.BlockType, BuiltinBlocks.Types.air, instance.Owner));
                    state.SetCooldown(3.0);                     // loaded block below, but it turned out to be non-mineable
                    return;
                }
            }

            if (BlockTypes.ContainsByReference(instance.BlockType, out int index))
            {
                Vector3 rotate = instance.NPC.Position.Vector;
                switch (index)
                {
                case 1:
                    rotate.x += 1f;
                    break;

                case 2:
                    rotate.x -= 1f;
                    break;

                case 3:
                    rotate.z += 1f;
                    break;

                case 4:
                    rotate.z -= 1f;
                    break;
                }
                instance.NPC.LookAt(rotate);
            }

            AudioManager.SendAudio(instance.Position.Vector, "stoneDelete");

            GatherResults.Clear();
            var itemList = instance.BlockTypeBelow.OnRemoveItems;

            for (int i = 0; i < itemList.Count; i++)
            {
                GatherResults.Add(itemList[i]);
            }

            ModLoader.Callbacks.OnNPCGathered.Invoke(instance, instance.Position.Add(0, -1, 0), GatherResults);

            InventoryItem toShow = ItemTypes.ItemTypeDrops.GetWeightedRandom(GatherResults);

            if (toShow.Amount > 0)
            {
                state.SetIndicator(new Shared.IndicatorState(instance.MiningCooldown, toShow.Type));
            }
            else
            {
                state.SetCooldown(instance.MiningCooldown);
            }

            state.Inventory.Add(GatherResults);

            instance.GatheredItemCount++;
            if (instance.GatheredItemCount >= MaxCraftsPerRun)
            {
                instance.ShouldTakeItems = true;
            }
        }