Ejemplo n.º 1
0
        public override bool DoInteractAtEntity(GameLevel gameLevel, int interactId, SkyPlayer player, SkyPlayer target)
        {
            MurderLevel murderLevel = (MurderLevel)gameLevel;
            Item        itemInHand  = player.Inventory.GetItemInHand();

            if (player == murderLevel.Murderer && itemInHand is ItemMurderKnife && target != null)
            {
                KillPlayer((MurderLevel)gameLevel, target);
                player.Inventory.SetInventorySlot(0, new ItemMurderKnife());                 //Update Knife
            }
            //Left click only (Right click charges up)
            else if (interactId != 2 && itemInHand is ItemInnocentGun && PlayerAmmoCounts[player.Username] > 0)
            {
                if (player.Experience > 0.05f)
                {
                    return(true);
                }

                var arrow = new GunProjectile(player, gameLevel)
                {
                    Damage        = 0,
                    KnownPosition = (PlayerLocation)player.KnownPosition.Clone()
                };
                arrow.KnownPosition.Y += 1.62f;

                arrow.Velocity            = arrow.KnownPosition.GetHeadDirection() * (2 * 2.0f * 1.5f);
                arrow.KnownPosition.Yaw   = (float)arrow.Velocity.GetYaw();
                arrow.KnownPosition.Pitch = (float)arrow.Velocity.GetPitch();
                arrow.BroadcastMovement   = true;
                arrow.DespawnOnImpact     = true;
                arrow.SpawnEntity();

                int currentAmmo = --PlayerAmmoCounts[player.Username];
                if (currentAmmo <= 0)
                {
                    player.Inventory.SetInventorySlot(0, new ItemAir());                     //Remove Gun
                }
                else
                {
                    //Ensure the gun is updated to a 'ItemInnocentGun' rather than an ItemBow
                    RunnableTask.RunTaskLater(() => player.Inventory.SetInventorySlot(0, new ItemInnocentGun()), 50);
                }

                const float levelOneFullBarXp = 6.65f;

                player.Experience = 0;
                player.AddExperience(levelOneFullBarXp);

                player.Inventory.SetInventorySlot(9, new ItemAir());

                const int updateTicks = 60;
                const int timerMillis = 50;
                RunnableTask.RunTaskTimer(() =>
                {
                    player.AddExperience(-(levelOneFullBarXp / updateTicks));

                    if (currentAmmo > 0 && player.Experience <= 0.1)
                    {
                        player.Inventory.SetInventorySlot(9, new ItemArrow());
                    }
                }, timerMillis, updateTicks + 2);
            }

            return(true);
        }
Ejemplo n.º 2
0
 public MurderGunPartEntity(MurderRunningState gameState, MurderLevel level, PlayerLocation spawnLocation) : base(level, new ItemGoldIngot())
 {
     GameState     = gameState;
     KnownPosition = spawnLocation;
     SpawnLocation = spawnLocation;
 }