Ejemplo n.º 1
0
        private void TestArmorSlots(ISet <Type> equippedAbilityEnablingItemTypes)
        {
            int maxAccSlot = PlayerItemLibraries.GetCurrentVanillaMaxAccessories(this.player)
                             + PlayerItemLibraries.VanillaAccessorySlotFirst;

            string alert;

            // Test each item against equipped ability items
            for (int slot = 0; slot < maxAccSlot; slot++)
            {
                Item item = this.player.armor[slot];
                if (item == null || item.IsAir)
                {
                    continue;
                }

                if (!this.TestArmorAgainstMissingAbilities(equippedAbilityEnablingItemTypes, slot, out alert))
                {
                    Main.NewText(alert, Color.Yellow);
                    PlayerItemLibraries.DropEquippedArmorItem(this.player, slot, 0);
                    continue;
                }
            }

            this.TestAccessorySlotCapacity();
        }
Ejemplo n.º 2
0
        /*public override void PostDrawInterface( SpriteBatch sb ) {
         *      if( Main.playerInventory && Main.EquipPage == 0 ) {	//== 2 is misc page
         *              this.DrawAccessoryOverlays( sb );
         *      }
         * }*/


        private void DrawDisabledAccessorySlotOverlays(SpriteBatch sb)
        {
            var myplayer = TmlLibraries.SafelyGetModPlayer <LockedAbilitiesPlayer>(Main.LocalPlayer);

            if (myplayer.TotalAllowedAccessorySlots < 0)
            {
                return;
            }

            int firstAccSlot = PlayerItemLibraries.VanillaAccessorySlotFirst;
            int maxAcc       = PlayerItemLibraries.GetCurrentVanillaMaxAccessories(Main.LocalPlayer) + firstAccSlot;
            int myMaxAcc     = myplayer.TotalAllowedAccessorySlots;

            for (int i = firstAccSlot; i < maxAcc; i++)
            {
                if ((i - firstAccSlot) < myMaxAcc)
                {
                    continue;
                }

                var pos = HUDElementLibraries.GetVanillaAccessorySlotScreenPosition(i - firstAccSlot);
                pos.X += 8;
                pos.Y += 8;

                sb.Draw(this.DisabledItemTex, pos, Color.White);
            }
        }
        ////////////////

        public static bool IsAmmoSourceAvailable(Player player, bool skipSpeedloaders, out string result)
        {
            var config = TMRConfig.Instance;

            if (config.Get <bool>(nameof(TMRConfig.InfiniteAmmoCheat)))
            {
                result = "Cheater.";
                return(true);
            }

            if (!skipSpeedloaders)
            {
                int speedloaderType = ModContent.ItemType <SpeedloaderItem>();

                for (int i = 0; i < player.inventory.Length; i++)
                {
                    Item item = player.inventory[i];
                    if (item == null || item.IsAir || item.type != speedloaderType)
                    {
                        continue;
                    }

                    var myitem = item.modItem as SpeedloaderItem;
                    if ((myitem?.LoadedRounds ?? 0) > 0)
                    {
                        result = " Speedloader available.";
                        return(true);
                    }
                }
                result = "Loaded speedloader needed.";
            }
            else
            {
                result = "Cannot reload.";
            }

            if (config.Get <bool>(nameof(TMRConfig.BandolierNeededToReload)))
            {
                int bandolierType = ModContent.ItemType <BandolierItem>();
                int max           = PlayerItemLibraries.VanillaAccessorySlotFirst
                                    + PlayerItemLibraries.GetCurrentVanillaMaxAccessories(player);

                for (int i = PlayerItemLibraries.VanillaAccessorySlotFirst; i < max; i++)
                {
                    Item item = player.armor[i];
                    if (item == null || item.IsAir || item.type != bandolierType)
                    {
                        continue;
                    }

                    result = "Bandolier available.";
                    return(true);
                }
                result = "Bandolier needed.";
            }

            return(false);
        }
Ejemplo n.º 4
0
        public override bool ConsumeItem(Player player)
        {
            var  myplayer            = TmlLibraries.SafelyGetModPlayer <LockedAbilitiesPlayer>(player);
            int  vanillaMaxAcc       = PlayerItemLibraries.GetCurrentVanillaMaxAccessories(player);
            bool canIncreaseAccSlots = myplayer.InternalAllowedAccessorySlots >= 0 &&
                                       myplayer.InternalAllowedAccessorySlots < vanillaMaxAcc;

            if (canIncreaseAccSlots)
            {
                myplayer.IncreaseAllowedAccessorySlots();
            }
            return(canIncreaseAccSlots);
        }
Ejemplo n.º 5
0
        ////////////////

        public override void UpdateEquips(ref bool wallSpeedBuff, ref bool tileSpeedBuff, ref bool tileRangeBuff)
        {
            int maxAccSlot     = 3 + PlayerItemLibraries.GetCurrentVanillaMaxAccessories(this.player);
            int hookBracerType = ModContent.ItemType <TensionedHookBracerItem>();

            this.IsEquippingTensionedHookBracer = false;

            for (int i = 3; i < maxAccSlot; i++)
            {
                if (!(this.player.armor[i]?.IsAir ?? false) && this.player.armor[i].type == hookBracerType)
                {
                    this.IsEquippingTensionedHookBracer = true;
                    break;
                }
            }
        }
Ejemplo n.º 6
0
        ////////////////

        private IList <Item> GetEquippedAbilityItems()
        {
            int firstAccSlot = PlayerItemLibraries.VanillaAccessorySlotFirst;
            int maxAccSlot   = PlayerItemLibraries.GetCurrentVanillaMaxAccessories(player) + firstAccSlot;
            var items        = new List <Item>();

            for (int i = firstAccSlot; i < maxAccSlot; i++)
            {
                Item item = player.armor[i];
                if (item == null || item.IsAir || item.modItem == null || !(item.modItem is IAbilityAccessoryItem))
                {
                    continue;
                }

                items.Add(item);
            }

            return(items);
        }
Ejemplo n.º 7
0
        ////////////////

        public override bool PreItemCheck()
        {
            if (!Main.mouseLeft && !Main.mouseRight)
            {
                return(base.PreItemCheck());
            }

            string timerName = "LockedAbilitiesEquipCheck_" + this.player.whoAmI;

            if (Timers.GetTimerTickDuration(timerName) > 0)
            {
                Timers.SetTimer(timerName, 2, false, () => false);
                return(false);
            }

            int         firstAccSlot             = PlayerItemLibraries.VanillaAccessorySlotFirst;
            int         maxAccSlot               = PlayerItemLibraries.GetCurrentVanillaMaxAccessories(this.player) + firstAccSlot;
            ISet <Type> equippedAbilityItemTypes = new HashSet <Type>();

            // Find equipped ability items
            for (int i = firstAccSlot; i < maxAccSlot; i++)
            {
                Item item = this.player.armor[i];
                if (item == null || item.IsAir || item.modItem == null || !(item.modItem is IAbilityAccessoryItem))
                {
                    continue;
                }

                equippedAbilityItemTypes.Add(item.modItem.GetType());
            }

            if (!this.TestEquipItem(equippedAbilityItemTypes, this.player.HeldItem))
            {
                Timers.SetTimer(timerName, 2, false, () => false);
                return(false);
            }

            return(base.PreItemCheck());
        }
Ejemplo n.º 8
0
        ////////////////

        private void TestAccessorySlotCapacity()
        {
            if (this.TotalAllowedAccessorySlots < 0)
            {
                return;
            }

            int firstAccSlot = PlayerItemLibraries.VanillaAccessorySlotFirst;
            int maxAccSlot   = PlayerItemLibraries.GetCurrentVanillaMaxAccessories(this.player) + firstAccSlot;

            // Test max accessory slots
            for (int slot = (firstAccSlot + this.TotalAllowedAccessorySlots); slot < maxAccSlot; slot++)
            {
                Item item = this.player.armor[slot];
                if (item == null || item.IsAir)
                {
                    continue;
                }

                Main.NewText("Invalid accessory slot.", Color.Yellow);
                PlayerItemLibraries.DropEquippedArmorItem(this.player, slot, 0);
                break;
            }
        }