Example #1
0
        public static IEnumerator LineSurface(Emplacement place, OptionEffect options)
        {
            Vector3i    shape         = options.OptionShape.shape; /// (avancée, hauteur, largeur)
            Vector3i    above         = Vectors.Up;
            Vector3i    pos           = place.ipos;
            Vector3i    offsetSurface = new Vector3i(0, options.OptionShape.offsetSurface, 0);
            bool        reverse       = options.OptionShape.reverse != "";
            float       pace          = options.OptionShape.pace;
            bool        collapse_once = options.OptionShape.reverse == "once";
            Block       air           = Block.GetBlockByName("air", false);
            Block       blk           = options.OptionBlock.block;
            BlockSetter setter        = new BlockSetter(options.OptionBlock);

            /// IntLine traj = new IntLine(place.ipos, Vectors.Float.UnitX);
            IntLine traj = new IntLine(place.ipos, Emplacement.Truncate(place.direction, true, true));

            for (int avance = 0; avance < shape.x; avance++)
            {
                Vector3i where = traj.Get(avance);
                Debug.Log("LineSurface " + avance.ToString());
                IntLine orth = new IntLine(Vectors.ToFloat(where), Vectors.Float.UnitZ);
                foreach (int ligne in LR(shape.z))
                {
                    Vector3i at = orth.Get(ligne);
                    //Debug.Log("Line Surface inner " + p.ToString());
                    at = Geo3D.Surface(at); // I don't need surface before orthogonal ... surface made after
                    setter.Apply(at + above + offsetSurface);
                }
                setter.Push();
                yield return(new WaitForEndOfFrame());
            }
        }
Example #2
0
    // Start is called before the first frame update
    void Start()
    {
        controller = GameObject.Find("MoveTheBlockController").GetComponent <BlockSetter>();
        _rb        = GetComponent <Rigidbody2D>();

        directionAxis = bounds.transform.localScale.y > bounds.transform.localScale.x ? Vector2.up : Vector2.right;
        offset        = bounds.transform.localScale.y > bounds.transform.localScale.x ? transform.position.y : transform.position.x;
        offset       -= Mathf.FloorToInt(offset);
    }
Example #3
0
        public override void Effect1(EntityPlayer player, Emplacement place, OptionEffect opt)
        {
            Vector3i where = place.ipos;
            where          = where + rand.RandomRange(30, 50) * Vectors.Up;
            BlockSetter setter   = new BlockSetter(opt.OptionBlock);
            Block       previous = setter.options.block;

            setter.Apply(where);
            setter.Push();
        }
Example #4
0
 public static IEnumerator CactusGrowth(Entity player, Emplacement place, OptionEffect options)
 {
     Vector3i where = Geo3D.Surface(place.ipos) + Vectors.Up;
     string[] cactuses = new String[] { "treeCactus04", "treeCactus05", "treeCactus06", "treeCactus03", "treeCactus02", "treeCactus01" };
     foreach (string blk in cactuses)
     {
         BlockSetter.SetBlockAt(where, Block.GetBlockByName(blk, false), options);
         yield return(new WaitForSeconds(1f));
     }
 }
Example #5
0
        public static IEnumerator TrapLine(Entity player, Emplacement place, OptionEffect options)
        {
            /// TODO: recoder ca avec rift
            Vector3i offsetSurface = new Vector3i(0, options.OptionShape.offsetSurface, 0);

            Vector3i pos = place.ipos;
            // size = E/W=largeur, hauteur, N/S profondeur (portee)
            Vector3i size           = options.OptionShape.shape;
            Vector3  base_direction = Emplacement.Truncate(place.direction, true, true);

            float pace = 0.1f;                               // TODO pace in option
            Block air  = Block.GetBlockByName("air", false); // The air instance could prolly be shared ...
            // Block blk = options.OptionBlock.block;

            int portee = 100;

            BlockSetter setter    = new BlockSetter(options.OptionBlock);
            BlockSetter setterAir = new BlockSetter(options.OptionBlock.Copy());

            setterAir.options.block = air;

            Vector3 posf = Vectors.ToFloat(pos + offsetSurface);
            // string[] random_blocks = new string[]{"trapSpikesWoodDmg0", "trapSpikesWoodDmg1", "trapSpikesWoodDmg2"};
            // Block[] random_blocks = options.OptionBlock.blocks;
            Vector3i start = Geo3D.Surface(place.ipos);

            for (int k = 0; k < 10; k++)
            {
                Vector3 direction = base_direction + Vectors.Float.Randomize(GameManager.Instance.World.GetGameRandom(), 0.1f);
                direction.y = 0;
                direction   = direction.normalized;
                // IntLine traj = new IntLine(start, direction); //east
                IEnumerable <Vector3i> segment = IntLine.Segment(Vectors.ToFloat(start), direction, 1, 10); // skip 0 intersecting with the previous
                foreach (Vector3i where in segment)
                {
                    Vector3i Swhere = Geo3D.Surface(where);
                    // randomisation : "trapSpikesWoodDmg0-2"
                    // string rdm = random_blocks[(int) Math.Floor(GameManager.Instance.World.GetGameRandom().RandomFloat*3)];
                    // setter.options.block = Block.GetBlockByName(rdm, false);
                    // Block rdm =

                    setter.Apply(Swhere + Vectors.Up);
                    setter.Push();
                    start = Swhere;
                    yield return(new WaitForEndOfFrame());
                }
                yield return(new WaitForSeconds(0.5f));
            }
        }
Example #6
0
        public static IEnumerator Wave(Entity _player, Emplacement place, OptionEffect options)
        {
            /*  NB: position ou ray peuvent etre ds le vide. Il faut partir une case dessous et not erase ?
             */
            Vector3i offsetSurface = new Vector3i(0, options.OptionShape.offsetSurface, 0);

            Vector3i pos = place.ipos;
            // size = E/W=largeur, hauteur, N/S profondeur (portee)
            Vector3i size      = options.OptionShape.shape;
            Vector3  direction = Emplacement.Truncate(place.direction, true, true);

            float pace = 0.1f;                               // TODO pace in option
            Block air  = Block.GetBlockByName("air", false); // The air instance could prolly be shared ...
            Block blk  = options.OptionBlock.block;

            int portee = 10; // [!]

            BlockSetter setter    = new BlockSetter(options.OptionBlock);
            BlockSetter setterAir = new BlockSetter(options.OptionBlock.Copy());

            setterAir.options.block = air;

            Vector3 posf = Vectors.ToFloat(pos + offsetSurface);

            for (int forward = 1; forward <= portee; forward++)
            {
                foreach (int width in LR(size.x))
                {
                    setter.Apply(Vectors.Toward(posf, direction, forward)); // avant de la vague
                    setter.Push();
                    yield return(new WaitForSeconds(pace));

                    setter.Apply(Vectors.Toward(posf, direction, forward - 1));
                    setter.Apply(Vectors.Toward(posf, direction, forward - 1) + Vectors.Up); // if not exist material to speed up?
                    setter.Push();
                    yield return(new WaitForSeconds(pace));

                    if (forward > 3) // TODO: test existing ?
                    {
                        setterAir.Apply(Vectors.Toward(posf, direction, forward - 1 - 2));
                        setterAir.Apply(Vectors.Toward(posf, direction, forward - 1 - 2) + Vectors.Up);
                        setterAir.Push();
                    }
                }
                // __BUG(); // FIXME test
            }
        }
Example #7
0
        /*
         *
         * Options:
         * - ground (water, traps)
         * - recursion
         * - size / depth (puis avant)
         * - other content : Z, animal, torch, lights ...
         *
         */


        public static IEnumerator Rift(EntityPlayer player, Emplacement place, OptionEffect options)
        {
            /*
             * Laisse des blocks tomber au dessus ? just changed  erase="yes"
             * (longueur 1, hauteur (profonfeur), replicats)
             */
            EntityPlayerLocal epl = player as EntityPlayerLocal;

            epl.cameraTransform.SendMessage("ShakeBig");
            yield return(new WaitForSeconds(1f));

            BlockSetter setter    = new BlockSetter(options.OptionBlock);
            Vector3     direction = Vectors.Copy(place.direction);

            direction.y = 0;
            direction   = direction.normalized;

            Vector3i start = Geo3D.Surface(place.ipos);

            for (int k = 0; k < options.OptionShape.shape.z; k++)
            {
                Vector3 kdirection = direction + Vectors.Float.Randomize(GameManager.Instance.World.GetGameRandom(), 0.2f);
                // IntLine traj = new IntLine(start, direction); //east
                IEnumerable <Vector3i> segment = IntLine.Segment(Vectors.ToFloat(start), kdirection, 0, options.OptionShape.shape.x);
                Vector3i prev    = new Vector3i();
                bool     hasprev = false;
                foreach (Vector3i where in segment)
                {
                    Vector3i Swhere = Geo3D.Surface(where);
                    setter.Apply(Swhere);
                    if (hasprev)
                    {
                        for (int creuse = 1; creuse < options.OptionShape.shape.y; creuse++)
                        {
                            setter.Apply(prev + creuse * Vectors.Down);
                        }
                    }
                    setter.Push();
                    start = Swhere;
                    yield return(new WaitForEndOfFrame());

                    hasprev = true; prev = Swhere;
                }
                yield return(new WaitForSeconds(1f));
            }
        }
    public IEnumerator SpawnBlock(EntityAlive ctrl, Vector3 pos)
    {
        Printer.Log(30, "MinEventActionImpactSpawn", ctrl, pos, ctrl.GetPosition());
        yield return(new WaitForSeconds((float)this.dt / 1000f));

        BlockSetter.Options opt = new BlockSetter.Options();
        opt.avoidBlock  = false;
        opt.avoidEntity = false;
        opt.elastic     = 0;
        opt.SetBlocks(this.block);

        BlockSetter setter = new BlockSetter(opt);

        setter.OnCreation = BlockSetter.Rotate;
        Vector3i ipos = Vectors.ToInt(pos);
        Vector3i surf = Geo3D.Surface(ipos, ipos.y) + Vectors.Up;

        // setter.Apply(ipos); // is it pos +1 ? do we need surface ?
        setter.Apply(surf);
        setter.Push();
    }
Example #9
0
        public static IEnumerator Rift(EntityPlayer player, Emplacement place, OptionEffect options)
        {
            /*
             * Laisse des blocks tomber au dessus ? just changed  erase="yes"
             */
            Vector3i offsetSurface = new Vector3i(0, options.OptionShape.offsetSurface, 0);

            EntityPlayerLocal epl = player as EntityPlayerLocal;

            epl.cameraTransform.SendMessage("ShakeBig");
            yield return(new WaitForSeconds(1f));

            // Vector3i shape = options.OptionShape.shape; /// (longueur, hauteur, largeur)
            BlockSetter setter = new BlockSetter(options.OptionBlock);
            Vector3i    start  = Geo3D.Surface(place.ipos);

            for (int k = 0; k < 3; k++)
            {
                // Vector3 direction = Vectors.Float.UnitX + Vectors.Float.Randomize(GameManager.Instance.World.GetGameRandom(), 0.1f);
                Vector3 direction = place.direction + Vectors.Float.Randomize(GameManager.Instance.World.GetGameRandom(), 0.1f);
                direction.y = 0;
                direction   = direction.normalized;
                // IntLine traj = new IntLine(start, direction); //east
                IEnumerable <Vector3i> segment = IntLine.Segment(Vectors.ToFloat(start), direction, 1, 5); // skip 0 intersecting with the previous
                foreach (Vector3i where in segment)
                {
                    Vector3i Swhere = Geo3D.Surface(where) + offsetSurface;
                    setter.Apply(Swhere);
                    setter.Apply(Swhere + Vectors.Up);
                    setter.Apply(Swhere + 2 * Vectors.Up);
                    setter.Push();
                    start = Swhere;
                    yield return(new WaitForEndOfFrame());
                }
                yield return(new WaitForSeconds(1f));
            }
        }
Example #10
0
        public static IEnumerator Cave(EntityPlayer player, Emplacement place, OptionEffect options)
        {
            /// TODO: enumérer les colonnes et s'arreter à surface
            BlockSetter setter = new BlockSetter(options.OptionBlock);
            Vector3i    shape  = options.OptionShape.shape;
            Vector3i    start  = Geo3D.Surface(place.ipos);

            int     depth     = shape.y;
            Vector3 direction = Vectors.Float.UnitY; // cannot use negative, so positive and get(_k) !
            IntLine colonne   = new IntLine(Vectors.ToFloat(start), direction);

            // Debug.Log(String.Format("Cave: pos={0} start={1} dir={2} ground={3}", place.position, start, direction, ground));

            for (int d = 0; d < depth; d++)
            {
                // Debug.Log(String.Format("cave {0} {1}", d, setter));
                if (options.OptionShape.ground != "" && d == depth - 1)
                {
                    setter.options.block = Block.GetBlockByName(options.OptionShape.ground, false);
                }
                Vector3i where = colonne.Get(-d);
                Vector3i dxy = new Vector3i(0, 0, 0);
                foreach (int p in SdtdUtils.EffectsGround.LR(shape.x))
                {
                    foreach (int q in SdtdUtils.EffectsGround.LR(shape.z))
                    {
                        dxy.x = p; dxy.z = q;
                        Printer.Log(20, "Cave Apply (d,p) =", d, p, "where, dxy=", where, dxy);
                        setter.Apply(where + dxy);
                    }
                }
                Printer.FLog(20, "cave Push {0} {1}", d, where);
                setter.Push();
            }
            yield return(new WaitForEndOfFrame());
        }
Example #11
0
/*
 *  public static string Get(IDictionary<string, string> dico, string key, string def) { // UTILS
 *      if (dico.ContainsKey(key)) return dico[key];
 *      return def;
 *  } */
        public static IEnumerator Peak(Entity player, Emplacement place, OptionEffect options)
        {
            Vector3i offsetSurface = new Vector3i(0, options.OptionShape.offsetSurface, 0);
            Vector3i pos           = Geo3D.Surface(place.ipos) + Vectors.Up + offsetSurface;

            Vector3i shape = options.OptionShape.shape;

            float       pace   = options.OptionShape.pace;
            Block       air    = Block.GetBlockByName("air", false); // The air instance could prolly be shared ...
            Block       blk    = options.OptionBlock.block;
            BlockSetter setter = new BlockSetter(options.OptionBlock);

            Printer.Log(20, "Peak (position/pos=Surface+Up):", place.ipos, pos);
            Printer.Log(20, "              (blk/pace/shape)", options.OptionBlock.block, options.OptionShape.pace, options.OptionShape.shape);
            Printer.Log(20, "    setter   (avB/avE,elastic):", options.OptionBlock.avoidBlock, options.OptionBlock.avoidEntity, options.OptionBlock.elastic);
            // Start at -1 only if air below
            for (int h = 0; h < shape.y; h++)
            {
                foreach (int e in LR(shape.x))
                {
                    foreach (int n in LR(shape.z))
                    {
                        Vector3i where = new Vector3i(pos.x + e, pos.y + h, pos.z + n);
                        setter.Apply(where);
                    }
                    setter.Push();
                    yield return(new WaitForSeconds(pace));
                }
                //
            }
            if (options.OptionShape.reverse == "")
            {
                yield break;
            }
            // unset if exists
            options.OptionBlock.block      = air;
            options.OptionBlock.avoidBlock = false; // protected by testing blk.blockID, and preventing us from actually deleting !
            setter = new BlockSetter(options.OptionBlock);
            // IEnumerable<int> heights = Enumerable.Range(0, shape.y-1);
            IEnumerable <int> heights = Enumerable.Range(0, shape.y);

            if (options.OptionShape.reverse.Contains('U'))
            {
            }
            else
            {
                heights = Enumerable.Reverse(heights);
            }
            foreach (int h in heights) // when destroyed from below, collapse => destroy top to bottom
            {
                foreach (int e in LR(shape.x))
                {
                    foreach (int n in LR(shape.z))
                    {
                        Vector3i where = new Vector3i(pos.x + e, pos.y + h, pos.z + n);
                        BlockValue existing = GameManager.Instance.World.GetBlock(where);
                        if (existing.type == blk.blockID) // only erase the type I just inserted
                        {
                            setter.Apply(where);
                            // TODO: reverse once option
                            // yield return new WaitForSeconds(sleep);
                        }
                    }
                }
                if (!options.OptionShape.reverse.Contains('O')) /// not once: update progressively
                {
                    setter.Push();
                    yield return(new WaitForSeconds(pace));
                }
            }
        }