Example #1
0
        // ReSharper disable once CyclomaticComplexity
        public Option <ICommand> HandleKeyInput(int key)
        {
            Player player = Game.Player;

            switch (InputMapping.GetNormalInput(key))
            {
            case NormalInput.None:
                return(Option.None <ICommand>());

                #region Movement Keys
            case NormalInput.MoveW:
                return(Option.Some <ICommand>(new MoveCommand(player, player.Pos + Direction.W)));

            case NormalInput.MoveS:
                return(Option.Some <ICommand>(new MoveCommand(player, player.Pos + Direction.S)));

            case NormalInput.MoveN:
                return(Option.Some <ICommand>(new MoveCommand(player, player.Pos + Direction.N)));

            case NormalInput.MoveE:
                return(Option.Some <ICommand>(new MoveCommand(player, player.Pos + Direction.E)));

            case NormalInput.MoveNW:
                return(Option.Some <ICommand>(new MoveCommand(player, player.Pos + Direction.NW)));

            case NormalInput.MoveNE:
                return(Option.Some <ICommand>(new MoveCommand(player, player.Pos + Direction.NE)));

            case NormalInput.MoveSW:
                return(Option.Some <ICommand>(new MoveCommand(player, player.Pos + Direction.SW)));

            case NormalInput.MoveSE:
                return(Option.Some <ICommand>(new MoveCommand(player, player.Pos + Direction.SE)));

            case NormalInput.Wait:
                return(Option.Some <ICommand>(new WaitCommand(player)));

                #endregion

            case NormalInput.Cast:
                int spellnum = key - BearLib.Terminal.TK_1;
                if (spellnum >= player.SpellList.Count)
                {
                    return(Option.None <ICommand>());
                }

                Spell.ISpell spell = player.SpellList[spellnum];
                return(CastSpell(player, spellnum, spell));

            case NormalInput.Get:
                return(Game.MapHandler.GetItem(player.Pos)
                       .FlatMap(item => Option.Some <ICommand>(new PickupCommand(player, item))));

            case NormalInput.OpenMenu:
                Game.Exit();
                return(Option.None <ICommand>());
            }

            return(Option.None <ICommand>());
        }
Example #2
0
        // ReSharper disable once CyclomaticComplexity
        public Option <ICommand> HandleKeyInput(int key)
        {
            Mech player = (Mech)BaseGame.Player;

            (int px, int py) = player.Pos;

            switch (InputMapping.GetNormalInput(key))
            {
            case NormalInput.None:
                return(Option.None <ICommand>());

                #region Movement Keys
            case NormalInput.MoveLeft:
                return(Option.Some <ICommand>(new MoveCommand(player, new Loc(px - 1, py))));

            case NormalInput.MoveDown:
                return(Option.Some <ICommand>(new MoveCommand(player, new Loc(px, py + 1))));

            case NormalInput.MoveUp:
                return(Option.Some <ICommand>(new MoveCommand(player, new Loc(px, py - 1))));

            case NormalInput.MoveRight:
                return(Option.Some <ICommand>(new MoveCommand(player, new Loc(px + 1, py))));

            case NormalInput.TurnLeft:
                return(Option.Some <ICommand>(new TurnCommand(player, Math.PI / 2)));

            case NormalInput.TurnRight:
                return(Option.Some <ICommand>(new TurnCommand(player, -Math.PI / 2)));

            case NormalInput.Wait:
                return(Option.Some <ICommand>(new WaitCommand(player)));

                #endregion

                #region Weapon Group Firing;
            case NormalInput.WeaponGroup1:
                return(player.PartHandler.WeaponGroup.FireGroup(player, 0));

            case NormalInput.WeaponGroup2:
                return(player.PartHandler.WeaponGroup.FireGroup(player, 1));

            case NormalInput.WeaponGroup3:
                return(player.PartHandler.WeaponGroup.FireGroup(player, 2));

            case NormalInput.WeaponGroup4:
                return(player.PartHandler.WeaponGroup.FireGroup(player, 3));

            case NormalInput.WeaponGroup5:
                return(player.PartHandler.WeaponGroup.FireGroup(player, 4));

            case NormalInput.WeaponGroup6:
                return(player.PartHandler.WeaponGroup.FireGroup(player, 5));

                #endregion

            case NormalInput.UseCoolant:
                player.UseCoolant();
                return(Option.Some <ICommand>(new WaitCommand(EngineConsts.COOL_USE_TICKS)));
            }

            return(Option.None <ICommand>());
        }
Example #3
0
        // ReSharper disable once CyclomaticComplexity
        public Option <ICommand> HandleKeyInput(int key)
        {
            Player player = Game.Player;
            Weapon weapon = player.Equipment.PrimaryWeapon;

            switch (InputMapping.GetNormalInput(key))
            {
                //case NormalInput.None:
                //    return null;

                #region Movement Keys
            case NormalInput.MoveW:
                return(Option.Some <ICommand>(new MoveCommand(player, player.Loc + Direction.W)));

            case NormalInput.MoveS:
                return(Option.Some <ICommand>(new MoveCommand(player, player.Loc + Direction.S)));

            case NormalInput.MoveN:
                return(Option.Some <ICommand>(new MoveCommand(player, player.Loc + Direction.N)));

            case NormalInput.MoveE:
                return(Option.Some <ICommand>(new MoveCommand(player, player.Loc + Direction.E)));

            case NormalInput.MoveNW:
                return(Option.Some <ICommand>(new MoveCommand(player, player.Loc + Direction.NW)));

            case NormalInput.MoveNE:
                return(Option.Some <ICommand>(new MoveCommand(player, player.Loc + Direction.NE)));

            case NormalInput.MoveSW:
                return(Option.Some <ICommand>(new MoveCommand(player, player.Loc + Direction.SW)));

            case NormalInput.MoveSE:
                return(Option.Some <ICommand>(new MoveCommand(player, player.Loc + Direction.SE)));

            case NormalInput.Wait:
                return(Option.Some <ICommand>(new WaitCommand(player)));

                #endregion

            case NormalInput.Get:
                return(Option.Some <ICommand>(new PickupCommand(player, Game.Map.GetStack(player.Loc))));

            case NormalInput.Throw:
                // TODO: Add ability to throw without wielding
                if (weapon == null)
                {
                    Game.MessageHandler.AddMessage("Nothing to throw.");
                    return(Option.None <ICommand>());
                }

                IAction thrown = weapon.Throw();
                Game.StateHandler.PushState(new TargettingState(
                                                player,
                                                thrown.Area,
                                                returnTarget =>
                {
                    Game.MessageHandler.AddMessage($"You throw a {weapon}.");

                    // Switch to offhand weapon if possible.
                    player.Equipment.PrimaryWeapon = player.Equipment.OffhandWeapon;

                    // Drop the item on the map.
                    // TODO: Add possibility of weapon stuck / breaking
                    // TODO: Handle case of multiple thrown at once?
                    Loc[] enumerable = returnTarget as Loc[] ?? returnTarget.ToArray();
                    Loc point        = enumerable[0];
                    weapon.Loc       = point;
                    Game.Map.AddItem(weapon);

                    return(new DelayActionCommand(player, thrown, enumerable));
                }));
                return(Option.None <ICommand>());

            case NormalInput.ChangeLevel:
                return(Option.Some <ICommand>(new ChangeLevelCommand(Game.Map.TryChangeLocation(player))));

            case NormalInput.OpenApply:
                Game.StateHandler.PushState(ApplyState.Instance);
                return(Option.None <ICommand>());

            case NormalInput.OpenDrop:
                Game.StateHandler.PushState(DropState.Instance);
                return(Option.None <ICommand>());

            case NormalInput.OpenEquip:
                Game.StateHandler.PushState(EquipState.Instance);
                return(Option.None <ICommand>());

            case NormalInput.OpenInventory:
                Game.StateHandler.PushState(InventoryState.Instance);
                return(Option.None <ICommand>());

            case NormalInput.OpenUnequip:
                Game.StateHandler.PushState(UnequipState.Instance);
                return(Option.None <ICommand>());

            case NormalInput.AutoExplore:
                Game.StateHandler.PushState(AutoexploreState.Instance);
                return(Option.None <ICommand>());

            case NormalInput.OpenMenu:
                Game.Exit();
                return(Option.None <ICommand>());
            }

            // HACK: debugging commands
            if (key == Terminal.TK_Q)
            {
                // NOTE: Movement occurs after the hook is used. This means that using the hook
                // to pull enemies will often give the Player a first hit on enemies, but using
                // the hook to escape will give enemies an "attack of opportunity".
                IAction hookAction = new HookAction(10);
                Game.StateHandler.PushState(new TargettingState(
                                                player,
                                                hookAction.Area,
                                                returnTarget => new DelayActionCommand(player, hookAction, returnTarget)));
                return(Option.None <ICommand>());
            }

            // TODO: Create a debug menu for test commands
            if (key == Terminal.TK_GRAVE)
            {
                Game.EventScheduler.Clear();
                Game.NewGame();
                return(Option.Some <ICommand>(new WaitCommand(player)));
            }

            // TODO: Use weapon's attack sequence if equipped???
            IAction action = player.GetBasicAttack();
            if (key == Terminal.TK_Z)
            {
                action = weapon?.AttackLeft() ?? player.GetBasicAttack();
            }
            else if (key == Terminal.TK_X)
            {
                action = weapon?.AttackRight() ?? player.GetBasicAttack();
            }
            else if (Terminal.Check(Terminal.TK_SHIFT))
            {
                // TODO: Change to an arbitrary facing
                // TODO: Should attacks update facing?
                player.Facing = player.Facing.Right();
                Game.Map.Refresh();
                return(Option.None <ICommand>());
            }

            if (Terminal.Check(Terminal.TK_SHIFT))
            {
                Game.StateHandler.PushState(new TargettingState(
                                                player,
                                                action.Area,
                                                target => new DelayActionCommand(player, action, target)));
                return(Option.None <ICommand>());
            }
            else
            {
                (int dx, int dy) = player.Facing;
                IEnumerable <Loc> target = action.Area.GetTilesInRange(
                    player,
                    player.Loc + player.Facing);
                return(Option.Some <ICommand>(new DelayActionCommand(player, action, target)));
            }
        }