public override void OnUpdateLive() { if (SingletonMonoBehaviour <ConnectionManager> .Instance.IsServer) { //If blocked, check to see if its a door. if (moveHelper.IsBlocked) { Vector3i blockPos = moveHelper.HitInfo.hit.blockPos; BlockValue block = world.GetBlock(blockPos); if (Block.list[block.type].HasTag(BlockTags.Door) && !BlockDoor.IsDoorOpen(block.meta)) { bool canOpenDoor = true; TileEntitySecureDoor tileEntitySecureDoor = GameManager.Instance.World.GetTileEntity(0, blockPos) as TileEntitySecureDoor; if (tileEntitySecureDoor != null) { if (tileEntitySecureDoor.IsLocked() && tileEntitySecureDoor.GetOwner() == "") { canOpenDoor = false; } } //TileEntityPowered poweredDoor = GameManager.Instance.World.GetTileEntity(0, blockPos) as TileEntityPowered; //if (poweredDoor != null) //{ // if (poweredDoor.IsLocked() && poweredDoor.GetOwner() == "") // canOpenDoor = false; //} if (canOpenDoor) { DisplayLog("I am blocked by a door. Trying to open..."); SphereCache.AddDoor(entityId, blockPos); EntityUtilities.OpenDoor(entityId, blockPos); // We were blocked, so let's clear it. moveHelper.ClearBlocked(); } } } } // Check to see if we've opened a door, and close it behind you. Vector3i doorPos = SphereCache.GetDoor(entityId); if (doorPos != Vector3i.zero) { DisplayLog("I've opened a door recently. I'll see if I can close it."); BlockValue block = world.GetBlock(doorPos); if (Block.list[block.type].HasTag(BlockTags.Door) && BlockDoor.IsDoorOpen(block.meta)) { float CloseDistance = 3; // If it's a multidim, increase tha radius a bit if (Block.list[block.type].isMultiBlock) { Vector3i vector3i = StringParsers.ParseVector3i(Block.list[block.type].Properties.Values["MultiBlockDim"], 0, -1, false); if (CloseDistance > vector3i.x) { CloseDistance = vector3i.x + 1; } } if ((GetDistanceSq(doorPos.ToVector3()) > CloseDistance)) { DisplayLog("I am going to close the door now."); EntityUtilities.CloseDoor(entityId, doorPos); SphereCache.RemoveDoor(entityId, doorPos); } } } // Makes the NPC always face its attack or revent target. EntityAlive target = EntityUtilities.GetAttackOrReventTarget(entityId) as EntityAlive; if (target != null) { // makes the npc look at its attack target if (this.emodel != null && this.emodel.avatarController != null) { this.emodel.SetLookAt(target.getHeadPosition()); } SetLookPosition(target.getHeadPosition()); RotateTo(target, 45, 45); } Buffs.RemoveBuff("buffnewbiecoat", false); Stats.Health.MaxModifier = Stats.Health.Max; // Set CanFall and IsOnGround if (this.emodel != null && this.emodel.avatarController != null) { this.emodel.avatarController.SetBool("CanFall", !this.emodel.IsRagdollActive && this.bodyDamage.CurrentStun == EnumEntityStunType.None && !this.isSwimming); this.emodel.avatarController.SetBool("IsOnGround", this.onGround || this.isSwimming); } // Non-player entities don't fire all the buffs or stats, so we'll manually fire the water tick, Stats.Water.Tick(0.5f, 0, false); // then fire the updatestats over time, which is protected from a IsPlayer check in the base onUpdateLive(). Stats.UpdateStatsOverTime(0.5f); base.OnUpdateLive(); }
public override void OnUpdateLive() { // Wake them up if they are sleeping, since the trigger sleeper makes them go idle again. if (!this.sleepingOrWakingUp && isAlwaysAwake) { this.IsSleeping = true; ConditionalTriggerSleeperWakeUp(); } emodel.avatarController.SetBool("IsBusy", false); Buffs.RemoveBuff("buffnewbiecoat", false); Stats.Health.MaxModifier = Stats.Health.Max; // Set CanFall and IsOnGround if (this.emodel != null && this.emodel.avatarController != null) { this.emodel.avatarController.SetBool("CanFall", !this.emodel.IsRagdollActive && this.bodyDamage.CurrentStun == EnumEntityStunType.None && !this.isSwimming); this.emodel.avatarController.SetBool("IsOnGround", this.onGround || this.isSwimming); } if (SingletonMonoBehaviour <ConnectionManager> .Instance.IsServer) { //If blocked, check to see if its a door. if (moveHelper.IsBlocked) { Vector3i blockPos = moveHelper.HitInfo.hit.blockPos; BlockValue block = world.GetBlock(blockPos); if (Block.list[block.type].HasTag(BlockTags.Door) && !BlockDoor.IsDoorOpen(block.meta)) { bool canOpenDoor = true; TileEntitySecureDoor tileEntitySecureDoor = GameManager.Instance.World.GetTileEntity(0, blockPos) as TileEntitySecureDoor; if (tileEntitySecureDoor != null) { if (tileEntitySecureDoor.IsLocked() && tileEntitySecureDoor.GetOwner() == "") { canOpenDoor = false; } } //TileEntityPowered poweredDoor = GameManager.Instance.World.GetTileEntity(0, blockPos) as TileEntityPowered; //if (poweredDoor != null) //{ // if (poweredDoor.IsLocked() && poweredDoor.GetOwner() == "") // canOpenDoor = false; //} if (canOpenDoor) { DisplayLog("I am blocked by a door. Trying to open..."); SphereCache.AddDoor(entityId, blockPos); EntityUtilities.OpenDoor(entityId, blockPos); // We were blocked, so let's clear it. moveHelper.ClearBlocked(); } } } } // Check to see if we've opened a door, and close it behind you. Vector3i doorPos = SphereCache.GetDoor(entityId); if (doorPos != Vector3i.zero) { DisplayLog("I've opened a door recently. I'll see if I can close it."); BlockValue block = world.GetBlock(doorPos); if (Block.list[block.type].HasTag(BlockTags.Door) && BlockDoor.IsDoorOpen(block.meta)) { float CloseDistance = 3; // If it's a multidim, increase tha radius a bit if (Block.list[block.type].isMultiBlock) { Vector3i vector3i = StringParsers.ParseVector3i(Block.list[block.type].Properties.Values["MultiBlockDim"], 0, -1, false); if (CloseDistance > vector3i.x) { CloseDistance = vector3i.x + 1; } } if ((GetDistanceSq(doorPos.ToVector3()) > CloseDistance)) { DisplayLog("I am going to close the door now."); EntityUtilities.CloseDoor(entityId, doorPos); SphereCache.RemoveDoor(entityId, doorPos); } } } // Makes the NPC always face its attack or revent target. EntityAlive target = EntityUtilities.GetAttackOrReventTarget(entityId) as EntityAlive; if (target != null) { // makes the npc look at its attack target if (this.emodel != null && this.emodel.avatarController != null) { this.emodel.SetLookAt(target.getHeadPosition()); } SetLookPosition(target.getHeadPosition()); RotateTo(target, 45, 45); if (EntityUtilities.HasTask(this.entityId, "Ranged")) { if (EntityUtilities.CheckAIRange(this.entityId, target.entityId)) { EntityUtilities.ChangeHandholdItem(this.entityId, EntityUtilities.Need.Ranged); } else { EntityUtilities.ChangeHandholdItem(this.entityId, EntityUtilities.Need.Melee); } } else { EntityUtilities.ChangeHandholdItem(this.entityId, EntityUtilities.Need.Melee); } } // Non-player entities don't fire all the buffs or stats, so we'll manually fire the water tick, // Stats.Water.Tick(0.5f, 0, false); // then fire the updatestats over time, which is protected from a IsPlayer check in the base onUpdateLive(). //Stats.UpdateStatsOverTime(0.5f); updateTime = Time.time + 2f; base.OnUpdateLive(); // Allow EntityAliveSDX to get buffs from blocks if (!this.isEntityRemote) { updateBlockRadiusEffects(); } // No NPC info, don't continue if (NPCInfo == null) { return; } // If the Tile Entity Trader isn't set, set it now. Sometimes this fails, and won't allow interaction. if (TileEntityTrader == null) { TileEntityTrader = new TileEntityTrader(null); TileEntityTrader.entityId = entityId; TileEntityTrader.TraderData.TraderID = NPCInfo.TraderID; } // If there is no attack target, don't bother checking this. if (target == null) { if (this is EntityAliveFarmingAnimalSDX) { return; } List <global::Entity> entitiesInBounds = GameManager.Instance.World.GetEntitiesInBounds(this, new Bounds(position, Vector3.one * 5f)); if (entitiesInBounds.Count > 0) { for (int i = 0; i < entitiesInBounds.Count; i++) { if (entitiesInBounds[i] is EntityPlayerLocal || entitiesInBounds[i] is EntityPlayer) { // Check your faction relation. If you hate each other, don't stop and talk. FactionManager.Relationship myRelationship = FactionManager.Instance.GetRelationshipTier(this, entitiesInBounds[i] as EntityPlayerLocal); if (myRelationship == FactionManager.Relationship.Hate) { break; } if (GetDistance(entitiesInBounds[i]) < 1 && this.moveHelper != null) { DisplayLog("The entity is too close to me. Moving away: " + entitiesInBounds[i].ToString()); EntityUtilities.BackupHelper(entityId, entitiesInBounds[i].position, 3); break; } // Turn to face the player, and stop the movement. emodel.avatarController.SetBool("IsBusy", true); SetLookPosition(entitiesInBounds[i].getHeadPosition()); RotateTo(entitiesInBounds[i], 90f, 90f); EntityUtilities.Stop(this.entityId); break; } } } } }
public override void OnUpdateLive() { //If blocked, check to see if its a door. if (moveHelper.IsBlocked) { Vector3i blockPos = moveHelper.HitInfo.hit.blockPos; BlockValue block = world.GetBlock(blockPos); if (Block.list[block.type].HasTag(BlockTags.Door) && !BlockDoor.IsDoorOpen(block.meta)) { bool canOpenDoor = true; TileEntitySecureDoor tileEntitySecureDoor = GameManager.Instance.World.GetTileEntity(0, blockPos) as TileEntitySecureDoor; if (tileEntitySecureDoor != null) { if (tileEntitySecureDoor.IsLocked() && tileEntitySecureDoor.GetOwner() == "") { canOpenDoor = false; } } //TileEntityPowered poweredDoor = GameManager.Instance.World.GetTileEntity(0, blockPos) as TileEntityPowered; //if (poweredDoor != null) //{ // if (poweredDoor.IsLocked() && poweredDoor.GetOwner() == "") // canOpenDoor = false; //} if (canOpenDoor) { DisplayLog("I am blocked by a door. Trying to open..."); SphereCache.AddDoor(entityId, blockPos); EntityUtilities.OpenDoor(entityId, blockPos); // We were blocked, so let's clear it. moveHelper.ClearBlocked(); } } } // Check to see if we've opened a door, and close it behind you. Vector3i doorPos = SphereCache.GetDoor(entityId); if (doorPos != Vector3i.zero) { DisplayLog("I've opened a door recently. I'll see if I can close it."); BlockValue block = world.GetBlock(doorPos); if (Block.list[block.type].HasTag(BlockTags.Door) && BlockDoor.IsDoorOpen(block.meta)) { float CloseDistance = 3; // If it's a multidim, increase tha radius a bit if (Block.list[block.type].isMultiBlock) { Vector3i vector3i = StringParsers.ParseVector3i(Block.list[block.type].Properties.Values["MultiBlockDim"], 0, -1, false); if (CloseDistance > vector3i.x) { CloseDistance = vector3i.x + 1; } } if ((GetDistanceSq(doorPos.ToVector3()) > CloseDistance)) { DisplayLog("I am going to close the door now."); EntityUtilities.CloseDoor(entityId, doorPos); SphereCache.RemoveDoor(entityId, doorPos); } } } // Makes the NPC always face its attack or revent target. EntityAlive target = EntityUtilities.GetAttackOrReventTarget(entityId) as EntityAlive; if (target != null) { SetLookPosition(attackTarget.position); RotateTo(attackTarget, 45, 45); } Buffs.RemoveBuff("buffnewbiecoat", false); Stats.Health.MaxModifier = Stats.Health.Max; // Non-player entities don't fire all the buffs or stats, so we'll manually fire the water tick, Stats.Water.Tick(0.5f, 0, false); // then fire the updatestats over time, which is protected from a IsPlayer check in the base onUpdateLive(). Stats.UpdateStatsOverTime(0.5f); updateTime = Time.time - 2f; base.OnUpdateLive(); // No NPC info, don't continue if (NPCInfo == null) { return; } // If the Tile Entity Trader isn't set, set it now. Sometimes this fails, and won't allow interaction. if (TileEntityTrader == null) { TileEntityTrader = new TileEntityTrader(null); TileEntityTrader.entityId = entityId; TileEntityTrader.TraderData.TraderID = NPCInfo.TraderID; } // Check if there's a player within 10 meters of us. If not, resume wandering. emodel.avatarController.SetBool("IsBusy", false); if (!SingletonMonoBehaviour <ConnectionManager> .Instance.IsServer) { return; } if (target == null) { if (this is EntityAliveFarmingAnimalSDX) { return; } List <global::Entity> entitiesInBounds = GameManager.Instance.World.GetEntitiesInBounds(this, new Bounds(position, Vector3.one * 5f)); if (entitiesInBounds.Count > 0) { for (int i = 0; i < entitiesInBounds.Count; i++) { if (entitiesInBounds[i] is EntityPlayerLocal) { // Check your faction relation. If you hate each other, don't stop and talk. FactionManager.Relationship myRelationship = FactionManager.Instance.GetRelationshipTier(this, entitiesInBounds[i] as EntityPlayerLocal); if (myRelationship == FactionManager.Relationship.Hate) { break; } if (GetDistance(entitiesInBounds[i]) < 2) { DisplayLog("The entity is too close to me. Moving away: " + entitiesInBounds[i].ToString()); EntityUtilities.BackupHelper(entityId, entitiesInBounds[i].position, 5); //moveHelper.SetMoveTo((entitiesInBounds[i] as EntityPlayerLocal).GetLookVector(), false); break; } // Turn to face the player, and stop the movement. emodel.avatarController.SetBool("IsBusy", true); SetLookPosition(entitiesInBounds[i].getHeadPosition()); RotateTo(entitiesInBounds[i], 90f, 90f); navigator.clearPath(); moveHelper.Stop(); // this stops the walking jitter this.speedForward = 0; break; } } } } }