Example #1
0
        /// <summary>Gets all doors near the given position.</summary>
        /// <param name="location">The location to look in.</param>
        /// <param name="position">The position to search at.</param>
        /// <returns>The doors that were found.</returns>
        private IEnumerable <Door> GetAutomaticDoorsNearPosition(GameLocation location, Point position)
        {
            if (!this.doors.TryGetValue(Utils.GetLocationName(location), out IDictionary <Point, Door> doorsInLocation))
            {
                yield break;
            }

            for (int i = -1 * this.config.DoorToggleRadius; i <= this.config.DoorToggleRadius; i++)
            {
                // Search along the x axis for horizontal doors and along the y axis for vertical doors (parallel to the hallway direction).

                if (doorsInLocation.TryGetValue(new Point(position.X + i, position.Y), out Door door) && (door.Extras.IsAutomaticDoor || this.config.MakeAllDoorsAutomatic) && door.Orientation == Orientation.Horizontal)
                {
                    yield return(door);

                    if (DoorManager.TryGetDoubleDoor(door, doorsInLocation, out Door doubleDoor))
                    {
                        yield return(doubleDoor);
                    }
                }

                if (doorsInLocation.TryGetValue(new Point(position.X, position.Y + i), out door) && (door.Extras.IsAutomaticDoor || this.config.MakeAllDoorsAutomatic) && door.Orientation == Orientation.Vertical)
                {
                    yield return(door);

                    if (DoorManager.TryGetDoubleDoor(door, doorsInLocation, out Door doubleDoor))
                    {
                        yield return(doubleDoor);
                    }
                }
            }
        }
Example #2
0
        /// <summary>Gets all doors near any player.</summary>
        /// <param name="location">The location to look in.</param>
        /// <returns>The doors that were found.</returns>
        private IEnumerable <Door> GetDoorsNearPlayers(GameLocation location)
        {
            if (!this.doors.TryGetValue(Utils.GetLocationName(location), out IDictionary <Point, Door> doorsInLocation))
            {
                yield break;
            }

            foreach (Farmer farmer in location.farmers)
            {
                for (int i = -2; i < 3; i++)
                {
                    // Search along the x axis for horizontal doors and along the y axis for vertical doors (parallel to the hallway direction).

                    if (doorsInLocation.TryGetValue(new Point(farmer.getTileX() + i, farmer.getTileY()), out Door door) && door.Extras.IsAutomaticDoor && door.Orientation == Orientation.Horizontal)
                    {
                        yield return(door);

                        if (DoorManager.GetDoubleDoor(door, doorsInLocation, out Door doubleDoor))
                        {
                            yield return(doubleDoor);
                        }
                    }

                    if (doorsInLocation.TryGetValue(new Point(farmer.getTileX(), farmer.getTileY() + i), out door) && door.Extras.IsAutomaticDoor && door.Orientation == Orientation.Vertical)
                    {
                        yield return(door);

                        if (DoorManager.GetDoubleDoor(door, doorsInLocation, out Door doubleDoor))
                        {
                            yield return(doubleDoor);
                        }
                    }
                }
            }
        }
Example #3
0
        /*********
        ** Private methods
        *********/

        /// <summary>Tries to toggle a door, also toggling the accompanying double door if successful.</summary>
        /// <param name="door">The door to toggle.</param>
        /// <param name="doorsInLocation">The other doors in the location</param>
        /// <param name="force">Whether to toggle forcefully or not.</param>
        /// <returns>All doors that were toggled.</returns>
        private IEnumerable <Door> TryToggleDoor(Door door, IDictionary <Point, Door> doorsInLocation, bool force)
        {
            if (door.Toggle(force, true))
            {
                yield return(door);

                if (DoorManager.TryGetDoubleDoor(door, doorsInLocation, out Door doubleDoor) && doubleDoor.Toggle(force, true))
                {
                    yield return(doubleDoor);
                }
            }
        }
Example #4
0
        /// <summary>Unforcefully toggles a door state if found at the position or near it.</summary>
        /// <param name="locationName">The location to toggle the door in.</param>
        /// <param name="mouseTile">The position to look for a door at.</param>
        public void MouseToggleDoor(string locationName, Point mouseTile)
        {
            if (!this.doors.TryGetValue(locationName, out IDictionary <Point, Door> doorsInLocation))
            {
                return;
            }

            if (DoorManager.TryGetDoorFromMouse(mouseTile, doorsInLocation, out Door door))
            {
                foreach (Door toggleDoor in this.TryToggleDoor(door, doorsInLocation, false))
                {
                    this.onToggledDoor(toggleDoor);
                }
            }
        }
Example #5
0
        /// <summary>Gets the mouse cursor to display if a door is found.</summary>
        /// <param name="locationName">The location to check in.</param>
        /// <param name="playerTile">The position the player is at.</param>
        /// <param name="mouseTile">The position of the mouse.</param>
        /// <param name="cursor">The resulting cursor index, if any.</param>
        /// <param name="transparency">The resulting transparency value, if any.</param>
        /// <returns>Whether a door was found.</returns>
        public bool TryGetMouseCursorForDoor(string locationName, Point playerTile, Point mouseTile, out int cursor, out float transparency)
        {
            cursor       = 0;
            transparency = 0;

            if (!this.doors.TryGetValue(locationName, out IDictionary <Point, Door> doorsInLocation) || !DoorManager.TryGetDoorFromMouse(mouseTile, doorsInLocation, out Door _))
            {
                return(false);
            }

            cursor       = 2;
            transparency = Utils.GetTaxiCabDistance(playerTile, mouseTile) <= this.config.DoorToggleRadius ? 1f : 0.5f;
            return(true);
        }