Inheritance: MonoBehaviour
        public static GameObject[] ResolveTargets(GameObject source, IEnumerable<string> TargetIds, GameObjectCollection parent, GameConsole console, bool DeepProcess)
        {
            // If it passed, find all targets and activate them
            List<GameObject> foundTargets = new List<GameObject>(5);

            foreach (var item in parent)
            {
                if (item.Value != source && TargetIds.Contains(item.Value.GetSetting("id")))
                    foundTargets.Add(item.Value);
            }

            // Process all known collections
            if (DeepProcess)
            {
                for (int i = 0; i < console.LayeredTextSurface.LayerCount; i++)
                {
                    var objects = console.GetObjectCollection(i);
                    if (objects != parent)
                    {
                        foreach (var item in objects)
                        {
                            if (item.Value != source && TargetIds.Contains(item.Value.GetSetting("id")))
                                foundTargets.Add(item.Value);
                        }
                    }
                }
            }

            return foundTargets.ToArray();
        }
Exemple #2
0
	public void Awake() {
		if (_instance != null && _instance != this) {
			Destroy(gameObject);
		}
		else {
			_instance = this;
			Application.logMessageReceived += LogMessageReceived;
		}
	}
Exemple #3
0
    protected override void Awake()
    {
        if (_instance == null) _instance = this;
        else { DestroyImmediate(this); return; }
        DontDestroyOnLoad(gameObject);

        base.Awake();
        _rect = new Rect(10, Screen.height - 170, Screen.width / 2, 160);
    }
Exemple #4
0
        public void Triggered(GameObject source, GameConsole console)
        {
            GameObjectCollection parent = null;
            Parent.TryGetTarget(out parent);

            ResolvedTargets = GameObjectParser.ResolveTargets(this, TargetIds, parent, console, DeepProcess);

            for (int i = 0; i < ResolvedTargets.Length; i++)
            {
                if (ResolvedTargets[i] is ITarget)
                    ((ITarget)ResolvedTargets[i]).Triggered(this, console);
            }
        }
Exemple #5
0
        public override void Process(GameConsole console)
        {
            // Check for condition pass
            if (Condition(this, console))
            {
                GameObjectCollection parent = null;
                Parent.TryGetTarget(out parent);

                ResolvedTargets = GameObjectParser.ResolveTargets(this, TargetIds, parent, console, DeepProcess);

                //Result(this, parent, console);

                for (int i = 0; i < ResolvedTargets.Length; i++)
                {
                    if (ResolvedTargets[i] is ITarget)
                        ((ITarget)ResolvedTargets[i]).Triggered(this, console);
                }
            }
        }
    static void Main()
    {
        int mode;

        do
        {
            gc = new GameConsole();

            do
            {
                //choose game mode
                mode = ChooseMode();

                switch (mode)
                {
                    case 1://one player
                        Console.Clear();
                        gc.Write("Please get a piece of paper and draw a grid that has " + SeaConstants.SEA_SIZE + " columns that each have " + SeaConstants.SEA_SIZE + @" rows.
        Number your columns and rows from 0 to " + (SeaConstants.SEA_SIZE - 1)  + @".
        Then, place " + ShipConstants.TOTAL_BATTLESHIPS + " battleship(s) which are " + ShipConstants.BATTLESHIP_LENGTH + @" block(s) long.
        And then, place " + ShipConstants.TOTAL_CRUISERS + " cruiser(s) which are " + ShipConstants.CRUISER_LENGTH + @" block(s) long.
        And then, place " + ShipConstants.TOTAL_SUBMARINES + " submarine(s) which are " + ShipConstants.SUBMARINE_LENGTH + @" block(s) long.
        And then, place " + ShipConstants.TOTAL_ROWING_BOATS + " rowing boats(s) which are " + ShipConstants.ROWING_BOAT_LENGTH + @" block(s) long.

        When you are done, press enter to continue..");
                        Console.ReadLine();
                        OnePlayer();
                        break;
                    case 2://two player
                        Console.Clear();
                        TwoPlayer();
                        break;
                    default:
                        break;

                }
            } while (mode != 1 && mode != 2);

        } while (gc.PlayAgain());

        //Console.ReadLine();
    }
Exemple #7
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 public XBoxBuilder()
 {
     this.console = new GameConsole();
 }
 public GameConsolePacMan()
 {
     this.console = null;
 }
 private void Awake()
 {
     GameConsole.Log("awake");
     _Connection = new SocketConnection(IP, Port, this);
     GameConsole.Log("awake2");
 }
Exemple #10
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        private void SetupGameConsole()
        {
#if WINDOWS
            GameConsole.Initialize(this, "DiagnosticFont", Color.White, Color.Black, 0.5f, 15);
            IGameConsole console = (IGameConsole)Services.GetService(typeof(IGameConsole));

            console.LoadStuff();
            console.Log("Type '?' for help");

            console.BindCommandHandler("?", delegate(GameTime time, string[] args)
            {
                console.Log("Commands");
                console.Log("--------");
                //console.Log("PrintArgs [arg1] [arg2] [arg3] ... - Prints the list of arguments passed to it, one per line");
                //console.Log("PrintLine [text] - Prints the specified text to the console");
                //console.Log("SetDefaultLogLevel [level] - Sets the default log level to the specified level");
                //console.Log("SetEchoLogLevel [level] - Sets the log level for echoed output from user input");
                //console.Log("SetLogLevelThreshold [threshold] - Sets the log level threshold to the specified threshold value");
                //console.Log("SetDisplayLevelThreshold [threshold] - Sets the display level threshold to the specified threshold value");
                //console.Log("ToggleEchoEnabled - Toggles the auto input echo feature");
                //console.Log("ToggleTimestamp - Toggles the display of each message's timestamp");
                //console.Log("ToggleLogLevel - Toggles the display of each message's log level");
                //console.Log("SetTextColor [r] [g] [b] - Sets the default text color of console text, where r, g, and b are in the range 0-255");
                //console.Log("SetLogLevelColor [level] [r] [g] [b] - Sets the text color for the specified log level, where r, g and b are in the range 0-255");
                console.Log("SetGameBackgroundColor [r] [g] [b] - Sets the game back color, where r, g and b are in the range 0-255");
                console.Log("SceneStats - Displays the stats of the currently active scene");
            });

            console.BindCommandHandler("PrintArgs", delegate(GameTime time, string[] args)
            {
                foreach (string arg in args)
                {
                    console.Log(arg);
                }
            }, ' ');

            console.BindCommandHandler("SceneStats", delegate(GameTime time, string[] args)
            {
                string _str = "";
                _str        = "Scene Items Count : " + SceneManager.ActiveScene.SceneItems.Count.ToString();
                console.Log(_str);
            }, ' ');


            console.BindCommandHandler("SetGameBackgroundColor", delegate(GameTime time, string[] args)
            {
                if (args.Length < 3)
                {
                    return;
                }

                try
                {
                    byte r = byte.Parse(args[0]);
                    byte g = byte.Parse(args[1]);
                    byte b = byte.Parse(args[2]);

                    console.TextColor = new Color(r, g, b, 255);
                }
                catch { }
            }, ' ');
            console.BindCommandHandler("PrintLine", delegate(GameTime time, string[] args)
            {
                if (args.Length == 0)
                {
                    return;
                }

                console.Log(args[0]);
            });

            console.BindCommandHandler("SetDefaultLogLevel", delegate(GameTime time, string[] args)
            {
                if (args.Length == 0)
                {
                    return;
                }

                try
                {
                    console.DefaultLogLevel = uint.Parse(args[0]);
                }
                catch { }
            }, ' ');

            console.BindCommandHandler("SetEchoLogLevel", delegate(GameTime time, string[] args)
            {
                if (args.Length == 0)
                {
                    return;
                }

                try
                {
                    console.EchoLogLevel = uint.Parse(args[0]);
                }
                catch { }
            }, ' ');

            console.BindCommandHandler("SetLogLevelThreshold", delegate(GameTime time, string[] args)
            {
                if (args.Length == 0)
                {
                    return;
                }

                try
                {
                    console.LogLevelThreshold = int.Parse(args[0]);
                }
                catch { }
            }, ' ');

            console.BindCommandHandler("SetDisplayLevelThreshold", delegate(GameTime time, string[] args)
            {
                if (args.Length == 0)
                {
                    return;
                }

                try
                {
                    console.DisplayLevelThreshold = int.Parse(args[0]);
                }
                catch { }
            }, ' ');

            console.BindCommandHandler("ToggleEchoEnabled", delegate(GameTime time, string[] args)
            {
                console.EchoEnabled = !console.EchoEnabled;
            });

            console.BindCommandHandler("ToggleTimestamp", delegate(GameTime time, string[] args)
            {
                if ((console.DisplayOptions & ConsoleDisplayOptions.TimeStamp) == ConsoleDisplayOptions.TimeStamp)
                {
                    console.DisplayOptions &= ~ConsoleDisplayOptions.TimeStamp;
                }
                else
                {
                    console.DisplayOptions |= ConsoleDisplayOptions.TimeStamp;
                }
            });

            console.BindCommandHandler("ToggleLogLevel", delegate(GameTime time, string[] args)
            {
                if ((console.DisplayOptions & ConsoleDisplayOptions.LogLevel) == ConsoleDisplayOptions.LogLevel)
                {
                    console.DisplayOptions &= ~ConsoleDisplayOptions.LogLevel;
                }
                else
                {
                    console.DisplayOptions |= ConsoleDisplayOptions.LogLevel;
                }
            });

            console.BindCommandHandler("SetTextColor", delegate(GameTime time, string[] args)
            {
                if (args.Length < 3)
                {
                    return;
                }

                try
                {
                    byte r = byte.Parse(args[0]);
                    byte g = byte.Parse(args[1]);
                    byte b = byte.Parse(args[2]);

                    console.TextColor = new Color(r, g, b, 255);
                }
                catch { }
            }, ' ');

            console.BindCommandHandler("SetLogLevelColor", delegate(GameTime time, string[] args)
            {
                if (args.Length < 4)
                {
                    return;
                }

                try
                {
                    uint level = uint.Parse(args[0]);
                    byte r     = byte.Parse(args[1]);
                    byte g     = byte.Parse(args[2]);
                    byte b     = byte.Parse(args[3]);

                    console.SetLogLevelCustomColor(level, new Color(r, g, b, 255));
                }
                catch { }
            }, ' ');
#endif
        }
Exemple #11
0
 public GameConsoleLanko()
 {
     this.console = null;
 }
Exemple #12
0
 public GameConsoleGhost()
 {
     this.console = null;
 }
        public void Save(string file)
        {
            GameConsole tempConsole = new GameConsole(_consoleLayers.Layers, _consoleLayers.Width, _consoleLayers.Height);

            for (int i = 0; i < _consoleLayers.Layers; i++)
                tempConsole.RemoveLayer(0);

            for (int i = 0; i < _consoleLayers.Layers; i++)
            {
                tempConsole.AddLayer(_consoleLayers[i].CellData);
                var metadataNew = new GameConsoleMetadata();
                var metadataOld = _consoleLayers.GetLayerMetadata(i);

                metadataNew.IsMoveable = metadataOld.IsMoveable;
                metadataNew.IsRemoveable = metadataOld.IsRemoveable;
                metadataNew.IsRenamable = metadataOld.IsRenamable;
                metadataNew.IsVisible = metadataOld.IsVisible;
                metadataNew.Name = metadataOld.Name;
                metadataNew.Index = metadataOld.Index;
                metadataNew.GameObjects = GameObjects[i];
                tempConsole.SetLayerMetadata(i, metadataNew);
            }

            SadConsole.Serializer.Save<GameConsole>(tempConsole, file);
            //tempConsole.Save(file);

            //_consoleLayers.Save(file);
            //GameObjectCollection.SaveCollection(GameObjects, file.Replace(System.IO.Path.GetExtension(file), ".objects"));
        }
Exemple #14
0
        public virtual void Loaded(GameConsole console)
        {

        }
 public GameConsolePacMan(GameConsole console)
 {
     this.console = console;
 }
Exemple #16
0
        protected override void Update(GameTime gameTime)
        {
            Window.Title = $"ctrviewer [{Math.Round(1000.0f / gameTime.ElapsedGameTime.TotalMilliseconds)} FPS]";

            //if (loading == null)
            //    LoadGame();

            //x += 0.01f ;
            //if (x > Math.PI * 2)
            //    x = 0;
            //camera.SetRotation(x, y);
            //Console.WriteLine(x);

            oldgs = newgs;
            oldkb = newkb;
            oldms = newms;

            newms = Mouse.GetState();
            newgs = GamePad.GetState(activeGamePad);
            newkb = Keyboard.GetState();

            if (IsActive)
            {
                newmenu.Update(gameTime, new Point(newms.X, newms.Y));

                foreach (Kart k in karts)
                {
                    k.Update(gameTime);
                }

                if (newgs.Buttons.Start == ButtonState.Pressed && newgs.Buttons.Back == ButtonState.Pressed)
                {
                    Exit();
                }

                if (eng.Settings.StereoPair)
                {
                    if (newgs.IsButtonDown(Buttons.RightShoulder))
                    {
                        eng.Settings.StereoPairSeparation += 5;
                    }

                    if (newgs.IsButtonDown(Buttons.LeftShoulder))
                    {
                        eng.Settings.StereoPairSeparation -= 5;
                    }

                    if (eng.Settings.StereoPairSeparation < 0)
                    {
                        eng.Settings.StereoPairSeparation = 0;
                    }

                    if (newgs.IsButtonDown(Buttons.RightShoulder) && newgs.IsButtonDown(Buttons.LeftShoulder))
                    {
                        eng.Settings.StereoPairSeparation = 130;
                    }
                }

                if ((newkb.IsKeyDown(Keys.Enter) && newkb.IsKeyDown(Keys.RightAlt)) && !(oldkb.IsKeyDown(Keys.Enter) && newkb.IsKeyDown(Keys.RightAlt)))
                {
                    eng.Settings.Windowed = !eng.Settings.Windowed;
                }

                if (
                    (newkb.IsKeyDown(Keys.OemTilde) && !oldkb.IsKeyDown(Keys.OemTilde)) ||
                    (newgs.IsButtonDown(Buttons.Back) && !oldgs.IsButtonDown(Buttons.Back))
                    )
                {
                    eng.Settings.ShowConsole = !eng.Settings.ShowConsole;
                }

                if (newkb.IsKeyDown(Keys.OemMinus))
                {
                    eng.Settings.FieldOfView--;
                }
                if (newkb.IsKeyDown(Keys.OemPlus))
                {
                    eng.Settings.FieldOfView++;
                }

                if ((newgs.Buttons.Start == ButtonState.Pressed && oldgs.Buttons.Start != newgs.Buttons.Start) ||
                    (newkb.IsKeyDown(Keys.Escape) && newkb.IsKeyDown(Keys.Escape) != oldkb.IsKeyDown(Keys.Escape)))
                {
                    menu.Visible = !menu.Visible;
                }

                if (menu.Visible)
                {
                    menu.Update(oldgs, newgs, oldkb, newkb);

                    //currentflag = menu.items.Find(x => x.Title == "current flag: {0}").rangeval;

                    if (menu.Exec)
                    {
                        switch (menu.SelectedItem.Action)
                        {
                        case "close":
                            menu.Visible = false;
                            break;

                        //case "load":
                        //    LoadGame();
                        //    InMenu = false;
                        //    break;
                        case "loadbig":
                            LoadLevelsFromBig(menu.SelectedItem.Value);    //, 0, 2);
                            break;

                        case "loadbigadv":
                            LoadLevelsFromBig(200, 203, 206, 209, 212);
                            break;

                        case "tod_day":
                            SetTimeOfDay(PreferredTimeOfDay.Day);
                            break;

                        case "tod_evening":
                            SetTimeOfDay(PreferredTimeOfDay.Evening);
                            break;

                        case "tod_night":
                            SetTimeOfDay(PreferredTimeOfDay.Night);
                            break;

                        case "link":
                            menu.SetMenu(font);
                            break;

                        case "setleveltype":
                            levelType = (LevelType)menu.SelectedItem.Value;
                            break;

                        case "toggle":
                            switch (menu.SelectedItem.Param)
                            {
                            case "inst": eng.Settings.ShowModels = !eng.Settings.ShowModels; break;

                            case "paths": eng.Settings.ShowBotsPath = !eng.Settings.ShowBotsPath; break;

                            case "lod": eng.Settings.UseLowLod = !eng.Settings.UseLowLod; break;

                            case "antialias": eng.Settings.AntiAlias = !eng.Settings.AntiAlias; break;

                            case "invis": HideInvisible = !HideInvisible; break;

                            case "water": HideWater = !HideWater; break;

                            case "console": eng.Settings.ShowConsole = !eng.Settings.ShowConsole; break;

                            case "campos": eng.Settings.ShowCamPos = !eng.Settings.ShowCamPos; break;

                            case "visbox": eng.Settings.VisData = !eng.Settings.VisData; break;

                            case "nocull": ForceNoCulling = !ForceNoCulling; break;

                            case "visboxleaf": eng.Settings.VisDataLeaves = !eng.Settings.VisDataLeaves; break;

                            case "filter": Samplers.EnableFiltering = !Samplers.EnableFiltering; Samplers.Refresh(); break;

                            case "wire": Samplers.EnableWireframe = !Samplers.EnableWireframe; break;

                            case "genmips": eng.Settings.GenerateMips = !eng.Settings.GenerateMips; break;

                            case "window": eng.Settings.Windowed = !eng.Settings.Windowed; break;

                            case "vcolor": eng.Settings.VertexLighting = !eng.Settings.VertexLighting; break;

                            case "stereo": eng.Settings.StereoPair = !eng.Settings.StereoPair; break;

                            case "sky": eng.Settings.ShowSky = !eng.Settings.ShowSky; break;

                            case "vsync": eng.Settings.VerticalSync = !eng.Settings.VerticalSync; break;

                            default: GameConsole.Write("unimplemented toggle: " + menu.SelectedItem.Param); break;
                            }
                            break;

                        case "exit":
                            Exit();
                            break;
                        }

                        menu.Exec = !menu.Exec;
                    }

                    if ((newgs.Buttons.B == ButtonState.Pressed && newgs.Buttons.B != oldgs.Buttons.B) ||
                        (newgs.Buttons.Y == ButtonState.Pressed && newgs.Buttons.Y != oldgs.Buttons.Y))
                    {
                        bool togglemenu = true;

                        foreach (MenuItem m in menu.items)
                        {
                            if (m.Action == "link" && m.Title == "BACK")
                            {
                                menu.SetMenu(font, m.Param);
                                togglemenu = false;
                            }
                        }

                        if (togglemenu)
                        {
                            menu.Visible = !menu.Visible;
                        }
                    }
                }
                else
                {
                    foreach (var mg in eng.MeshHigh)
                    {
                        mg.Update(gameTime);
                    }

                    foreach (var mg in eng.MeshLow)
                    {
                        mg.Update(gameTime);
                    }

                    foreach (var im in eng.instanced)
                    {
                        im.Update(gameTime);
                    }

                    foreach (var im in eng.paths)
                    {
                        im.Update(gameTime);
                    }

                    if (ControlsEnabled)
                    {
                        UpdateCameras(gameTime);
                    }
                }
            }

            base.Update(gameTime);
        }
Exemple #17
0
 public void Triggered(GameObject source, GameConsole console)
 {
     System.Diagnostics.Debugger.Break();
 }
Exemple #18
0
        private void LoadLevel()
        {
            GameConsole.Write("LoadLevel()");

            RenderEnabled = false;

            //wait for the end of frame, in case we are still rendering.
            while (IsDrawing)
            {
            }
            ;

            //Dispose();
            eng.Clear();

            //making sure we have default stuff loaded. maybe should just allocate statically?
            LoadCones();
            LoadGenericTextures();

            TestLoadKart();
            TestLoadExtrenalModels();


            Stopwatch sw = new Stopwatch();

            sw.Start();


            GameConsole.Write("scenes parsed at: " + sw.Elapsed.TotalSeconds);

            //loading textures between scenes and conversion to monogame for alpha textures info
            LoadTextures();

            GameConsole.Write("textures extracted at: " + sw.Elapsed.TotalSeconds);

            foreach (Scene s in Scenes)
            {
                eng.MeshHigh.Add(CrashTeamRacingLoader.FromScene(s, Detail.Med));
                eng.MeshLow.Add(CrashTeamRacingLoader.FromScene(s, Detail.Low));
            }

            GameConsole.Write("converted scenes to monogame render at: " + sw.Elapsed.TotalSeconds);

            //force 1st scene sky and back color
            if (Scenes.Count > 0)
            {
                eng.BackgroundColor = DataConverter.ToColor(Scenes[0].header.backColor);
                if (Scenes[0].skybox != null)
                {
                    eng.sky = new MGLevel(Scenes[0].skybox);
                }
            }

            foreach (Scene s in Scenes)
            {
                if (s.unkadv != null)
                {
                    foreach (var pa in s.unkadv.smth)
                    {
                        eng.instanced.Add(new InstancedModel("limecone", DataConverter.ToVector3(pa.Position, 0.01f), Vector3.Zero, new Vector3(0.03f)));
                    }
                }

                if (s.header.ptru2 != 0)
                {
                    foreach (var v in s.posu2)
                    {
                        eng.instanced.Add(new InstancedModel("goldcone", DataConverter.ToVector3(v, 0.01f), Vector3.Zero, new Vector3(0.03f)));
                    }
                }

                if (s.header.ptrTrialData != UIntPtr.Zero)
                {
                    foreach (var v in s.posu1)
                    {
                        eng.instanced.Add(new InstancedModel("browncone", DataConverter.ToVector3(v.Position, 0.01f), Vector3.Zero, new Vector3(0.03f)));
                    }
                }
            }


            foreach (var scene in Scenes)
            {
                foreach (var model in scene.Models)
                {
                    ContentVault.AddModel(model.Name, DataConverter.ToTriList(model));
                }
            }

            foreach (Scene s in Scenes)
            {
                foreach (var pa in s.header.startGrid)
                {
                    eng.instanced.Add(new InstancedModel("purplecone", DataConverter.ToVector3(pa.Position), Vector3.Zero, new Vector3(0.03f)));
                }

                foreach (var ph in s.pickups)
                {
                    eng.instanced.Add(new InstancedModel(
                                          ph.ModelName,
                                          DataConverter.ToVector3(ph.Pose.Position),
                                          new Vector3(
                                              (float)(ph.Pose.Rotation.Y * Math.PI * 2f),
                                              (float)(ph.Pose.Rotation.X * Math.PI * 2f),
                                              (float)(ph.Pose.Rotation.Z * Math.PI * 2f)
                                              ),
                                          new Vector3(ph.Scale.Y, ph.Scale.X, ph.Scale.Z)
                                          ));
                }

                foreach (var n in s.restartPts)
                {
                    eng.paths.Add(new InstancedModel("cyancone", DataConverter.ToVector3(n.Position), Vector3.Zero, new Vector3(0.03f)));
                }

                if (s.nav.paths.Count == 3)
                {
                    foreach (NavFrame n in s.nav.paths[0].frames)
                    {
                        eng.paths.Add(new InstancedModel("greencone", DataConverter.ToVector3(n.position, 0.01f), Vector3.Zero, new Vector3(0.03f)));
                    }
                    foreach (NavFrame n in s.nav.paths[1].frames)
                    {
                        eng.paths.Add(new InstancedModel("yellowcone", DataConverter.ToVector3(n.position, 0.01f), Vector3.Zero, new Vector3(0.03f)));
                    }
                    foreach (NavFrame n in s.nav.paths[2].frames)
                    {
                        eng.paths.Add(new InstancedModel("redcone", DataConverter.ToVector3(n.position, 0.01f), Vector3.Zero, new Vector3(0.03f)));
                    }
                }
            }

            GameConsole.Write("extracted dynamics an bsp at: " + sw.Elapsed.TotalSeconds);

            foreach (Scene s in Scenes)
            {
                if (s.visdata.Count > 0)
                {
                    BspPopulate(s.visdata[0], s, 0);
                }

                GameConsole.Write(s.Info());
            }

            sw.Stop();

            GameConsole.Write("level done: " + sw.Elapsed.TotalSeconds);

            UpdateEffects();

            RenderEnabled = true;
        }
Exemple #19
0
        protected override void Draw(GameTime gameTime)
        {
            //remember we're busy drawing stuff
            IsDrawing = true;

            GraphicsDevice.Clear(eng.BackgroundColor);
            spriteBatch.Begin();

            if (eng.Settings.StereoPair)
            {
                graphics.GraphicsDevice.Viewport = vpLeft;
                eng.UpdateProjectionMatrices();
                DrawLevel(eng.Cameras[CameraType.LeftEyeCamera]);

                graphics.GraphicsDevice.Viewport = vpRight;
                eng.UpdateProjectionMatrices();
                DrawLevel(eng.Cameras[CameraType.RightEyeCamera]);

                graphics.GraphicsDevice.Viewport = vpFull;
                eng.UpdateProjectionMatrices();
            }
            else
            {
                DrawLevel();
            }

            menu.Draw(GraphicsDevice, spriteBatch, font, tint);


            if (IsLoading)
            {
                spriteBatch.DrawString(font, "LOADING...", new Vector2(graphics.PreferredBackBufferWidth / 2 - (font.MeasureString("LOADING...").X / 2), graphics.PreferredBackBufferHeight / 2), Color.Yellow);
            }

            if (Scenes.Count == 0 && !IsLoading)
            {
                spriteBatch.DrawString(font,
                                       "Crash Team Racing level viewer\r\n\r\n" +
                                       "No levels loaded.\r\n" +
                                       "Put LEV/VRM files in levels folder,\r\n" +
                                       "or put BIGFILE.BIG in root folder,\r\n" +
                                       "or insert/mount CTR CD and use load level menu.",
                                       new Vector2(20 * graphics.GraphicsDevice.Viewport.Height / 1080f, 20 * graphics.GraphicsDevice.Viewport.Height / 1080f),
                                       Color.Yellow,
                                       0,
                                       Vector2.Zero,
                                       graphics.GraphicsDevice.Viewport.Height / 1080f,
                                       SpriteEffects.None,
                                       0.5f);
            }

            //spriteBatch.DrawString(font, $"{newms.ToString()}", new Vector2(graphics.PreferredBackBufferWidth / 2 - (font.MeasureString($"{newms.ToString()}").X / 2), graphics.PreferredBackBufferHeight / 2), Color.Yellow);


            if (Keyboard.GetState().IsKeyDown(Keys.OemMinus) || Keyboard.GetState().IsKeyDown(Keys.OemPlus))
            {
                spriteBatch.DrawString(font, String.Format("FOV {0}", eng.Cameras[CameraType.DefaultCamera].ViewAngle.ToString("0.##")), new Vector2(graphics.PreferredBackBufferWidth - font.MeasureString(String.Format("FOV {0}", eng.Cameras[CameraType.DefaultCamera].ViewAngle.ToString("0.##"))).X - 20, 20), Color.Yellow);
            }

            if (GamePad.GetState(0).Triggers.Left > 0 || GamePad.GetState(0).Triggers.Right > 0)
            {
                spriteBatch.DrawString(
                    font,
                    $"Speed scale: {eng.Cameras[CameraType.DefaultCamera].speedScale.ToString("0.##")}",
                    new Vector2(graphics.PreferredBackBufferWidth - font.MeasureString($"Speed scale: {eng.Cameras[CameraType.DefaultCamera].speedScale.ToString("0.##")}").X - 20, 20),
                    Color.Yellow);
            }

            if (eng.Settings.ShowCamPos)
            {
                spriteBatch.DrawString(font, $"({eng.Cameras[CameraType.DefaultCamera].Position.X.ToString("0.00")}, {eng.Cameras[CameraType.DefaultCamera].Position.Y.ToString("0.00")}, {eng.Cameras[CameraType.DefaultCamera].Position.Z.ToString("0.00")})", new Vector2(20, 20), Color.Yellow,
                                       0,
                                       Vector2.Zero,
                                       graphics.GraphicsDevice.Viewport.Height / 1080f,
                                       SpriteEffects.None,
                                       0.5f);
            }


            //spriteBatch.DrawString(font, String.Format("sp: {0}\r\nac:{1}", karts[0].Speed, karts[0].Accel), new Vector2(20, 20), Color.Yellow);

            if (eng.Settings.ShowConsole)
            {
                GameConsole.Draw(graphics.GraphicsDevice, spriteBatch);
            }

            newmenu.Draw(gameTime, spriteBatch);

            spriteBatch.End();

            //reset depth state to default cause spritebatch uses none
            GraphicsDevice.DepthStencilState = DepthStencilState.Default;

            // base.Draw(gameTime);

            IsDrawing = false;
        }
Exemple #20
0
 public GameConsoleGhost(GameConsole console)
 {
     this.console = console;
 }
Exemple #21
0
        public override void ExecuteCommand(EvtChatCommandArgs args)
        {
            List <string> arguments = args.Command.ArgumentsAsList;

            if (arguments.Count < 2)
            {
                QueueMessage(UsageMessage);
                return;
            }

            string macroName = arguments[0].ToLowerInvariant();

            //Make sure the first argument has at least a minimum number of characters
            if (macroName.Length < MIN_MACRO_NAME_LENGTH)
            {
                QueueMessage($"Input macros need to be at least {MIN_MACRO_NAME_LENGTH} characters long.");
                return;
            }

            if (macroName.StartsWith(Parser.DEFAULT_PARSER_REGEX_MACRO_INPUT) == false)
            {
                QueueMessage($"Input macros must start with \"{Parser.DEFAULT_PARSER_REGEX_MACRO_INPUT}\".");
                return;
            }

            //For simplicity with wait inputs, force the first character in the macro name to be alphanumeric
            if (char.IsLetterOrDigit(arguments[0][1]) == false)
            {
                QueueMessage("The first character in input macro names must be alphanumeric.");
                return;
            }

            //Check for max macro name
            if (macroName.Length > MAX_MACRO_NAME_LENGTH)
            {
                QueueMessage($"Input macros may have up to a max of {MAX_MACRO_NAME_LENGTH} characters in their name.");
                return;
            }

            int curConsoleID = (int)DataHelper.GetSettingInt(SettingsConstants.LAST_CONSOLE, 1L);

            GameConsole consoleInstance = null;

            using (BotDBContext context = DatabaseManager.OpenContext())
            {
                GameConsole curConsole = context.Consoles.FirstOrDefault(c => c.ID == curConsoleID);
                if (curConsole == null)
                {
                    QueueMessage("Cannot validate input macro, as the current console is invalid. Fix this by setting another console.");
                    return;
                }

                consoleInstance = new GameConsole(curConsole.Name, curConsole.InputList);
            }

            Parser parser = new Parser();

            //Trim the macro name from the input sequence
            string macroVal = args.Command.ArgumentsAsString.Remove(0, macroName.Length + 1).ToLowerInvariant();
            //Console.WriteLine(macroVal);

            bool isDynamic = false;

            //Check for a dynamic macro
            int openParenIndex = macroName.IndexOf('(', 0);

            if (openParenIndex >= 0)
            {
                //If we found the open parenthesis, check for the asterisk
                //This is not comprehensive, but it should smooth out a few issues
                if (openParenIndex == (macroName.Length - 1) || macroName[openParenIndex + 1] != '*')
                {
                    QueueMessage("Invalid input macro. Dynamic macro arguments must be specified with \"*\".");
                    return;
                }

                if (macroName[macroName.Length - 1] != ')')
                {
                    QueueMessage("Invalid input macro. Dynamic macros must end with \")\".");
                    return;
                }

                isDynamic = true;
            }

            //Validate input if not dynamic
            if (isDynamic == false)
            {
                ParsedInputSequence inputSequence = default;

                try
                {
                    string userName = args.Command.ChatMessage.Username;

                    //Get default and max input durations
                    //Use user overrides if they exist, otherwise use the global values
                    int defaultDur = (int)DataHelper.GetUserOrGlobalDefaultInputDur(userName);
                    int maxDur     = (int)DataHelper.GetUserOrGlobalMaxInputDur(userName);

                    string regexStr = consoleInstance.InputRegex;

                    string readyMessage = string.Empty;

                    using (BotDBContext context = DatabaseManager.OpenContext())
                    {
                        IQueryable <InputSynonym> synonyms = context.InputSynonyms.Where(syn => syn.ConsoleID == curConsoleID);

                        readyMessage = parser.PrepParse(macroVal, context.Macros, synonyms);
                    }

                    inputSequence = parser.ParseInputs(readyMessage, regexStr, new ParserOptions(0, defaultDur, true, maxDur));
                    TRBotLogger.Logger.Debug(inputSequence.ToString());

                    if (inputSequence.ParsedInputResult != ParsedInputResults.Valid)
                    {
                        if (string.IsNullOrEmpty(inputSequence.Error) == true)
                        {
                            QueueMessage("Invalid input macro.");
                        }
                        else
                        {
                            QueueMessage($"Invalid input macro: {inputSequence.Error}");
                        }

                        return;
                    }
                }
                catch (Exception e)
                {
                    QueueMessage($"Invalid input macro: {e.Message}");
                    return;
                }
            }

            string message = string.Empty;

            using (BotDBContext context = DatabaseManager.OpenContext())
            {
                InputMacro inputMacro = context.Macros.FirstOrDefault(m => m.MacroName == macroName);

                //Not an existing macro, so add it
                if (inputMacro == null)
                {
                    InputMacro newMacro = new InputMacro(macroName, macroVal);

                    context.Macros.Add(newMacro);

                    if (isDynamic == false)
                    {
                        message = $"Added input macro \"{macroName}\"!";
                    }
                    else
                    {
                        message = $"Added dynamic input macro \"{macroName}\"! Dynamic input macros can't be validated beforehand, so verify it works manually.";
                    }
                }
                //Update the macro value
                else
                {
                    inputMacro.MacroValue = macroVal;

                    if (isDynamic == false)
                    {
                        message = $"Updated input macro \"{macroName}\"!";
                    }
                    else
                    {
                        message = $"Updated dynamic input macro \"{macroName}\"! Dynamic input macros can't be validated beforehand, so verify it works manually.";
                    }
                }

                context.SaveChanges();
            }

            QueueMessage(message);
        }
Exemple #22
0
 private static void InitializeConsole()
 {
     // Set up font
     using (MemoryStream ms = new MemoryStream(FontResources.ConsoleFont))
     {
         MBackend.FontStorage.LoadStream(ms, "console");
     }
     MBackend.console = new GameConsole(new Rectangle(0, 0, GraphicsManager.ScreenSize.X, GraphicsManager.ScreenSize.Y / 3),
         MBackend.GraphicsManager.GetGraphicsDevice(),
         MBackend.keyboard,
         MBackend.TextureStorage.White);    // TODO: Break out magic numbers into config file.
     MBackend.Console.ToggleKey = Microsoft.Xna.Framework.Input.Keys.F1;
     MBackend.Console.CommandBroker.Register("exit", CommandExit);
     MBackend.Console.CommandBroker.Register("loglevel", 1, MBackend.CommandLogLevel);
     MBackend.Console.CommandBroker.Register("version", 0, MBackend.CommandVersion);
     MBackend.Console.TextFont = MBackend.FontStorage.GetAsset("console");
 }
Exemple #23
0
        public void OnContact(Vector3 contactPoint, float force2, Vector3 normal)
        {
            List <int> hitPoints = new List <int>();

            Vector3 force = force2 * normal;

            force = Vector3.Transform(force, _actor.GlobalOrientation);

            force.X *= 0.5f;  //limit sideways crush
            force.Y *= 0.9f;

            force *= 0.00000011f * _carFile.CrushSections[1].DamageMultiplier; //scale it down to a managable number
            float forceSize = force.Length();

            //if (forceSize > 0.04f)
            //{
            //force *= 0.04f / forceSize; //cap max force so things dont get loco
            //}

            if (forceSize < 0.004f)
            {
                return;
            }

            Vector3 force3 = force;

            force.X = Math.Abs(force.X);
            force.Y = Math.Abs(force.Y);
            force.Z = Math.Abs(force.Z);


            if (float.IsNaN(Vector3.Normalize(force).X))
            {
                return;
            }

            int hitpoints = 0;

            CrushData data = GetClosestCrushData(contactPoint);

            if (data == null)
            {
                return; //no crush data for this car
            }
            //foreach (CrushData data in _carFile.CrushSections[1].Data)
            {
                Vector3 crushPoint = Vector3.Transform(_localVertices[data.RefVertex].Position, GameVars.ScaleMatrix * _actor.GlobalPose);

                // if (Vector3.Distance(crushPoint, contactPoint) < 0.5f)
                {
                    hitPoints.Add(data.RefVertex);
                    hitpoints++;
                    Vector3 curPos = _localVertices[data.RefVertex].Position;

                    Vector3 directedForce = new Vector3();
                    directedForce.X = curPos.X < 0 ? force.X : -force.X;
                    directedForce.Y = curPos.Y < 0 ? force.Y : -force.Y;
                    directedForce.Z = curPos.Z < 0 ? force.Z : -force.Z;

                    Vector3 parentScale = new Vector3();
                    parentScale.X  = directedForce.X > 0 ? data.LeftScale : data.RightScale;
                    parentScale.Y  = directedForce.Y > 0 ? data.BottomScale : data.TopScale;
                    parentScale.Z  = directedForce.Z > 0 ? data.FrontScale : data.RearScale;
                    directedForce *= parentScale;


                    Vector3 oldPos = _localVertices[data.RefVertex].Position;
                    curPos = KeepCrushPositionInBounds(curPos + directedForce, data.Box);
                    float distanceMoved = Vector3.Distance(oldPos, curPos);
                    _localVertices[data.RefVertex].Position = curPos;

                    Vector3 parentDir = curPos - oldPos;

                    if (distanceMoved < 0.0002f)
                    {
                        return;
                    }

                    Vector3 normalforce = Vector3.Normalize(force);

                    foreach (CrushPoint point in data.Points)
                    {
                        if (point.VertexIndex < 0)
                        {
                            continue;
                        }

                        if (float.IsNaN(normalforce.X) || float.IsNaN(normalforce.Y) || float.IsNaN(normalforce.Z))
                        {
                            break;
                        }

                        curPos = _localVertices[point.VertexIndex].Position;

                        //float distanceFromParent = Vector3.Distance(curPos, _localVertices[data.RefVertex].Position);
                        //float originalDistanceFromParent = Vector3.Distance(curPos, _originalPositions[data.RefVertex]);

                        //if (distanceFromParent < originalDistanceFromParent)
                        //    return;

                        //directedForce = force * parentScale;

                        Vector3 vdir = _localVertices[data.RefVertex].Position - _localVertices[point.VertexIndex].Position;
                        vdir.Normalize();

                        Vector3 newpos = _localVertices[point.VertexIndex].Position + (vdir * distanceMoved * parentScale * 2f * (1 - point.DistanceFromParent));
                        if (point.DistanceFromParent < 0.1f || GameEngine.Random.Next(10) % 2 == 0)
                        {
                            newpos = _localVertices[point.VertexIndex].Position + (parentDir * 0.6f * (1 - point.DistanceFromParent));
                        }
                        //else
                        //{
                        //}

                        float dist3 = Vector3.Distance(_originalPositions[point.VertexIndex], newpos);
                        // if were not too far away from orig position and this will move us closer to our parent, move this vert
                        if (dist3 < 0.07f)
                        {
                            _localVertices[point.VertexIndex].Position = newpos;
                            if (_vertexLinks[point.VertexIndex] != null)
                            {
                                foreach (int idx in _vertexLinks[point.VertexIndex])
                                {
                                    _localVertices[idx].Position = newpos;
                                }
                            }
                        }
                        else
                        {
                            //GameConsole.WriteEvent("not moving child");
                        }


                        //force = normalforce * distanceMoved * MathHelper.Lerp(1f, 0.1f, point.DistanceFromParent);

                        //curPos = _localVertices[point.VertexIndex].Position;
                        //if (Math.Abs(force.Y) < 0.0001f)
                        //    force.Y *= (_localVertices[data.RefVertex].Position.Y - curPos.Y) * 1000;
                        //directedForce.X = curPos.X < 0 ? force.X : -force.X;
                        //directedForce.Y = curPos.Y < 0 ? force.Y : -force.Y;
                        //directedForce.Z = curPos.Z < 0 ? force.Z : -force.Z;
                        ////rnd.Y = (_localVertices[data.RefVertex].Position.Y - curPos.Y) * 80;
                        //rnd.Y *= curPos.Y > 0 ? 1 : -1;

                        ////Vector3 forceToUse = directedForce * Vector3.Lerp(Vector3.One, rnd * 1.5f, point.DistanceFromParent); //as we get further away from parent, more random
                        //if (Vector3.Distance(_originalPositions[point.VertexIndex], curPos + directedForce) < 0.04f)
                        //    _localVertices[point.VertexIndex].Position = curPos + directedForce;
                    }
                    _changed = true;
                }
            }

            if (_changed)
            {
                bool tidied = false;
                foreach (CrushData data2 in _carFile.CrushSections[1].Data)
                {
                    Vector3 oldpos = _localVertices[data2.RefVertex].Position;
                    _localVertices[data2.RefVertex].Position = KeepCrushPositionInBounds(_localVertices[data2.RefVertex].Position, data2.Box);
                    if (oldpos != _localVertices[data2.RefVertex].Position)
                    {
                        tidied = true;
                    }
                }

                if (tidied)
                {
                    GameConsole.WriteEvent("tidied up");
                }

                for (int i = 0; i < _localVertices.Length; i++)
                {
                    if (float.IsNaN(_localVertices[i].Position.X) || float.IsNaN(_localVertices[i].Position.Y) || float.IsNaN(_localVertices[i].Position.Z))
                    {
                    }
                }
            }

            if (hitpoints > 0)
            {
                GameConsole.WriteEvent("f: " + Math.Round(forceSize, 4) + ", pts: " + hitpoints);
                _lastHitPts = hitPoints;
            }
        }
        public override void ExecuteCommand(EvtChatCommandArgs args)
        {
            List <string> arguments = args.Command.ArgumentsAsList;

            bool          arg1FoundConsole = false;
            long          lastConsole      = DataHelper.GetSettingInt(SettingsConstants.LAST_CONSOLE, 1L);
            StringBuilder strBuilder       = null;

            using (BotDBContext context = DatabaseManager.OpenContext())
            {
                GameConsole console = null;

                //For no arguments, view all inputs on the current console
                //For one argument, check if it's a console and view all inputs, and if not, view the input data
                //For two arguments, view the input data for the given console
                switch (arguments.Count)
                {
                //First find the console
                case 0:
                    console = context.Consoles.FirstOrDefault(console => console.ID == lastConsole);
                    break;

                case 1:
                    console = context.Consoles.FirstOrDefault(console => console.Name == arguments[0]);
                    if (console == null)
                    {
                        goto case 0;
                    }

                    //We found the console in the first argument
                    arg1FoundConsole = true;
                    break;

                case 2:
                    goto case 1;

                default:
                    QueueMessage(UsageMessage);
                    return;
                }

                //Invalid console
                if (console == null)
                {
                    QueueMessage("The current console is invalid!? No inputs or input data are available.");
                    return;
                }

                //Check for the input data
                if (arguments.Count == 1 || arguments.Count == 2)
                {
                    string    inputName = arguments[arguments.Count - 1].ToLowerInvariant();
                    InputData inpData   = console.InputList.Find(inp => inp.Name == inputName);

                    if (inpData != null)
                    {
                        QueueMessage(inpData.ToString());
                        return;
                    }
                    else
                    {
                        //For two arguments, end here since we didn't find an input for this console
                        //For one argument, the value was a console so we should continue to print all the inputs for it
                        //If we didn't find the console in the first argument, that means it's an input and it wasn't found
                        if (arguments.Count == 2 || arg1FoundConsole == false)
                        {
                            QueueMessage($"No input named \"{inputName}\" exists for the {console.Name} console.");
                            return;
                        }
                    }
                }

                //No valid inputs
                if (console.InputList.Count() == 0)
                {
                    QueueMessage($"Console \"{console.Name}\" has no valid inputs!");
                    return;
                }

                //List all inputs for this console
                strBuilder = new StringBuilder(300);
                strBuilder.Append("Valid inputs for ");
                strBuilder.Append(console.Name).Append(':').Append(' ');

                foreach (InputData inputData in console.InputList)
                {
                    strBuilder.Append(inputData.Name);

                    //Note if the input is disabled
                    if (inputData.Enabled == 0)
                    {
                        strBuilder.Append(" (disabled)");
                    }

                    strBuilder.Append(", ");
                }
            }

            int maxCharCount = (int)DataHelper.GetSettingInt(SettingsConstants.BOT_MSG_CHAR_LIMIT, 500L);

            strBuilder.Remove(strBuilder.Length - 2, 2);

            QueueMessageSplit(strBuilder.ToString(), maxCharCount, ", ");
        }
Exemple #25
0
 public PlayStationBuilder()
 {
     this.console = new GameConsole();
 }
        public static void Initialize()
        {
            if (General.OrbwalkerOnlyMenuBool.Enabled)
            {
                GameConsole.Print(
                    $"<font color = \"#1a8cff\">AIO Version </font><font color = \"#FFFFFF\">{VERSION}</font><font color = \"#99ccff\"> - {Commit} </font><font color = \"#ff1a1a\">(Orbwalker Only)</font>");
                return;
            }


            try
            {
                var name = LocalPlayer.Instance.CharName;
                // Special Cases
                // ReSharper disable once SwitchStatementMissingSomeCases
                switch (name)
                {
                case "Leblanc":
                    name = "LeBlanc";
                    break;
                }

                //var path = $"Entropy.AIO.Champions.{name}.{name}";
                //var type = Type.GetType(path, true);

                //Activator.CreateInstance(type);

                switch (LocalPlayer.Instance.GetChampion())
                {
                case Champion.Ashe:
                    new Ashe();
                    break;

                case Champion.Annie:
                    new Annie();
                    break;

                case Champion.Xerath:
                    new Xerath();
                    break;

                default:
                    Logging.Log($"AIO: {LocalPlayer.Instance.CharName} is not supported.", LogLevels.warning);
                    break;
                }

                GameConsole.Print("Template Loaded");

                /*GameConsole.Print(
                 *  $"<font color = \"#1a8cff\">AIO Version</font> <font color = \"#FFFFFF\">{VERSION}</font><font color = \"#99ccff\"> - {Commit}</font>");*/
            }
            catch (Exception e)
            {
                switch (e)
                {
                case TargetInvocationException _:
                    Logging.Log($"AIO: Error occurred while trying to load {LocalPlayer.Instance.CharName}.",
                                LogLevels.error);
                    e.ToolKitLog();
                    break;

                case TypeLoadException _:
                    Logging.Log($"AIO: {LocalPlayer.Instance.CharName} is not supported.", LogLevels.warning);
                    break;
                }
            }
        }
Exemple #27
0
        public virtual void Process(GameConsole console)
        {

        }
Exemple #28
0
        public override void ExecuteCommand(EvtChatCommandArgs args)
        {
            List <string> arguments = args.Command.ArgumentsAsList;

            //Ignore with incorrect number of arguments
            if (arguments.Count != 1)
            {
                QueueMessage(UsageMessage);
                return;
            }

            string consoleName = arguments[0].ToLowerInvariant();

            long curConsoleID     = DataHelper.GetSettingInt(SettingsConstants.LAST_CONSOLE, 1L);
            long removedConsoleID = 0L;
            bool removed          = false;

            using (BotDBContext context = DatabaseManager.OpenContext())
            {
                GameConsole console = context.Consoles.FirstOrDefault(c => c.Name == consoleName);

                if (console != null)
                {
                    removedConsoleID = console.ID;
                    removed          = true;

                    context.Consoles.Remove(console);
                    context.SaveChanges();
                }
            }

            if (removed == true)
            {
                QueueMessage($"Successfully removed console \"{consoleName}\"!");

                //After removing the console, check if that console was the current one
                //If so, set the last console ID to the first console in the list
                if (curConsoleID == removedConsoleID)
                {
                    using (BotDBContext context = DatabaseManager.OpenContext())
                    {
                        GameConsole firstConsole = context.Consoles.FirstOrDefault();
                        if (firstConsole != null)
                        {
                            //Change the setting and save
                            Settings lastConsoleSetting = DataHelper.GetSettingNoOpen(SettingsConstants.LAST_CONSOLE, context);
                            lastConsoleSetting.ValueInt = firstConsole.ID;

                            context.SaveChanges();

                            QueueMessage($"\"{consoleName}\" used to be the current console, so the current console has been set to \"{firstConsole.Name}\"!");
                        }
                        else
                        {
                            QueueMessage($"\"{consoleName}\" used to be the current console, but there are no other consoles available. Please add a new console in order to play.");
                        }
                    }
                }

                return;
            }

            QueueMessage($"No console named \"{consoleName}\" exists.");
        }
Exemple #29
0
 public SegaBuilder()
 {
     this.console = new GameConsole();
 }
Exemple #30
0
 public GameConsoleGlub(GameConsole gameconsole)
 {
     this.console = gameconsole;
 }
Exemple #31
0
 public GameConsoleGlub()
 {
     this.console = null;
 }
Exemple #32
0
 public GameConsoleLanko(GameConsole gameconsole)
 {
     this.console = gameconsole;
 }
Exemple #33
0
    void Start()
    {
        Instance = this;

        Commands = new Dictionary<string, Action<string>>();
        HelpText = new Dictionary<string, string>();

        RegisterCommand("Help", Help);
        RegisterCommand("ListShips", ListShips);
        RegisterCommand("ListPorts", ListPorts);
        RegisterCommand("ListInventory", ListInventory);
        RegisterCommand("ModifyStat", ModifyStat);

        HelpText.Add("Help", "Usage: Help <command>");
        HelpText.Add("ListShips", "Usage: ListShips");
        HelpText.Add("ListPorts", "Usage: ListPorts");
        HelpText.Add("ListInventory", "Usage: ListInventory <container>");
        HelpText.Add("ModifyStat", "Usage: ModifyStat <object_type>,<object_name>,<modification_string>");
    }
Exemple #34
0
 public override void Draw()
 {
     GameConsole.ForegroundColor = Color.White;
     GameConsole.BackgroundColor = Terr.GetTile(Pos).BackgroundColor;
     GameConsole.DrawChar(Char, (int)Pos.X, (int)Pos.Y);
 }