Esempio n. 1
0
        public bool Event_OnMove(ComponentEvent e)
        {
            EMove   moveEvent = (EMove)e;
            Vector2 moveDir   = moveEvent.direction;

            Vector2 currentPos = owner.position;
            Vector2 targetPos  = currentPos + moveDir;

            // first check if the tile is passable
            AreaMap map = Engine.instance.world.currentMap;

            if (map.CanMoveTo(targetPos.X, targetPos.Y))
            {
                // next check if there is an entity there that can be attacked
                Entity[] targets = map.GetAllObjectsAt(targetPos.X, targetPos.Y);
                bool     canPass = true;

                // check if the target blocks passage, and if so try to attack it
                if (targets.Length > 0)
                {
                    foreach (Entity target in targets)
                    {
                        EGetBlockState blocks = (EGetBlockState)target.FireEvent(new EGetBlockState()
                        {
                            asker    = owner,
                            blocking = false
                        });

                        if (blocks.blocking)
                        {
                            // first see if it can be opened
                            var openEvent = (EOpen)target.FireEvent(new EOpen {
                                asker = owner
                            });

                            // if it was not able to be opened, try attacking it
                            if (!openEvent.wasOpened)
                            {
                                owner.FireEvent(new EDoAttack()
                                {
                                    target = target
                                });
                            }

                            canPass = false;
                        }
                    }
                }

                if (canPass)
                {
                    map.MoveEntity(owner, targetPos);
                }
            }

            return(true);
        }