///// // 1 2 4 8 -> N S E W public static Game.Tile GetStep(Game.Ent_Static ent, int dir) { int base_x = ent.x; int base_y = ent.y; int base_z = ent.z; switch (dir) { case 0: break; case 1: base_y++; break; case 5: base_y++; base_x++; break; case 4: base_x++; break; case 6: base_y--; base_x++; break; case 2: base_y--; break; case 10: base_y--; base_x--; break; case 8: base_x--; break; case 9: base_y++; base_x--; break; default: throw new Exception("Bad dir: " + dir); } return(GetTile(base_x, base_y, base_z)); }
public static void StepAway(Game.Ent_Dynamic ent, Game.Ent_Static target, int?stop_dist) { if (stop_dist == null) { stop_dist = 5; } Logger.DebugMajor("map->step_away"); }
public static void WalkAway(Game.Ent_Dynamic ent, Game.Ent_Static target, int?stop_dist = null, int lag = 0) { if (stop_dist == null) { stop_dist = 5; } Logger.DebugMajor("map->walk_away"); }
public static Game.Tile GetStepAway(Game.Ent_Static ent, Game.Ent_Static target, int?stop_dist) { if (stop_dist == null) { stop_dist = 5; } Logger.DebugMajor("map->get_step_away"); return(null); }
///// public static ByTable FetchInBlock(Game.Ent_Static a, Game.Ent_Static b) { if (a == null || b == null) // confirmed returns empty table if either arg is null { return(new ByTable()); } // Determine real upper and lower bounds int low_x, low_y, low_z; int high_x, high_y, high_z; if (a.x < b.x) { low_x = a.x; high_x = b.x; } else { low_x = b.x; high_x = a.x; } if (a.y < b.y) { low_y = a.y; high_y = b.y; } else { low_y = b.y; high_y = a.y; } if (a.z < b.z) { low_z = a.z; high_z = b.z; } else { low_z = b.z; high_z = a.z; } return(FetchInternal(low_x, low_y, low_z, high_x, high_y, high_z, null, true)); }
public virtual dynamic Entered(Somnium.Game.Ent_Dynamic O, Game.Ent_Static old_loc) { return(null); }
public virtual bool Exit(Game.Ent_Dynamic O, Game.Ent_Static new_loc) { return(false); }
public virtual bool Enter(Somnium.Game.Ent_Dynamic O, Game.Ent_Static old_loc) { return(false); }
public void __SetLocInternal(Game.Ent_Static e) { _loc = e; }
public static void Animate(Game.Ent_Static ent) { throw new NotImplementedException(); }
public virtual dynamic Bump(Game.Ent_Static Obstacle = null, dynamic yes = null) { return(null); }
public static void StepTowards(Game.Ent_Dynamic ent, Game.Ent_Static target, int stop_dist = 0) { Logger.DebugMajor("map->step_towards"); }
public static void WalkTowardsSimple(Game.Ent_Dynamic ent, Game.Ent_Static target, int lag = 0) { Logger.DebugMajor("map->walk_towards_stupid"); }
public static Game.Tile GetStepTowardsSimple(Game.Ent_Static ent, Game.Ent_Static target) { Logger.DebugMajor("map->get_step_towards_stupid"); return(null); }
public virtual void Exited(Somnium.Game.Ent_Dynamic O, Game.Ent_Static new_loc) { }
public void Click(Game.Ent_Static ent_Static, dynamic src_location, string src_control, string _params) { throw new NotImplementedException(); }
public static void StepTowardsSimple(Game.Ent_Dynamic ent, Game.Ent_Static target) { Logger.DebugMajor("map->step_twoards_stupid"); }
public Base_Dynamic(Game.Ent_Static loc) { this.loc = loc; this._contents = new EntContentsTable(this); }
public static Game.Tile GetStepTowards(Game.Ent_Static ent, Game.Ent_Static target, int stop_dist = 0) { Logger.DebugMajor("map->get_step_towards"); return(null); }