コード例 #1
0
        private void ExitCottage(object sender, IncomingMessage receivedMessage)
        {
            Entity cottage = networkedScene.EntityManager.Find(receivedMessage.ReadString());

            if (cottage != null && !cottage.IsDisposed)
            {
                Cottage cot    = cottage.FindComponent <Cottage>();
                int     number = receivedMessage.ReadInt32();
                if (cot != null && !cot.UnderConstruction())
                {
                    LayerTile aux = Map.map.GetTileByMapCoordinates(receivedMessage.ReadInt32(), receivedMessage.ReadInt32());
                    cot.ExitPerson(number, aux);
                }
            }
        }
コード例 #2
0
ファイル: Player.cs プロジェクト: anddonram/CODE3
        /**
         * <summary>
         * Assumes selectedWO is not null. Checks all posible actions between selectedWO and any of the mouse tile WOs
         * </summary>
         */
        private void HandleAction()
        {
            //We can't do anything if we are moving (you'd better not modify that)
            if (!selectedWO.IsActionBlocking())
            {
                ui.ClearActionButtons();
                //As always, when handling actions we must save the instances at the moment
                //If you remove this lines, when a person tries to exit a cottage, for example,
                //the tile for exit will be the currentTile below the button at the moment it is pressed (which will probably be null), and not the tile that was selected
                WorldObject currentWO     = null;
                WorldObject currentMobile = null;
                LayerTile   currentTile   = this.currentTile;
                if (fog == null || fog.IsVisible(currentTile.X, currentTile.Y))
                {
                    currentWO     = this.currentWO;
                    currentMobile = this.currentMobile;
                }
                else if (fog.IsPartiallyVisible(currentTile.X, currentTile.Y))
                {
                    currentWO = fog.GetRevealedWO(currentTile.X, currentTile.Y);
                }
                foreach (ActionBehavior act in selectedWO.allActions)
                {
                    if (act.CanShowButton(currentMobile))
                    {
                        ui.AddAction(act.GetCommandName(currentMobile), () => HandleMovementAction(currentMobile, currentTile, act));
                    }
                    if (act.CanShowButton(currentWO))
                    {
                        ui.AddAction(act.GetCommandName(currentWO), () => HandleMovementAction(currentWO, currentTile, act));
                    }
                }


                if (selectedWO.IsMobile())
                {
                    //A button to move if "we see" the tile is free
                    if ((currentWO == null || currentWO.IsTraversable(selectedWO)) && (currentMobile == null || currentMobile.IsTraversable(selectedWO)))
                    {
                        ui.AddAction("Move", () => CalculatePathDStar(selectedWO, currentTile));
                    }
                }
                Cottage cottage = selectedWO.Owner.FindComponent <Cottage>();
                if (cottage != null)
                {
                    for (int i = 0; i < cottage.GetPeople().Count; i++)
                    {
                        //Careful with event handlers, actions in loops, because the i variable wont work
                        int         aux          = i;
                        WorldObject peopleInside = cottage.GetPeople()[aux];
                        if ((currentMobile == null || currentMobile.IsTraversable(peopleInside)) &&
                            (currentWO == null || currentWO.IsTraversable(peopleInside)))
                        {
                            ui.AddAction(string.Format("Exit cottage {0}: {1}", aux + 1, cottage.GetPeople()[aux].GetWoName()), () => cottage.ExitPerson(aux + 1, currentTile));
                        }
                    }
                }

                if (ui.actions.Count == 1)
                {
                    //if there is only an action, we directly execute it
                    ui.ExecuteAction(0);
                }
                else if (ui.actions.Count > 1)
                {
                    for (int i = 0; i < ui.actions.Count; i++)
                    {
                        //Careful with event handlers, actions in loops, because the i variable wont work
                        int aux = i;
                        if (i >= ui.buttons.Count)
                        {
                            //We have less buttons than actions, create a new one
                            ui.CreateActionButton();
                        }
                        ui.UpdateActionButton(aux);
                    }
                    ui.optionsAlreadyShown = true;
                    lastActionTile         = currentTile;
                    WaveServices.Layout.PerformLayout(Owner.Scene);
                }
            }
        }
コード例 #3
0
ファイル: Player.cs プロジェクト: anddonram/CODE3
        protected override void Update(TimeSpan gameTime)
        {
            if (!active)
            {
                return;
            }

            currentTile = Map.map.GetTileByWorldPosition(GetMousePosition());

            //If the wo is inside other (p.e: a cottage) we deselect it
            if (selectedWO != null && (selectedWO.GetAction() == ActionEnum.Inside || selectedWO.IsDestroyed()))
            {
                selectedWO = null;
                ui.ClearActionButtons();
                lastActionTile = null;
            }

            if (ui.MouseOverGUI())
            {
                return;
            }

            //If we are selecting something we own
            if (selectedWO != null && selectedWO.player == this)
            {
                if (currentTile != null)
                {
                    currentMobile = Map.map.GetMobile(currentTile.X, currentTile.Y);
                    currentWO     = Map.map.GetWorldObject(currentTile.X, currentTile.Y);

                    //If we are not creating a path
                    if (!readingTiles && selectedWO.IsMobile())
                    {
                        //But we want to start a new path
                        if (keysBehavior.IsCommandExecuted(CommandEnum.StartPath))
                        {
                            if (!selectedWO.IsActionBlocking() && map.Adjacent(currentTile, map.GetTileByWorldPosition(selectedWO.GetCenteredPosition())))
                            {
                                //Start path
                                readingTiles = true;
                                path.Add(Map.map.GetTileByWorldPosition(selectedWO.GetCenteredPosition()));
                            }
                        }
                    }

                    if (readingTiles && keysBehavior.IsCommandExecuted(CommandEnum.AddTile))
                    {
                        AddTile();
                    }
                    if (readingTiles && keysBehavior.IsCommandExecuted(CommandEnum.FinishPath))
                    {
                        //Right button no longer pressed, set path
                        MovementBehavior per = selectedWO.Owner.FindComponent <MovementBehavior>();
                        if (path.Count > 2 && per != null)
                        {
                            per.SetPath(path);
                        }
                        readingTiles = false;
                        path.Clear();
                    }
                    if (keysBehavior.IsCommandExecuted(CommandEnum.ActInTile))
                    {
                        readingTiles = false;
                        path.Clear();
                        if (ui.optionsAlreadyShown && currentTile == lastActionTile && selectedWO.IsMobile() && !selectedWO.IsActionBlocking())
                        {
                            for (int i = 0; i < ui.actions.Count; i++)
                            {
                                if (ui.actions[i].text == "Move")
                                {
                                    ui.actions[i].buttonAction(null, null);
                                    break;
                                }
                            }
                            lastActionTile = null;
                        }
                        else
                        {
                            HandleAction();
                        }
                    }



                    //Shortcuts for vicious ones
                    if (keysBehavior.IsCommandExecuted(CommandEnum.Chop))
                    {
                        Chop();
                    }
                    if (keysBehavior.IsCommandExecuted(CommandEnum.Fight))
                    {
                        Fight();
                    }
                    if (keysBehavior.IsCommandExecuted(CommandEnum.Build))
                    {
                        Build();
                    }
                    if (keysBehavior.IsCommandExecuted(CommandEnum.Heal))
                    {
                        Heal();
                    }
                    if (keysBehavior.IsCommandExecuted(CommandEnum.Train))
                    {
                        Train();
                    }
                    //Cottage shortcuts
                    Cottage cottage = selectedWO.Owner.FindComponent <Cottage>();
                    if (cottage != null)
                    {
                        if (keysBehavior.IsCommandExecuted(CommandEnum.CottageOne))
                        {
                            cottage.ExitPerson(1, currentTile);
                        }
                        if (keysBehavior.IsCommandExecuted(CommandEnum.CottageTwo))
                        {
                            cottage.ExitPerson(2, currentTile);
                        }
                        if (keysBehavior.IsCommandExecuted(CommandEnum.CottageThree))
                        {
                            cottage.ExitPerson(3, currentTile);
                        }
                        if (keysBehavior.IsCommandExecuted(CommandEnum.CottageFour))
                        {
                            cottage.ExitPerson(4, currentTile);
                        }
                        if (keysBehavior.IsCommandExecuted(CommandEnum.CottageFive))
                        {
                            cottage.ExitPerson(5, currentTile);
                        }
                        if (keysBehavior.IsCommandExecuted(CommandEnum.CottageSix))
                        {
                            cottage.ExitPerson(6, currentTile);
                        }
                    }
                    //Update cottage info any
                    ui.UpdateCottageUI(cottage);
                }
                if (keysBehavior.IsCommandExecuted(CommandEnum.Stop))
                {
                    selectedWO.Stop();
                }
                if (keysBehavior.IsCommandExecuted(CommandEnum.Destroy))
                {
                    Destroy();
                }
            }

            //Select
            if (keysBehavior.IsCommandExecuted(CommandEnum.Select))
            {
                lastActionTile = null;
                Select();
            }
        }