コード例 #1
0
        private void setRoomUnitTileState(roomUnit pUnit)
        {
            pUnit.removeStatus("sit");
            pUnit.removeStatus("lay");

            List <floorItem> tileItems = this.getFloorItems(pUnit.X, pUnit.Y);

            foreach (Items.floorItem lItem in tileItems)
            {
                if (lItem.Definition.Behaviour.canSitOnTop)
                {
                    pUnit.Z            = lItem.Z;
                    pUnit.rotationHead = lItem.Rotation;
                    pUnit.rotationBody = lItem.Rotation;

                    pUnit.removeStatus("dance");
                    pUnit.addStatus("sit", "sit", stringFunctions.formatFloatForClient(lItem.Definition.topHeight), 0, null, 0, 0);
                }
                else if (lItem.Definition.Behaviour.canLayOnTop)
                {
                    //pUnit.X = lItem.X;
                    //pUnit.Y = lItem.Y;
                    pUnit.Z            = lItem.Z;
                    pUnit.rotationBody = lItem.Rotation;
                    pUnit.rotationHead = lItem.Rotation;

                    pUnit.removeStatus("dance");
                    pUnit.removeStatus("handitem");
                    pUnit.addStatus("lay", "lay", stringFunctions.formatFloatForClient(lItem.Definition.topHeight) + " null", 0, null, 0, 0);
                }
            }
        }
コード例 #2
0
        private void shortenRoomUnitPath(roomUnit pUnit)
        {
            if (pUnit.Path.Count > 1)
            {
                blisterMoleNode pNode = pUnit.Path[1];

                if (!(Math.Abs(pUnit.X - pNode.X) > 1 || Math.Abs(pUnit.Y - pNode.Y) > 1))
                {
                    if (tileFree(pNode.X, pNode.Y))
                    {
                        int X1 = 0;
                        int X2 = 0;
                        if (pNode.X > pUnit.X)
                        {
                            X1 = -1;
                            X2 = 1;
                        }
                        else
                        {
                            X1 = 1;
                            X2 = -1;
                        }

                        if (tileFree((byte)(pNode.X + X1), pNode.Y) && tileFree((byte)(pUnit.X + X2), pUnit.Y)) // Valid shortcut
                        {
                            pUnit.Path.RemoveAt(0);
                        }
                    }
                }
            }
        }
コード例 #3
0
        public void refreshRoomUnitOnTile(byte X, byte Y)
        {
            roomUnit pUnit = this.getRoomUnitOnTile(X, Y);

            if (pUnit != null)
            {
                setRoomUnitTileState(pUnit);
                this.sendMessage("@b" + pUnit.ToStatusString() + (char)1);
            }
        }
コード例 #4
0
 private void unsetRoomUnitTileState(roomUnit pUnit)
 {
     if (this.gridState[pUnit.X, pUnit.Y] == roomTileState.Interactive)
     {
         List <floorItem> Items = this.getFloorItems(pUnit.X, pUnit.Y);
         foreach (floorItem lItem in Items)
         {
             if (lItem.Definition.Behaviour.canSitOnTop) // User was seated, remove sit animation and reset height
             {
                 pUnit.removeStatus("sit");
                 pUnit.Z = this.gridHeight[pUnit.X, pUnit.Y];
             }
         }
     }
 }
コード例 #5
0
ファイル: roomUnitMovements.cs プロジェクト: habb0/Woodpecker
        private void moveRoomUnitToTile(roomUnit pUnit, ref blisterMoleNode nextTile)
        {
            // Set next step
            pUnit.nextX = nextTile.X;
            pUnit.nextY = nextTile.Y;
            pUnit.nextZ = this.gridHeight[nextTile.X, nextTile.Y];
            pUnit.Path.Remove(nextTile);

            // Set unit map
            this.gridUnit[pUnit.X, pUnit.Y]         = false;
            this.gridUnit[pUnit.nextX, pUnit.nextY] = true;

            // Calculate new rotation
            pUnit.rotationHead = rotationCalculator.calculateHumanMoveDirection(pUnit.X, pUnit.Y, pUnit.nextX, pUnit.nextY);
            pUnit.rotationBody = pUnit.rotationHead;

            pUnit.requiresUpdate = true;
        }
コード例 #6
0
        private void moveRoomUnit(roomUnit pUnit)
        {
            if (pUnit.Path.Count > 0)
            {
                shortenRoomUnitPath(pUnit); // Cut corners etc
                blisterMoleNode nextTile = pUnit.Path[0];

                bool nextTileNoRoomUnit = !this.gridUnit[nextTile.X, nextTile.Y];
                bool nextTileExists     = this.tileExists(nextTile.X, nextTile.Y);

                if (pUnit.allowOverideNextTile || (nextTileNoRoomUnit && nextTileExists && this.gridState[nextTile.X, nextTile.Y] == roomTileState.Free))
                {
                    moveRoomUnitToTile(pUnit, ref nextTile);
                    pUnit.allowOverideNextTile = false;
                    return;
                }
                else
                {
                    bool workInteractiveTile = false;

                    if (this.gridState[pUnit.goalX, pUnit.goalY] == roomTileState.Interactive)
                    {
                        if (!this.gridUnit[pUnit.goalX, pUnit.goalY])
                        {
                            this.gridState[pUnit.goalX, pUnit.goalY] = roomTileState.Free;
                            workInteractiveTile = true;
                        }
                    }

                    List <blisterMoleNode> Path = this.findShortestPath(pUnit.X, pUnit.Y, pUnit.goalX, pUnit.goalY);
                    if (workInteractiveTile)
                    {
                        this.gridState[pUnit.goalX, pUnit.goalY] = roomTileState.Interactive;
                    }

                    if (Path.Count > 0)
                    {
                        nextTile = Path[0];
                        if (!this.gridUnit[nextTile.X, nextTile.Y] && tileExists(nextTile.X, nextTile.Y))
                        {
                            pUnit.Path = Path;
                            moveRoomUnitToTile(pUnit, ref nextTile);
                            return;
                        }
                    }
                }
            }
            else
            {
                bool workInteractiveTile = false;

                if (this.gridState[pUnit.goalX, pUnit.goalY] == roomTileState.Interactive)
                {
                    if (!this.gridUnit[pUnit.goalX, pUnit.goalY])
                    {
                        this.gridState[pUnit.goalX, pUnit.goalY] = roomTileState.Free;
                        workInteractiveTile = true;
                    }
                }

                List <blisterMoleNode> Path = this.findShortestPath(pUnit.X, pUnit.Y, pUnit.goalX, pUnit.goalY);
                if (workInteractiveTile)
                {
                    this.gridState[pUnit.goalX, pUnit.goalY] = roomTileState.Interactive;
                }

                if (Path.Count > 0)
                {
                    pUnit.Path = Path;
                    unsetRoomUnitTileState(pUnit);
                    moveRoomUnit(pUnit);
                    return;
                }
                setRoomUnitTileState(pUnit);
            }

            // Stop moving
            pUnit.Moves          = false;
            pUnit.nextX          = 0;
            pUnit.nextY          = 0;
            pUnit.nextZ          = 0;
            pUnit.requiresUpdate = false;
        }
コード例 #7
0
        public void animateTalkingUnit(roomUnit pUnit, ref string Text, bool applyEmotes)
        {
            string[] Words   = Text.Split(' ');
            string   Gesture = null;

            if (applyEmotes)
            {
                foreach (string Word in Words)
                {
                    if (Gesture != null)
                    {
                        break;
                    }

                    switch (Word.ToLower())
                    {
                    case ":)":
                    case ":-)":
                    case ":d":
                    case ":-d":
                    case ":p":
                    case ":-p":
                    case ";)":
                    case ";-)":
                        Gesture = "sml";
                        break;

                    case ":o":
                        Gesture = "srp";
                        break;

                    case ":s":
                    case ":-s":
                    case ":(":
                    case ":-(":
                    case ":'(":
                    case ":'-(":
                        Gesture = "sad";
                        break;

                    case ":@":
                    case ">:(":
                    case ">:-(":
                        Gesture = "agr";
                        break;
                    }
                }
            }

            int wordAmount = Words.Length;

            if (Gesture != null)
            {
                pUnit.addStatus("gest", "gest", Gesture, 5, null, 0, 0);
                if (wordAmount == 1) // Only word is the gesture emote
                {
                    return;
                }
            }


            int speakSecs = 1;

            if (wordAmount > 1)
            {
                speakSecs = wordAmount / 2;
            }
            else if (wordAmount > 5)
            {
                speakSecs = 5;
            }

            pUnit.addStatus("talk", "talk", null, speakSecs, null, 0, 0);
        }
コード例 #8
0
ファイル: Rollers.cs プロジェクト: habb0/Woodpecker
        private void runRollers()
        {
            if (mRollerTimer > DateTime.Now.TimeOfDay.TotalSeconds && mRollerDay == DateTime.Today.DayOfYear)
            {
                return;
            }

            StringBuilder Updates          = new StringBuilder();
            List <int>    movedRoomUnitIDs = new List <int>();
            List <int>    movedItemIDs     = new List <int>();

            try
            {
                foreach (floorItem lRoller in this.floorItems)
                {
                    if (!lRoller.Definition.Behaviour.isRoller)
                    {
                        continue; // Not a roller item
                    }
                    #region General
                    // Workout direction for roller
                    byte nextX = lRoller.X;
                    byte nextY = lRoller.Y;
                    if (lRoller.Rotation == 0)
                    {
                        nextY--;
                    }
                    else if (lRoller.Rotation == 2)
                    {
                        nextX++;
                    }
                    else if (lRoller.Rotation == 4)
                    {
                        nextY++;
                    }
                    else if (lRoller.Rotation == 6)
                    {
                        nextX--;
                    }

                    if (!tileExists(nextX, nextY) || tileBlockedByRoomUnit(nextX, nextY))
                    {
                        continue; // Can't roll off room map / on room unit
                    }
                    #endregion

                    #region Get objects on current tile and verify
                    roomUnit         pUnit  = this.getRoomUnitOnTile(lRoller.X, lRoller.Y); // Get room unit on this roller
                    List <floorItem> pItems = new List <floorItem>();
                    foreach (floorItem lItem in this.getFloorItems(lRoller.X, lRoller.Y))
                    {
                        if (!lItem.Definition.Behaviour.isRoller && !movedItemIDs.Contains(lItem.ID))
                        {
                            pItems.Add(lItem);
                        }
                    }

                    if (pUnit != null && (pUnit.Moves || movedRoomUnitIDs.Contains(pUnit.ID)))
                    {
                        pUnit = null; // Invalid room unit
                    }

                    if (pUnit == null && pItems.Count == 0)
                    {
                        continue; // No items on roller and no room unit aswell
                    }
                    #endregion

                    // Get items on next tile and perform some checks
                    bool nextTileIsRoller = false;
                    bool canMoveItems     = (this.gridState[nextX, nextY] == roomTileState.Free);
                    bool canMoveUnit      = canMoveItems;

                    bool nextTileUnitInteractiveStance = false;

                    foreach (floorItem lItem in this.getFloorItems(nextX, nextY))
                    {
                        if (lItem.Definition.Behaviour.isRoller)
                        {
                            nextTileIsRoller = true;
                            continue;
                        }

                        if (lItem.Definition.Behaviour.isSolid)
                        {
                            canMoveItems = false;
                            canMoveUnit  = false;

                            if (lItem.Definition.Behaviour.isDoor)
                            {
                                if (lItem.customData == "O") // Door is open
                                {
                                    canMoveUnit = true;      // Can move unit in door
                                }
                            }
                        }
                        else if (pUnit != null && lItem.Definition.isInteractiveStance)
                        {
                            nextTileUnitInteractiveStance = true;
                            if (!nextTileIsRoller)
                            {
                                canMoveUnit = true;
                            }
                        }
                    }

                    if (!canMoveItems)    // Can't move items
                    {
                        if (!canMoveUnit) // Can't move unit aswell
                        {
                            continue;     // Can't run this roller
                        }
                        pItems.Clear();   // Clear items to move
                    }

                    #region Generate notification and move objects
                    serverMessage eventNotification = new serverMessage(230); // "Cf"
                    eventNotification.appendWired(lRoller.X);
                    eventNotification.appendWired(lRoller.Y);
                    eventNotification.appendWired(nextX);
                    eventNotification.appendWired(nextY);

                    eventNotification.appendWired(pItems.Count);
                    foreach (floorItem lItem in pItems)
                    {
                        float nextZ = lItem.Z;
                        if (!nextTileIsRoller)
                        {
                            nextZ -= lRoller.Definition.topHeight;
                        }

                        eventNotification.appendWired(lItem.ID);
                        eventNotification.appendClosedValue(stringFunctions.formatFloatForClient(lItem.Z));
                        eventNotification.appendClosedValue(stringFunctions.formatFloatForClient(nextZ));

                        lItem.X = nextX;
                        lItem.Y = nextY;
                        lItem.Z = nextZ;
                        lItem.requiresUpdate = true;

                        movedItemIDs.Add(lItem.ID);
                        generateFloorMap();
                    }

                    eventNotification.appendWired(lRoller.ID);

                    if (pUnit != null) // Room unit lifting with roller
                    {
                        float nextZ = pUnit.Z;
                        if (!nextTileIsRoller)
                        {
                            nextZ -= lRoller.Definition.topHeight;
                        }

                        pUnit.X = nextX;
                        pUnit.Y = nextY;
                        pUnit.Z = nextZ;
                        pUnit.requiresUpdate = true;

                        if (!nextTileIsRoller || nextTileUnitInteractiveStance)
                        {
                            this.setRoomUnitTileState(pUnit);
                        }

                        this.gridUnit[lRoller.X, lRoller.Y] = false;
                        this.gridUnit[pUnit.X, pUnit.Y]     = true;

                        eventNotification.appendWired(2);
                        eventNotification.appendWired(pUnit.ID);
                        eventNotification.appendClosedValue(stringFunctions.formatFloatForClient(pUnit.Z));
                        eventNotification.appendClosedValue(stringFunctions.formatFloatForClient(nextZ));

                        movedRoomUnitIDs.Add(pUnit.ID);
                    }
                    #endregion

                    Updates.Append(eventNotification.ToString());
                }

                if (Updates.Length > 0)
                {
                    this.sendMessage(Updates.ToString());
                }

                this.mRollerTimer = DateTime.Now.TimeOfDay.TotalSeconds + rollerDelaySeconds;
                this.mRollerDay   = DateTime.Today.DayOfYear;
            }
            catch (Exception ex)
            {
                Core.Logging.Log("Rollers in room instance of room " + this.roomID + " crashed, exception: " + ex.Message);
                this.hasRollers = false;
            }
        }