예제 #1
0
        public bool TryToTame(Skill skill)
        {
            bool result = false;

            if (skill.LastSkillValue > StubbornnessTypeToFloat(creature.Template.Props.Stubbornness))
            {
                //this function is called by the Beastmaster skill to verify a context action
                //it consumes whatever edibles are in the player's hand
                FoodStuff foodStuff = null;
                if (Player.Local.Tool.IsEquipped && Player.Local.Tool.worlditem.Is <FoodStuff>(out foodStuff))
                {
                    if (Stacks.Can.Stack(foodStuff.worlditem, creature.Template.Props.FavoriteFood))
                    {
                        Debug.Log("Player has the food we like equipped");
                        creature.Eat(foodStuff);
                        Tamed tamed = worlditem.GetOrAdd <Tamed>();
                        tamed.Imprint(Player.Local, WorldClock.AdjustedRealTime, skill.EffectTime, skill.HasBeenMastered);
                        result = true;
                    }
                }
            }

            if (result)
            {
                //if we've been tamed then there's no need for this script any more
                creature.State.Domestication = DomesticatedState.Tamed;
                creature.RefreshBehavior();
            }

            return(result);
        }
예제 #2
0
파일: Timid.cs 프로젝트: yazici/FRONTIERS
        public void OnCollectiveThoughtStart()
        {
            if (mDestroyed)
            {
                return;
            }

            if (!creature.IsInDen)
            {
                creature.CurrentThought.Should(IOIReaction.IgnoreIt);
                return;
            }

            creature.Body.TargetEyeColor = Color.green;                                    //TODO put this somewhere else
            IItemOfInterest itemOfInterest = creature.CurrentThought.CurrentItemOfInterest;

            switch (itemOfInterest.IOIType)
            {
            case ItemOfInterestType.Player:
            default:
                if (creature.Template.StateTemplate.Domestication == DomesticatedState.Domesticated)
                {
                    creature.CurrentThought.Should(IOIReaction.WatchIt);
                }
                else
                {
                    Tamed tamed = null;
                    if (worlditem.Is <Tamed>(out tamed) && tamed.State.ImprintedPlayer == itemOfInterest.player.ID)
                    {
                        creature.CurrentThought.Should(IOIReaction.IgnoreIt);
                    }
                    else
                    {
                        if (Player.Local.IsCrouching)
                        {
                            creature.CurrentThought.Should(IOIReaction.FleeFromIt);
                        }
                        else if (Player.Local.IsWalking)
                        {
                            creature.CurrentThought.Should(IOIReaction.FleeFromIt, 3);
                        }
                        else if (Player.Local.IsSprinting)
                        {
                            creature.CurrentThought.Should(IOIReaction.FleeFromIt, 4);
                        }
                        else
                        {
                            creature.CurrentThought.Should(IOIReaction.FleeFromIt, 2);
                        }
                    }
                }
                break;

            case ItemOfInterestType.Scenery:
                creature.CurrentThought.Should(IOIReaction.WatchIt);
                break;

            case ItemOfInterestType.WorldItem:
                if (creature.CurrentThought.CurrentItemOfInterest.worlditem.Is <Creature>() && !creature.Den.BelongsToPack(creature.CurrentThought.CurrentItemOfInterest.worlditem))
                {
                    creature.CurrentThought.Should(IOIReaction.FleeFromIt);
                }
                break;
            }
        }