/// <summary> /// Attempts to push (or pull!) a map item /// </summary> /// <param name="avatarXy">the avatar's current map position</param> /// <param name="direction">the direction of the thing the avatar wants to push</param> /// <param name="bPushedAThing">was a thing actually pushed?</param> /// <returns>the string to output to the user</returns> public string PushAThing(Point2D avatarXy, VirtualMap.Direction direction, out bool bPushedAThing) { bPushedAThing = false; Point2D adjustedPos = NonPlayerCharacterMovement.GetAdjustedPos(avatarXy, direction); TileReference adjustedTileReference = State.TheVirtualMap.GetTileReference(adjustedPos); // it's not pushable OR if an NPC occupies the tile -so let's bail if (!adjustedTileReference.IsPushable || State.TheVirtualMap.IsNPCTile(adjustedPos)) { return(DataOvlRef.StringReferences.GetString(DataOvlReference.ExclaimStrings.WONT_BUDGE_BANG_N)); } bPushedAThing = true; // we get the thing one tile further than the thing to see if we have room to push it forward Point2D oneMoreTileAdjusted = NonPlayerCharacterMovement.GetAdjustedPos(adjustedPos, direction); TileReference oneMoreTileReference = State.TheVirtualMap.GetTileReference(oneMoreTileAdjusted); // if I'm sitting and the proceeding tile is an upright tile then I can't swap things if (State.TheVirtualMap.IsAvatarSitting() && oneMoreTileReference.IsUpright) { return(DataOvlRef.StringReferences.GetString(DataOvlReference.ExclaimStrings.WONT_BUDGE_BANG_N)); } // if you are pushing a chair then change the direction of chair when it's pushed if (SpriteTileReferences.IsChair(adjustedTileReference.Index)) { adjustedTileReference = GetChairNewDirection(direction); State.TheVirtualMap.SetOverridingTileReferece(adjustedTileReference, adjustedPos); } // is there an NPC on the tile? if so, we won't move anything into them bool bIsNPCOneMoreTile = State.TheVirtualMap.IsNPCTile(oneMoreTileAdjusted); // is the next tile walkable and is there NOT an NPC on it if (oneMoreTileReference.IsWalking_Passable && !bIsNPCOneMoreTile) { State.TheVirtualMap.SwapTiles(adjustedPos, oneMoreTileAdjusted); } else // the next tile isn't walkable so we just swap the avatar and the push tile { // we will pull (swap) the thing State.TheVirtualMap.SwapTiles(avatarXy, adjustedPos); } // move the avatar to the new spot State.TheVirtualMap.CurrentPosition = adjustedPos.Copy(); PassTime(); return(DataOvlRef.StringReferences.GetString(DataOvlReference.ExclaimStrings.PUSHED_BANG_N)); }
internal bool MoveNPCs() { // if not on small map - then no NPCs! if (IsLargeMap) { return(false); } // go through each of the NPCs on the map foreach (MapCharacter mapChar in TheMapCharacters.Characters) { if (!mapChar.IsActive) { continue; } // this NPC has a command in the buffer, so let's execute! if (mapChar.Movement.IsNextCommandAvailable()) { // peek and see what we have before we pop it off NonPlayerCharacterMovement.MovementCommandDirection direction = mapChar.Movement.GetNextMovementCommandDirection(true); Point2D adjustedPos = NonPlayerCharacterMovement.GetAdjustedPos(mapChar.CurrentCharacterPosition.XY, direction); // need to evaluate if I can even move to the next tile before actually popping out of the queue bool bIsNPCOnSpace = IsNPCTile(adjustedPos); TileReference adjustedTile = GetTileReference(adjustedPos); if (GetTileReference(adjustedPos).IsNPCCapableSpace&& !bIsNPCOnSpace) { // pop the direction from the queue direction = mapChar.Movement.GetNextMovementCommandDirection(false); mapChar.Move(adjustedPos, mapChar.CurrentCharacterPosition.Floor); } } else { mapChar.CalculateNextPath(); } } return(true); }