public void PickupItem() { // 1.Check if tile contains an Item if (GOmanager.IsItemAt(position.X, position.Y, position.Z)) { // 2. If item is a pile enter new container manager state : if (GOmanager.GetItemAt(position.X, position.Y, position.Z) is Pile p) { GOmanager.playState.Manager.Push(new PileManagerState(this, p)); return; //<--- break from method here } // 3. if item is a pile and not empty enter new pile manager state: if (GOmanager.GetItemAt(position.X, position.Y, position.Z) is Pile pile) { if (!pile.IsEmpty()) { GOmanager.playState.Manager.Push(new PileManagerState(this, pile)); return; // <--- break from method here } } // 4. Pickup item, move to inventory, remove from ItemGrid // need more advanced algorithm to sort out what to to do. Inventory.Add(GOmanager.GetItemAt(position.X, position.Y, position.Z)); GOmanager.RemoveItemFromTerrain(position); } }
public virtual void Move(int dx, int dy, int dz) { // 1.Check if tile is blocked if (GOmanager.playState.IsBlocked(position.X + dx, position.Y + dy, position.Z + dz)) { // 2. if blocked, can it be interacted with ? GOmanager.playState.Interact(position.X + dx, position.Y + dy, position.Z + dz); } else // 3.tile is not blocked { // 4. check if tile is occupied by other actor. if (GOmanager.IsActorsGridOccupied(position.X + dx, position.Y + dy, position.Z + dz)) { // 5. grid occupied by other actor. BUMP! For now all bumps // is treated as an attack. Later, allies should just switch // place with moving actor. if (true) // = enemy { // 6. Attack ! Actor opponent = GOmanager.GetActorAt(position.X + dx, position.Y + dy, position.Z + dz); Attack(opponent); } else { } // = ally, switch place. } else { // 7. Not occupied, move into tile GOmanager.ActorMove(position, dx, dy, dz); Point3 newPoint = position; newPoint.X += dx; newPoint.Y += dy; newPoint.Z += dz; position = newPoint; // 8. Interact with tile just exited : (close doors ) GOmanager.playState.Interact(position.X, position.Y, position.Z); } } // Finally : Send text to render about items in tile. Just a test. // TEST EVENT DRIVEN MESSAGE TO RENDERER : if (GOmanager.IsItemAt(position.X, position.Y, position.Z)) { GOmanager.playState.RaiseHappeningEvent( new HappeningArgs( TypeOfComponent.TextMessage, "ITEM : " + GOmanager.GetItemAt(position.X, position.Y, position.Z))); } }
internal void DropItem(Item selected) { selected.position = position; GOmanager.DropItemOnTerrain(selected); Inventory.Remove(selected); }