Пример #1
0
 /// <summary>
 /// This attaches the weapon passed in, and returns the previous weapon.  Also optionally manages the weapon's states within
 /// the map or inventory
 /// </summary>
 /// <param name="newFrom">If from map or inventory, this will remove it from those places</param>
 /// <param name="existingTo">If told to, will add the existing back into inventory or map</param>
 public void AttachWeapon(Weapon newWeapon, ItemToFrom newFrom = ItemToFrom.Nowhere, ItemToFrom existingTo = ItemToFrom.Nowhere)
 {
     MapObjectTransfer.AttachWeapon(_transferArgs, ref _weaponAttachJoint, ref _weapon, newWeapon, newFrom, existingTo);
 }
Пример #2
0
 public bool AddToInventory(Weapon newWeapon, ItemToFrom newFrom = ItemToFrom.Nowhere)
 {
     return(MapObjectTransfer.AddToInventory(_transferArgs, newWeapon, newFrom));
 }
Пример #3
0
 public void RemoveFromInventory(Weapon removeWeapon, ItemToFrom existingTo = ItemToFrom.Nowhere)
 {
     MapObjectTransfer.RemoveFromInventory(_transferArgs, removeWeapon, existingTo);
 }
Пример #4
0
        public static void RemoveFromInventory(MapObjectTransferArgs args, Weapon removeWeapon, ItemToFrom existingTo = ItemToFrom.Nowhere)
        {
            switch (existingTo)
            {
            case ItemToFrom.Inventory:          // there should be no reason to call this method when it's going back into inventory
                break;

            case ItemToFrom.Nowhere:
                // Make sure it's in the inventory
                if (args.Inventory.Weapons.Remove(removeWeapon))
                {
                    removeWeapon.Dispose();
                }
                break;

            case ItemToFrom.Map:
                // Make sure it's in the inventory
                if (args.Inventory.Weapons.Remove(removeWeapon))
                {
                    // Convert from graphics only to a physics weapon
                    Weapon physicsWeapon = new Weapon(removeWeapon.DNA, new Point3D(), args.World, args.MaterialID_Weapon);

                    removeWeapon.Dispose();

                    physicsWeapon.ShowAttachPoint = true;

                    SetDropOffset(args.Bot, physicsWeapon);

                    if (args.ShouldKeep2D)
                    {
                        args.KeepItems2D.Add(physicsWeapon, false);
                    }

                    args.Map.AddItem(physicsWeapon);
                }
                break;

            default:
                throw new ApplicationException("Unknown ItemToFrom: " + existingTo.ToString());
            }
        }
Пример #5
0
        private static void AttachWeapon_TakeNewWeapon(MapObjectTransferArgs args, ref Weapon newWeapon, ItemToFrom newFrom)
        {
            if (newWeapon == null)
            {
                return;
            }

            newWeapon.ShowAttachPoint = false;

            switch (newFrom)
            {
            case ItemToFrom.Nowhere:
                if (args.ShouldKeep2D)
                {
                    args.KeepItems2D.Add(newWeapon, true);
                }

                if (args.Viewport != null && newWeapon.Visuals3D != null)
                {
                    args.Viewport.Children.AddRange(newWeapon.Visuals3D);
                }
                break;

            case ItemToFrom.Map:
                args.Map.RemoveItem(newWeapon, true, false);         // this also removes from the viewport
                if (args.Viewport != null && newWeapon.Visuals3D != null)
                {
                    args.Viewport.Children.AddRange(newWeapon.Visuals3D);           // put the visuals back
                }
                break;

            case ItemToFrom.Inventory:
                // Make sure it's in the inventory
                if (args.Inventory.Weapons.Remove(newWeapon))
                {
                    // Convert from graphics only to a physics weapon
                    Weapon physicsWeapon = new Weapon(newWeapon.DNA, new Point3D(), args.World, args.MaterialID_Weapon);

                    // Swap them
                    newWeapon.Dispose();
                    newWeapon = physicsWeapon;

                    newWeapon.ShowAttachPoint = false;

                    if (args.ShouldKeep2D)
                    {
                        args.KeepItems2D.Add(newWeapon, true);
                    }

                    if (args.Viewport != null && newWeapon.Visuals3D != null)
                    {
                        args.Viewport.Children.AddRange(newWeapon.Visuals3D);
                    }
                }
                break;

            default:
                throw new ApplicationException($"Unknown ItemToFrom: {newFrom}");
            }
        }
Пример #6
0
        private static void AttachWeapon_HandOffWeapon(MapObjectTransferArgs args, Weapon existing, ItemToFrom existingTo)
        {
            existing.Gravity = null;

            existing.ShowAttachPoint = true;

            switch (existingTo)
            {
            case ItemToFrom.Nowhere:
                // Dispose the existing weapon
                if (args.ShouldKeep2D)
                {
                    args.KeepItems2D.Remove(existing);
                }

                if (args.Viewport != null && existing.Visuals3D != null)
                {
                    args.Viewport.Children.RemoveAll(existing.Visuals3D);
                }
                existing.Dispose();
                break;

            case ItemToFrom.Map:
                // Give the weapon back to the map
                SetDropOffset(args.Bot, existing);

                if (args.Viewport != null && existing.Visuals3D != null)
                {
                    args.Viewport.Children.RemoveAll(existing.Visuals3D);           // Map adds to the viewport, so remove from viewport first
                }
                args.Map.AddItem(existing);

                // no need to add to _keepItems2D, because the existing was added to it when hooked up to this bot
                break;

            case ItemToFrom.Inventory:
                // Clone the weapon, but no physics
                Weapon nonPhysics = new Weapon(existing.DNA, new Point3D(), null, args.MaterialID_Weapon);

                // Dispose the physics object
                if (args.ShouldKeep2D)
                {
                    args.KeepItems2D.Remove(existing);
                }

                if (args.Viewport != null && existing.PhysicsBody.Visuals != null)
                {
                    args.Viewport.Children.RemoveAll(existing.PhysicsBody.Visuals);
                }
                existing.Dispose();

                // Add to inventory
                args.Inventory.Weapons.Add(nonPhysics);
                break;

            default:
                throw new ApplicationException($"Unknown ItemToFrom: {existingTo}");
            }
        }
Пример #7
0
        public static bool AddToInventory(MapObjectTransferArgs args, Weapon newWeapon, ItemToFrom newFrom = ItemToFrom.Nowhere)
        {
            newWeapon.ShowAttachPoint = true;

            switch (newFrom)
            {
            case ItemToFrom.Nowhere:
                if (newWeapon.IsGraphicsOnly)
                {
                    args.Inventory.Weapons.Add(newWeapon);
                }
                else
                {
                    // The inventory can only hold graphics only, so convert it and dispose the physics version
                    args.Inventory.Weapons.Add(new Weapon(newWeapon.DNA, new Point3D(), null, args.MaterialID_Weapon));
                    newWeapon.Dispose();
                }
                return(true);

            case ItemToFrom.Inventory:          // there should be no reason to call this method when it's already in inventory
                return(true);

            case ItemToFrom.Map:

                //TODO: Ask inventory first
                //if (!args.Inventory.CanTake(newWeapon))
                //{
                //    return false;
                //}


                // Clone the weapon, but no physics
                Weapon nonPhysics = new Weapon(newWeapon.DNA, new Point3D(), null, args.MaterialID_Weapon);

                // Dispose the physics version
                if (args.ShouldKeep2D)
                {
                    args.KeepItems2D.Remove(newWeapon);
                }

                args.Map.RemoveItem(newWeapon, true);         // the map also removes from the viewport
                //_viewport.Children.RemoveAll(newWeapon.Visuals3D);

                nonPhysics.ShowAttachPoint = true;

                // Add to inventory
                args.Inventory.Weapons.Add(nonPhysics);
                return(true);

            default:
                throw new ApplicationException($"Unknown ItemToFrom: {newFrom}");
            }
        }
Пример #8
0
        //TODO: Make this function more generic so it's not just arcanorum weapons
        /// <summary>
        /// This attaches the weapon passed in, and returns the previous weapon.  Also optionally manages the weapon's states within
        /// the map or inventory
        /// </summary>
        /// <param name="newFrom">If from map or inventory, this will remove it from those places</param>
        /// <param name="existingTo">If told to, will add the existing back into inventory or map</param>
        public static void AttachWeapon(MapObjectTransferArgs args, ref JointBase weaponAttachJoint, ref Weapon weapon, Weapon newWeapon, ItemToFrom newFrom = ItemToFrom.Nowhere, ItemToFrom existingTo = ItemToFrom.Nowhere)
        {
            // Pause the world
            bool shouldResume = false;

            if (!args.World.IsPaused)
            {
                shouldResume = true;
                args.World.Pause();
            }

            // Unhook previous weapon (remove joint)
            AttachWeapon_UnhookPrevious(ref weaponAttachJoint);

            // Hand off existing weapon
            if (weapon != null)
            {
                AttachWeapon_HandOffWeapon(args, weapon, existingTo);
            }

            // Take new weapon
            AttachWeapon_TakeNewWeapon(args, ref newWeapon, newFrom);

            // Hook up new weapon (add joint)
            AttachWeapon_HookupNew(args, ref weaponAttachJoint, ref weapon, newWeapon);

            // In order for semitransparency to work, this bot's visuals must be added to the viewport last
            if (newWeapon != null && args.Viewport != null && args.Visuals3D != null)
            {
                args.Viewport.Children.RemoveAll(args.Visuals3D);
                args.Viewport.Children.AddRange(args.Visuals3D);
            }

            // Resume the world
            if (shouldResume)
            {
                args.World.UnPause();
            }
        }