示例#1
0
        public override void Load(TagCompound tag)
        {
            try
            {
                int value = tag.GetInt("value");

                if (value > 0)
                {
                    loadedValue = value;

                    Point position = new Point(tag.GetInt("x"), tag.GetInt("y"));

                    Item[] deathInventory  = new Item[player.inventory.Length];
                    Item[] deathArmor      = new Item[player.armor.Length];
                    Item[] deathDye        = new Item[player.dye.Length];
                    Item[] deathMiscEquips = new Item[player.miscEquips.Length];
                    Item[] deathMiscDyes   = new Item[player.miscDyes.Length];

                    loadItemList(tag.Get <List <Item> >("deathInventory"), deathInventory);
                    loadItemList(tag.Get <List <Item> >("deathArmor"), deathArmor);
                    loadItemList(tag.Get <List <Item> >("deathDye"), deathDye);
                    loadItemList(tag.Get <List <Item> >("deathMiscEquips"), deathMiscEquips);
                    loadItemList(tag.Get <List <Item> >("deathMiscDyes"), deathMiscDyes);

                    PlayerDeathInventory inventory = new PlayerDeathInventory(deathInventory, deathArmor, deathDye, deathMiscEquips, deathMiscDyes);

                    playerDeathInventoryMap.Add(position, inventory);
                }
            }
            catch (Exception e)
            {
                mod.Logger.Error("Error loading saved tombstone inventory " + e.Message);
            }
        }
示例#2
0
 public override void OnEnterWorld(Player player)
 {
     if (playerDeathInventoryMap.Count > 0)
     {
         foreach (KeyValuePair <Point, PlayerDeathInventory> entry in playerDeathInventoryMap)
         {
             PlayerDeathInventory inventory = entry.Value;
             Main.NewText("Loaded inventory in tombstone at " + pointToText(entry.Key) + ", valued " + Main.ValueToCoins(loadedValue), 155, 155, 255);
         }
     }
 }
示例#3
0
        public override TagCompound Save()
        {
            int   maxValue = 0;
            Point position = new Point();
            PlayerDeathInventory mostValuableDeath = null;

            foreach (KeyValuePair <Point, PlayerDeathInventory> entry in playerDeathInventoryMap)
            {
                int value = entry.Value.getValue();
                if (value > maxValue)
                {
                    maxValue          = value;
                    position.X        = entry.Key.X;
                    position.Y        = entry.Key.Y;
                    mostValuableDeath = entry.Value;
                }
            }

            if (mostValuableDeath == null)
            {
                return(null);
            }

            mod.Logger.Info("Saving inventory in tombstone at " + position.X + ", " + position.Y + ", valued at " + maxValue);

            List <Item> deathInventory  = new List <Item>(mostValuableDeath.deathInventory);
            List <Item> deathArmor      = new List <Item>(mostValuableDeath.deathArmor);
            List <Item> deathDye        = new List <Item>(mostValuableDeath.deathDye);
            List <Item> deathMiscEquips = new List <Item>(mostValuableDeath.deathMiscEquips);
            List <Item> deathMiscDyes   = new List <Item>(mostValuableDeath.deathMiscDyes);

            nullEmptyItems(deathInventory);
            nullEmptyItems(deathArmor);
            nullEmptyItems(deathDye);
            nullEmptyItems(deathMiscEquips);
            nullEmptyItems(deathMiscDyes);

            TagCompound tag = new TagCompound();

            tag.Add("x", position.X);
            tag.Add("y", position.Y);
            tag.Add("value", maxValue);
            tag.Add("deathInventory", deathInventory);
            tag.Add("deathArmor", deathArmor);
            tag.Add("deathDye", deathDye);
            tag.Add("deathMiscEquips", deathMiscEquips);
            tag.Add("deathMiscDyes", deathMiscDyes);

            return(tag);
        }
示例#4
0
        //TODO network sync removed gravestone
        public override void RightClick(int i, int j, int type)
        {
            if (type == TileID.Tombstones)
            {
                //Get player id and give him his shit bacK

                Player player = Main.player[Main.myPlayer];

                //mod.Logger.Warn("Player ID: " + Main.myPlayer + " " + player.name + " Tried to click on tombstone coordinates: " + i + ", " + j);

                //ASUMING i and j are x and y coordinates I can do some stuff
                //Need to check each tile at + and - 1 because the tile is 2x2, but the projectile will only save a single tile coordinate
                Point[] tombStonePositions = new Point[9];
                tombStonePositions[0] = new Point(i, j);
                tombStonePositions[1] = new Point(i, j + 1);
                tombStonePositions[2] = new Point(i, j - 1);
                tombStonePositions[3] = new Point(i + 1, j);
                tombStonePositions[4] = new Point(i + 1, j + 1);
                tombStonePositions[5] = new Point(i + 1, j - 1);
                tombStonePositions[6] = new Point(i - 1, j);
                tombStonePositions[7] = new Point(i - 1, j + 1);
                tombStonePositions[8] = new Point(i - 1, j - 1);

                TombstonePlayer tStonePlayer = player.GetModPlayer <TombstonePlayer>();

                Dictionary <Point, PlayerDeathInventory> playerDeathInventoryMap = tStonePlayer.playerDeathInventoryMap;
                PlayerDeathInventory playerDeathInventory = null;

                //loop through the 9 tile list
                for (int pos = 0; pos < tombStonePositions.Length; pos++)
                {
                    if (playerDeathInventoryMap.TryGetValue(tombStonePositions[pos], out playerDeathInventory))
                    {
                        //found the player's death inventory, give it to the player who clicked on it
                        //Player player = Main.player[playerId];

                        //First cause player to drop all items carried, then apply the items straight to his inventory
                        player.DropItems();

                        //INVENTORY
                        for (int c = 0; c < playerDeathInventory.deathInventory.Length; c++)
                        {
                            //put inventory into separate list
                            player.inventory[c] = playerDeathInventory.deathInventory[c];
                        }

                        //ARMOR - SOCIAL
                        for (int c = 0; c < playerDeathInventory.deathArmor.Length; c++)
                        {
                            //put armor into separate list
                            player.armor[c] = playerDeathInventory.deathArmor[c];
                        }

                        //DYES
                        for (int c = 0; c < playerDeathInventory.deathDye.Length; c++)
                        {
                            //put dye into separate list
                            player.dye[c] = playerDeathInventory.deathDye[c];
                        }

                        //EQUIPMENT
                        for (int c = 0; c < playerDeathInventory.deathMiscEquips.Length; c++)
                        {
                            //put equipment into separate list
                            player.miscEquips[c] = playerDeathInventory.deathMiscEquips[c];
                        }

                        //EQUIPMENT - DYE
                        for (int c = 0; c < playerDeathInventory.deathMiscDyes.Length; c++)
                        {
                            //put equipment dye into separate list
                            player.miscDyes[c] = playerDeathInventory.deathMiscDyes[c];
                        }

                        //delete existing player inventory at that spot
                        playerDeathInventoryMap.Remove(tombStonePositions[pos]);

                        WorldGen.KillTile(tombStonePositions[pos].X, tombStonePositions[pos].Y);

                        if (Main.netMode != NetmodeID.SinglePlayer)
                        {
                            //TombstoneDeathMod myMod = (TombstoneDeathMod) mod;
                            //myMod.Send(-1, Main.myPlayer, tombStonePositions[pos].X, tombStonePositions[pos].Y);
                            Send(-1, Main.myPlayer, tombStonePositions[pos].X, tombStonePositions[pos].Y);
                        }

                        break;
                    }
                }
            }
        }
示例#5
0
        //public override bool PreKill(double damage, int hitDirection, bool pvp, ref bool playSound, ref bool genGore, ref PlayerDeathReason damageSource)
        //{

        //}

        public override void Kill(double damage, int hitDirection, bool pvp, PlayerDeathReason damageSource)
        {
            Point playerPosition = player.position.ToTileCoordinates();
            int   x      = playerPosition.X;
            int   y      = playerPosition.Y + 4;
            int   startX = x;

            bool isClearForTombstone = isTileCoordinateClear(x, y);

            // Check left and right 15 squares, then up one and repeat 15 times
            int movesY = 0;

            while (!isClearForTombstone && movesY++ < 15)
            {
                x = startX;
                isClearForTombstone = isTileCoordinateClear(x, y);

                int movesX = 0;
                while (!isClearForTombstone && movesX++ < 15)
                {
                    x = startX - movesX;

                    if (x < 0)
                    {
                        x = 0;
                    }

                    isClearForTombstone = isTileCoordinateClear(x, y);

                    if (!isClearForTombstone)
                    {
                        x = startX + movesX;

                        if (x > Main.maxTilesX)
                        {
                            x = Main.maxTilesX - 1;
                        }

                        isClearForTombstone = isTileCoordinateClear(x, y);
                    }
                }

                if (!isClearForTombstone)
                {
                    y--;

                    if (y < 0)
                    {
                        y = 0;
                    }
                }
            }

            if (!isClearForTombstone)
            {
                // Revert to normal death
                Main.NewText("Unable to place tombstone1. Reverting to normal death.", 255, 100, 100);
                base.Kill(damage, hitDirection, pvp, damageSource);
                return;
            }

            if (!WorldGen.PlaceTile(x, y, TileID.Tombstones, false, true, 1, 7))
            {
                // Revert to normal death
                Main.NewText("Unable to place tombstone2. Reverting to normal death.", 255, 100, 100);
                base.Kill(damage, hitDirection, pvp, damageSource);
                return;
            }

            int sign = Sign.ReadSign(x, y, true);

            if (sign >= 0)
            {
                Sign.TextSign(sign, player.name + "'s Stuff");
            }

            Point tombStonePosition = new Point(x, y);

            PlayerDeathInventory previousInventory = null;

            if (playerDeathInventoryMap.TryGetValue(tombStonePosition, out previousInventory))
            {
                int oldItemValue = previousInventory.getValue();

                int newItemValue = 0;

                for (int i = 0; i < player.inventory.Length; i++)
                {
                    newItemValue += player.inventory[i].value;
                }

                for (int i = 0; i < player.armor.Length; i++)
                {
                    newItemValue += player.armor[i].value;
                }

                for (int i = 0; i < player.miscEquips.Length; i++)
                {
                    newItemValue += player.miscEquips[i].value;
                }

                // Remove previous inventory only if new death was more valuable
                if (newItemValue < oldItemValue)
                {
                    Main.NewText("Previous more valuable death at same position, not overwriting. Reverting to normal death.", 255, 100, 100);
                    base.Kill(damage, hitDirection, pvp, damageSource);
                    return;
                }

                Main.NewText("Previous less valuable death at same position, overwriting.", 255, 100, 100);

                playerDeathInventoryMap.Remove(tombStonePosition);
            }

            Item[] deathInventory  = new Item[player.inventory.Length];
            Item[] deathArmor      = new Item[player.armor.Length];
            Item[] deathDye        = new Item[player.dye.Length];
            Item[] deathMiscEquips = new Item[player.miscEquips.Length];
            Item[] deathMiscDyes   = new Item[player.miscDyes.Length];

            //INVENTORY
            for (int i = 0; i < player.inventory.Length; i++)
            {
                //put inventory into separate list
                deathInventory[i]   = player.inventory[i];
                player.inventory[i] = new Item();
            }

            //ARMOR - SOCIAL
            for (int i = 0; i < player.armor.Length; i++)
            {
                //put armor into separate list
                deathArmor[i]   = player.armor[i];
                player.armor[i] = new Item();
            }

            //DYES
            for (int i = 0; i < player.dye.Length; i++)
            {
                //put dye into separate list
                deathDye[i]   = player.dye[i];
                player.dye[i] = new Item();
            }

            //EQUIPMENT
            for (int i = 0; i < player.miscEquips.Length; i++)
            {
                //put equipment into separate list
                deathMiscEquips[i]   = player.miscEquips[i];
                player.miscEquips[i] = new Item();
            }

            //EQUIPMENT - DYE
            for (int i = 0; i < player.miscDyes.Length; i++)
            {
                //put equipment dye into separate list
                deathMiscDyes[i]   = player.miscDyes[i];
                player.miscDyes[i] = new Item();
            }

            PlayerDeathInventory playerDeathInventory = new PlayerDeathInventory(deathInventory, deathArmor, deathDye, deathMiscEquips, deathMiscDyes);

            playerDeathInventoryMap.Add(tombStonePosition, playerDeathInventory);

            Main.NewText("Inventory saved in tombstone at " + pointToText(tombStonePosition));

            base.Kill(damage, hitDirection, pvp, damageSource);
        }