Thief: Ability to Steal as Player Character
* The Thief's ability is now available to the player character in levels where you'll play as the Thief. * The Thief is able to steal items from all characters it contacts, including Azulians and other Thieves. * A.I. Thieves will not steal items from each other, to prevent loops. Only a Thief controlled by the player will steal items from a Thief.
This commit is contained in:
parent
08ea9efc82
commit
2e8617e8d3
|
@ -8,6 +8,9 @@ function main() {
|
|||
Self.AddAnimation("walk-left", 200, ["stand-left"]); //, "walk-left-1", "walk-left-2", "walk-left-3", "walk-left-2", "walk-left-1"]);
|
||||
Self.AddAnimation("walk-right", 200, ["stand-right"]); //, "walk-right-1", "walk-right-2", "walk-right-3", "walk-right-2", "walk-right-1"]);
|
||||
|
||||
// All thieves can steal items.
|
||||
stealable();
|
||||
|
||||
// Controlled by the player character?
|
||||
if (Self.IsPlayer()) {
|
||||
return playable();
|
||||
|
@ -15,7 +18,54 @@ function main() {
|
|||
return ai();
|
||||
}
|
||||
|
||||
// Enemy Doodad AI.
|
||||
// Common "steal" power between playable and A.I. thieves.
|
||||
function stealable() {
|
||||
// Steals your items.
|
||||
Events.OnCollide(function (e) {
|
||||
var victim = e.Actor;
|
||||
if (!e.Settled) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Thieves don't steal from Thieves (unless controlled by the player).
|
||||
if (!Self.IsPlayer() && victim.Drawing.Doodad.Filename === "thief.doodad") {
|
||||
return;
|
||||
}
|
||||
|
||||
// Steal inventory
|
||||
var stolen = 0;
|
||||
if (victim.HasInventory()) {
|
||||
var myInventory = Self.Inventory(),
|
||||
theirInventory = victim.Inventory();
|
||||
|
||||
for (var key in theirInventory) {
|
||||
if (!theirInventory.hasOwnProperty(key)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
var value = theirInventory[key];
|
||||
if (value > 0 || myInventory[key] === undefined) {
|
||||
victim.RemoveItem(key, value);
|
||||
Self.AddItem(key, value);
|
||||
stolen += (value === 0 ? 1 : value);
|
||||
}
|
||||
}
|
||||
|
||||
// If the player lost their items, notify them.
|
||||
if (victim.IsPlayer() && stolen > 0) {
|
||||
Flash("Watch out for thieves! %d item%s stolen!", parseInt(stolen), stolen === 1 ? ' was' : 's were');
|
||||
}
|
||||
|
||||
// If the Thief IS the player, notify your earnings.
|
||||
if (Self.IsPlayer() && stolen > 0) {
|
||||
Flash("Awesome! Stole %d item%s from the %s!", parseInt(stolen), stolen === 1 ? '' : 's', e.Actor.Drawing.Doodad.Title);
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Enemy Doodad AI: walks back and forth, changing direction
|
||||
// when it encounters and obstacle.
|
||||
function ai() {
|
||||
// Walks back and forth.
|
||||
var Vx = Vy = 0.0,
|
||||
|
@ -23,8 +73,7 @@ function ai() {
|
|||
direction = "right",
|
||||
lastSampledX = 0,
|
||||
sampleTick = 0,
|
||||
sampleRate = 2,
|
||||
stolenItems = {}; // map item->qty
|
||||
sampleRate = 2;
|
||||
|
||||
setInterval(function () {
|
||||
if (sampleTick % sampleRate === 0) {
|
||||
|
@ -43,39 +92,6 @@ function ai() {
|
|||
Self.StopAnimation();
|
||||
Self.PlayAnimation("walk-" + direction, null);
|
||||
}, 100);
|
||||
|
||||
// Steals your items.
|
||||
Events.OnCollide(function (e) {
|
||||
if (!e.Settled) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Steal inventory
|
||||
var stolen = 0;
|
||||
if (e.Actor.HasInventory()) {
|
||||
var myInventory = Self.Inventory(),
|
||||
theirInventory = e.Actor.Inventory();
|
||||
|
||||
for (var key in theirInventory) {
|
||||
if (!theirInventory.hasOwnProperty(key)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
var value = theirInventory[key];
|
||||
if (value > 0 || myInventory[key] === undefined) {
|
||||
e.Actor.RemoveItem(key, value);
|
||||
Self.AddItem(key, value);
|
||||
stolenItems[key] = value;
|
||||
stolen += (value === 0 ? 1 : value);
|
||||
}
|
||||
}
|
||||
|
||||
// Notify the player if it was them.
|
||||
if (e.Actor.IsPlayer() && stolen > 0) {
|
||||
Flash("Watch out for thieves! %d item%s stolen!", parseInt(stolen), stolen === 1 ? ' was' : 's were');
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// If under control of the player character.
|
||||
|
|
Loading…
Reference in New Issue
Block a user