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.
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@ -8,6 +8,9 @@ function main() {
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Self.AddAnimation("walk-left", 200, ["stand-left"]); //, "walk-left-1", "walk-left-2", "walk-left-3", "walk-left-2", "walk-left-1"]);
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Self.AddAnimation("walk-left", 200, ["stand-left"]); //, "walk-left-1", "walk-left-2", "walk-left-3", "walk-left-2", "walk-left-1"]);
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Self.AddAnimation("walk-right", 200, ["stand-right"]); //, "walk-right-1", "walk-right-2", "walk-right-3", "walk-right-2", "walk-right-1"]);
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Self.AddAnimation("walk-right", 200, ["stand-right"]); //, "walk-right-1", "walk-right-2", "walk-right-3", "walk-right-2", "walk-right-1"]);
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// All thieves can steal items.
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stealable();
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// Controlled by the player character?
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// Controlled by the player character?
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if (Self.IsPlayer()) {
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if (Self.IsPlayer()) {
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return playable();
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return playable();
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@ -15,7 +18,54 @@ function main() {
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return ai();
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return ai();
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}
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}
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// Enemy Doodad AI.
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// Common "steal" power between playable and A.I. thieves.
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function stealable() {
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// Steals your items.
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Events.OnCollide(function (e) {
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var victim = e.Actor;
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if (!e.Settled) {
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return;
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}
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// Thieves don't steal from Thieves (unless controlled by the player).
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if (!Self.IsPlayer() && victim.Drawing.Doodad.Filename === "thief.doodad") {
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return;
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}
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// Steal inventory
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var stolen = 0;
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if (victim.HasInventory()) {
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var myInventory = Self.Inventory(),
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theirInventory = victim.Inventory();
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for (var key in theirInventory) {
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if (!theirInventory.hasOwnProperty(key)) {
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continue;
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}
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var value = theirInventory[key];
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if (value > 0 || myInventory[key] === undefined) {
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victim.RemoveItem(key, value);
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Self.AddItem(key, value);
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stolen += (value === 0 ? 1 : value);
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}
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}
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// If the player lost their items, notify them.
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if (victim.IsPlayer() && stolen > 0) {
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Flash("Watch out for thieves! %d item%s stolen!", parseInt(stolen), stolen === 1 ? ' was' : 's were');
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}
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// If the Thief IS the player, notify your earnings.
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if (Self.IsPlayer() && stolen > 0) {
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Flash("Awesome! Stole %d item%s from the %s!", parseInt(stolen), stolen === 1 ? '' : 's', e.Actor.Drawing.Doodad.Title);
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}
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}
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});
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}
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// Enemy Doodad AI: walks back and forth, changing direction
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// when it encounters and obstacle.
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function ai() {
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function ai() {
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// Walks back and forth.
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// Walks back and forth.
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var Vx = Vy = 0.0,
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var Vx = Vy = 0.0,
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@ -23,8 +73,7 @@ function ai() {
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direction = "right",
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direction = "right",
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lastSampledX = 0,
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lastSampledX = 0,
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sampleTick = 0,
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sampleTick = 0,
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sampleRate = 2,
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sampleRate = 2;
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stolenItems = {}; // map item->qty
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setInterval(function () {
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setInterval(function () {
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if (sampleTick % sampleRate === 0) {
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if (sampleTick % sampleRate === 0) {
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@ -43,39 +92,6 @@ function ai() {
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Self.StopAnimation();
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Self.StopAnimation();
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Self.PlayAnimation("walk-" + direction, null);
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Self.PlayAnimation("walk-" + direction, null);
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}, 100);
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}, 100);
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// Steals your items.
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Events.OnCollide(function (e) {
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if (!e.Settled) {
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return;
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}
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// Steal inventory
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var stolen = 0;
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if (e.Actor.HasInventory()) {
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var myInventory = Self.Inventory(),
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theirInventory = e.Actor.Inventory();
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for (var key in theirInventory) {
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if (!theirInventory.hasOwnProperty(key)) {
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continue;
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}
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var value = theirInventory[key];
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if (value > 0 || myInventory[key] === undefined) {
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e.Actor.RemoveItem(key, value);
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Self.AddItem(key, value);
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stolenItems[key] = value;
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stolen += (value === 0 ? 1 : value);
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}
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}
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// Notify the player if it was them.
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if (e.Actor.IsPlayer() && stolen > 0) {
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Flash("Watch out for thieves! %d item%s stolen!", parseInt(stolen), stolen === 1 ? ' was' : 's were');
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}
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}
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});
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}
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}
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// If under control of the player character.
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// If under control of the player character.
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