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Diffstat (limited to 'source/game/items/PickaxeItemActions.cs')
| -rw-r--r-- | source/game/items/PickaxeItemActions.cs | 63 |
1 files changed, 63 insertions, 0 deletions
diff --git a/source/game/items/PickaxeItemActions.cs b/source/game/items/PickaxeItemActions.cs new file mode 100644 index 0000000..56e2714 --- /dev/null +++ b/source/game/items/PickaxeItemActions.cs @@ -0,0 +1,63 @@ +using Celesteia.Game.Components; +using Celesteia.Game.Components.Items; +using Celesteia.Game.Planets; +using Celesteia.Resources; +using Microsoft.Xna.Framework; +using MonoGame.Extended; +using MonoGame.Extended.Entities; + +namespace Celesteia.Game.Items { + public class PickaxeItemActions : CooldownItemActions { + private int _power; + + public PickaxeItemActions(int power) { + UseTime = 0.2; + _power = power; + } + + public override bool Primary(GameTime gameTime, ChunkMap chunkMap, Point cursor, Entity user) + => Assert(gameTime, chunkMap, cursor, user, false) && Break(chunkMap, cursor, user, false); + + public override bool Secondary(GameTime gameTime, ChunkMap chunkMap, Point cursor, Entity user) + => Assert(gameTime, chunkMap, cursor, user, true) && Break(chunkMap, cursor, user, true); + + // Check if the conditions to use this item's action are met. + public bool Assert(GameTime gameTime, ChunkMap chunkMap, Point cursor, Entity user, bool forWall) { + if (!base.Assert(gameTime)) return false; + + // If the user has no transform or attributes, the rest of the function will not work, so check if they're there first. + if (!user.Has<Transform2>() || !user.Has<EntityAttributes>()) return false; + + Transform2 entityTransform = user.Get<Transform2>(); + EntityAttributes.EntityAttributeMap attributes = user.Get<EntityAttributes>().Attributes; + + // Check if the targeted location is within the entity's block manipulation range. + if (Vector2.Distance(entityTransform.Position, cursor.ToVector2()) > attributes.Get(EntityAttribute.BlockRange)) return false; + + BlockState state = (forWall ? chunkMap.GetBackground(cursor) : chunkMap.GetForeground(cursor)); + + // If there is no tile in the given location, the action will not continue. + if (state.Empty) return false; + + // If the block is unbreakable, don't break it. Duh. + if (state.Type.Strength < 0) return false; + + UpdateLastUse(gameTime); + + return true; + } + + + public bool Break(ChunkMap chunkMap, Point cursor, Entity user, bool wall) { + // Add breaking progress accordingly. + ItemStack drops = null; + if (wall) chunkMap.AddBackgroundBreakProgress(cursor, _power, out drops); + else chunkMap.AddForegroundBreakProgress(cursor, _power, out drops); + + if (drops != null && user.Has<Inventory>()) + user.Get<Inventory>().AddItem(drops); + + return true; + } + } +}
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