initial commit

This commit is contained in:
Mitch Weaver
2017-11-26 03:18:13 +01:00
parent 4394a03dd7
commit 5afa2e0456
185 changed files with 12648 additions and 1 deletions

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######################################################################
# NOTE: This was the first mob I wrote in Python / Jython. #
# It is excessively commented to provide a reference for other #
# Mobs to be written. #
# #
# 88 88 88 #
# 88 88 "" #
# 88 88 #
# ,adPPYb,d8 ,adPPYba, 88,dPPYba, 88 88 8b,dPPYba, #
# a8" `Y88 a8" "8a 88P' "8a 88 88 88P' `"8a #
# 8b 88 8b d8 88 d8 88 88 88 88 #
# "8a, ,d88 "8a, ,a8" 88b, ,a8" 88 88 88 88 #
# `"YbbdP"Y8 `"YbbdP"' 8Y"Ybbd8"' 88 88 88 88 #
# aa, ,88 #
# "Y8bbdP" #
# #
######################################################################
def __goblin_tick__(g):
### RUN ALL THE ANIMATIONS
g.runAnimations()
# IF NOT ALIVE, DO AFTER DEATH
if not g.alive():
__goblin_after_death__(g)
return
# DISCOVER
if not g.getDiscoveredStatus(): return
## IF HEALTH IS ABOVE THE MAX HEALTH, CLAMP
g.normalizeHealth()
### IF THE GET HIT TIMER IS POSITIVE, START DECREMENTING IT
g.getHitClock()
### COLLISION
g.collision()
### POSITION
g.updatePosition()
## IDLE ANIMATIONS (idles, walks)
__goblin_idle__(g)
### IF IS ALREADY FIGHTING, THEN TICK HIS ATTACK SEQUENCE WITH RUNNING SPEED
if g.inCombat: g.attackSequence(g.runningSpeed)
## IF NOT ALREADY FIGHTING, AND AGGRO-RADIUS INTERSECTS THE PLAYER, START FIGHTING
elif Utils.intersects(g.center, g.aggroRadius, Player.center): g.startAttackSequence()
# run bug fixes
g.allBugFixes()
def __goblin_idle__(g):
## ONLY WORK IF *NOT* IN COMBAT / RUNNING AWAY
if g.collided or g.runningAway or g.inCombat: return
## SUBTRACT FROM ANIMATION TIMER IF DOING IDLE ANIMATION
if g.currentAnimation != ANIMATION.idleWalk: g.idleAnimationTimer -= 1
## SUBTRACT FROM IDLE WALK DISTANCE IF IDLE WALKING
elif g.currentAnimation == ANIMATION.idleWalk: g.distanceToMove -= Utils.pythagoras(g.velX, g.velY)
## IF WALKING AROUND, AND HIS DISTANCE IS UP:
if g.distanceToMove <= 0 and g.currentAnimation == ANIMATION.idleWalk:
### CHANCE OF CONTINUING ON WALKING INSTEAD OF IDLING
if Utils.rand.nextInt(8) == 0: g.idleMove(g.walkingSpeed)
else: #### ELSE SET HIM GOING TO A RANDOM IDLE ANIMATION
g.idleAnimationTimer = Utils.rand.nextInt(200) + 100
g.velX = g.velY = 0
if Utils.COIN_FLIP(): g.currentAnimation = ANIMATION.idle1
else: g.currentAnimation = ANIMATION.idle2
### IF ANIMATION DOES NOT EQUAL IDLE WALK AND THE IDLE ANIMATION TIMER IS UP, SET HIM WALKING
if g.currentAnimation != ANIMATION.idleWalk and g.idleAnimationTimer <= 0: g.idleMove(g.walkingSpeed)
### IF GOBLIN IS OUTSIDE OF HIS HOME BUT ISNT COMBAT OR WALKING
if not g.home.contains(g.center):
g.currentAnimation = ANIMATION.idleWalk ## some mobs may have a run animation
## IF SO FAR AWAY, RUN HOME, ELSE JUST WALK HOME
if(g.center.distance(g.home.center) > 5000): g.goHome(g.runningSpeed)
else: g.goHome(g.walkingSpeed)
def __goblin_after_death__(g):
## SUBTRACT FROM DESTROYING TIMER
g.destroyingTimer -= 1
## IF THE TIMER IS UP, DESTROY!
if g.destroyingTimer < 0: g.destroy()

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scripts/other/inventory.py Executable file
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##### NOTE, ALWAYS CALL ' CHANGE SETTINGS ' AFTER EVERY METHOD
##### THIS HELPS FIX THE BUGGY GUI SYSTEM
##### NOTE: YOU NEED TO IMPORT * FROM ItemIDs INTERFACE!
####################################################
# _____ _ #
# |_ _| | | #
# | | _ ____ _____ _ __ | |_ ___ _ __ _ _ #
# | | | '_ \ \ / / _ \ '_ \| __/ _ \| '__| | | | #
# _| |_| | | \ V / __/ | | | || (_) | | | |_| | #
# |_____|_| |_|\_/ \___|_| |_|\__\___/|_| \__, | #
# __/ | #
# |___/ #
####################################################
############### ADDING AND REMOVING ITEMS #######################
def drop_item(itemId, quantity, durability, slotNumber):
#Make sure items can be dropped:
for i in Player.inventorySlots:
if i.itemId == itemId and i.quantity <= 0: return
#Create new dropped item to be shown on ground
DroppedItem.dropItemsWithOffsetAsStack(itemId, quantity, 10, Player.center.x, Player.center.y, durability)
# Remove the item from the inventory
remove_item_with_slot_number(itemId, quantity, slotNumber)
Inventory.changeSettings()
def remove_item(itemId, quantity):
for slot in Player.inventorySlots:
if slot.itemId == itemId:
temp = slot.quantity
slot.quantity -= quantity
quantity -= temp
slot.mouseClicked = 0
if slot.quantity <= 0: slot.itemId = slot.quantity = slot.durability = 0
# if the amount of things to remove has been satisfied
if quantity <= 0: break
Inventory.changeSettings()
def remove_item_with_slot_number(itemId, quantity, slotNumber):
for i in Player.inventorySlots:
if i.slotNumber == slotNumber:
if i.itemId == itemId:
i.quantity -= quantity
i.mouseClicked = False
if i.quantity <= 0: i.itemId = i.quantity = i.durability = 0
break
Inventory.changeSettings()
def remove_equipment(itemId, quantity, slotNumber):
for i in Player.equipmentSlots:
if i.slotNumber == slotNumber:
if i.itemId == itemId:
i.quantity -= quantity
#### FOR LIGHTS, TORCHES etc
if i.itemId == TORCH: Player.playerLights.remove(Player.torchLight)
if i.quantity <= 0: i.itemId = i.quantity = 0
i.durability = 0
i.mouseClicked = False
break
Inventory.changeSettings()
def add_item(itemId, quantity, durability):
# CANT ADD ITEM IF THE INVEN IS FULL
if inventory_is_full(itemId, quantity): return
# IF THE ITEM IS STACKABLE, RUN THIS LOOP
if InvenHelper.isStackable(itemId):
for i in Player.inventorySlots:
if i.itemId == itemId and (i.quantity + quantity) <= InvenHelper.getStackableAmount(itemId):
i.mouseClicked = False
i.quantity += quantity
Inventory.changeSettings()
return
# IF THE ITEM IS NOT STACKABLE, OR FAILED THE ABOVE LOOP, RUN THIS LOOP
for i in Player.inventorySlots:
if(i.itemId == 0):
i.mouseClicked = False
i.itemId = itemId
i.quantity = quantity
i.durability = durability
i.equippable = InvenHelper.isEquippable(itemId)
Inventory.changeSettings()
return
############### END ADDING AND REMOVING ITEMS #################################################################
################ MISC ##################################################################################
def inventory_is_full(itemId, quantity):
if InvenHelper.isStackable(itemId): # IF ITEM IS STACKABLE, RUN THIS LOOP
for slot in Player.inventorySlots:
# CHECK IF THE (QUANTITY + THE ADDED QUANTITY) IS <= THE MAX QUANTITY
WOULD_BE_QUANTITY = slot.quantity + quantity
if slot.itemId == itemId and WOULD_BE_QUANTITY <= InvenHelper.getStackableAmount(itemId): return False
# IF IT IS NOT STACKABLE, OR THE ITEM FAILED THE FIRST LOOP, RUN THIS LOOP
for slot in Player.inventorySlots:
if slot.itemId == NULL_ITEM: return False
# IF NONE OF THE ABOVE CONDITIONS COULD BE MET, THE INVENTORY MUST BE FULL
return True
def inventory_contains(itemId, quantity):
count = 0
for slot in Player.inventorySlots:
if slot.itemId == itemId: count += slot.quantity
return count >= quantity
############## END MISC #######################################################################################