terça-feira, 8 de julho de 2008

Bancos e cadeiras - Parte 1

Bom... Antes de fazer a integração do meu mapa inicial com o MySQL eu resolvi fazer mais alguns ajustes no mapa e criar bancos sentáveis para os jogadores.
Comecei com as funções do Malese Kish, pois ja tinha testado o módulo e ele é cheio de ótimas idéias. Porém, os bancos só tinham espaço para uma pessoa sentar. Ficava estranho, e fui pesquisar uma maneira de resolver isso.
Acabei encontrando e baixando as Sittable Chair do Pacha e dentro dele tinha um blueprint chamado SitBox. Eu então montei um grupo onde colocava um banco comum e tres SitBox dentro dele (O SitBox é invisível) e funcionou quase perfeitamente. O personagem sentava no ar e só depois era transportado para o banco. Nos scripts do Malese Kish isso não acontecia e, comparando os dois códigos, eu percebi que o Patcha usava os comandos ActionJumpToLocation e ActionPlayCustomAnimation enquanto que o Moloch usava apenas JumpToLocation e PlayCustomAnimation. Eu alterei as linhas e, como suspeitava, o problema foi resolvido. Alterei também o comando onde era calculado a direção pra onde o jogador ficaria depois de sentado, pois a versão do Patcha era bem estranho.

O evento OnUse do SitBox ficou assim:

//::///////////////////////////////////////////////
//:: OnUse: Sit
//:: pat_sitted
//:://////////////////////////////////////////////
/*
Simple script to make PCs sit on a placeable
*/
//:://////////////////////////////////////////////
//:: Created By: Patcha
//:: Created On: 2006-12-08
//:: v1.76 By: Patcha
//:: v1.73 On: 2007-06-15
//:: dates: aaaa-mm-gg
//:://////////////////////////////////////////////
//::Change: SubHeaven 07/05/2008 Changed the functions ActionJumpToLocation for
// JumpToLocation and ActionPlayCustomAnimation
// for PlayCustonAnimation to fix the where the
// PC sit in the air before be transported for
// the chair location.
//::Change: SubHeaven 07/05/2008 Changed the funcion GetNormalizedDirection() for
// only the GetFacing to fix bugs with the PC directions
// after sitting.


void ActionPlayCustomAnimation(object oObject, string sAnimationName, int nLooping, float fSpeed = 1.0f)
{
PlayCustomAnimation(oObject, sAnimationName, nLooping, fSpeed);
}

// float GetNormalizedDirection(float fDirection):
// * This script returns a direction normalized to the range 0.0 - 360.0
// * Copyright (c) 2002 Floodgate Entertainment
// * Created By: Naomi Novik
// * Created On: 11/08/2002
float GetNormalizedDirection(float fDirection)
{
float fNewDir = fDirection;
while (fNewDir >= 360.0) {
fNewDir -= 360.0;
}
while (fNewDir <= 0.0) {
fNewDir += 360.0;
}

return fNewDir;
}

void main()
{
object oChair = OBJECT_SELF;
object oSitter = GetLastUsedBy();
object oLastSitter = GetLocalObject(oChair, "lastsitted");
string sChair = GetTag(oChair);
string sAutofit = GetLocalString(oChair, "autofit");
int iHeading = GetLocalInt(oChair, "degree");
int iPC_size = GetLocalInt(oChair, "size");
//Assign the heading degrees
location lChair_o = GetLocation(oChair);

//Old code: Change #2
//location lChair = Location(GetArea(oChair), GetPositionFromLocation(lChair_o), GetNormalizedDirection(GetFacingFromLocation(lChair_o) + iHeading));
//New code : Change #2
location lChair = Location(GetArea(oChair), GetPositionFromLocation(lChair_o), GetFacing(oChair));
//End Change #2

//Check if seat is free
if(GetDistanceBetween(oLastSitter, oChair) == 0.0f && GetArea(oLastSitter) == GetArea(oChair))
{
SetLocalInt(oChair, "taken", 1);
SpeakOneLinerConversation("", OBJECT_INVALID, TALKVOLUME_WHISPER);
}
else //if seat is free...
{
SetLocalInt(oChair, "taken", 0);

//Check for Character Race with original Creature Size
switch (iPC_size)
{
case 0:
//Check for Character Race with original Creature Size
if( ((GetRacialType(oSitter) == RACIAL_TYPE_ELF) && (GetCreatureSize(oSitter) == CREATURE_SIZE_MEDIUM)) ||
((GetRacialType(oSitter) == RACIAL_TYPE_HALFELF) && (GetCreatureSize(oSitter) == CREATURE_SIZE_MEDIUM)) ||
((GetRacialType(oSitter) == RACIAL_TYPE_HALFORC) && (GetCreatureSize(oSitter) == CREATURE_SIZE_MEDIUM)) ||
((GetRacialType(oSitter) == RACIAL_TYPE_HUMAN) && (GetCreatureSize(oSitter) == CREATURE_SIZE_MEDIUM)) ||
((GetSubRace(oSitter) == RACIAL_SUBTYPE_AASIMAR) && (GetCreatureSize(oSitter) == CREATURE_SIZE_MEDIUM)) ||
((GetSubRace(oSitter) == RACIAL_SUBTYPE_TIEFLING) && (GetCreatureSize(oSitter) == CREATURE_SIZE_MEDIUM)))
{
if(GetIsObjectValid(oChair) && GetIsObjectValid(oSitter))
{
//Debug
//SendMessageToPC(GetFirstPC(), "Testando Sitting PC size 0");

//Old code: Change #1
//AssignCommand(oSitter, ActionJumpToLocation(lChair));
//AssignCommand(oSitter, ActionPlayCustomAnimation(oSitter, "sitidle", 1));
//NewCode: Change #1
AssignCommand(oSitter, JumpToLocation(lChair));
PlayCustomAnimation(oSitter,"sitidle",1);
//End Change #1
SetLocalObject(oChair, "lastsitted", oSitter);
}
}
else
{
if(sAutofit != "")
{
AssignCommand(oChair, SetIsDestroyable(TRUE, FALSE, FALSE));
AssignCommand(oSitter, DestroyObject(oChair));
oChair = CreateObject(OBJECT_TYPE_PLACEABLE, "pat_low_" + sAutofit, lChair_o, FALSE, sChair);
if(!(GetIsObjectValid(oChair)))
oChair = CreateObject(OBJECT_TYPE_PLACEABLE, "pat_low_stool01", lChair_o, FALSE, sChair);
//Old code: Change #1
//AssignCommand(oSitter, ActionJumpToLocation(lChair));
//AssignCommand(oSitter, ActionPlayCustomAnimation(oSitter, "sitidle", 1))
//NewCode: Change #1
AssignCommand(oSitter, JumpToLocation(lChair));
PlayCustomAnimation(oSitter,"sitidle",1);
//End Change #1;
SetLocalString(oChair, "autofit", sAutofit);
SetLocalInt(oChair, "degree", iHeading);
SetLocalInt(oChair, "size", 1);
SetLocalObject(oChair, "lastsitted", oSitter);
}
else
SpeakOneLinerConversation("", OBJECT_INVALID, TALKVOLUME_WHISPER);
}
break;

case 1:
//Check for Character Race with original Creature Size
if( ((GetRacialType(oSitter) == RACIAL_TYPE_DWARF) && (GetCreatureSize(oSitter) == CREATURE_SIZE_MEDIUM)) ||
((GetRacialType(oSitter) == RACIAL_TYPE_GNOME) && (GetCreatureSize(oSitter) == CREATURE_SIZE_SMALL)) ||
((GetRacialType(oSitter) == RACIAL_TYPE_HALFLING) && (GetCreatureSize(oSitter) == CREATURE_SIZE_SMALL)))
{
if(GetIsObjectValid(oChair) && GetIsObjectValid(oSitter))
{
//Old code: Change #1
//AssignCommand(oSitter, ActionJumpToLocation(lChair));
//AssignCommand(oSitter, ActionPlayCustomAnimation(oSitter, "sitidle", 1))
//NewCode: Change #1
AssignCommand(oSitter, JumpToLocation(lChair));
PlayCustomAnimation(oSitter,"sitidle",1);
//End Change #1;
AssignCommand(oSitter, ActionJumpToLocation(lChair));
PlayCustomAnimation(oSitter,"sitidle",1);
SetLocalObject(oChair, "lastsitted", oSitter);
}
}
else
{
if(sAutofit != "")
{
AssignCommand(oChair, SetIsDestroyable(TRUE, FALSE, FALSE));
AssignCommand(oSitter, DestroyObject(oChair));
oChair = CreateObject(OBJECT_TYPE_PLACEABLE, "pat_mid_" + sAutofit, lChair_o, FALSE, sChair);
if(!(GetIsObjectValid(oChair)))
oChair = CreateObject(OBJECT_TYPE_PLACEABLE, "pat_mid_stool01", lChair_o, FALSE, sChair);
//Old code: Change #1
//AssignCommand(oSitter, ActionJumpToLocation(lChair));
//AssignCommand(oSitter, ActionPlayCustomAnimation(oSitter, "sitidle", 1));
//NewCode: Change #1
AssignCommand(oSitter, JumpToLocation(lChair));
PlayCustomAnimation(oSitter,"sitidle",1);
//End Change #1
SetLocalString(oChair, "autofit", sAutofit);
SetLocalInt(oChair, "degree", iHeading);
SetLocalInt(oChair, "size", 0);
SetLocalObject(oChair, "lastsitted", oSitter);
}
else
SpeakOneLinerConversation("", OBJECT_INVALID, TALKVOLUME_WHISPER);
}
break;

default:
//Character with no original Race and/or Creature size
SpeakOneLinerConversation("", OBJECT_INVALID, TALKVOLUME_WHISPER);
break;
}
}
}

Por fim, faltava apenas um problema. O personagem atravessava o banco e isso parecia meio estranho. Eu então apenas adicionei um CollisionBox, mudei seu tamanho para 1;0,02;1 e posicionei no encosto do banco.

Se quiser, você pode baixar o Prefab aqui. Basta copiar o arquivo para a pasta Override e reiniciar o toolset. Ele aparecerá lá em BluePrints -> Prefabs.

Você vai notar que ele esta sem nome. Na verdade, o que era pra ser o nome está em tag, e o nome ficou em branco. Ainda não consegui resolver esse bug.

Agora uma ScreenShot de como ficou:





Aqui um erf apenas com o SitBox do Patcha ja com a nova script.

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