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Grymlahv    1

Is it possible to assign the mine action to empty hands? Looking at the Zinnia mod I know you can move it to a new tool. But what about no tool?

local function DoToolWork(act, workaction)
    if act.target.components.workable ~= nil and
        act.target.components.workable:CanBeWorked() and
        act.target.components.workable:GetWorkAction() == workaction then
        act.target.components.workable:WorkedBy(
            act.doer,
            (   (   act.invobject ~= nil and
                act.invobject.components.tool ~= nil and
                act.invobject.components.tool:GetEffectiveness(workaction)
            ) or
            (   act.doer ~= nil and
                act.doer.components.worker ~= nil and
                act.doer.components.worker:GetEffectiveness(workaction)
            ) or
            1
            ) *
            (   act.doer.components.workmultiplier ~= nil and
                act.doer.components.workmultiplier:GetMultiplier(workaction) or
                1
        )
        )
        return true
    end
    return false

This seems to be the check for the right tool in your hand, I'm just not sure how to bypass it.

Edited by Grymlahv

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Grymlahv    1

local Worker = Class(function(self, inst)
    self.inst = inst
    self.actions = {}
end)

function Worker:GetEffectiveness(action)
    return self.actions[action] or 0
end

function Worker:SetAction(action, effectiveness)
    self.actions[action] = effectiveness or 1
end

function Worker:CanDoAction(action)
    return self.actions[action] ~= nil
end

return Worker
The previous script mentioned the worker component, this is that

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Thomas Die    865

maybe alter the fn for the component and action for mining and change it so that you can do it if your unarmed 

also look into the beaver code

another option is to create a new component to use the mine option

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Grymlahv    1

I do believe you were right to look in the woodie prefab, but I am now running into a little snag. Using what I believe to be the code snippets needed, every time I try to test it, it spawns me in random places (including the middle of the ocean) and then crashes the server.

Here is my prefab with to verify my code,

Spoiler

local MakePlayerCharacter = require "prefabs/player_common"

local assets = {
    Asset("SCRIPT", "scripts/prefabs/player_common.lua"),
}

-- Your character's stats
TUNING.WARDEN_HEALTH = 300
TUNING.WARDEN_HUNGER = 100
TUNING.WARDEN_SANITY = 50

-- Custom starting inventory
TUNING.GAMEMODE_STARTING_ITEMS.DEFAULT.WARDEN = {
    "flint",
    "flint",
    "rocks",
    "rocks",
}

local start_inv = {}
for k, v in pairs(TUNING.GAMEMODE_STARTING_ITEMS) do
    start_inv[string.lower(k)] = v.WARDEN
end
local prefabs = FlattenTree(start_inv, true)

-- When the character is revived from human
local function onbecamehuman(inst)
print("debug")
    -- Set speed when not a ghost (optional)
    inst.components.locomotor:SetExternalSpeedMultiplier(inst, "warden_speed_mod", .75)
    
    -- Mine the World 
    SetWereActions(inst)
    SetWereWorker(inst)
end

local function onbecameghost(inst)
    -- Remove speed modifier when becoming a ghost
   inst.components.locomotor:RemoveExternalSpeedMultiplier(inst, "warden_speed_mod")
end

-- When loading or spawning the character
local function onload(inst)
    inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman)
    inst:ListenForEvent("ms_becameghost", onbecameghost)

    if inst:HasTag("playerghost") then
        onbecameghost(inst)
    else
        onbecamehuman(inst)
    end
end

--Mine the World
local WARDEN_LMB_ACTIONS =
{
    "MINE",
}

local function GetWardenAction(inst, target)
    for i, v in ipairs(WARDEN_LMB_ACTIONS) do
        if target:HasTag(v.."_workable") then
            return not target:HasTag("sign") and ACTIONS[v] or nil
        end
    end
end
local function WardenLeftClickPicker(inst, target)
    if target ~= nil and target ~= inst then
        for i, v in ipairs(WARDEN_LMB_ACTIONS) do
            if target:HasTag(v.."_workable") then
                return not target:HasTag("sign")
                    and inst.components.playeractionpicker:SortActionList({ ACTIONS[v] }, target, nil)
                    or nil
            end
        end
    end
end
local function SetWereWorker(inst, mode)
    inst:RemoveEventCallback("working", onworked)

        if inst.components.worker == nil then
        inst:AddComponent("worker")
        inst.components.worker:SetAction(ACTIONS.MINE, 2)
        inst.components.worker:SetAction(ACTIONS.HAMMER, 1)
        OnWorking(inst)
        end
end
local function SetWereActions(inst)
print("start function")
        inst.ActionStringOverride = WardenActionString
        if inst.components.playercontroller ~= nil then print ("inside")
        inst.components.playercontroller.actionbuttonoverride = WardenActionButton
        end
        if inst.components.playeractionpicker ~= nil then
        inst.components.playeractionpicker.leftclickoverride = WardenLeftClickPicker
        inst.components.playeractionpicker.rightclickoverride = WardenRightClickPicker
        inst.components.playeractionpicker.pointspecialactionsfn = nil
        end


end

-- This initializes for both the server and client. Tags can be added here.
local common_postinit = function(inst) 
    -- Minimap icon
    inst.MiniMapEntity:SetIcon( "warden.tex" )
end

-- This initializes for the server only. Components are added here.
local master_postinit = function(inst)
    -- Set starting inventory
    inst.starting_inventory = start_inv[TheNet:GetServerGameMode()] or start_inv.default
    
    -- choose which sounds this character will play
    inst.soundsname = "willow"
    
    -- Uncomment if "wathgrithr"(Wigfrid) or "webber" voice is used
    --inst.talker_path_override = "dontstarve_DLC001/characters/"
    
    -- Stats    
    inst.components.health:SetMaxHealth(TUNING.WARDEN_HEALTH)
    inst.components.hunger:SetMax(TUNING.WARDEN_HUNGER)
    inst.components.sanity:SetMax(TUNING.WARDEN_SANITY)
    
    -- Damage multiplier (optional)
    inst.components.combat.damagemultiplier = 1
    
    -- Hunger rate (optional)
    inst.components.hunger.hungerrate = .75 * TUNING.WILSON_HUNGER_RATE
    
    -- Sanity rate (optional)
    inst.components.sanity.rate_modifier = 0.75 
    
    -- Diet of Rocks
    inst.components.eater:SetDiet({ FOODTYPE.ELEMENTAL }, { FOODTYPE.ELEMENTAL })
    
    -- Temperature Invulnerability
    inst.components.temperature.overheattemp = 69
    inst.components.temperature.inherentsummerinsulation = 50
    inst.components.temperature.inherentinsulation = 50
    
    inst.OnLoad = onload
    inst.OnNewSpawn = onload
    
end

return MakePlayerCharacter("warden", prefabs, assets, common_postinit, master_postinit, prefabs)
 

 

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Grymlahv    1

Looking into Woodie's code to see how he werebeaver and weremoose can break boulders without a tool, has lead me to miles of text. and i can't seem to replicate it, however looking at his axe Lucy gave me another idea on how to do this.

Spoiler

--Mine the World
local function onworked(inst, data)
    if data.target ~= nil and
        data.target.components.workable ~= nil and
        data.target.components.workable.action == ACTIONS.MINE then
        local equipitem = inst.components.inventory:GetEquippedItem(EQUIPSLOTS.HANDS)
        if equipitem == nil and inst.components.worker:WorkerActions = nil then inst:AddComponent("worker") 
        end
    end    
end
local function SetWorker(inst)
    if components.worker == nil then
    inst:AddComponent("worker")
    inst.components.worker:SetAction(ACTIONS.MINE, 2)
    end
end

Is it possible to set your unequipped hands to do a worker variable? My server keeps crashing before I can even choose my character. What am I doing wrong and how can I fix this?

Any help would be appreciated.

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