Before Format Wars
This commit is contained in:
304
scripts/main.ts
304
scripts/main.ts
@@ -7,12 +7,19 @@ import {
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Dimension,
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TicksPerSecond,
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BlockVolume,
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ScriptEventCommandMessageAfterEvent,
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} from "@minecraft/server";
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import { Mindkeeper, StoreType } from "./Commandeer/mindKeeper";
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import Pupeteer from "./Commandeer/pupeteer";
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import { Vector3Add, Vector3ToCommandString, Vector3ToFancyString, vector3 } from "./Commandeer/utils/vectorUtils";
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import {
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Vector3Add,
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Vector3Subtract,
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Vector3ToCommandString,
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Vector3ToFancyString,
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vector3,
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} from "./Commandeer/utils/vectorUtils";
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import { delay } from "./Commandeer/utils/waitUtil";
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import { PARTICLES, spawnParticle } from "./Commandeer/utils/particleUtils";
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import { ParticleColumn, PARTICLES, spawnParticle } from "./Commandeer/utils/particleUtils";
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import { TrailMaker } from "./Commandeer/trail/trailMaker";
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import * as CCTrigger from "./Commandeer/Trigger/CCTrigger";
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import { Commands } from "./Commandeer/command/command";
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@@ -41,7 +48,14 @@ import {
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SetFrame,
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} from "./Commandeer/animations/animation";
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import { doNothingStupidTSIWantFilesNotAGiantAssMainFile } from "./triggers";
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import { clearWall, fillWall, Wall } from "./Commandeer/utils/levelUtils";
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import { clearWall, fillWall, startLevel, Wall } from "./Commandeer/utils/levelUtils";
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import { drawArrow } from "./Commandeer/utils/arrow";
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import {
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glassBreakingFrames,
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AirLockWaterFrames,
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FrontAirLockOpenFrames,
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BackAirLockOpenFrames,
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} from "./animationFrames";
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// import { loadTriggers } from "./triggers";
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const mindKeeper = new Mindkeeper(world);
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@@ -50,7 +64,9 @@ const triggerManager = new CCTrigger.Manager(mindKeeper);
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const CURRENT_LEVEL = "currentLevel";
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const AGENT_ID = "agentid";
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const PREFIX = "!";
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export { mindKeeper, CURRENT_LEVEL, triggerManager };
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let DEVELOPER_MODE = true;
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export { mindKeeper, CURRENT_LEVEL, triggerManager, PREFIX, DEVELOPER_MODE };
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// loadTriggers();
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// loadCommands();
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@@ -64,14 +80,14 @@ async function resetLightPath() {
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}
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let introToGlassBreakTimer: number = 0;
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const glassBreakTime = 5 * TicksPerSecond;
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const glassBreakTime = 1 * TicksPerSecond;
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let isIntroToLevel1Sqeuence = false;
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let introTrail: Trail = new Trail("introTrail", 2, 4);
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let introTrail: Trail = new Trail("introTrail", 2, 25 / 5);
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introTrail.fromTrail(startTrail);
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let introToLevelTrail = new Trail("introToLevelTrail", 2, 2);
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let introToLevelTrail = new Trail("introToLevelTrail", 2, 74 / 2);
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introToLevelTrail.fromTrail(IntroToLevel1Trail);
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//fill 2466 0 48 2469 -1 48
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@@ -81,10 +97,16 @@ let bilalBlock: Wall = {
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};
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// spawn a sphere of particle
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let prevCurrentLevel: number = 0;
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const DEVELOPER_MODE = true;
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let isBreaking: boolean = false;
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let airlockParticles = new ParticleColumn(vector3(2475.5, 10, 92), 2, 2, 3, 0.5, PARTICLES.point);
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let level1Particles = new ParticleColumn(vector3(2455, -1, 49), 1.1, 2, 4, 0.7, PARTICLES.balloon_gas_particle);
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airlockParticles.generatePoints();
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let tickCounter = 0;
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system.runInterval(async () => {
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system.runInterval(() => {
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tickCounter++;
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if (mindKeeper.initialised) {
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trailMaker.Update();
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@@ -93,11 +115,18 @@ system.runInterval(async () => {
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}
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const currentLevel = mindKeeper.get(CURRENT_LEVEL);
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if (prevCurrentLevel != currentLevel) {
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world.sendMessage("Current level: " + currentLevel);
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prevCurrentLevel = mindKeeper.get(CURRENT_LEVEL) as number;
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}
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switch (currentLevel) {
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case 0:
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// Show goto airlock text
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Pupeteer.setActionBar("%message.goto.airlock");
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introTrail.spawnNext();
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drawArrow(vector3(2478, 37, 89));
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airlockParticles.update();
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airlockParticles.draw();
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break;
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case 1:
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Pupeteer.setActionBar("%message.enter.airlock");
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@@ -110,36 +139,36 @@ system.runInterval(async () => {
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levelIntro.update();
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break;
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case 4:
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if (!isIntroToLevel1Sqeuence) {
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isIntroToLevel1Sqeuence = true;
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// world.sendMessage("Intro to level1 sequence start");
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await lightUpPath();
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await randomExplosions();
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blowUpDoor();
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mindKeeper.increment(CURRENT_LEVEL);
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triggerAlarm();
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}
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(async () => {
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if (!isIntroToLevel1Sqeuence) {
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isIntroToLevel1Sqeuence = true;
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// world.sendMessage("Intro to level1 sequence start");
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await lightUpPath();
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await randomExplosions();
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blowUpDoor();
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triggerAlarm();
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mindKeeper.increment(CURRENT_LEVEL);
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}
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})();
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break;
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case 5:
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introToGlassBreakTimer++;
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// world.sendMessage("Glass break timer: " + introToGlassBreakTimer);
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if (introToGlassBreakTimer > glassBreakTime) {
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introToGlassBreakTimer = 0;
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mindKeeper.increment(CURRENT_LEVEL);
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}
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mindKeeper.increment(CURRENT_LEVEL);
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break;
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case 6:
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// Show Goto Level 1
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if (glassWindowState == GlassWindowState.Fixed) {
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glassWindowState = GlassWindowState.Broken;
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system.run(async () => {
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if (DEVELOPER_MODE) {
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world.sendMessage("Breaking glass");
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}
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await delay(10);
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await breakGlassWindow();
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mindKeeper.increment(CURRENT_LEVEL);
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setNPCDialog("chanel1", "chanel_goto_temple");
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});
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if (isBreaking == false) {
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isBreaking = true;
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if (glassWindowState == GlassWindowState.Fixed) {
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glassWindowState = GlassWindowState.Broken;
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system.run(async () => {
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if (DEVELOPER_MODE) {
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world.sendMessage("Breaking glass");
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}
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await delay(10);
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await breakGlassWindow();
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mindKeeper.increment(CURRENT_LEVEL);
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});
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}
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}
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break;
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case 7:
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@@ -152,33 +181,62 @@ system.runInterval(async () => {
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//Talk to Suki
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break;
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case 9:
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mission1part1.update();
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level1Particles.update();
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level1Particles.draw();
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Pupeteer.setActionBar("%message.goto.level1");
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break;
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case 10:
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mission1part2.update();
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mission1part1.update();
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break;
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case 11:
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mission1part3.update();
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mission1part2.update();
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break;
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case 12:
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Pupeteer.setActionBar("%message.goto.level2");
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mission1part3.update();
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//Agent is back with player
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break;
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case 13:
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mission2part1.update();
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setNPCDialog("suki1", "suki_afterlevel_1_1");
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Pupeteer.setActionBar("%message.talkto.suki");
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break;
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case 14:
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mission2part2.update();
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mission2part1.update();
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break;
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case 15:
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mission3part1.update();
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break;
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case 15:
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mission3part2.update();
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//Talk to suki
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setNPCDialog("suki1", "suki_afterlevel_2_1_intermezzo");
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Pupeteer.setActionBar("%message.talkto.suki");
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break;
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case 16:
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mission3part3.update();
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mission2part2.update();
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break;
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case 17:
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Pupeteer.setActionBar("Goto the door");
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// Mission 2 is complete
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setNPCDialog("suki1", "suki_afterlevel_2_1");
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Pupeteer.setActionBar("%message.talkto.suki");
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break;
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case 18:
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mission3part1.update();
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break;
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case 19:
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mission3part2.update();
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break;
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case 20:
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mission3part3.update();
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break;
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case 21:
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//talk to suki
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setNPCDialog("suki1", "suki_afterlevel_3_1");
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setNPCDialog("bilal1", "bilal_end_1");
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Pupeteer.setActionBar("%message.talkto.suki");
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break;
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case 22:
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Pupeteer.setActionBar("%message.goto.door");
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//wait for player to enter trigger
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break;
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case 23:
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Pupeteer.setActionBar("%message.goto.bilal");
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setNPCDialog("bilal1", "bilal_end_1");
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break;
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}
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}
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@@ -287,6 +345,9 @@ world.afterEvents.chatSend.subscribe(async (event: ChatSendAfterEvent) => {
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mission2part1.reset();
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mission2part2.reset();
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//Set redstone block
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startLevel(vector3(2456, -1, 4));
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startLevel(vector3(2457, -1, 4));
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//Reset the combination to a random squence
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@@ -299,7 +360,10 @@ world.afterEvents.chatSend.subscribe(async (event: ChatSendAfterEvent) => {
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fillWall(bilalBlock, MinecraftBlockTypes.Barrier);
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openDoor();
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isIntroToLevel1Sqeuence = false;
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isBreaking = false;
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}
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});
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@@ -329,14 +393,33 @@ system.afterEvents.scriptEventReceive.subscribe((event) => {
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}
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}
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if (event.id == "cc:startLevel1") {
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if (mindKeeper.get(CURRENT_LEVEL) == 8) {
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checkNpcResponse(event, "cc:startLevel1", 8);
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checkNpcResponse(event, "cc:afterLevel1", 13);
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checkNpcResponse(event, "cc:level2Intermezzo", 15);
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checkNpcResponse(event, "cc:afterLevel2", 17);
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checkNpcResponse(event, "cc:afterLevel3", 21);
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});
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function checkNpcResponse(event: ScriptEventCommandMessageAfterEvent, id: string, level: number) {
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if (event.id == id) {
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if (mindKeeper.get(CURRENT_LEVEL) == level) {
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mindKeeper.increment(CURRENT_LEVEL);
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}
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}
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}
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if (event.id == "cc:afterLevel1") {
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}
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triggerManager.RegisterFunctionTrigger("tp", (event) => {
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// end center pos /setblock 2490 -12 118
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// start center pos /setblock 2489 10 118
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let pos = vector3(2489, 10, 118);
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let endPos = vector3(2490, -12, 118);
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world.sendMessage(Vector3ToFancyString(Vector3Subtract(endPos, pos)));
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//Find offset and tp player to end pos + offset so its seamless
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let playerPos = event.player.location;
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let offset = Vector3Subtract(endPos, playerPos);
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let finalPos = Vector3Add(pos, offset);
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event.player.teleport(finalPos);
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});
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Commands.register(PREFIX, "fien", (arg) => {
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@@ -361,13 +444,15 @@ Commands.register(PREFIX, "info", (arg) => {
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});
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Commands.register(PREFIX, "kboom", (arg) => {
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(async () => {
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for (let i = 0; i < 10; i++) {
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randomExplosions();
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await delay(1);
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}
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blowUpDoor();
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})();
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if (DEVELOPER_MODE) {
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(async () => {
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for (let i = 0; i < 10; i++) {
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randomExplosions();
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await delay(1);
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}
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blowUpDoor();
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})();
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}
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});
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let openDoor = () => {
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@@ -392,6 +477,7 @@ Commands.register(PREFIX, "restore", (arg) => {
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enum GlassWindowState {
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Broken,
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Fixed,
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Fucked,
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}
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enum AirLockState {
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@@ -419,91 +505,6 @@ const glassWindowClonePos: ClonePos = {
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point2: vector3(2470, 11, 94),
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};
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const glassBreakingFrames: ClonePos[] = [
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///fill 2465 7 94 2470 4 94
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{
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point1: vector3(2465, 7, 94),
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point2: vector3(2470, 4, 94),
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},
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//fill 2465 0 94 2470 -3 94
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{
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point1: vector3(2465, 0, 94),
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point2: vector3(2470, -3, 94),
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},
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{
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//fill 2465 -7 94 2470 -10 94
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point1: vector3(2465, -7, 94),
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point2: vector3(2470, -10, 94),
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},
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//fill 2465 -14 94 2470 -17 94
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{
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point1: vector3(2465, -14, 94),
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point2: vector3(2470, -17, 94),
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},
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//fill 2465 -21 94 2470 -24 94
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{
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point1: vector3(2465, -21, 94),
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point2: vector3(2470, -24, 94),
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},
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];
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const FrontAirLockOpenFrames: ClonePos[] = [
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{
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point1: vector3(2476, 9, 94),
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point2: vector3(2474, 7, 94),
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},
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{
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point1: vector3(2476, 5, 94),
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point2: vector3(2474, 3, 94),
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},
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{
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point1: vector3(2476, 1, 94),
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point2: vector3(2474, -1, 94),
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},
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{
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point1: vector3(2476, -3, 94),
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point2: vector3(2474, -5, 94),
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},
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];
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const BackAirLockOpenFrames: ClonePos[] = [
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{
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point1: vector3(2472, 9, 100),
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point2: vector3(2472, 7, 102),
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},
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{
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point1: vector3(2472, 5, 100),
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point2: vector3(2472, 3, 102),
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},
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{
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point1: vector3(2472, 1, 100),
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point2: vector3(2472, -1, 102),
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},
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{
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point1: vector3(2472, -3, 100),
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point2: vector3(2472, -5, 102),
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},
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];
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const AirLockWaterFrames: ClonePos[] = [
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{
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point1: vector3(2473, 11, 95),
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point2: vector3(2477, 11, 103),
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},
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{
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point1: vector3(2473, 12, 95),
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point2: vector3(2477, 12, 103),
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},
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{
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point1: vector3(2473, 13, 95),
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point2: vector3(2477, 13, 103),
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},
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{
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point1: vector3(2473, 14, 95),
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point2: vector3(2477, 14, 103),
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},
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];
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Commands.register(PREFIX, "breakGlass", (arg) => {
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breakGlassWindow();
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glassWindowState = GlassWindowState.Broken;
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@@ -514,11 +515,12 @@ Commands.register(PREFIX, "restoreGlass", (arg) => {
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});
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async function breakGlassWindow() {
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playAnimation(glassBreakingFrames, 5, false, doorRoot);
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await playAnimation(glassBreakingFrames, 5, false, doorRoot);
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glassWindowState = GlassWindowState.Broken;
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}
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async function restoreGlassWindow(force: boolean = false) {
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playAnimation(glassBreakingFrames, 5, true, doorRoot, force);
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glassWindowState = GlassWindowState.Fixed;
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}
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async function CycleAirLockWater(fill: boolean, delayTime: number) {
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@@ -567,12 +569,19 @@ triggerManager.RegisterFunctionTrigger("FrontAirLockOutside", async (event) => {
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triggerManager.RegisterFunctionTrigger("TempleFrontDoor", async (event) => {
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if (mindKeeper.get(CURRENT_LEVEL) == 8) {
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mindKeeper.increment(CURRENT_LEVEL);
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closeDoor();
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}
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if (mindKeeper.get(CURRENT_LEVEL) == 15) {
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if (mindKeeper.get(CURRENT_LEVEL) == 22) {
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openDoor();
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mindKeeper.increment(CURRENT_LEVEL);
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}
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});
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triggerManager.RegisterFunctionTrigger("level1start", async (event) => {
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// This is after the player talks to suki
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if (mindKeeper.get(CURRENT_LEVEL) == 9) {
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mindKeeper.increment(CURRENT_LEVEL);
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}
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});
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@@ -647,7 +656,8 @@ let PlayFrontDoorCloseAnimation = async () => playAnimation(FrontAirLockOpenFram
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let SetBackDoorClosed = () => SetFrame(BackAirLockOpenFrames[0], backDoorRoot);
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let SetBackDoorOpen = () => SetFrame(BackAirLockOpenFrames[BackAirLockOpenFrames.length - 1], backDoorRoot);
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let PlayBackDoorOpenAnimation = async () => playAnimation(BackAirLockOpenFrames, frameDuration, false, backDoorRoot);
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let PlayBackDoorCloseAnimation = async () => playAnimation(BackAirLockOpenFrames, frameDuration, true, backDoorRoot);
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let PlayBackDoorCloseAnimation = async () =>
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playAnimation(BackAirLockOpenFrames, frameDuration, true, backDoorRoot, true);
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let FillAirlockWater = async () => CycleAirLockWater(true, frameDuration / 1.5);
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let EmptyAirlockWater = async () => {
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Reference in New Issue
Block a user