2019-11-10 03:36:53 -05:00
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package d2render
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2019-11-06 18:25:19 -05:00
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import (
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"math"
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"math/rand"
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"github.com/OpenDiablo2/D2Shared/d2common/d2enum"
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"github.com/OpenDiablo2/D2Shared/d2data/d2datadict"
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"github.com/OpenDiablo2/D2Shared/d2helper"
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"github.com/OpenDiablo2/OpenDiablo2/d2asset"
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"github.com/OpenDiablo2/OpenDiablo2/d2render/d2surface"
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)
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2019-11-06 22:12:15 -05:00
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// AnimatedEntity represents an entity on the map that can be animated
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type AnimatedEntity struct {
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LocationX float64
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LocationY float64
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TileX, TileY int // Coordinates of the tile the unit is within
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subcellX, subcellY float64 // Subcell coordinates within the current tile
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animationMode string
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weaponClass string
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direction int
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offsetX, offsetY int32
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TargetX float64
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TargetY float64
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action int32
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repetitions int
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composite *d2asset.Composite
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}
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// CreateAnimatedEntity creates an instance of AnimatedEntity
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func CreateAnimatedEntity(x, y int32, object *d2datadict.ObjectLookupRecord, palettePath string) (*AnimatedEntity, error) {
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composite, err := d2asset.LoadComposite(object, palettePath)
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if err != nil {
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return nil, err
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}
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entity := &AnimatedEntity{composite: composite}
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entity.LocationX = float64(x)
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entity.LocationY = float64(y)
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entity.TargetX = entity.LocationX
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entity.TargetY = entity.LocationY
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entity.TileX = int(entity.LocationX / 5)
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entity.TileY = int(entity.LocationY / 5)
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entity.subcellX = 1 + math.Mod(entity.LocationX, 5)
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entity.subcellY = 1 + math.Mod(entity.LocationY, 5)
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return entity, nil
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}
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// SetMode changes the graphical mode of this animated entity
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func (v *AnimatedEntity) SetMode(animationMode, weaponClass string, direction int) error {
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v.animationMode = animationMode
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v.direction = direction
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err := v.composite.SetMode(animationMode, weaponClass, direction)
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if err != nil {
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err = v.composite.SetMode(animationMode, "HTH", direction)
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}
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return err
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}
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// If an npc has a path to pause at each location.
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// Waits for animation to end and all repetitions to be exhausted.
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func (v AnimatedEntity) Wait() bool {
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return v.composite.GetPlayedCount() > v.repetitions
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}
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// Render draws this animated entity onto the target
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func (v *AnimatedEntity) Render(target *d2surface.Surface) {
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target.PushTranslation(
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int(v.offsetX)+int((v.subcellX-v.subcellY)*16),
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int(v.offsetY)+int(((v.subcellX+v.subcellY)*8)-5),
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)
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defer target.Pop()
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v.composite.Render(target)
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}
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func (v AnimatedEntity) GetDirection() int {
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return v.direction
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}
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func (v *AnimatedEntity) getStepLength(tickTime float64) (float64, float64) {
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speed := 6.0
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length := tickTime * speed
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angle := 359 - d2helper.GetAngleBetween(
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v.LocationX,
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v.LocationY,
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v.TargetX,
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v.TargetY,
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)
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radians := (math.Pi / 180.0) * float64(angle)
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oneStepX := length * math.Cos(radians)
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oneStepY := length * math.Sin(radians)
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return oneStepX, oneStepY
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}
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func (v *AnimatedEntity) Step(tickTime float64) {
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stepX, stepY := v.getStepLength(tickTime)
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if d2helper.AlmostEqual(v.LocationX, v.TargetX, stepX) {
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v.LocationX = v.TargetX
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}
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if d2helper.AlmostEqual(v.LocationY, v.TargetY, stepY) {
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v.LocationY = v.TargetY
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}
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if v.LocationX != v.TargetX {
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v.LocationX += stepX
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}
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if v.LocationY != v.TargetY {
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v.LocationY += stepY
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}
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v.subcellX = 1 + math.Mod(v.LocationX, 5)
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v.subcellY = 1 + math.Mod(v.LocationY, 5)
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v.TileX = int(v.LocationX / 5)
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v.TileY = int(v.LocationY / 5)
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if v.LocationX == v.TargetX && v.LocationY == v.TargetY {
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v.repetitions = 3 + rand.Intn(5)
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newAnimationMode := d2enum.AnimationModeObjectNeutral
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// TODO: Figure out what 1-3 are for, 4 is correct.
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switch v.action {
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case 1:
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newAnimationMode = d2enum.AnimationModeMonsterNeutral
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case 2:
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newAnimationMode = d2enum.AnimationModeMonsterNeutral
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case 3:
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newAnimationMode = d2enum.AnimationModeMonsterNeutral
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case 4:
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newAnimationMode = d2enum.AnimationModeMonsterSkill1
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v.repetitions = 0
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}
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v.composite.ResetPlayedCount()
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if v.animationMode != newAnimationMode.String() {
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v.SetMode(newAnimationMode.String(), v.weaponClass, v.direction)
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}
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}
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}
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// SetTarget sets target coordinates and changes animation based on proximity and direction
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func (v *AnimatedEntity) SetTarget(tx, ty float64, action int32) {
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angle := 359 - d2helper.GetAngleBetween(
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v.LocationX,
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v.LocationY,
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tx,
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ty,
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)
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v.action = action
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// TODO: Check if is in town and if is player.
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newAnimationMode := d2enum.AnimationModeMonsterWalk.String()
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if tx != v.LocationX || ty != v.LocationY {
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v.TargetX, v.TargetY = tx, ty
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newAnimationMode = d2enum.AnimationModeMonsterWalk.String()
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}
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if newAnimationMode != v.animationMode {
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v.SetMode(newAnimationMode, v.weaponClass, v.direction)
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}
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newDirection := angleToDirection(float64(angle), v.composite.GetDirectionCount())
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if newDirection != v.GetDirection() {
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v.SetMode(v.animationMode, v.weaponClass, newDirection)
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}
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}
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func angleToDirection(angle float64, numberOfDirections int) int {
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if numberOfDirections == 0 {
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return 0
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}
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degreesPerDirection := 360.0 / float64(numberOfDirections)
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offset := 45.0 - (degreesPerDirection / 2)
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newDirection := int((angle - offset) / degreesPerDirection)
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if newDirection >= numberOfDirections {
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newDirection = newDirection - numberOfDirections
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} else if newDirection < 0 {
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newDirection = numberOfDirections + newDirection
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}
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return newDirection
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}
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func (v *AnimatedEntity) Advance(elapsed float64) {
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v.composite.Advance(elapsed)
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}
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func (v *AnimatedEntity) GetPosition() (float64, float64) {
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return float64(v.TileX), float64(v.TileY)
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}
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