mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-10-31 08:17:21 -04:00
153 lines
3.4 KiB
Go
153 lines
3.4 KiB
Go
|
package d2map
|
||
|
|
||
|
import (
|
||
|
"github.com/OpenDiablo2/OpenDiablo2/d2common"
|
||
|
"github.com/beefsack/go-astar"
|
||
|
"math"
|
||
|
)
|
||
|
|
||
|
// mapEntity represents an entity on the map that can be animated
|
||
|
type mapEntity struct {
|
||
|
LocationX float64
|
||
|
LocationY float64
|
||
|
TileX, TileY int // Coordinates of the tile the unit is within
|
||
|
subcellX, subcellY float64 // Subcell coordinates within the current tile
|
||
|
weaponClass string
|
||
|
offsetX, offsetY int
|
||
|
TargetX float64
|
||
|
TargetY float64
|
||
|
Speed float64
|
||
|
path []astar.Pather
|
||
|
|
||
|
done func()
|
||
|
directioner func(angle float64)
|
||
|
}
|
||
|
|
||
|
// createMapEntity creates an instance of mapEntity
|
||
|
func createMapEntity(x, y int) mapEntity {
|
||
|
locX, locY := float64(x), float64(y)
|
||
|
return mapEntity{
|
||
|
LocationX: locX,
|
||
|
LocationY: locY,
|
||
|
TargetX: locX,
|
||
|
TargetY: locY,
|
||
|
TileX: x / 5,
|
||
|
TileY: y / 5,
|
||
|
subcellX: 1 + math.Mod(locX, 5),
|
||
|
subcellY: 1 + math.Mod(locY, 5),
|
||
|
Speed: 6,
|
||
|
path: []astar.Pather{},
|
||
|
}
|
||
|
}
|
||
|
|
||
|
func (m *mapEntity) SetPath(path []astar.Pather, done func()) {
|
||
|
m.path = path
|
||
|
m.done = done
|
||
|
}
|
||
|
|
||
|
func (m *mapEntity) getStepLength(tickTime float64) (float64, float64) {
|
||
|
length := tickTime * m.Speed
|
||
|
|
||
|
angle := 359 - d2common.GetAngleBetween(
|
||
|
m.LocationX,
|
||
|
m.LocationY,
|
||
|
m.TargetX,
|
||
|
m.TargetY,
|
||
|
)
|
||
|
radians := (math.Pi / 180.0) * float64(angle)
|
||
|
oneStepX := length * math.Cos(radians)
|
||
|
oneStepY := length * math.Sin(radians)
|
||
|
return oneStepX, oneStepY
|
||
|
}
|
||
|
|
||
|
func (m *mapEntity) IsAtTarget() bool {
|
||
|
return m.LocationX == m.TargetX && m.LocationY == m.TargetY && !m.HasPathFinding()
|
||
|
}
|
||
|
|
||
|
func (m *mapEntity) Step(tickTime float64) {
|
||
|
if m.IsAtTarget() {
|
||
|
if m.done != nil {
|
||
|
m.done()
|
||
|
m.done = nil
|
||
|
}
|
||
|
return
|
||
|
}
|
||
|
|
||
|
stepX, stepY := m.getStepLength(tickTime)
|
||
|
|
||
|
if d2common.AlmostEqual(m.LocationX, m.TargetX, stepX) {
|
||
|
m.LocationX = m.TargetX
|
||
|
}
|
||
|
if d2common.AlmostEqual(m.LocationY, m.TargetY, stepY) {
|
||
|
m.LocationY = m.TargetY
|
||
|
}
|
||
|
if m.LocationX != m.TargetX {
|
||
|
m.LocationX += stepX
|
||
|
}
|
||
|
if m.LocationY != m.TargetY {
|
||
|
m.LocationY += stepY
|
||
|
}
|
||
|
|
||
|
m.subcellX = 1 + math.Mod(m.LocationX, 5)
|
||
|
m.subcellY = 1 + math.Mod(m.LocationY, 5)
|
||
|
m.TileX = int(m.LocationX / 5)
|
||
|
m.TileY = int(m.LocationY / 5)
|
||
|
|
||
|
if (m.LocationX != m.TargetX) || (m.LocationY != m.TargetY) {
|
||
|
return
|
||
|
}
|
||
|
|
||
|
if len(m.path) > 0 {
|
||
|
m.SetTarget(m.path[0].(*PathTile).X*5, m.path[0].(*PathTile).Y*5, m.done)
|
||
|
|
||
|
if len(m.path) > 1 {
|
||
|
m.path = m.path[1:]
|
||
|
} else {
|
||
|
m.path = []astar.Pather{}
|
||
|
}
|
||
|
return
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
func (m *mapEntity) HasPathFinding() bool {
|
||
|
return len(m.path) > 0
|
||
|
}
|
||
|
|
||
|
// SetTarget sets target coordinates and changes animation based on proximity and direction
|
||
|
func (m *mapEntity) SetTarget(tx, ty float64, done func()) {
|
||
|
m.TargetX, m.TargetY = tx, ty
|
||
|
m.done = done
|
||
|
|
||
|
if m.directioner != nil {
|
||
|
angle := 359 - d2common.GetAngleBetween(
|
||
|
m.LocationX,
|
||
|
m.LocationY,
|
||
|
tx,
|
||
|
ty,
|
||
|
)
|
||
|
m.directioner(float64(angle))
|
||
|
}
|
||
|
}
|
||
|
|
||
|
func angleToDirection(angle float64, numberOfDirections int) int {
|
||
|
if numberOfDirections == 0 {
|
||
|
return 0
|
||
|
}
|
||
|
|
||
|
degreesPerDirection := 360.0 / float64(numberOfDirections)
|
||
|
offset := 45.0 - (degreesPerDirection / 2)
|
||
|
newDirection := int((angle - offset) / degreesPerDirection)
|
||
|
if newDirection >= numberOfDirections {
|
||
|
newDirection = newDirection - numberOfDirections
|
||
|
} else if newDirection < 0 {
|
||
|
newDirection = numberOfDirections + newDirection
|
||
|
}
|
||
|
|
||
|
return newDirection
|
||
|
}
|
||
|
|
||
|
func (m *mapEntity) GetPosition() (float64, float64) {
|
||
|
return float64(m.TileX), float64(m.TileY)
|
||
|
}
|