* removed the rest of the magic number errors from d2game
* hotfix for bug i added in map engine test
* removed all TODO's in project, made issues on github for each one
* d2game/d2player/inventory.go: magic number lint cleanup
* d2game/d2player/mini_panel.go: magic number lint cleanup
* d2game/d2player/skill_select_panel.go: lint cleanup
* d2game/d2player/skilltree.go: removed all lint errors
* removed the rest of the magic number errors from d2game
* hotfix for bug i added in map engine test
* all magic numbers removed (excluding mapgen)
- Clicking the active left/right skill now opens a skill select panel.
Only the available skills for the hero, which are valid for the panel type are shown.
Clicking on a skill from the skill select panel makes it the new active skill for the hero.
- Hovering a skill in the skill select panel shows the skill name +
skill description.
- New command which learns all skills for a specific
class(not persisted to a save file yet) - e.g. `learnskills ama` will learn
skills for the Amazon class.
- Initialize HeroSkill.shallowHeroSkill struct in the hero state factory, so we can use it
when we serialize the HeroSkill to packets/game save files.
- The parsed Skill.ListRow is now a number instead of string.
Co-authored-by: Presiyan Ivanov <presiyan-ivanov@users.noreply.github.com>
* Casting a skill now plays the corresponding overlay(if any).
* Prevent a crash caused by nil pointer in HeroSkill deserialization, happening when
unmarshalling HeroSkill from packets as a remote client.
* Add PlayerAnimationModeNone to handle some of the Skills(e.g.
Paladin auras) having "" as animation mode.
* Joining a game as remote client now waits for map generation to finish
before rendering map or processing map entities. This is temporary hack to prevent the game from
crashing due to concurrent map read & write exception.
* Send CastSkill packet to other clients.
Co-authored-by: Presiyan Ivanov <presiyan-ivanov@users.noreply.github.com>
* Remove weapons, armor, misc, itemCommon, itemTyps datadict singletons
- removed loader calls from d2app
- removed the HeroObjects singleton from `d2core/d2inventory`
- added an InventoryItemFactory in d2inventory
- package-level functions that use data records are now methods of the InventoryItemFactory
- renamed ItemGenerator in d2item to ItemFactory
- package-level functions that use records are now methods of ItemFactory
- d2map.MapEntityFactory now has an item factory instance for creating items
- fixed a bug in unique item record loader where it loaded an empty record
- added a PlayerStateFactory for creating a player state (uses the asset manager)
- updated the test inventory/equipment code in d2player to handle errors from the ItemFactory
- character select and character creation screens have a player state and inventory item factory
- updated item tests to use the item factory
* minor edit
* Removed d2datadict.Experience singleton
added a HeroStatsFactory, much like the other factories. The factory gets an
asset manager reference in order to use data records.
* removed d2datadict.AutoMagic singleton
* removed d2datadict.AutoMap singleton
* removed d2datadict.BodyLocations singleton
* removed d2datadict.Books singleton
* Removed singletons for level records
- removed loader calls in d2app
- changed type references from d2datadict to d2records
- added a `MapGenerator` in d2mapgen which uses thew asset manager and map engine
- package-level map generation functions are now MapGenerator methods
- `d2datadict.GetLevelDetails(id int)` is now a method of the RecordManager
* remove SkillCalc and MissileCalc singletons
* Removed CharStats and ItemStatCost singletons
- added an ItemStatFactory which uses the asset manager to create stats
- package-level functions for stats in d2item are now StatFactory methods
- changed type references from d2datadict to d2records
- `d2player.GetAllPlayerStates` is now a method of the `PlayerStateFactory`
* Removed DkillDesc and Skills singletons from d2datadict
- removed loader calls from d2app
- diablo2stats.Stat instances are given a reference to the factory for doing record lookups
* update the stats test to use mock a asset manager and stat factory
* fixed diablo2stats tests and diablo2item tests
* removed CompCodes singleton from d2datadict
* remove cubemain singleton from d2datadict
* removed DifficultyLevels singleton from d2datadict
* removed ElemTypes singleton from d2datadict
* removed events.go loader from d2datadict (was unused)
* removed Gems singleton from d2datadict
* removed Hireling and Inventory singletons from d2datadict
* removed MagicPrefix and MagicSuffix singletons from d2datadict
* removed ItemRatios singleton from d2datadict
* removed Missiles singleton from d2datadict
* removed MonModes singleton
* Removed all monster and npc singletons from d2datadict
- MapStamp instances now get a reference to their factory for doing record lookups
* removed SoundEntry and SoundEnviron singletons from d2datadict
* Initial player Left skill and Right skill handling
* Handle empty skill names in charStats.BaseSkils + add Attack skill for all classes.
Co-authored-by: Presiyan Ivanov <presiyan-ivanov@users.noreply.github.com>
* Prevent player movement and casting if current spell cast is not finished yet
* Properly format the fields of Player struct
Co-authored-by: Presiyan Ivanov <presiyan-ivanov@users.noreply.github.com>
* adding debug printing boxes for entity bounds
* minor edits
- adding `spawnmon` command. currently does not have a netpacket, just for debug
- adding `GetSize` method to map entities for getting frame bounds (for debug printing)
* bug fix
* added highlight to animated entity
* moving provider functions for item, missile, npc, player into package export file d2mapentity.go
* changed `Create` to `New` in map entity provider functions
* add item highlight on hover
* add Name method to item entity
* entity debug rendering, with command
needed to add getter method to MapEntity interface, so that's the reasoning for changing objects/npcs/player/etc
this currently brings allocs/s up to 10 (you can check by running `fps` command, se we need to look into d2debugutils and how it handles drawing text
* reverting velocity copy, broke the map entity tests. debug display wont show velocity currently.
* adding velocity debug
* delint_d2networking
not sure what to do about lint error G110 on calls to `io.Copy`, warns
about gzip compression bomb possibility, leaving those.
all todo's have been left.
* removed duplicate const
* Initial test and benchmark for mapEntity.Step().
* Removed `&& !m.hasPath()` from mapEntity.atTarget
* Direction is now updated when the path node changes mid-step and target is updated when path is set.
* Test improvements.
* Deleted old benchmark function and tidying.
* d2math.Abs added.
* Abs benchmark and optimisation.
* Negate and Distance benchmark.
* Length and SetLength benchmark.
* Lerp and Dot benchmark.
* Cross and Normalize benchmark.
* Angle and SignedAngle benchmark.
* Trivial change to Vector.Abs()
* Use d2vector.Position in objects
* Remove arbitrary render offset
If things are actually wrong lets figure out why
* Remove arbitrary wall offset
This broke maggot lair
* Fixed NaN on normalize 0 vector.
* Tentative implementation in getStepLength.
* mapEntity.TileX/Y removed.
* Fixed Position and Target not being initialised in createMapEntity.
* mapEntity.Position is no longer embedded.
* mapEntity.LocationX/Y no longer used outside map_entity.go.
* mapEntity.subCellX/Y removed.
* mapEntity.LocationX/Y removed.
* mapEntity.OffsetX/Y and TargetX/Y removed.
* Direction method added to Vector, returns 0-64 direction.
* Moved Vector.Direction() to Position.DirectionTo and refactored.
* Renamed RenderOffset from SubCell and tested IsZero.
* d2math.WrapInt added for use with directions.
* Tidied up position and tests.
* Refactored d2common.AdjustWithRemainder into d2mapEntity.
* Tidying up d2mapEntity.
* Final cleanup.
* Lint warnings.
* Spelling correction.
* Comments and newlines in engine.go
* Comments and newlines in object.go
* Comments and newlines in animated_entity.go
* Comments and newlines in missile.go
* Comments and newlines in npc.go
* Comments and newlines in player.go
* Removed object.go (incorrectly merged it in during rebase).
* Comments and newlines in renderer.go.
* Comments and newlines in map_entity.go.
* Comments and newlines in walk_mesh.go.
* Comments and newlines in viewport.go and tile_cache.go.
* Comments and newlines in stamp.go and wilderness_tile_types.go.
* Comments and newlines in everything else.
* Quit using ObjectLookupRecord in composite
* Unexport SetMode in map entities
* Get rid of weaponClass from MapEntity
* Pass ObjectType to composite instead of string
* Use layer weaponclass from cof
* Manage more stuff directly in composite
* Explicitly index when picking equipment
* Add PushBrightness to surface
* Highlight selectable objects
Check if mapentity is selectable. (seems reasonable)
Request objects to highlight themselves is required (idk)
* 412 - move missle code to game_client and add animation, still buggy
* mostly working casting animation that cancels path
Co-authored-by: carrelda@Davids-MacBook-Pro.local <carrelda@Davids-MacBook-Pro.local>
* WIP refactor of d2map stuff
* more d2map refactor
adding realm init to game client
passing map engine from client and server into realm at init
change `generate map packet` to have act and level index as data
* client explodes, but getting there
* realm now initializes, networking works, but map generators dont currently do anything
* changed the way that level type records are loaded
* fixed funcs for level data lookups
* started implementing level generator, currently crashing
* client no longer exploding
* d2networking refactor
put exports into d2client.go and d2server.go
kept GameClient and GameServer methods into their respective files
made methods for packet handlers instead of the giant switch statements
* bugfix: getting first level id by act
* minor refactor of gamescreen for readability
* towns now generate on server start, create player takes act and level id as args, levels have their own map engine
* Save/load hero stats and display them in stats panel.
* Load default hero state for characters created before saving stats was introduced
Co-authored-by: Presiyan Ivanov <presiyan-ivanov@users.noreply.github.com>
* Use integer directions for rotating map entities
* Manage composite directly in npc
* Player manages its own composite
* Split up animation mode types
Players, monsters, objects all have their own types
* Clean up AnimatedEntity
* Rename AnimatedEntity -> Object
* Keep the object txt record on hand in Object
* Improve run/walk/neutral animation handling. Initial parsing of LevelDetail records. Support for holding mouse buttons.
- Run/walk/neutral positions now map to a different animation mode(and speed) depending if in or out of town.
- Run/walk toggle which can be activated/deactivated with R key.
- Temporary(and incorrect) loading and mapping for LevelDetails records.
- Zone change label which shows the level name from LevelDetailsRecord when the player enters a different zone.
- Allow holding mouse left/right button to repeatedly generate an action.
* Remove duplicate load of LevelDetails. Replace numbers in zone change logic with their corresponding RegionIdType
* Move zone change check at the correct place
Co-authored-by: Presiyan Ivanov <presiyan-ivanov@users.noreply.github.com>