package d2map import ( "github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2inventory" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2render" ) type Hero struct { AnimatedEntity *AnimatedEntity Equipment d2inventory.CharacterEquipment mode d2enum.AnimationMode direction int } func CreateHero(x, y int32, direction int, heroType d2enum.Hero, equipment d2inventory.CharacterEquipment) *Hero { object := &d2datadict.ObjectLookupRecord{ Mode: d2enum.AnimationModePlayerNeutral.String(), Base: "/data/global/chars", Token: heroType.GetToken(), Class: equipment.RightHand.WeaponClass(), SH: equipment.Shield.ItemCode(), // TODO: Offhand class? HD: equipment.Head.ArmorClass(), TR: equipment.Torso.ArmorClass(), LG: equipment.Legs.ArmorClass(), RA: equipment.RightArm.ArmorClass(), LA: equipment.LeftArm.ArmorClass(), RH: equipment.RightHand.ItemCode(), LH: equipment.LeftHand.ItemCode(), } entity, err := CreateAnimatedEntity(x, y, object, d2resource.PaletteUnits) if err != nil { panic(err) } result := &Hero{AnimatedEntity: entity, Equipment: equipment, mode: d2enum.AnimationModePlayerTownNeutral, direction: direction} result.AnimatedEntity.SetMode(result.mode.String(), equipment.RightHand.WeaponClass(), direction) return result } func (v *Hero) Advance(tickTime float64) { if v.AnimatedEntity.LocationX != v.AnimatedEntity.TargetX || v.AnimatedEntity.LocationY != v.AnimatedEntity.TargetY || v.AnimatedEntity.HasPathFinding(){ v.AnimatedEntity.Step(tickTime) } v.AnimatedEntity.Advance(tickTime) } func (v *Hero) Render(target d2render.Surface) { v.AnimatedEntity.Render(target) } func (v *Hero) GetPosition() (float64, float64) { return v.AnimatedEntity.GetPosition() }