mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-10 06:16:27 -05:00
98 lines
2.2 KiB
Go
98 lines
2.2 KiB
Go
package d2map
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import (
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"math/rand"
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"github.com/OpenDiablo2/OpenDiablo2/d2common"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
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)
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type NPC struct {
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*AnimatedComposite
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action int
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HasPaths bool
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Paths []d2common.Path
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path int
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isDone bool
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repetitions int
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}
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func CreateNPC(x, y int, object *d2datadict.ObjectLookupRecord, direction int) *NPC {
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entity, err := CreateAnimatedComposite(x, y, object, d2resource.PaletteUnits)
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if err != nil {
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panic(err)
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}
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result := &NPC{AnimatedComposite: entity, HasPaths: false}
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result.SetMode(object.Mode, object.Class, direction)
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return result
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}
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func (v *NPC) Path() d2common.Path {
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return v.Paths[v.path]
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}
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func (v *NPC) NextPath() d2common.Path {
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v.path++
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if v.path == len(v.Paths) {
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v.path = 0
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}
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return v.Paths[v.path]
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}
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func (v *NPC) SetPaths(paths []d2common.Path) {
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v.Paths = paths
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v.HasPaths = len(paths) > 0
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v.isDone = true
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}
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func (v *NPC) Advance(tickTime float64) {
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v.Step(tickTime)
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v.AnimatedComposite.Advance(tickTime)
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if v.HasPaths && v.wait() {
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// If at the target, set target to the next path.
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v.isDone = false
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path := v.NextPath()
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v.SetTarget(
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float64(path.X),
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float64(path.Y),
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v.next,
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)
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v.action = path.Action
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}
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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 *NPC) wait() bool {
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return v.isDone && v.composite.GetPlayedCount() > v.repetitions
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}
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func (v *NPC) next() {
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v.isDone = true
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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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default:
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v.repetitions = 0
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}
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if v.composite.GetAnimationMode() != 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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