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* 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
50 lines
1.2 KiB
Go
50 lines
1.2 KiB
Go
package d2mapentity
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import (
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"math"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2records"
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)
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// Missile is a simple animated entity representing a projectile,
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// such as a spell or arrow.
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type Missile struct {
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*AnimatedEntity
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record *d2records.MissileRecord
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}
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// ID returns the missile uuid
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func (m *Missile) ID() string {
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return m.AnimatedEntity.uuid
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}
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// GetPosition returns the position of the missile
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func (m *Missile) GetPosition() d2vector.Position {
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return m.AnimatedEntity.Position
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}
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// GetVelocity returns the velocity vector of the missile
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func (m *Missile) GetVelocity() d2vector.Vector {
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return m.AnimatedEntity.velocity
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}
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// SetRadians adjusts the entity target based on it's range, rotating it's
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// current destination by the value of angle in radians.
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func (m *Missile) SetRadians(angle float64, done func()) {
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r := float64(m.record.Range)
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x := m.Position.X() + (r * math.Cos(angle))
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y := m.Position.Y() + (r * math.Sin(angle))
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m.setTarget(d2vector.NewPosition(x, y), done)
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}
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// Advance is called once per frame and processes a
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// single game tick.
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func (m *Missile) Advance(tickTime float64) {
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// TODO: collision detection
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m.Step(tickTime)
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m.AnimatedEntity.Advance(tickTime)
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}
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