mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-07 18:57:18 -05:00
d0c6cd61dd
* Reorganize MapEngine This is already turning into a mess... * Map engine selects tile index to use Still very ugly * Fix subtile flag combination * Prepare randomly generated base tiles * Restore collision viewer * Movement works again, searches for straight paths Paths are now d2vector slices * Fix LOS calculation * Fix test (I think)
205 lines
4.9 KiB
Go
205 lines
4.9 KiB
Go
package d2mapentity
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import (
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
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)
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// mapEntity represents an entity on the map that can be animated
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type mapEntity struct {
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Position d2vector.Position
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Target d2vector.Position
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velocity d2vector.Vector
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Speed float64
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path []d2vector.Position
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drawLayer int
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done func()
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directioner func(direction int)
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}
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// newMapEntity creates an instance of mapEntity
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func newMapEntity(x, y int) mapEntity {
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pos := d2vector.NewPosition(float64(x), float64(y))
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return mapEntity{
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Position: pos,
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Target: pos,
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}
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}
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// GetLayer returns the draw layer for this entity.
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func (m *mapEntity) GetLayer() int {
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return m.drawLayer
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}
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// SetPath sets the entity movement path. done() is called when the entity reaches it's path destination. For example,
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// when the player entity reaches the point a player clicked.
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func (m *mapEntity) SetPath(path []d2vector.Position, done func()) {
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m.path = path
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m.done = done
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m.nextPath()
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}
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// ClearPath clears the entity movement path.
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func (m *mapEntity) ClearPath() {
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m.path = nil
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}
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// SetSpeed sets the entity movement speed.
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func (m *mapEntity) SetSpeed(speed float64) {
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m.Speed = speed
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}
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// GetSpeed returns the entity movement speed.
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func (m *mapEntity) GetSpeed() float64 {
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return m.Speed
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}
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// Step moves the entity along it's path by one tick. If the path is complete it calls entity.done() then returns.
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func (m *mapEntity) Step(tickTime float64) {
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if m.atTarget() && !m.hasPath() {
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if m.done != nil {
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m.done()
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m.done = nil
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}
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return
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}
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// Set velocity (speed and direction)
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m.setVelocity(tickTime * m.Speed)
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// This loop handles the situation where the velocity exceeds the distance to the current target. Each repitition applies
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// the remaining velocity in the direction of the next path target.
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for {
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applyVelocity(&m.Position.Vector, &m.velocity, &m.Target.Vector)
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if m.atTarget() {
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m.nextPath()
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}
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if m.velocity.IsZero() {
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break
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}
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}
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}
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// atTarget returns true if the distance between entity and target is almost zero.
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func (m *mapEntity) atTarget() bool {
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return m.Position.EqualsApprox(m.Target.Vector)
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}
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// setVelocity returns a vector describing the given length and the direction to the current target.
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func (m *mapEntity) setVelocity(length float64) {
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m.velocity.Copy(&m.Target.Vector)
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m.velocity.Subtract(&m.Position.Vector)
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m.velocity.SetLength(length)
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}
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// applyVelocity adds velocity to position. If the new position extends beyond the target: Target is set to the next
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// path node, Position is set to target and velocity is set to the over-extended length with the direction of to the
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// next node.
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func applyVelocity(position, velocity, target *d2vector.Vector) {
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// Set velocity values to zero if almost zero
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x, y := position.CompareApprox(*target)
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vx, vy := velocity.X(), velocity.Y()
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if x == 0 {
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vx = 0
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}
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if y == 0 {
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vy = 0
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}
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velocity.Set(vx, vy)
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dest := position.Clone()
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dest.Add(velocity)
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destDistance := position.Distance(dest)
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targetDistance := position.Distance(*target)
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if destDistance > targetDistance {
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// Destination overshot target. Set position to target and velocity to overshot amount.
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position.Copy(target)
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velocity.Copy(dest.Subtract(target))
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} else {
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// At or before target, set position to destination and velocity to zero.
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position.Copy(&dest)
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velocity.Set(0, 0)
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}
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}
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// Returns false if the path has ended.
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func (m *mapEntity) nextPath() {
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if m.hasPath() {
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// Set next path node
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m.setTarget(
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m.path[0],
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m.done,
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)
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if len(m.path) > 1 {
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m.path = m.path[1:]
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} else {
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m.path = []d2vector.Position{}
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}
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} else {
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// End of path.
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m.Position.Copy(&m.Target.Vector)
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}
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}
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// hasPath returns false if the length of the entity movement path is 0.
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func (m *mapEntity) hasPath() bool {
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return len(m.path) > 0
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}
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// setTarget sets target coordinates and changes animation based on proximity and direction.
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func (m *mapEntity) setTarget(p d2vector.Position, done func()) {
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// Set the target
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m.Target.Copy(&p.Vector)
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m.done = done
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// Update the direction
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if m.directioner != nil {
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d := m.Position.DirectionTo(m.Target.Vector)
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m.directioner(d)
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}
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// Update the velocity direction
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if !m.velocity.IsZero() {
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m.setVelocity(m.velocity.Length())
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}
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}
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// GetPosition returns the entity's current tile position, always a whole number.
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func (m *mapEntity) GetPosition() (x, y float64) {
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t := m.Position.Tile()
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return t.X(), t.Y()
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}
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// GetPositionF returns the entity's current tile position where 0.2 is one sub tile.
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func (m *mapEntity) GetPositionF() (x, y float64) {
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w := m.Position.World()
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return w.X(), w.Y()
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}
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// Name returns the NPC's in-game name (e.g. "Deckard Cain") or an empty string if it does not have a name
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func (m *mapEntity) Name() string {
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return ""
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}
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// Highlight is not currently implemented.
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func (m *mapEntity) Highlight() {
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}
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// Selectable returns true if the object can be highlighted/selected.
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func (m *mapEntity) Selectable() bool {
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return false
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}
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