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https://github.com/OpenDiablo2/OpenDiablo2
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* lint fixes for the game.go * lint fixes for the gui_testing.go * lint fixes for the blizzard_intro.go, map_engine_testing.go and select_hero_class.go * added package comment for the d2gamescreen package * fixes after merge
193 lines
5.8 KiB
Go
193 lines
5.8 KiB
Go
package d2gamescreen
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import (
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"image/color"
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"github.com/OpenDiablo2/OpenDiablo2/d2common"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2screen"
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"fmt"
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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/d2core/d2input"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2maprenderer"
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"github.com/OpenDiablo2/OpenDiablo2/d2game/d2player"
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"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client"
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"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket"
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)
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const hideZoneTextAfterSeconds = 2.0
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// Game represents the Gameplay screen
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type Game struct {
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gameClient *d2client.GameClient
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mapRenderer *d2maprenderer.MapRenderer
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gameControls *d2player.GameControls // TODO: Hack
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localPlayer *d2mapentity.Player
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lastRegionType d2enum.RegionIdType
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ticksSinceLevelCheck float64
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escapeMenu *EscapeMenu
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renderer d2interface.Renderer
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audioProvider d2interface.AudioProvider
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terminal d2interface.Terminal
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}
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// CreateGame creates the Gameplay screen and returns a pointer to it
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func CreateGame(renderer d2interface.Renderer, audioProvider d2interface.AudioProvider, gameClient *d2client.GameClient,
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term d2interface.Terminal) *Game {
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result := &Game{
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gameClient: gameClient,
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gameControls: nil,
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localPlayer: nil,
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lastRegionType: d2enum.RegionNone,
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ticksSinceLevelCheck: 0,
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mapRenderer: d2maprenderer.CreateMapRenderer(renderer, gameClient.MapEngine, term),
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escapeMenu: NewEscapeMenu(renderer, audioProvider, term),
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audioProvider: audioProvider,
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renderer: renderer,
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terminal: term,
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}
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result.escapeMenu.onLoad()
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if err := d2input.BindHandler(result.escapeMenu); err != nil {
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fmt.Println("failed to add gameplay screen as event handler")
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}
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return result
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}
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// OnLoad loads the resources for the Gameplay screen
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func (v *Game) OnLoad(_ d2screen.LoadingState) {
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v.audioProvider.PlayBGM("")
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}
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// OnUnload releases the resources of Gameplay screen
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func (v *Game) OnUnload() error {
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if err := d2input.UnbindHandler(v.gameControls); err != nil { // TODO: hack
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return err
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}
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if err := d2input.UnbindHandler(v.escapeMenu); err != nil { // TODO: hack
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return err
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}
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if err := v.gameClient.Close(); err != nil {
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return err
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}
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return nil
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}
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// Render renders the Gameplay screen
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func (v *Game) Render(screen d2interface.Surface) error {
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if v.gameClient.RegenMap {
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v.gameClient.RegenMap = false
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v.mapRenderer.RegenerateTileCache()
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}
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if err := screen.Clear(color.Black); err != nil {
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return err
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}
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v.mapRenderer.Render(screen)
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if v.gameControls != nil {
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v.gameControls.Render(screen)
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}
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return nil
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}
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// Advance runs the update logic on the Gameplay screen
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func (v *Game) Advance(tickTime float64) error {
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if (v.escapeMenu != nil && !v.escapeMenu.isOpen) || len(v.gameClient.Players) != 1 {
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v.gameClient.MapEngine.Advance(tickTime) // TODO: Hack
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}
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if v.gameControls != nil {
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if err := v.gameControls.Advance(tickTime); err != nil {
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return err
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}
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}
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v.ticksSinceLevelCheck += tickTime
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if v.ticksSinceLevelCheck > 1.0 {
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v.ticksSinceLevelCheck = 0
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if v.localPlayer != nil {
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tile := v.gameClient.MapEngine.TileAt(v.localPlayer.TileX, v.localPlayer.TileY)
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if tile != nil {
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musicInfo := d2common.GetMusicDef(tile.RegionType)
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v.audioProvider.PlayBGM(musicInfo.MusicFile)
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// skip showing zone change text the first time we enter the world
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if v.lastRegionType != d2enum.RegionNone && v.lastRegionType != tile.RegionType {
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//TODO: Should not be using RegionType as an index - this will return incorrect LevelDetails record for most of the zones.
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v.gameControls.SetZoneChangeText(fmt.Sprintf("Entering The %s", d2datadict.LevelDetails[int(tile.RegionType)].LevelDisplayName))
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v.gameControls.ShowZoneChangeText()
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v.gameControls.HideZoneChangeTextAfter(hideZoneTextAfterSeconds)
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}
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v.lastRegionType = tile.RegionType
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}
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}
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}
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// Bind the game controls to the player once it exists
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if v.gameControls == nil {
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v.bindGameControls()
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}
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// Update the camera to focus on the player
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if v.localPlayer != nil && !v.gameControls.FreeCam {
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rx, ry := v.mapRenderer.WorldToOrtho(v.localPlayer.LocationX/5, v.localPlayer.LocationY/5)
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v.mapRenderer.MoveCameraTo(rx, ry)
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}
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return nil
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}
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func (v *Game) bindGameControls() {
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for _, player := range v.gameClient.Players {
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if player.Id != v.gameClient.PlayerId {
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continue
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}
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v.localPlayer = player
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v.gameControls = d2player.NewGameControls(v.renderer, player, v.gameClient.MapEngine, v.mapRenderer, v, v.terminal)
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v.gameControls.Load()
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if err := d2input.BindHandler(v.gameControls); err != nil {
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fmt.Printf("failed to add gameControls as input handler for player: %s\n", player.Id)
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}
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break
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}
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}
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// OnPlayerMove sends the player move action to the server
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func (v *Game) OnPlayerMove(x, y float64) {
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heroPosX := v.localPlayer.LocationX / 5.0
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heroPosY := v.localPlayer.LocationY / 5.0
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err := v.gameClient.SendPacketToServer(d2netpacket.CreateMovePlayerPacket(v.gameClient.PlayerId, heroPosX, heroPosY, x, y))
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if err != nil {
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fmt.Printf("failed to send MovePlayer packet to the server, playerId: %s, x: %g, x: %g\n", v.gameClient.PlayerId, x, y)
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}
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}
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// OnPlayerCast sends the casting skill action to the server
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func (v *Game) OnPlayerCast(missileID int, targetX, targetY float64) {
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err := v.gameClient.SendPacketToServer(d2netpacket.CreateCastPacket(v.gameClient.PlayerId, missileID, targetX, targetY))
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if err != nil {
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fmt.Printf(
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"failed to send CastSkill packet to the server, playerId: %s, missileId: %d, x: %g, x: %g\n",
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v.gameClient.PlayerId, missileID, targetX, targetY,
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)
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}
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}
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