mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-09-07 03:54:15 -04:00
* removed the rest of the magic number errors from d2game * hotfix for bug i added in map engine test * removed all TODO's in project, made issues on github for each one
50 lines
1.3 KiB
Go
50 lines
1.3 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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// https://github.com/OpenDiablo2/OpenDiablo2/issues/819
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m.Step(tickTime)
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m.AnimatedEntity.Advance(tickTime)
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}
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