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https://github.com/OpenDiablo2/OpenDiablo2
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fc87b2be7a
* 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
189 lines
4.6 KiB
Go
189 lines
4.6 KiB
Go
package d2mapentity
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import (
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"math/rand"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2records"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2path"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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)
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// NPC is a passive complex entity with which the player can interact.
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// For example, Deckard Cain.
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type NPC struct {
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mapEntity
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Paths []d2path.Path
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name string
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composite *d2asset.Composite
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action int
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path int
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repetitions int
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monstatRecord *d2records.MonStatsRecord
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monstatEx *d2records.MonStats2Record
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HasPaths bool
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isDone bool
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}
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const (
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magicOffsetX = 5
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magicOffsetScalarX = 8
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magicOffsetScalarY = 16
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minAnimationRepetitions = 3
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maxAnimationRepetitions = 5
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)
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func selectEquip(slice []string) string {
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if len(slice) != 0 {
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return slice[rand.Intn(len(slice))]
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}
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return ""
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}
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// ID returns the NPC uuid
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func (v *NPC) ID() string {
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return v.mapEntity.uuid
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}
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// Render renders this entity's animated composite.
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func (v *NPC) Render(target d2interface.Surface) {
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renderOffset := v.Position.RenderOffset()
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target.PushTranslation(
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int((renderOffset.X()-renderOffset.Y())*magicOffsetScalarY),
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int(((renderOffset.X()+renderOffset.Y())*magicOffsetScalarX)-magicOffsetX),
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)
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defer target.Pop()
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if v.composite.Render(target) != nil {
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return
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}
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}
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// Path returns the current part of the entity's path.
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func (v *NPC) Path() d2path.Path {
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return v.Paths[v.path]
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}
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// NextPath returns the next part of the entity's path.
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func (v *NPC) NextPath() d2path.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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// SetPaths sets the entity's paths to the given slice. It also sets flags
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// on the entity indicating that it has paths and has completed the
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// previous none.
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func (v *NPC) SetPaths(paths []d2path.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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// Advance is called once per frame and processes a
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// single game tick.
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func (v *NPC) Advance(tickTime float64) {
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v.Step(tickTime)
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if err := v.composite.Advance(tickTime); err != nil {
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return
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}
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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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path.Position,
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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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var newAnimationMode d2enum.MonsterAnimationMode
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v.isDone = true
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v.repetitions = minAnimationRepetitions + rand.Intn(maxAnimationRepetitions)
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switch d2enum.NPCActionType(v.action) {
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case d2enum.NPCActionSkill1:
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newAnimationMode = d2enum.MonsterAnimationModeSkill1
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v.repetitions = 0
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case d2enum.NPCActionInvalid, d2enum.NPCAction1, d2enum.NPCAction2, d2enum.NPCAction3:
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newAnimationMode = d2enum.MonsterAnimationModeNeutral
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v.repetitions = 0
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default:
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newAnimationMode = d2enum.MonsterAnimationModeNeutral
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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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if err := v.composite.SetMode(newAnimationMode, v.composite.GetWeaponClass()); err != nil {
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return
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}
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}
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}
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// rotate sets direction and changes animation
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func (v *NPC) rotate(direction int) {
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var newMode d2enum.MonsterAnimationMode
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if !v.atTarget() {
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newMode = d2enum.MonsterAnimationModeWalk
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} else {
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newMode = d2enum.MonsterAnimationModeNeutral
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}
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if newMode.String() != v.composite.GetAnimationMode() {
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if err := v.composite.SetMode(newMode, v.composite.GetWeaponClass()); err != nil {
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return
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}
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}
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if v.composite.GetDirection() != direction {
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v.composite.SetDirection(direction)
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}
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}
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// Selectable returns true if the object can be highlighted/selected.
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func (v *NPC) Selectable() bool {
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// is there something handy that determines selectable npc's?
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return v.name != ""
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}
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// Label 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 (v *NPC) Label() string {
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return v.name
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}
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// GetPosition returns the NPC's position
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func (v *NPC) GetPosition() d2vector.Position {
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return v.mapEntity.Position
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}
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// GetVelocity returns the NPC's velocity vector
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func (v *NPC) GetVelocity() d2vector.Vector {
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return v.mapEntity.velocity
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}
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// GetSize returns the current frame size
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func (v *NPC) GetSize() (width, height int) {
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return v.composite.GetSize()
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}
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