2020-06-21 18:40:37 -04:00
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package d2mapentity
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2019-11-10 03:36:53 -05:00
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import (
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2020-04-11 14:56:47 -04:00
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"math/rand"
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2020-09-20 17:52:01 -04:00
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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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2020-07-09 16:11:01 -04:00
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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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2020-07-17 18:51:19 -04:00
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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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2020-07-01 00:06:06 -04:00
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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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2020-08-05 21:27:45 -04:00
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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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