mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-12 23:43:24 -05:00
removed all golint
lint errors (#833)
* removed all 'golint' type lint errors
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025ee94e50
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@ -1,7 +1,9 @@
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package d2enum
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// ArmorClass is a 3-character token for the armor. It's used for speed calculations.
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type ArmorClass string
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// Armor classes
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const (
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ArmorClassLite = "lit"
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ArmorClassMedium = "med"
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@ -2,10 +2,11 @@ package d2enum
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import "log"
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// SkillClass represents the skills for a character class
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type SkillClass int
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// Skill classes
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const (
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// SkillClassGeneric is ""
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SkillClassGeneric SkillClass = iota
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SkillClassBarbarian
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SkillClassNecromancer
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@ -29,7 +29,7 @@ const (
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mapWidth = 150
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mapHeight = mapWidth
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mapMargin = 9
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autoFileIndex = d2mapstamp.AutoFileIndex
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autoFileIndex = -1
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)
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// GenerateAct1Overworld generates the map and entities for the first town and surrounding area.
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@ -13,10 +13,6 @@ import (
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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)
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const (
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AutoFileIndex = -1
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)
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// NewStampFactory creates a MapStamp factory instance
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func NewStampFactory(asset *d2asset.AssetManager, entity *d2mapentity.MapEntityFactory) *StampFactory {
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return &StampFactory{asset, entity}
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@ -67,6 +63,7 @@ func (f *StampFactory) LoadStamp(levelType d2enum.RegionIdType, levelPreset, fil
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}
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}
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// nolint:gosec // not a big deal for now
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levelIndex := int(math.Round(float64(len(levelFilesToPick)-1) * rand.Float64()))
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if fileIndex >= 0 && fileIndex < len(levelFilesToPick) {
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levelIndex = fileIndex
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@ -8,22 +8,25 @@ import (
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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)
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type frameOrientation = int
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// Frame orientations
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const (
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FrameLeft frameOrientation = iota
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FrameRight
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)
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// UIFrame is a representation of a ui panel that occupies the left or right half of the screen
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// when it is visible.
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type UIFrame struct {
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asset *d2asset.AssetManager
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uiManager *UIManager
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frame *Sprite
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originX int
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originY int
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frameOrientation FrameOrientation
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frameOrientation frameOrientation
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}
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type FrameOrientation = int
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const (
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FrameLeft FrameOrientation = iota
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FrameRight
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)
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// frame indices into dc6 images for panels
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const (
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leftFrameTopLeft = iota
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@ -38,12 +41,11 @@ const (
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rightFrameBottomLeft
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)
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type offsetCalcFn = func(u *UIFrame) (x, y int)
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// NewUIFrame creates a new Frame instance
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func NewUIFrame(
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asset *d2asset.AssetManager,
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uiManager *UIManager,
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frameOrientation FrameOrientation,
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frameOrientation frameOrientation,
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) *UIFrame {
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var originX, originY = 0, 0
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@ -55,6 +57,7 @@ func NewUIFrame(
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originX = 400
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originY = 0
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}
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frame := &UIFrame{
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asset: asset,
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uiManager: uiManager,
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@ -63,17 +66,21 @@ func NewUIFrame(
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originY: originY,
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}
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frame.Load()
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return frame
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}
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// Load the necessary frame resources
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func (u *UIFrame) Load() {
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sprite, err := u.uiManager.NewSprite(d2resource.Frame, d2resource.PaletteSky)
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if err != nil {
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log.Print(err)
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}
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u.frame = sprite
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}
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// Render the frame to the target surface
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func (u *UIFrame) Render(target d2interface.Surface) error {
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switch u.frameOrientation {
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case FrameLeft:
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@ -81,6 +88,7 @@ func (u *UIFrame) Render(target d2interface.Surface) error {
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case FrameRight:
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return u.renderRight(target)
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}
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return nil
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}
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@ -200,10 +208,12 @@ func (u *UIFrame) renderRight(target d2interface.Surface) error {
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return nil
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}
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// GetFrameBounds returns the maximum width and height of all frames in sprite.
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func (u *UIFrame) GetFrameBounds() (width, height int) {
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return u.frame.GetFrameBounds()
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}
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// GetFrameCount returns the number of frames in the sprite
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func (u *UIFrame) GetFrameCount() int {
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return u.frame.GetFrameCount()
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}
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@ -168,7 +168,7 @@ func (s *HeroStatsPanel) Close() {
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s.onCloseCb()
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}
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// Set the callback run on closing the HeroStatsPanel
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// SetOnCloseCb the callback run on closing the HeroStatsPanel
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func (s *HeroStatsPanel) SetOnCloseCb(cb func()) {
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s.onCloseCb = cb
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}
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@ -40,15 +40,15 @@ type Inventory struct {
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grid *ItemGrid
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hoverLabel *d2ui.Label
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closeButton *d2ui.Button
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hoverX int
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hoverY int
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originX int
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originY int
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lastMouseX int
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lastMouseY int
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hovering bool
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isOpen bool
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onCloseCb func()
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hoverX int
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hoverY int
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originX int
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originY int
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lastMouseX int
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lastMouseY int
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hovering bool
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isOpen bool
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onCloseCb func()
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}
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// NewInventory creates an inventory instance and returns a pointer to it
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@ -99,9 +99,9 @@ func (g *Inventory) Close() {
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g.onCloseCb()
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}
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// Set the callback run on closing the inventory
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// SetOnCloseCb the callback run on closing the inventory
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func (g *Inventory) SetOnCloseCb(cb func()) {
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g.onCloseCb = cb
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g.onCloseCb = cb
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}
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// Load the resources required by the inventory
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