removed all `golint` lint errors (#833)

* removed all 'golint' type lint errors
This commit is contained in:
gravestench 2020-10-25 23:23:55 +00:00 committed by GitHub
parent 025ee94e50
commit a1380bc264
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GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 39 additions and 29 deletions

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@ -1,7 +1,9 @@
package d2enum package d2enum
// ArmorClass is a 3-character token for the armor. It's used for speed calculations.
type ArmorClass string type ArmorClass string
// Armor classes
const ( const (
ArmorClassLite = "lit" ArmorClassLite = "lit"
ArmorClassMedium = "med" ArmorClassMedium = "med"

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@ -2,10 +2,11 @@ package d2enum
import "log" import "log"
// SkillClass represents the skills for a character class
type SkillClass int type SkillClass int
// Skill classes
const ( const (
// SkillClassGeneric is ""
SkillClassGeneric SkillClass = iota SkillClassGeneric SkillClass = iota
SkillClassBarbarian SkillClassBarbarian
SkillClassNecromancer SkillClassNecromancer

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@ -29,7 +29,7 @@ const (
mapWidth = 150 mapWidth = 150
mapHeight = mapWidth mapHeight = mapWidth
mapMargin = 9 mapMargin = 9
autoFileIndex = d2mapstamp.AutoFileIndex autoFileIndex = -1
) )
// GenerateAct1Overworld generates the map and entities for the first town and surrounding area. // GenerateAct1Overworld generates the map and entities for the first town and surrounding area.

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@ -13,10 +13,6 @@ import (
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
) )
const (
AutoFileIndex = -1
)
// NewStampFactory creates a MapStamp factory instance // NewStampFactory creates a MapStamp factory instance
func NewStampFactory(asset *d2asset.AssetManager, entity *d2mapentity.MapEntityFactory) *StampFactory { func NewStampFactory(asset *d2asset.AssetManager, entity *d2mapentity.MapEntityFactory) *StampFactory {
return &StampFactory{asset, entity} return &StampFactory{asset, entity}
@ -67,6 +63,7 @@ func (f *StampFactory) LoadStamp(levelType d2enum.RegionIdType, levelPreset, fil
} }
} }
// nolint:gosec // not a big deal for now
levelIndex := int(math.Round(float64(len(levelFilesToPick)-1) * rand.Float64())) levelIndex := int(math.Round(float64(len(levelFilesToPick)-1) * rand.Float64()))
if fileIndex >= 0 && fileIndex < len(levelFilesToPick) { if fileIndex >= 0 && fileIndex < len(levelFilesToPick) {
levelIndex = fileIndex levelIndex = fileIndex

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@ -8,22 +8,25 @@ import (
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
) )
type frameOrientation = int
// Frame orientations
const (
FrameLeft frameOrientation = iota
FrameRight
)
// UIFrame is a representation of a ui panel that occupies the left or right half of the screen
// when it is visible.
type UIFrame struct { type UIFrame struct {
asset *d2asset.AssetManager asset *d2asset.AssetManager
uiManager *UIManager uiManager *UIManager
frame *Sprite frame *Sprite
originX int originX int
originY int originY int
frameOrientation FrameOrientation frameOrientation frameOrientation
} }
type FrameOrientation = int
const (
FrameLeft FrameOrientation = iota
FrameRight
)
// frame indices into dc6 images for panels // frame indices into dc6 images for panels
const ( const (
leftFrameTopLeft = iota leftFrameTopLeft = iota
@ -38,12 +41,11 @@ const (
rightFrameBottomLeft rightFrameBottomLeft
) )
type offsetCalcFn = func(u *UIFrame) (x, y int) // NewUIFrame creates a new Frame instance
func NewUIFrame( func NewUIFrame(
asset *d2asset.AssetManager, asset *d2asset.AssetManager,
uiManager *UIManager, uiManager *UIManager,
frameOrientation FrameOrientation, frameOrientation frameOrientation,
) *UIFrame { ) *UIFrame {
var originX, originY = 0, 0 var originX, originY = 0, 0
@ -55,6 +57,7 @@ func NewUIFrame(
originX = 400 originX = 400
originY = 0 originY = 0
} }
frame := &UIFrame{ frame := &UIFrame{
asset: asset, asset: asset,
uiManager: uiManager, uiManager: uiManager,
@ -63,17 +66,21 @@ func NewUIFrame(
originY: originY, originY: originY,
} }
frame.Load() frame.Load()
return frame return frame
} }
// Load the necessary frame resources
func (u *UIFrame) Load() { func (u *UIFrame) Load() {
sprite, err := u.uiManager.NewSprite(d2resource.Frame, d2resource.PaletteSky) sprite, err := u.uiManager.NewSprite(d2resource.Frame, d2resource.PaletteSky)
if err != nil { if err != nil {
log.Print(err) log.Print(err)
} }
u.frame = sprite u.frame = sprite
} }
// Render the frame to the target surface
func (u *UIFrame) Render(target d2interface.Surface) error { func (u *UIFrame) Render(target d2interface.Surface) error {
switch u.frameOrientation { switch u.frameOrientation {
case FrameLeft: case FrameLeft:
@ -81,6 +88,7 @@ func (u *UIFrame) Render(target d2interface.Surface) error {
case FrameRight: case FrameRight:
return u.renderRight(target) return u.renderRight(target)
} }
return nil return nil
} }
@ -200,10 +208,12 @@ func (u *UIFrame) renderRight(target d2interface.Surface) error {
return nil return nil
} }
// GetFrameBounds returns the maximum width and height of all frames in sprite.
func (u *UIFrame) GetFrameBounds() (width, height int) { func (u *UIFrame) GetFrameBounds() (width, height int) {
return u.frame.GetFrameBounds() return u.frame.GetFrameBounds()
} }
// GetFrameCount returns the number of frames in the sprite
func (u *UIFrame) GetFrameCount() int { func (u *UIFrame) GetFrameCount() int {
return u.frame.GetFrameCount() return u.frame.GetFrameCount()
} }

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@ -168,7 +168,7 @@ func (s *HeroStatsPanel) Close() {
s.onCloseCb() s.onCloseCb()
} }
// Set the callback run on closing the HeroStatsPanel // SetOnCloseCb the callback run on closing the HeroStatsPanel
func (s *HeroStatsPanel) SetOnCloseCb(cb func()) { func (s *HeroStatsPanel) SetOnCloseCb(cb func()) {
s.onCloseCb = cb s.onCloseCb = cb
} }

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@ -40,15 +40,15 @@ type Inventory struct {
grid *ItemGrid grid *ItemGrid
hoverLabel *d2ui.Label hoverLabel *d2ui.Label
closeButton *d2ui.Button closeButton *d2ui.Button
hoverX int hoverX int
hoverY int hoverY int
originX int originX int
originY int originY int
lastMouseX int lastMouseX int
lastMouseY int lastMouseY int
hovering bool hovering bool
isOpen bool isOpen bool
onCloseCb func() onCloseCb func()
} }
// NewInventory creates an inventory instance and returns a pointer to it // NewInventory creates an inventory instance and returns a pointer to it
@ -99,9 +99,9 @@ func (g *Inventory) Close() {
g.onCloseCb() g.onCloseCb()
} }
// Set the callback run on closing the inventory // SetOnCloseCb the callback run on closing the inventory
func (g *Inventory) SetOnCloseCb(cb func()) { func (g *Inventory) SetOnCloseCb(cb func()) {
g.onCloseCb = cb g.onCloseCb = cb
} }
// Load the resources required by the inventory // Load the resources required by the inventory