Fixed walking animations and pathing bugs. (#345)

This commit is contained in:
Tim Sarbin 2020-06-20 00:40:49 -04:00 committed by GitHub
parent 7bf646b435
commit a8c6bbec9d
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
12 changed files with 176 additions and 70 deletions

View File

@ -1,6 +1,8 @@
package d2common
import "math"
import (
"math"
)
func MinInt(a, b int) int {
if a < b {
@ -89,3 +91,36 @@ func GetRadiansBetween(p1X, p1Y, p2X, p2Y float64) float64 {
func AlmostEqual(a, b, threshold float64) bool {
return math.Abs(a-b) <= threshold
}
// Return the new adjusted value, as well as any remaining amount after the max
func AdjustWithRemainder(sourceValue, adjustment, targetvalue float64) (newValue, remainder float64) {
if adjustment == 0 || math.Abs(adjustment) < 0.000001 {
return sourceValue, 0
}
adjustNegative := adjustment < 0.0
maxNegative := targetvalue-sourceValue < 0.0
if adjustNegative != maxNegative {
// FIXME: This shouldn't happen but it happens all the time..
return sourceValue, 0
//panic("Cannot move towards the opposite direction...")
}
finalValue := sourceValue + adjustment
if !adjustNegative {
if finalValue > targetvalue {
diff := finalValue - targetvalue // RoundToDecial(finalValue-targetvalue, 6)
return targetvalue, diff
}
return finalValue, 0
}
if finalValue < targetvalue {
return targetvalue, RoundToDecial(finalValue-targetvalue, 6)
}
return finalValue, 0
}
func RoundToDecial(f float64, d int) float64 {
digits := float64(math.Pow10(d))
return math.Trunc(f*digits) / digits
}

25
d2common/math_test.go Normal file
View File

@ -0,0 +1,25 @@
package d2common
import (
"testing"
)
type TestRecord struct {
source, adjust, max, expectedResult, expectedRemain float64
}
func TestSomething(t *testing.T) {
var testValues = []TestRecord{
{100, 10, 100.2, 100.2, 9.8},
}
for _, test := range testValues {
res, remain := AdjustWithRemainder(test.source, test.adjust, test.max)
if res != test.expectedResult {
t.Errorf("Expected result of %f but got %f", test.expectedResult, res)
}
if remain != test.expectedRemain {
t.Errorf("Expected result of %f but got %f", test.expectedRemain, remain)
}
}
}

View File

@ -62,6 +62,10 @@ func (c *Composite) Render(target d2render.Surface) error {
return nil
}
func (c Composite) GetAnimationMode() string {
return c.mode.animationMode
}
func (c *Composite) SetMode(animationMode, weaponClass string, direction int) error {
if c.mode != nil && c.mode.animationMode == animationMode && c.mode.weaponClass == weaponClass && c.mode.direction == direction {
return nil

View File

@ -10,9 +10,11 @@ import (
// AnimatedComposite represents a composite of animations that can be projected onto the map.
type AnimatedComposite struct {
mapEntity
animationMode string
composite *d2asset.Composite
direction int
//animationMode string
composite *d2asset.Composite
direction int
player *Player
objectLookup *d2datadict.ObjectLookupRecord
}
// CreateAnimatedComposite creates an instance of AnimatedComposite
@ -23,21 +25,27 @@ func CreateAnimatedComposite(x, y int, object *d2datadict.ObjectLookupRecord, pa
}
entity := &AnimatedComposite{
mapEntity: createMapEntity(x, y),
composite: composite,
mapEntity: createMapEntity(x, y),
composite: composite,
objectLookup: object,
}
entity.mapEntity.directioner = entity.rotate
return entity, nil
}
func (ac *AnimatedComposite) SetPlayer(player *Player) {
ac.player = player
}
func (ac *AnimatedComposite) SetAnimationMode(animationMode string) error {
return ac.composite.SetMode(animationMode, ac.weaponClass, ac.direction)
}
// SetMode changes the graphical mode of this animated entity
func (ac *AnimatedComposite) SetMode(animationMode, weaponClass string, direction int) error {
ac.animationMode = animationMode
ac.composite.SetMode(animationMode, weaponClass, direction)
ac.direction = direction
ac.weaponClass = weaponClass
err := ac.composite.SetMode(animationMode, weaponClass, direction)
if err != nil {
@ -61,19 +69,24 @@ func (ac *AnimatedComposite) Render(target d2render.Surface) {
// rotate sets direction and changes animation
func (ac *AnimatedComposite) rotate(angle float64) {
// TODO: Check if is in town and if is player.
newAnimationMode := ac.animationMode
newAnimationMode := ac.composite.GetAnimationMode()
if !ac.IsAtTarget() {
newAnimationMode = d2enum.AnimationModeMonsterWalk.String()
}
if newAnimationMode != ac.animationMode {
ac.SetMode(newAnimationMode, ac.weaponClass, ac.direction)
if ac.player != nil {
if ac.player.IsInTown() {
newAnimationMode = d2enum.AnimationModePlayerTownWalk.String()
} else {
newAnimationMode = d2enum.AnimationModePlayerWalk.String()
}
} else {
newAnimationMode = d2enum.AnimationModeMonsterWalk.String()
}
}
newDirection := angleToDirection(angle)
if newDirection != ac.direction {
ac.SetMode(ac.animationMode, ac.weaponClass, newDirection)
if newAnimationMode != ac.composite.GetAnimationMode() || newDirection != ac.direction {
ac.SetMode(newAnimationMode, ac.weaponClass, newDirection)
}
}
func (ac *AnimatedComposite) Advance(elapsed float64) {

View File

@ -62,7 +62,7 @@ func (m *mapEntity) getStepLength(tickTime float64) (float64, float64) {
}
func (m *mapEntity) IsAtTarget() bool {
return m.LocationX == m.TargetX && m.LocationY == m.TargetY && !m.HasPathFinding()
return math.Abs(m.LocationX-m.TargetX) < 0.0001 && math.Abs(m.LocationY-m.TargetY) < 0.0001 && !m.HasPathFinding()
}
func (m *mapEntity) Step(tickTime float64) {
@ -75,40 +75,48 @@ func (m *mapEntity) Step(tickTime float64) {
}
stepX, stepY := m.getStepLength(tickTime)
if d2common.AlmostEqual(m.LocationX, m.TargetX, stepX) {
m.LocationX = m.TargetX
}
if d2common.AlmostEqual(m.LocationY, m.TargetY, stepY) {
m.LocationY = m.TargetY
}
if m.LocationX != m.TargetX {
m.LocationX += stepX
}
if m.LocationY != m.TargetY {
m.LocationY += stepY
}
m.subcellX = 1 + math.Mod(m.LocationX, 5)
m.subcellY = 1 + math.Mod(m.LocationY, 5)
m.TileX = int(m.LocationX / 5)
m.TileY = int(m.LocationY / 5)
if (m.LocationX != m.TargetX) || (m.LocationY != m.TargetY) {
return
}
if len(m.path) > 0 {
m.SetTarget(m.path[0].(*PathTile).X*5, m.path[0].(*PathTile).Y*5, m.done)
if len(m.path) > 1 {
m.path = m.path[1:]
} else {
m.path = []astar.Pather{}
looped := false
for {
looped = looped
if d2common.AlmostEqual(m.LocationX-m.TargetX, 0, 0.0001) {
stepX = 0
}
return
}
if d2common.AlmostEqual(m.LocationY-m.TargetY, 0, 0.0001) {
stepY = 0
}
m.LocationX, stepX = d2common.AdjustWithRemainder(m.LocationX, stepX, m.TargetX)
m.LocationY, stepY = d2common.AdjustWithRemainder(m.LocationY, stepY, m.TargetY)
m.subcellX = 1 + math.Mod(m.LocationX, 5)
m.subcellY = 1 + math.Mod(m.LocationY, 5)
m.TileX = int(m.LocationX / 5)
m.TileY = int(m.LocationY / 5)
if d2common.AlmostEqual(m.LocationX, m.TargetX, 0.01) && d2common.AlmostEqual(m.LocationY, m.TargetY, 0.01) {
if len(m.path) > 0 {
m.SetTarget(m.path[0].(*PathTile).X*5, m.path[0].(*PathTile).Y*5, m.done)
if len(m.path) > 1 {
m.path = m.path[1:]
} else {
m.path = []astar.Pather{}
}
} else {
m.LocationX = m.TargetX
m.LocationY = m.TargetY
m.subcellX = 1 + math.Mod(m.LocationX, 5)
m.subcellY = 1 + math.Mod(m.LocationY, 5)
m.TileX = int(m.LocationX / 5)
m.TileY = int(m.LocationY / 5)
}
}
if stepX == 0 && stepY == 0 {
break
}
looped = true
}
}
func (m *mapEntity) HasPathFinding() bool {

View File

@ -91,7 +91,7 @@ func (v *NPC) next() {
v.repetitions = 0
}
if v.animationMode != newAnimationMode.String() {
if v.composite.GetAnimationMode() != newAnimationMode.String() {
v.SetMode(newAnimationMode.String(), v.weaponClass, v.direction)
}
}

View File

@ -13,17 +13,19 @@ import (
type Player struct {
*AnimatedComposite
Equipment d2inventory.CharacterEquipment
Id string
mode d2enum.AnimationMode
direction int
Name string
nameLabel d2ui.Label
Equipment d2inventory.CharacterEquipment
Id string
direction int
Name string
nameLabel d2ui.Label
lastPathSize int
isInTown bool
animationMode string
}
func CreatePlayer(id, name string, x, y int, direction int, heroType d2enum.Hero, equipment d2inventory.CharacterEquipment) *Player {
object := &d2datadict.ObjectLookupRecord{
Mode: d2enum.AnimationModePlayerNeutral.String(),
Mode: d2enum.AnimationModePlayerTownNeutral.String(),
Base: "/data/global/chars",
Token: heroType.GetToken(),
Class: equipment.RightHand.GetWeaponClass(),
@ -47,7 +49,6 @@ func CreatePlayer(id, name string, x, y int, direction int, heroType d2enum.Hero
Id: id,
AnimatedComposite: entity,
Equipment: equipment,
mode: d2enum.AnimationModePlayerTownNeutral,
direction: direction,
Name: name,
nameLabel: d2ui.CreateLabel(d2resource.FontFormal11, d2resource.PaletteStatic),
@ -55,17 +56,32 @@ func CreatePlayer(id, name string, x, y int, direction int, heroType d2enum.Hero
result.nameLabel.Alignment = d2ui.LabelAlignCenter
result.nameLabel.SetText(name)
result.nameLabel.Color = color.White
err = result.SetMode(result.mode.String(), equipment.RightHand.GetWeaponClass(), direction)
result.SetPlayer(result)
err = result.SetMode(d2enum.AnimationModePlayerTownNeutral.String(), equipment.RightHand.GetWeaponClass(), direction)
if err != nil {
panic(err)
}
return result
}
func (p *Player) SetIsInTown(isInTown bool) {
p.isInTown = isInTown
}
func (p Player) IsInTown() bool {
return p.isInTown
}
func (v *Player) Advance(tickTime float64) {
v.Step(tickTime)
v.AnimatedComposite.Advance(tickTime)
if v.lastPathSize != len(v.path) {
v.lastPathSize = len(v.path)
}
if v.AnimatedComposite.composite.GetAnimationMode() != v.animationMode {
v.animationMode = v.AnimatedComposite.composite.GetAnimationMode()
}
}
func (v *Player) Render(target d2render.Surface) {

View File

@ -483,7 +483,7 @@ func (mr *MapRegion) renderWall(tile d2ds1.WallRecord, viewport *Viewport, targe
return
}
viewport.PushTranslationOrtho(-80, float64(tile.YAdjust))
viewport.PushTranslationOrtho(-80, float64(tile.YAdjust)-8)
defer viewport.PopTranslation()
target.PushTranslation(viewport.GetTranslationScreen())
@ -571,12 +571,15 @@ func (mr *MapRegion) renderTileDebug(x, y int, debugVisLevel int, viewport *View
for xx := 0; xx < 5; xx++ {
isoX := (xx - yy) * 16
isoY := (xx + yy) * 8
target.PushTranslation(isoX-3, isoY+4)
var walkableArea = mr.walkableArea[yy+(ay*5)][xx+(ax*5)]
if !walkableArea.Walkable {
target.DrawRect(5, 5, tileCollisionColor)
if !((len(mr.walkableArea) <= yy+(ay*5)) || (len(mr.walkableArea[yy+(ay*5)]) <= xx+(ax*5))) {
var walkableArea = mr.walkableArea[yy+(ay*5)][xx+(ax*5)]
if !walkableArea.Walkable {
target.PushTranslation(isoX-3, isoY+4)
target.DrawRect(5, 5, tileCollisionColor)
target.Pop()
}
}
target.Pop()
}
}
}

BIN
d2discord.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 108 KiB

View File

@ -1,7 +1,6 @@
package d2gamescreen
import (
"fmt"
"image/color"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket"
@ -63,19 +62,20 @@ func (v *Game) Advance(tickTime float64) error {
v.gameClient.MapEngine.Advance(tickTime) // TODO: Hack
v.ticksSinceLevelCheck += tickTime
if v.ticksSinceLevelCheck > 2.0 {
if v.ticksSinceLevelCheck > 1.0 {
v.ticksSinceLevelCheck = 0
if v.localPlayer != nil {
region := v.gameClient.MapEngine.GetRegionAtTile(v.localPlayer.TileX, v.localPlayer.TileY)
if region != nil {
levelType := region.GetLevelType().Id
fmt.Printf("Level checked: %d (%s)\t%d, %d\n", levelType, region.GetLevelType().Name, v.localPlayer.TileX, v.localPlayer.TileY)
if levelType != v.lastLevelType {
v.lastLevelType = levelType
switch levelType {
case 1: // Rogue encampent
v.localPlayer.SetIsInTown(true)
d2audio.PlayBGM("/data/global/music/Act1/town1.wav")
case 2: // Blood Moore
v.localPlayer.SetIsInTown(false)
d2audio.PlayBGM("/data/global/music/Act1/wild.wav")
}
}

Binary file not shown.

Before

Width:  |  Height:  |  Size: 112 KiB

After

Width:  |  Height:  |  Size: 116 KiB

View File

@ -86,9 +86,11 @@ func (g *GameClient) OnPacketReceived(packet d2netpacket.NetPacket) error {
path, _, found := g.MapEngine.PathFind(movePlayer.StartX, movePlayer.StartY, movePlayer.DestX, movePlayer.DestY)
if found {
player.AnimatedComposite.SetPath(path, func() {
player.AnimatedComposite.SetAnimationMode(
d2enum.AnimationModeObjectNeutral.String(),
)
if g.MapEngine.GetRegionAtTile(player.TileX, player.TileY).GetLevelType().Id == int(d2enum.RegionAct1Town) {
player.AnimatedComposite.SetAnimationMode(d2enum.AnimationModePlayerTownNeutral.String())
} else {
player.AnimatedComposite.SetAnimationMode(d2enum.AnimationModePlayerNeutral.String())
}
})
}
break