fixed quest descr bug & added code description

This commit is contained in:
M. Sz 2020-12-17 12:04:37 +01:00
parent 8a027eb48d
commit d58ed6202f
1 changed files with 55 additions and 76 deletions

View File

@ -85,7 +85,7 @@ func NewQuestLog(asset *d2asset.AssetManager,
2: -2,
3: 0,
4: 1,
5: 2,
5: 4,
6: 3,
7: -1,
8: 0,
@ -205,13 +205,14 @@ type questLogTab struct {
func (s *QuestLog) Load() {
var err error
s.panelGroup = s.uiManager.NewWidgetGroup(d2ui.RenderPriorityQuestLog)
// quest completion sound.
s.completeSound, err = s.audioProvider.LoadSound(d2resource.QuestLogDoneSfx, false, false)
if err != nil {
s.Error(err.Error())
}
s.panelGroup = s.uiManager.NewWidgetGroup(d2ui.RenderPriorityQuestLog)
frame := d2ui.NewUIFrame(s.asset, s.uiManager, d2ui.FrameLeft)
s.panelGroup.AddWidget(frame)
@ -221,7 +222,7 @@ func (s *QuestLog) Load() {
}
w, h := frame.GetSize()
staticPanel := s.uiManager.NewCustomWidgetCached(s.renderStaticMenu, w, h)
staticPanel := s.uiManager.NewCustomWidgetCached(s.renderStaticPanelFrames, w, h)
s.panelGroup.AddWidget(staticPanel)
closeButton := s.uiManager.NewButton(d2ui.ButtonTypeSquareClose, "")
@ -259,11 +260,13 @@ func (s *QuestLog) Load() {
s.panelGroup.SetVisible(false)
}
// loadTabs loads quest log tabs
func (s *QuestLog) loadTabs() {
var err error
tabsResource := d2resource.WPTabs
// create tabs only for 'discovered' acts
for i := 0; i < s.maxPlayersAct; i++ {
currentValue := i
@ -272,7 +275,8 @@ func (s *QuestLog) loadTabs() {
s.Error(err.Error())
}
// nolint:gomnd // it's constant
// nolint:gomnd // it's constant.
// each tab has two frames (active / inactive)
frame := 2 * currentValue
err := s.tab[i].sprite.SetCurrentFrame(frame)
@ -290,13 +294,15 @@ func (s *QuestLog) loadTabs() {
s.panelGroup.AddWidget(s.tab[i].invisibleButton)
}
// sets tab to current player's act.
s.setTab(s.act - 1)
}
// loadQuestBoard creates quest fields (socket, button, icon) for specified act
func (s *QuestLog) loadQuestBoard(act int) (*d2ui.WidgetGroup, []*d2ui.Sprite, []*d2ui.Button, []*d2ui.Sprite) {
wg := s.uiManager.NewWidgetGroup(d2ui.RenderPriorityQuestLog)
func (s *QuestLog) loadQuestBoard(act int) (wg *d2ui.WidgetGroup, icons []*d2ui.Sprite, buttons []*d2ui.Button, sockets []*d2ui.Sprite) {
wg = s.uiManager.NewWidgetGroup(d2ui.RenderPriorityQuestLog)
// sets number of quests in act (for act 4 it's only 3, else 6)
var questsInAct int
if act == d2enum.Act4 {
questsInAct = d2enum.HalfQuestsNumber
@ -304,14 +310,6 @@ func (s *QuestLog) loadQuestBoard(act int) (*d2ui.WidgetGroup, []*d2ui.Sprite, [
questsInAct = d2enum.NormalActQuestsNumber
}
var sockets []*d2ui.Sprite
var buttons []*d2ui.Button
var icons []*d2ui.Sprite
var icon *d2ui.Sprite
for n := 0; n < questsInAct; n++ {
cw := n
x, y := s.getPositionForSocket(n)
@ -324,7 +322,7 @@ func (s *QuestLog) loadQuestBoard(act int) (*d2ui.WidgetGroup, []*d2ui.Sprite, [
socket.SetPosition(x, y+iconOffsetY+questOffsetY)
sockets = append(sockets, socket)
icon, err = s.makeQuestIconForAct(act, n, x, y)
icon, err := s.makeQuestIconForAct(act, n, x, y)
if err != nil {
s.Error(err.Error())
}
@ -335,11 +333,11 @@ func (s *QuestLog) loadQuestBoard(act int) (*d2ui.WidgetGroup, []*d2ui.Sprite, [
button.SetPosition(x+questOffsetX, y+questOffsetY)
button.SetEnabled(s.questStatus[s.cordsToQuestID(act, cw)] != d2enum.QuestStatusNotStarted)
buttons = append(buttons, button)
}
for i := 0; i < questsInAct; i++ {
currentQuest := i
// creates callback for quest button
buttons[i].OnActivated(func() {
var err error
@ -352,12 +350,13 @@ func (s *QuestLog) loadQuestBoard(act int) (*d2ui.WidgetGroup, []*d2ui.Sprite, [
}
}
// highlights appropiate socket
// highlights appropriate socket
err = sockets[currentQuest].SetCurrentFrame(socketHighlightedFrame)
if err != nil {
s.Error(err.Error())
}
// sets quest labels
s.onQuestClicked(currentQuest + 1)
})
}
@ -382,7 +381,7 @@ func (s *QuestLog) loadQuestBoard(act int) (*d2ui.WidgetGroup, []*d2ui.Sprite, [
return wg, icons, buttons, sockets
}
func (s *QuestLog) makeQuestIconForAct(act, n int, x, y int) (*d2ui.Sprite, error) {
func (s *QuestLog) makeQuestIconForAct(act, n, x, y int) (*d2ui.Sprite, error) {
iconResource := s.questIconsTable(act, n)
icon, err := s.uiManager.NewSprite(iconResource, d2resource.PaletteSky)
@ -409,8 +408,6 @@ func (s *QuestLog) makeQuestIconForAct(act, n int, x, y int) (*d2ui.Sprite, erro
// playQuestAnimations plays animations for quests (when status=questStatusCompleting)
func (s *QuestLog) playQuestAnimations() {
var err error
for j, i := range s.quests[s.selectedTab].icons {
questID := s.cordsToQuestID(s.selectedTab+1, j)
if s.questStatus[questID] == d2enum.QuestStatusCompleting {
@ -419,11 +416,6 @@ func (s *QuestLog) playQuestAnimations() {
// quest should be highlighted and it's label should be displayed
s.quests[s.selectedTab].buttons[j].Activate()
err = i.SetCurrentFrame(0)
if err != nil {
s.Error(err.Error())
}
i.SetPlayLength(questCompleteAnimationDuration)
i.PlayForward()
i.SetPlayLoop(false)
@ -431,6 +423,23 @@ func (s *QuestLog) playQuestAnimations() {
}
}
// stopPlayedAnimation stops currently played animations and sets quests in
// completing state to completed (should be used, when quest log is closing)
func (s *QuestLog) stopPlayedAnimations() {
// stops all played animations
for j, i := range s.quests[s.selectedTab].icons {
questID := s.cordsToQuestID(s.selectedTab+1, j)
if s.questStatus[questID] == d2enum.QuestStatusCompleting {
s.questStatus[questID] = d2enum.QuestStatusCompleted
err := i.SetCurrentFrame(completedFrame)
if err != nil {
s.Error(err.Error())
}
}
}
}
// setQuestLabel loads quest labels text (title and description)
func (s *QuestLog) setQuestLabel() {
if s.selectedQuest == d2enum.QuestNone {
@ -455,17 +464,23 @@ func (s *QuestLog) setQuestLabel() {
case d2enum.QuestStatusNotStarted:
s.questDescr.SetText("")
default:
s.questDescr.SetText(strings.Join(
d2util.SplitIntoLinesWithMaxWidth(
s.asset.TranslateString(
fmt.Sprintf("qstsa%dq%d%d", s.selectedTab+1, s.selectedQuest, status),
),
questDescriptionLenght),
"\n"),
)
str := fmt.Sprintf("qstsa%dq%d%d", s.selectedTab+1, s.selectedQuest, status)
descr := s.asset.TranslateString(str)
// if description not found
if str == descr {
s.questDescr.SetText("")
} else {
s.questDescr.SetText(strings.Join(
d2util.SplitIntoLinesWithMaxWidth(
descr, questDescriptionLenght),
"\n"),
)
}
}
}
// switch all socket (in current tab) to normal state
func (s *QuestLog) clearHighlightment() {
for _, i := range s.quests[s.selectedTab].sockets {
err := i.SetCurrentFrame(socketNormalFrame)
@ -487,19 +502,23 @@ func (s *QuestLog) setTab(tab int) {
s.setQuestLabel()
s.playQuestAnimations()
// displays appropriate quests board
for i := 0; i < s.maxPlayersAct; i++ {
s.quests[i].SetVisible(tab == i)
}
// "highlights" appropriate tab
for i := 0; i < s.maxPlayersAct; i++ {
cv := i
// converts bool to 1/0
if cv == s.selectedTab {
mod = 0
} else {
mod = 1
}
// sets tab sprite to highlighted/non-highlighted
err := s.tab[cv].sprite.SetCurrentFrame(2*cv + mod)
if err != nil {
s.Error(err.Error())
@ -513,8 +532,9 @@ func (s *QuestLog) onQuestClicked(number int) {
s.Infof("Quest number %d in tab %d clicked", number, s.selectedTab)
}
//
func (s *QuestLog) onDescrClicked() {
//
s.Info("Quest description button clicked")
}
// IsOpen returns true if the hero status panel is open
@ -553,21 +573,6 @@ func (s *QuestLog) Close() {
s.onCloseCb()
}
func (s *QuestLog) stopPlayedAnimations() {
// stops all played animations
for j, i := range s.quests[s.selectedTab].icons {
questID := s.cordsToQuestID(s.selectedTab+1, j)
if s.questStatus[questID] == d2enum.QuestStatusCompleting {
s.questStatus[questID] = d2enum.QuestStatusCompleted
err := i.SetCurrentFrame(completedFrame)
if err != nil {
s.Error(err.Error())
}
}
}
}
// SetOnCloseCb the callback run on closing the HeroStatsPanel
func (s *QuestLog) SetOnCloseCb(cb func()) {
s.onCloseCb = cb
@ -593,10 +598,6 @@ func (s *QuestLog) Advance(elapsed float64) {
}
}
func (s *QuestLog) renderStaticMenu(target d2interface.Surface) {
s.renderStaticPanelFrames(target)
}
// nolint:dupl // I think it is OK, to duplicate this function
func (s *QuestLog) renderStaticPanelFrames(target d2interface.Surface) {
frames := []int{
@ -641,25 +642,3 @@ func (s *QuestLog) cordsToQuestID(act, number int) int {
return key
}
//nolint:deadcode,unused // I think, it will be used, if not, we can just remove it
func (s *QuestLog) questIDToCords(id int) (act, number int) {
act = 1
for i := 0; i < d2enum.ActsNumber; i++ {
if id < d2enum.NormalActQuestsNumber {
break
}
act++
id -= d2enum.NormalActQuestsNumber
}
number = id
if act > d2enum.Act4 {
number -= d2enum.HalfQuestsNumber
}
return act, number
}