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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-10-30 07:47:19 -04:00
Commit Graph

893 Commits

Author SHA1 Message Date
lord
c114ab9eb7
add interfaces for stats, added diablo 2 implementation (#614)
* add interface for stats, d2 is an implementation

* fix incorrect comment, remove ennecessary int

* simplified description functions, remove duplicates

* moved default stringer functions

* fixed incorrect stat combine method

* change `Create` to `New` in method names
2020-07-23 19:03:58 -04:00
Gürkan Kaymak
7a49f3637f
lint fixes (#615) 2020-07-23 12:56:50 -04:00
Gürkan Kaymak
80e655964e
Removed some global variables (#611)
* removed some global variables

* fixed tests
2020-07-22 15:03:03 -04:00
lord
362147848d
entity debug rendering (#609)
* entity debug rendering, with command

needed to add getter method to MapEntity interface, so that's the reasoning for changing objects/npcs/player/etc

this currently brings allocs/s up to 10 (you can check by running `fps` command, se we need to look into d2debugutils and how it handles drawing text

* reverting velocity copy, broke the map entity tests. debug display wont show velocity currently.

* adding velocity debug
2020-07-21 08:51:09 -04:00
Ziemas
d0c6cd61dd
Simple LOS pathfinding without walkmesh (#610)
* Reorganize MapEngine

This is already turning into a mess...

* Map engine selects tile index to use

Still very ugly

* Fix subtile flag combination

* Prepare randomly generated base tiles

* Restore collision viewer

* Movement works again, searches for straight paths

Paths are now d2vector slices

* Fix LOS calculation

* Fix test (I think)
2020-07-21 08:50:45 -04:00
lord
aadfa35e6b
Smooth camera targetting (#607)
* smooth camera with vectors

* add smooth cam  support to map engine test

smooth cam now works in map engine test.
clicking or holding the left-mouse button will move the camera.

also works with freecam mode in single-player.

* Update ebiten_renderer.go

did not mean to edit this file
2020-07-18 23:37:35 -04:00
lord
6db299b31d
remove most lint errors in d2common (#606)
* removed magic numbers from stream reader/writer and bitstream

* formatting, removing a couple more magic numbers
2020-07-18 18:07:38 -04:00
danhale-git
727e8244c6
Implemented Position in Path and PathTile (#605)
* Unnecessary constructor assignments removed.

* Position implemented in d2common.Path

* Position implemented in mapEntity.Step.

* Position implemented in d2common.PathTile.
2020-07-18 18:07:13 -04:00
lord
dbc07e2ce8
removed most lint errors in d2gui (#604) 2020-07-18 18:06:36 -04:00
lord
c92ad67eaa
removed most lint errors in d2gamescreen, except for map_engine_testing.go (#603) 2020-07-18 09:54:10 -04:00
dk
093ea3682e
fixing most of the remaining lint errors in d2fileformats (#600) 2020-07-18 00:02:45 -04:00
dk
fc31594277
removing magic numbers, adding rgba color creator func (#602) 2020-07-18 00:02:04 -04:00
dk
d56c4387ff
delint_d2networking (#599)
* delint_d2networking

not sure what to do about lint error G110 on calls to `io.Copy`, warns
about gzip compression bomb possibility, leaving those.

all todo's have been left.

* removed duplicate const
2020-07-17 22:11:16 -04:00
dk
ba89bf965a
removing lint errors from d2render (#598)
The edits outside of d2render or to fix the lint error for `DrawText`.
`DrawText` should be called `DrawTextf` because it formats the string.
2020-07-17 18:51:44 -04:00
dk
1654fd7e90
Removing lint errors in npc.go, mapstamp.go (#597)
- made an enum for NPCActionType to get rid of magic numbers
- moved the enum to d2enum
- fixed lint errors in npc.go
- fixed lint errors in mapstamp.go (because it was using npc.go)
2020-07-17 18:51:19 -04:00
dk
cf6029eb95
Stat descriptions + tests, Skilldesc.txt loader (#590)
* adding ranged number type, for use in stats

* Loaded Skills.txt

* asset manager only binds terminal commands if terminal != nil

* WIP stats

* cache getter and clear methods were not implemented

* asset manager handles a nil terminal pointer

* adding skilldesc.txt loader (needs work)

* ctc stat descriptions functions working

* moving description functionality out of itemstatcost loader and into stats

* stats seem like a central part of diablo, moving into d2core.

* stats seem like a central part of diablo, moving into d2core.

* delint

* adding statlist, statlist reduction, unit tests

* minor edits to stat.go

* lint error in statlist.go

* Remove dependency on actual data from mpq files

stats unit tests now use mock data

* fixing some lint errors, formatting

Co-authored-by: Maxime Lavigne (malavv) <duguigne@gmail.com>
2020-07-17 18:50:45 -04:00
danhale-git
54ff33c552
Benchmark d2math (#595)
* Vector and tests reviewed.

* Tests and benchmarks for d2math.math.

Also docs/comments.
2020-07-17 18:50:07 -04:00
danhale-git
dcb0c087b9
Vector benchmark (#594)
* Reflect and ReflectSurface benchmark.

* Rotate, NinetyAnti and NinetyClock benchmark.

* Equals, EqualsApprox, CompareApprox and IsZero benchmark.

* Benchmarks for everything else.

Also removing dead functions and commented out code and correcting typos.
2020-07-16 14:13:01 -04:00
danhale-git
921d44a70c
mapEntity.Step() benchmark and improvements. (#593)
* Initial test and benchmark for mapEntity.Step().

* Removed `&& !m.hasPath()` from mapEntity.atTarget

* Direction is now updated when the path node changes mid-step and target is updated when path is set.

* Test improvements.

* Deleted old benchmark function and tidying.

* d2math.Abs added.

* Abs benchmark and optimisation.

* Negate and Distance benchmark.

* Length and SetLength benchmark.

* Lerp and Dot benchmark.

* Cross and Normalize benchmark.

* Angle and SignedAngle benchmark.

* Trivial change to Vector.Abs()
2020-07-16 12:06:08 -04:00
David Carrell
3bdbd5c358
rely on App to know how to navigate between screens using a callback interface with explicit methods (#592)
remove unused struct vars that were only stored in order to pass to the next screens

consolidate create game code to single method

export ScreenMode consts and SetScreenMode method to allow app to create the correct screens

Co-authored-by: carrelda <carrelda@git>
2020-07-14 13:11:23 -04:00
Maxime Lavigne (malavv)
06b80cf24f
Loaded Skills.txt (#583) 2020-07-14 06:59:49 -04:00
Ziemas
abde829e88
Revert my accidentally included hack (#589) 2020-07-14 06:59:35 -04:00
Ziemas
09a6869aea
Use vectors for object positioning (#587)
* Use d2vector.Position in objects

* Remove arbitrary render offset

If things are actually wrong lets figure out why

* Remove arbitrary wall offset

This broke maggot lair
2020-07-14 00:25:23 -04:00
Ziemas
a0c966eeeb
Show what components are present at a given tile (#588)
Ugly but works
2020-07-14 00:24:49 -04:00
dk
5458859faf
d2asset: init without terminal (#586)
* cache getter and clear methods were not implemented

* asset manager handles a nil terminal pointer
2020-07-13 20:30:30 -04:00
dk
5fdbb6a094
cache getter and clear methods were not implemented (#585) 2020-07-13 20:30:03 -04:00
David Carrell
cc893e4dd4
504 - removes input singleton in favor of d2interface.InputManager constructor injection (#584)
Co-authored-by: carrelda <carrelda@git>
2020-07-13 20:29:17 -04:00
danhale-git
894c60f77a
Map entity rework - vectors in mapEntity (#579)
* Fixed NaN on normalize 0 vector.

* Tentative implementation in getStepLength.

* mapEntity.TileX/Y removed.

* Fixed Position and Target not being initialised in createMapEntity.

* mapEntity.Position is no longer embedded.

* mapEntity.LocationX/Y no longer used outside map_entity.go.

* mapEntity.subCellX/Y removed.

* mapEntity.LocationX/Y removed.

* mapEntity.OffsetX/Y and TargetX/Y removed.

* Direction method added to Vector, returns 0-64 direction.

* Moved Vector.Direction() to Position.DirectionTo and refactored.

* Renamed RenderOffset from SubCell and tested IsZero.

* d2math.WrapInt added for use with directions.

* Tidied up position and tests.

* Refactored d2common.AdjustWithRemainder into d2mapEntity.

* Tidying up d2mapEntity.

* Final cleanup.

* Lint warnings.

* Spelling correction.
2020-07-13 09:06:50 -04:00
Sunny Klair
41e7a5b28b
Add static checks to help ensure implementations conform to interfaces (#582) 2020-07-13 09:05:04 -04:00
dk
7a32e7bbac
adding ranged number type, for use in stats (#581) 2020-07-13 09:03:19 -04:00
dk
8c16ea2880
Properties.txt loader (#580)
* adding loader for properties.txt

* adding resource path for properties.txt

* adding call to properties loader

* typo
2020-07-13 09:02:09 -04:00
dk
8577dfc3aa
set compositing on debug print so text bg is transparent (#578) 2020-07-11 20:33:20 -04:00
thetogi
7b60882ba3
Replace ebitenUtil with d2DebugUtil and new charmap for debugger. (#577)
* lint updates for /d2astar

* png issue

* debug package

* load bmp properly

* debug draft

* Vector float64 (#565)

* Fixed nil pointer in Copy()

* Position added

Added Floor() and String() methods to Vector.

Also added Position which declares an embedded Vector2 and returns various forms of it.

* d2vector.Vector2 renamed to d2vector.BigFloat

* vector.go renamed to big_float.go

* Float64 stub and more renaming

* Vector value getters

* Separate vector types with initial methods.

* Divide and lint warnings.

* Distance and Length.

* Scale, Abs and Negate.

* CompareFloat64Fuzzy delta direction reversed.

* Refactor vector_test.go.

* Renamed Approx methods.

* Distance and Length.

* Distance and Length.

* Removed BigFloat and Vector, renamed Float64 to Vector, simplified tests.

* Angle, SignedAngle and other small functions.

* Receiver rename.

* SingedAngle and test fixed

* Rotate.

* SetLength.

* Cross.

* NinetyAnti and NinetyClock.

* Lerp and Clamp.

* Reflect and ReflectSurface.

* Cardinal convenience functions.

* Comments.

* Panic on NaN and Inf in Position.

* Lint warnings and comments.

* D2map lint warnings (#566)

* Comments and newlines in engine.go

* Comments and newlines in object.go

* Comments and newlines in animated_entity.go

* Comments and newlines in missile.go

* Comments and newlines in npc.go

* Comments and newlines in player.go

* Removed object.go (incorrectly merged it in during rebase).

* Comments and newlines in renderer.go.

* Comments and newlines in map_entity.go.

* Comments and newlines in walk_mesh.go.

* Comments and newlines in viewport.go and tile_cache.go.

* Comments and newlines in stamp.go and wilderness_tile_types.go.

* Comments and newlines in everything else.

* removing inventory grid test for now because it causes builds to fail on github (#570)

* Refactored d2enum (#567)

* Refactored animation mode enum

* More d2enum changes

* Refactored tile enum

* Refactored weapon class enum

* Refactored more enums

* Refactored item event enum

* Fixed init_functions animation mode

* Removed string2enum from MonsterAnimationMode

* Refactored ItemStatCost description

* Last enum lint errors

* Regenerated monster stringer file

* compressed image

* Replaced restruct with StreamReader (#574)

* Fixed bug in palette.go (#575)

* Javascript console commands (#572)

* Allow the execution of JS from the terminal when hosting a local game or playing a single game

Signed-off-by: William Claude <w.claude@thebeat.co>

* Reorganise imports on edited files

Signed-off-by: William Claude <w.claude@thebeat.co>

* Remove Reset

Signed-off-by: William Claude <w.claude@thebeat.co>

* Add inventory.txt loader, use the records (#573)

* adding resource entry for inventory.txt

* adding loader for inventory.txt

* adding call to inventory.txt loader in d2app

* d2game now uses the inventory.txt records for making the inventory panel

* removed comments

* remove unused files

* update go.mod

* lint updates for /d2astar

* png issue

* update go.mod

Co-authored-by: danhale-git <36298392+danhale-git@users.noreply.github.com>
Co-authored-by: dk <dknuth0101@gmail.com>
Co-authored-by: Intyre <Intyre@gmail.com>
Co-authored-by: William <1004323+aziule@users.noreply.github.com>
2020-07-11 18:12:20 -04:00
danhale-git
fa0814e0b1
Position supports current coordinate types. (#576) 2020-07-11 18:11:26 -04:00
dk
3aab0515cf
Add inventory.txt loader, use the records (#573)
* adding resource entry for inventory.txt

* adding loader for inventory.txt

* adding call to inventory.txt loader in d2app

* d2game now uses the inventory.txt records for making the inventory panel
2020-07-11 11:25:34 -04:00
William
d85e2bdd51
Javascript console commands (#572)
* Allow the execution of JS from the terminal when hosting a local game or playing a single game

Signed-off-by: William Claude <w.claude@thebeat.co>

* Reorganise imports on edited files

Signed-off-by: William Claude <w.claude@thebeat.co>

* Remove Reset

Signed-off-by: William Claude <w.claude@thebeat.co>
2020-07-11 11:24:04 -04:00
Intyre
c66a3d5e7a
Fixed bug in palette.go (#575) 2020-07-10 23:04:35 -04:00
Intyre
aecd047cf3
Replaced restruct with StreamReader (#574) 2020-07-10 23:02:45 -04:00
Intyre
9e58b134e5
Refactored d2enum (#567)
* Refactored animation mode enum

* More d2enum changes

* Refactored tile enum

* Refactored weapon class enum

* Refactored more enums

* Refactored item event enum

* Fixed init_functions animation mode

* Removed string2enum from MonsterAnimationMode

* Refactored ItemStatCost description

* Last enum lint errors

* Regenerated monster stringer file
2020-07-09 23:12:28 -04:00
dk
6030f68632
removing inventory grid test for now because it causes builds to fail on github (#570) 2020-07-09 19:58:55 -04:00
danhale-git
6104adc700
D2map lint warnings (#566)
* Comments and newlines in engine.go

* Comments and newlines in object.go

* Comments and newlines in animated_entity.go

* Comments and newlines in missile.go

* Comments and newlines in npc.go

* Comments and newlines in player.go

* Removed object.go (incorrectly merged it in during rebase).

* Comments and newlines in renderer.go.

* Comments and newlines in map_entity.go.

* Comments and newlines in walk_mesh.go.

* Comments and newlines in viewport.go and tile_cache.go.

* Comments and newlines in stamp.go and wilderness_tile_types.go.

* Comments and newlines in everything else.
2020-07-09 16:11:01 -04:00
danhale-git
029cb62972
Vector float64 (#565)
* Fixed nil pointer in Copy()

* Position added

Added Floor() and String() methods to Vector.

Also added Position which declares an embedded Vector2 and returns various forms of it.

* d2vector.Vector2 renamed to d2vector.BigFloat

* vector.go renamed to big_float.go

* Float64 stub and more renaming

* Vector value getters

* Separate vector types with initial methods.

* Divide and lint warnings.

* Distance and Length.

* Scale, Abs and Negate.

* CompareFloat64Fuzzy delta direction reversed.

* Refactor vector_test.go.

* Renamed Approx methods.

* Distance and Length.

* Distance and Length.

* Removed BigFloat and Vector, renamed Float64 to Vector, simplified tests.

* Angle, SignedAngle and other small functions.

* Receiver rename.

* SingedAngle and test fixed

* Rotate.

* SetLength.

* Cross.

* NinetyAnti and NinetyClock.

* Lerp and Clamp.

* Reflect and ReflectSurface.

* Cardinal convenience functions.

* Comments.

* Panic on NaN and Inf in Position.

* Lint warnings and comments.
2020-07-09 08:30:55 -04:00
Ziemas
e2e8a303c2
Use our own DrawEffects enum for draw effects (#564)
* Add PushEffect, handle effects in renderer

* Set effects instead of blend

* Stop using PushCompositeMode, use PushEffect

* Remove remaining composite mode things
2020-07-08 21:57:35 -04:00
Intyre
a10a53be26
Renamed EquippedSlot enum (#563) 2020-07-08 19:08:07 -04:00
Ziemas
1ad3c72211
Standardize indexed color to RGBA conversion to one function (#562)
* Common function for indexed color to rgba

* Use ImgIndexToRGBA when decoding tiles

* Pass DrawEffect down to animation
2020-07-08 17:46:45 -04:00
Maxime Lavigne (malavv)
f18ede6e66
Removing Clone of Font() since all material is sharable, Fixes #515 (#561)
* Removing Clone of Font() since all material is sharable, Fixes #515

* Removed Clone() from the Font interface, as deep copies are not needed.
2020-07-08 11:25:40 -04:00
Gürkan Kaymak
d1f499fb79
lint fixes for the d2common package (#558) 2020-07-08 09:16:56 -04:00
Intyre
db5e844aac
Removed Configuration interface (#560) 2020-07-08 09:16:16 -04:00
Maxime Lavigne (malavv)
f7e0912f5f
Fixing D2GUI based event propagation with d2input. #531 (#559)
d2input made the move to immutable events. (ex. MouseMove) but
d2gui was using "local events" for its recursive layouts. Meaning
when entering a sub-layout, the original event was modified to have
the cursor relative to the x, and y of the parent layout.

After tossing ideas with Grav, we considered (1) making events modifiable,
(2) having an event constructor, (3) changing sub-Layout to use screen layout.

We choose (3), and this is the relevant commit.
2020-07-08 09:15:20 -04:00
Ziemas
38213e749a
Some slight DC6 cleanup (#557) 2020-07-08 09:14:09 -04:00