package d2player import ( "fmt" "log" "strings" "time" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2geom" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2util" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2gui" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2hero" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapengine" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2maprenderer" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui" ) // Panel represents the panel at the bottom of the game screen type Panel interface { IsOpen() bool Toggle() Open() Close() } const mouseBtnActionsThreshold = 0.25 const ( // Since they require special handling, not considering (1) globes, (2) content of the mini panel, (3) belt leftSkill actionableType = iota newStats xp walkRun stamina miniPnl newSkills rightSkill hpGlobe manaGlobe miniPanelCharacter miniPanelInventory miniPanelSkillTree miniPanelAutomap miniPanelMessageLog miniPanelQuestLog miniPanelGameMenu ) const ( leftSkillX, leftSkillY, leftSkillWidth, leftSkillHeight = 117, 550, 50, 50 newStatsX, newStatsY, newStatsWidth, newStatsHeight = 206, 563, 30, 30 xpX, xpY, xpWidth, xpHeight = 253, 560, 125, 5 walkRunX, walkRunY, walkRunWidth, walkRunHeight = 255, 573, 17, 20 staminaX, staminaY, staminaWidth, staminaHeight = 273, 573, 105, 20 miniPnlX, miniPnlY, miniPnlWidth, miniPnlHeight = 393, 563, 12, 23 newSkillsX, newSkillsY, newSkillsWidth, newSkillsHeight = 562, 563, 30, 30 rightSkillX, rightSkillY, rightSkillWidth, rightSkillHeight = 635, 550, 50, 50 hpGlobeX, hpGlobeY, hpGlobeWidth, hpGlobeHeight = 30, 525, 80, 60 manaGlobeX, manaGlobeY, manaGlobeWidth, manaGlobeHeight = 695, 525, 80, 60 miniPanelCharacterX, miniPanelCharacterY, miniPanelCharacterWidth, miniPanelCharacterHeight = 324, 528, 22, 26 miniPanelInventoryX, miniPanelInventoryY, miniPanelInventoryWidth, miniPanelInventoryHeight = 346, 528, 22, 26 miniPanelSkillTreeX, miniPanelSkillTreeY, miniPanelSkillTreeWidth, miniPanelSkillTreeHeight = 368, 528, 22, 26 miniPanelAutomapX, miniPanelAutomapY, miniPanelAutomapWidth, miniPanelAutomapHeight = 390, 528, 22, 26 miniPanelMessageLogX, miniPanelMessageLogY, miniPanelMessageLogWidth, miniPanelMessageLogHeight = 412, 528, 22, 26 miniPanelQuestLogX, miniPanelQuestLogY, miniPanelQuestLogWidth, miniPanelQuestLogHeight = 434, 528, 22, 26 miniPanelGameMenuX, miniPanelGameMenuY, miniPanelGameMenuWidth, miniPanelGameMenuHeight = 456, 528, 22, 26 ) const ( menuBottomRectX, menuBottomRectY, menuBottomRectW, menuBottomRectH = 0, 550, 800, 50 menuLeftRectX, menuLeftRectY, menuLeftRectW, menuLeftRectH = 0, 0, 400, 600 menuRightRectX, menuRightRectY, menuRightRectW, menuRightRectH = 400, 0, 400, 600 ) // GameControls represents the game's controls on the screen type GameControls struct { keyMap *KeyMap actionableRegions []actionableRegion asset *d2asset.AssetManager renderer d2interface.Renderer // https://github.com/OpenDiablo2/OpenDiablo2/issues/798 inputListener inputCallbackListener hero *d2mapentity.Player heroState *d2hero.HeroStateFactory mapRenderer *d2maprenderer.MapRenderer escapeMenu *EscapeMenu ui *d2ui.UIManager inventory *Inventory hud *HUD skilltree *skillTree heroStatsPanel *HeroStatsPanel HelpOverlay *HelpOverlay bottomMenuRect *d2geom.Rectangle leftMenuRect *d2geom.Rectangle rightMenuRect *d2geom.Rectangle lastMouseX int lastMouseY int lastLeftBtnActionTime float64 lastRightBtnActionTime float64 FreeCam bool isSinglePlayer bool } type actionableType int type actionableRegion struct { actionableTypeID actionableType rect d2geom.Rectangle } // SkillResource represents a Skill with its corresponding icon sprite, path to DC6 file and icon number. // SkillResourcePath points to a DC6 resource which contains the icons of multiple skills as frames. // The IconNumber is the frame at which we can find our skill sprite in the DC6 file. type SkillResource struct { SkillResourcePath string // path to a skills DC6 file(see getSkillResourceByClass) IconNumber int // the index of the frame in the DC6 file SkillIcon *d2ui.Sprite } // NewGameControls creates a GameControls instance and returns a pointer to it // nolint:funlen // doesn't make sense to split this up func NewGameControls( asset *d2asset.AssetManager, renderer d2interface.Renderer, hero *d2mapentity.Player, mapEngine *d2mapengine.MapEngine, escapeMenu *EscapeMenu, mapRenderer *d2maprenderer.MapRenderer, inputListener inputCallbackListener, term d2interface.Terminal, ui *d2ui.UIManager, guiManager *d2gui.GuiManager, keyMap *KeyMap, isSinglePlayer bool, ) (*GameControls, error) { var inventoryRecordKey string switch hero.Class { case d2enum.HeroAssassin: inventoryRecordKey = "Assassin2" case d2enum.HeroAmazon: inventoryRecordKey = "Amazon2" case d2enum.HeroBarbarian: inventoryRecordKey = "Barbarian2" case d2enum.HeroDruid: inventoryRecordKey = "Druid2" case d2enum.HeroNecromancer: inventoryRecordKey = "Necromancer2" case d2enum.HeroPaladin: inventoryRecordKey = "Paladin2" case d2enum.HeroSorceress: inventoryRecordKey = "Sorceress2" default: return nil, fmt.Errorf("unknown hero class: %d", hero.Class) } actionableRegions := []actionableRegion{ {leftSkill, d2geom.Rectangle{ Left: leftSkillX, Top: leftSkillY, Width: leftSkillWidth, Height: leftSkillHeight, }}, {newStats, d2geom.Rectangle{ Left: newStatsX, Top: newStatsY, Width: newStatsWidth, Height: newStatsHeight, }}, {xp, d2geom.Rectangle{ Left: xpX, Top: xpY, Width: xpWidth, Height: xpHeight, }}, {walkRun, d2geom.Rectangle{ Left: walkRunX, Top: walkRunY, Width: walkRunWidth, Height: walkRunHeight, }}, {stamina, d2geom.Rectangle{ Left: staminaX, Top: staminaY, Width: staminaWidth, Height: staminaHeight, }}, {miniPnl, d2geom.Rectangle{ Left: miniPnlX, Top: miniPnlY, Width: miniPnlWidth, Height: miniPnlHeight, }}, {newSkills, d2geom.Rectangle{ Left: newSkillsX, Top: newSkillsY, Width: newSkillsWidth, Height: newSkillsHeight, }}, {rightSkill, d2geom.Rectangle{ Left: rightSkillX, Top: rightSkillY, Width: rightSkillWidth, Height: rightSkillHeight, }}, {hpGlobe, d2geom.Rectangle{ Left: hpGlobeX, Top: hpGlobeY, Width: hpGlobeWidth, Height: hpGlobeHeight, }}, {manaGlobe, d2geom.Rectangle{ Left: manaGlobeX, Top: manaGlobeY, Width: manaGlobeWidth, Height: manaGlobeHeight, }}, {miniPanelCharacter, d2geom.Rectangle{ Left: miniPanelCharacterX, Top: miniPanelCharacterY, Width: miniPanelCharacterWidth, Height: miniPanelCharacterHeight, }}, {miniPanelInventory, d2geom.Rectangle{ Left: miniPanelInventoryX, Top: miniPanelInventoryY, Width: miniPanelInventoryWidth, Height: miniPanelInventoryHeight, }}, {miniPanelSkillTree, d2geom.Rectangle{ Left: miniPanelSkillTreeX, Top: miniPanelSkillTreeY, Width: miniPanelSkillTreeWidth, Height: miniPanelSkillTreeHeight, }}, {miniPanelAutomap, d2geom.Rectangle{ Left: miniPanelAutomapX, Top: miniPanelAutomapY, Width: miniPanelAutomapWidth, Height: miniPanelAutomapHeight, }}, {miniPanelMessageLog, d2geom.Rectangle{ Left: miniPanelMessageLogX, Top: miniPanelMessageLogY, Width: miniPanelMessageLogWidth, Height: miniPanelMessageLogHeight, }}, {miniPanelQuestLog, d2geom.Rectangle{ Left: miniPanelQuestLogX, Top: miniPanelQuestLogY, Width: miniPanelQuestLogWidth, Height: miniPanelQuestLogHeight, }}, {miniPanelGameMenu, d2geom.Rectangle{ Left: miniPanelGameMenuX, Top: miniPanelGameMenuY, Width: miniPanelGameMenuWidth, Height: miniPanelGameMenuHeight, }}, } inventoryRecord := asset.Records.Layout.Inventory[inventoryRecordKey] heroState, err := d2hero.NewHeroStateFactory(asset) if err != nil { return nil, err } helpOverlay := NewHelpOverlay(asset, renderer, ui, guiManager, keyMap) hud := NewHUD(asset, ui, hero, helpOverlay, newMiniPanel(asset, ui, isSinglePlayer), actionableRegions, mapEngine, mapRenderer) const blackAlpha50percent = 0x0000007f hoverLabel := hud.nameLabel hoverLabel.SetBackgroundColor(d2util.Color(blackAlpha50percent)) gc := &GameControls{ asset: asset, ui: ui, renderer: renderer, hero: hero, heroState: heroState, escapeMenu: escapeMenu, inputListener: inputListener, mapRenderer: mapRenderer, inventory: NewInventory(asset, ui, inventoryRecord), skilltree: newSkillTree(hero.Skills, hero.Class, asset, ui), heroStatsPanel: NewHeroStatsPanel(asset, ui, hero.Name(), hero.Class, hero.Stats), HelpOverlay: helpOverlay, keyMap: keyMap, hud: hud, bottomMenuRect: &d2geom.Rectangle{ Left: menuBottomRectX, Top: menuBottomRectY, Width: menuBottomRectW, Height: menuBottomRectH, }, leftMenuRect: &d2geom.Rectangle{ Left: menuLeftRectX, Top: menuLeftRectY, Width: menuLeftRectW, Height: menuLeftRectH, }, rightMenuRect: &d2geom.Rectangle{ Left: menuRightRectX, Top: menuRightRectY, Width: menuRightRectW, Height: menuRightRectH, }, actionableRegions: actionableRegions, lastLeftBtnActionTime: 0, lastRightBtnActionTime: 0, isSinglePlayer: isSinglePlayer, } closeCb := func() { gc.updateLayout() } gc.heroStatsPanel.SetOnCloseCb(closeCb) gc.inventory.SetOnCloseCb(closeCb) gc.skilltree.SetOnCloseCb(closeCb) err = gc.bindTerminalCommands(term) if err != nil { return nil, err } return gc, nil } // OnKeyRepeat is called to handle repeated key presses func (g *GameControls) OnKeyRepeat(event d2interface.KeyEvent) bool { if g.FreeCam { var moveSpeed float64 = 8 if event.KeyMod() == d2enum.KeyModShift { moveSpeed *= 2 } if event.Key() == d2enum.KeyDown { v := d2vector.NewVector(0, moveSpeed) g.mapRenderer.MoveCameraTargetBy(v) return true } if event.Key() == d2enum.KeyUp { v := d2vector.NewVector(0, -moveSpeed) g.mapRenderer.MoveCameraTargetBy(v) return true } if event.Key() == d2enum.KeyRight { v := d2vector.NewVector(moveSpeed, 0) g.mapRenderer.MoveCameraTargetBy(v) return true } if event.Key() == d2enum.KeyLeft { v := d2vector.NewVector(-moveSpeed, 0) g.mapRenderer.MoveCameraTargetBy(v) return true } } return false } // OnKeyDown handles key presses func (g *GameControls) OnKeyDown(event d2interface.KeyEvent) bool { if event.Key() == d2enum.KeyEscape { g.onEscKey() return true } gameEvent := g.keyMap.getGameEvent(event.Key()) switch gameEvent { case d2enum.ClearScreen: g.inventory.Close() g.skilltree.Close() g.heroStatsPanel.Close() g.HelpOverlay.Close() g.updateLayout() case d2enum.ToggleInventoryPanel: g.inventory.Toggle() g.updateLayout() case d2enum.ToggleSkillTreePanel: g.skilltree.Toggle() g.updateLayout() case d2enum.ToggleCharacterPanel: g.heroStatsPanel.Toggle() g.updateLayout() case d2enum.ToggleRunWalk: g.hud.onToggleRunButton(false) case d2enum.HoldRun: g.hud.onToggleRunButton(true) case d2enum.ToggleHelpScreen: g.HelpOverlay.Toggle() g.updateLayout() default: return false } return false } // OnKeyUp handles key release func (g *GameControls) OnKeyUp(event d2interface.KeyEvent) bool { gameEvent := g.keyMap.getGameEvent(event.Key()) switch gameEvent { case d2enum.HoldRun: g.hud.onToggleRunButton(true) default: return false } return false } // When escape is pressed: // 1. If there was some overlay or panel open, close it // 2. Otherwise, if the Escape Menu was open, let the Escape Menu handle it // 3. If nothing was open, open the Escape Menu func (g *GameControls) onEscKey() { escHandled := false if g.hud.skillSelectMenu.IsOpen() { g.hud.skillSelectMenu.ClosePanels() escHandled = true } if g.inventory.IsOpen() { g.inventory.Close() escHandled = true } if g.skilltree.IsOpen() { g.skilltree.Close() escHandled = true } if g.heroStatsPanel.IsOpen() { g.heroStatsPanel.Close() escHandled = true } if g.HelpOverlay.IsOpen() { g.HelpOverlay.Toggle() escHandled = true } switch escHandled { case true: g.updateLayout() case false: if g.escapeMenu.IsOpen() { g.escapeMenu.OnEscKey() } else { g.escapeMenu.open() } } } func truncateFloat64(n float64) float64 { const ten = 10.0 return float64(int(n*ten)) / ten } // OnMouseButtonRepeat handles repeated mouse clicks func (g *GameControls) OnMouseButtonRepeat(event d2interface.MouseEvent) bool { const ( screenWidth, screenHeight = 800, 600 halfScreenWidth, halfScreenHeight = screenWidth / 2, screenHeight / 2 subtilesPerTile = 5 ) px, py := g.mapRenderer.ScreenToWorld(event.X(), event.Y()) px = truncateFloat64(px) py = truncateFloat64(py) now := d2util.Now() button := event.Button() isLeft := button == d2enum.MouseButtonLeft isRight := button == d2enum.MouseButtonRight lastLeft := now - g.lastLeftBtnActionTime lastRight := now - g.lastRightBtnActionTime inRect := !g.isInActiveMenusRect(event.X(), event.Y()) shouldDoLeft := lastLeft >= mouseBtnActionsThreshold shouldDoRight := lastRight >= mouseBtnActionsThreshold if isLeft && shouldDoLeft && inRect && !g.hero.IsCasting() { g.lastLeftBtnActionTime = now if event.KeyMod() == d2enum.KeyModShift { g.inputListener.OnPlayerCast(g.hero.LeftSkill.ID, px, py) } else { g.inputListener.OnPlayerMove(px, py) } if g.FreeCam { if event.Button() == d2enum.MouseButtonLeft { camVect := g.mapRenderer.Camera.GetPosition().Vector x := float64(halfScreenWidth) / subtilesPerTile y := float64(halfScreenHeight) / subtilesPerTile targetPosition := d2vector.NewPositionTile(x, y) targetPosition.Add(&camVect) g.mapRenderer.SetCameraTarget(&targetPosition) return true } } return true } if isRight && shouldDoRight && inRect && !g.hero.IsCasting() { g.lastRightBtnActionTime = now g.inputListener.OnPlayerCast(g.hero.RightSkill.ID, px, py) return true } return true } // OnMouseMove handles mouse movement events func (g *GameControls) OnMouseMove(event d2interface.MouseMoveEvent) bool { mx, my := event.X(), event.Y() g.lastMouseX = mx g.lastMouseY = my g.inventory.lastMouseX = mx g.inventory.lastMouseY = my for i := range g.actionableRegions { // Mouse over a game control element if g.actionableRegions[i].rect.IsInRect(mx, my) { g.onHoverActionable(g.actionableRegions[i].actionableTypeID) } } g.hud.OnMouseMove(event) return false } // OnMouseButtonUp handles mouse button presses func (g *GameControls) OnMouseButtonUp(event d2interface.MouseEvent) bool { return false } // OnMouseButtonDown handles mouse button presses func (g *GameControls) OnMouseButtonDown(event d2interface.MouseEvent) bool { mx, my := event.X(), event.Y() for i := range g.actionableRegions { // If click is on a game control element if g.actionableRegions[i].rect.IsInRect(mx, my) { g.onClickActionable(g.actionableRegions[i].actionableTypeID) return false } } if g.hud.skillSelectMenu.IsOpen() && event.Button() == d2enum.MouseButtonLeft { g.lastLeftBtnActionTime = d2util.Now() g.hud.skillSelectMenu.HandleClick(mx, my) g.hud.skillSelectMenu.ClosePanels() return false } px, py := g.mapRenderer.ScreenToWorld(mx, my) px = truncateFloat64(px) py = truncateFloat64(py) if event.Button() == d2enum.MouseButtonLeft && !g.isInActiveMenusRect(mx, my) && !g.hero.IsCasting() { g.lastLeftBtnActionTime = d2util.Now() if event.KeyMod() == d2enum.KeyModShift { g.inputListener.OnPlayerCast(g.hero.LeftSkill.ID, px, py) } else { g.inputListener.OnPlayerMove(px, py) } return true } if event.Button() == d2enum.MouseButtonRight && !g.isInActiveMenusRect(mx, my) && !g.hero.IsCasting() { g.lastRightBtnActionTime = d2util.Now() g.inputListener.OnPlayerCast(g.hero.RightSkill.ID, px, py) return true } return false } // Load the resources required for the GameControls func (g *GameControls) Load() { g.hud.Load() g.inventory.Load() g.skilltree.load() g.heroStatsPanel.Load() g.HelpOverlay.Load() } // Advance advances the state of the GameControls func (g *GameControls) Advance(elapsed float64) error { g.mapRenderer.Advance(elapsed) if err := g.escapeMenu.Advance(elapsed); err != nil { return err } return nil } func (g *GameControls) updateLayout() { isRightPanelOpen := g.isLeftPanelOpen() isLeftPanelOpen := g.isRightPanelOpen() switch { case isRightPanelOpen == isLeftPanelOpen: g.mapRenderer.ViewportDefault() case isRightPanelOpen: g.mapRenderer.ViewportToLeft() default: g.mapRenderer.ViewportToRight() } } func (g *GameControls) isLeftPanelOpen() bool { // https://github.com/OpenDiablo2/OpenDiablo2/issues/801 return g.heroStatsPanel.IsOpen() } func (g *GameControls) isRightPanelOpen() bool { return g.inventory.IsOpen() || g.skilltree.IsOpen() } func (g *GameControls) isInActiveMenusRect(px, py int) bool { if g.bottomMenuRect.IsInRect(px, py) { return true } if g.isLeftPanelOpen() && g.leftMenuRect.IsInRect(px, py) { return true } if g.isRightPanelOpen() && g.rightMenuRect.IsInRect(px, py) { return true } if g.hud.miniPanel.IsOpen() && g.hud.miniPanel.isInRect(px, py) { return true } if g.escapeMenu.IsOpen() { return true } if g.HelpOverlay.IsOpen() && g.HelpOverlay.IsInRect(px, py) { return true } if g.hud.skillSelectMenu.IsOpen() { return true } return false } // Render draws the GameControls onto the target func (g *GameControls) Render(target d2interface.Surface) error { if err := g.renderPanels(target); err != nil { return err } if err := g.hud.Render(target); err != nil { return err } if err := g.escapeMenu.Render(target); err != nil { return err } return nil } func (g *GameControls) renderPanels(target d2interface.Surface) error { g.inventory.Render(target) return nil } // SetZoneChangeText sets the zoneChangeText func (g *GameControls) SetZoneChangeText(text string) { g.hud.zoneChangeText.SetText(text) } // ShowZoneChangeText shows the zoneChangeText func (g *GameControls) ShowZoneChangeText() { g.hud.isZoneTextShown = true } // HideZoneChangeTextAfter hides the zoneChangeText after the given amount of seconds func (g *GameControls) HideZoneChangeTextAfter(delay float64) { time.AfterFunc(time.Duration(delay)*time.Second, func() { g.hud.isZoneTextShown = false }) } // HpStatsIsVisible returns true if the hp and mana stats are visible to the player func (g *GameControls) HpStatsIsVisible() bool { return g.hud.hpStatsIsVisible } // ManaStatsIsVisible returns true if the hp and mana stats are visible to the player func (g *GameControls) ManaStatsIsVisible() bool { return g.hud.manaStatsIsVisible } // ToggleHpStats toggles the visibility of the hp and mana stats placed above their respective globe and load only if they do not match func (g *GameControls) ToggleHpStats() { g.hud.hpStatsIsVisible = !g.hud.hpStatsIsVisible } // ToggleManaStats toggles the visibility of the hp and mana stats placed above their respective globe func (g *GameControls) ToggleManaStats() { g.hud.manaStatsIsVisible = !g.hud.manaStatsIsVisible } // Handles what to do when an actionable is hovered func (g *GameControls) onHoverActionable(item actionableType) { hoverMap := map[actionableType]func(){ leftSkill: func() {}, newStats: func() {}, xp: func() {}, walkRun: func() {}, stamina: func() {}, miniPnl: func() {}, newSkills: func() {}, rightSkill: func() {}, hpGlobe: func() {}, manaGlobe: func() {}, miniPanelCharacter: func() {}, miniPanelInventory: func() {}, miniPanelSkillTree: func() {}, miniPanelAutomap: func() {}, miniPanelMessageLog: func() {}, miniPanelQuestLog: func() {}, miniPanelGameMenu: func() {}, } onHover, found := hoverMap[item] if !found { log.Printf("Unrecognized actionableType(%d) being hovered\n", item) return } onHover() } // Handles what to do when an actionable is clicked func (g *GameControls) onClickActionable(item actionableType) { actionMap := map[actionableType]func(){ leftSkill: func() { g.hud.skillSelectMenu.ToggleLeftPanel() }, newStats: func() { log.Println("New Stats Selector Action Pressed") }, xp: func() { log.Println("XP Action Pressed") }, walkRun: func() { log.Println("Walk/Run Action Pressed") }, stamina: func() { log.Println("Stamina Action Pressed") }, miniPnl: func() { log.Println("Mini Panel Action Pressed") g.hud.miniPanel.Toggle() }, newSkills: func() { log.Println("New Skills Selector Action Pressed") }, rightSkill: func() { g.hud.skillSelectMenu.ToggleRightPanel() }, hpGlobe: func() { g.ToggleHpStats() log.Println("HP Globe Pressed") }, manaGlobe: func() { g.ToggleManaStats() log.Println("Mana Globe Pressed") }, miniPanelCharacter: func() { log.Println("Character button on mini panel is pressed") g.heroStatsPanel.Toggle() g.updateLayout() }, miniPanelInventory: func() { log.Println("Inventory button on mini panel is pressed") g.inventory.Toggle() g.updateLayout() }, miniPanelSkillTree: func() { log.Println("Skilltree button on mini panel is pressed") g.skilltree.Toggle() g.updateLayout() }, miniPanelGameMenu: func() { g.hud.miniPanel.Close() g.escapeMenu.open() }, } action, found := actionMap[item] if !found { log.Printf("Unrecognized actionableType(%d) being clicked\n", item) return } action() } func (g *GameControls) bindFreeCamCommand(term d2interface.Terminal) error { return term.BindAction("freecam", "toggle free camera movement", func() { g.FreeCam = !g.FreeCam }) } func (g *GameControls) bindSetLeftSkillCommand(term d2interface.Terminal) error { setLeftSkill := func(id int) { skillRecord := g.asset.Records.Skill.Details[id] skill, err := g.heroState.CreateHeroSkill(1, skillRecord.Skill) if err != nil { term.OutputErrorf("cannot create skill with ID of %d, error: %s", id, err) return } g.hero.LeftSkill = skill } return term.BindAction( "setleftskill", "set skill to fire on left click", setLeftSkill, ) } func (g *GameControls) bindSetRightSkillCommand(term d2interface.Terminal) error { setRightSkill := func(id int) { skillRecord := g.asset.Records.Skill.Details[id] skill, err := g.heroState.CreateHeroSkill(0, skillRecord.Skill) if err != nil { term.OutputErrorf("cannot create skill with ID of %d, error: %s", id, err) return } g.hero.RightSkill = skill } return term.BindAction( "setrightskill", "set skill to fire on right click", setRightSkill, ) } const classTokenLength = 3 func (g *GameControls) bindLearnSkillsCommand(term d2interface.Terminal) error { learnSkills := func(token string) { if len(token) < classTokenLength { term.OutputErrorf("The given class token should be at least 3 characters") return } validPrefixes := []string{"ama", "ass", "nec", "bar", "sor", "dru", "pal"} classToken := strings.ToLower(token) tokenPrefix := classToken[0:3] isValidToken := false for idx := range validPrefixes { if strings.Compare(tokenPrefix, validPrefixes[idx]) == 0 { isValidToken = true } } if !isValidToken { fmtInvalid := "Invalid class, must be a value starting with(case insensitive): %s" term.OutputErrorf(fmtInvalid, strings.Join(validPrefixes, ", ")) return } var err error learnedSkillsCount := 0 for _, skillDetailRecord := range g.asset.Records.Skill.Details { if skillDetailRecord.Charclass != classToken { continue } if skill, ok := g.hero.Skills[skillDetailRecord.ID]; ok { skill.SkillPoints++ learnedSkillsCount++ } else { skill, skillErr := g.heroState.CreateHeroSkill(1, skillDetailRecord.Skill) if skill == nil { continue } learnedSkillsCount++ g.hero.Skills[skill.ID] = skill if skillErr != nil { err = skillErr break } } } g.hud.skillSelectMenu.RegenerateImageCache() log.Printf("Learned %d skills", learnedSkillsCount) if err != nil { term.OutputErrorf("cannot learn skill for class, error: %s", err) return } } return term.BindAction( "learnskills", "learn all skills for the a given class", learnSkills, ) } func (g *GameControls) bindLearnSkillByIDCommand(term d2interface.Terminal) error { learnByID := func(id int) { skillRecord := g.asset.Records.Skill.Details[id] if skillRecord == nil { term.OutputErrorf("cannot find a skill record for ID: %d", id) return } skill, err := g.heroState.CreateHeroSkill(1, skillRecord.Skill) if skill == nil { term.OutputErrorf("cannot create skill: %s", skillRecord.Skill) return } g.hero.Skills[skill.ID] = skill if err != nil { term.OutputErrorf("cannot learn skill for class, error: %s", err) return } g.hud.skillSelectMenu.RegenerateImageCache() log.Println("Learned skill: ", skill.Skill) } return term.BindAction( "learnskillid", "learn a skill by a given ID", learnByID, ) } func (g *GameControls) bindTerminalCommands(term d2interface.Terminal) error { if err := g.bindFreeCamCommand(term); err != nil { return err } if err := g.bindSetLeftSkillCommand(term); err != nil { return err } if err := g.bindSetRightSkillCommand(term); err != nil { return err } if err := g.bindLearnSkillsCommand(term); err != nil { return err } if err := g.bindLearnSkillByIDCommand(term); err != nil { return err } return nil }