package d2npc import ( "github.com/OpenDiablo2/OpenDiablo2/d2common" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2assetmanager" ) type NPC struct { AnimatedEntity *d2assetmanager.AnimatedEntity HasPaths bool Paths []d2common.Path path int } func CreateNPC(x, y int32, object *d2datadict.ObjectLookupRecord, direction int) *NPC { entity, err := d2assetmanager.CreateAnimatedEntity(x, y, object, d2resource.PaletteUnits) if err != nil { panic(err) } result := &NPC{AnimatedEntity: entity, HasPaths: false} result.AnimatedEntity.SetMode(object.Mode, object.Class, direction) return result } func (v *NPC) Path() d2common.Path { return v.Paths[v.path] } func (v *NPC) NextPath() d2common.Path { v.path++ if v.path == len(v.Paths) { v.path = 0 } return v.Paths[v.path] } func (v *NPC) SetPaths(paths []d2common.Path) { v.Paths = paths v.HasPaths = len(paths) > 0 } func (v *NPC) Render(target d2common.Surface) { v.AnimatedEntity.Render(target) } func (v *NPC) GetPosition() (float64, float64) { return v.AnimatedEntity.GetPosition() } func (v *NPC) Advance(tickTime float64) { if v.HasPaths && v.AnimatedEntity.LocationX == v.AnimatedEntity.TargetX && v.AnimatedEntity.LocationY == v.AnimatedEntity.TargetY && v.AnimatedEntity.Wait() { // If at the target, set target to the next path. path := v.NextPath() v.AnimatedEntity.SetTarget( float64(path.X), float64(path.Y), path.Action, ) } if v.AnimatedEntity.LocationX != v.AnimatedEntity.TargetX || v.AnimatedEntity.LocationY != v.AnimatedEntity.TargetY { v.AnimatedEntity.Step(tickTime) } v.AnimatedEntity.Advance(tickTime) }