package d2mapentity import ( "math/rand" "github.com/OpenDiablo2/OpenDiablo2/d2common" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset" ) // NPC is a passive complex entity with which the player can interact. // For example, Deckard Cain. type NPC struct { mapEntity Paths []d2common.Path name string composite *d2asset.Composite action int path int repetitions int monstatRecord *d2datadict.MonStatsRecord monstatEx *d2datadict.MonStats2Record HasPaths bool isDone bool } const ( magicOffsetX = 5 magicOffsetScalarX = 8 magicOffsetScalarY = 16 minAnimationRepetitions = 3 maxAnimationRepetitions = 5 ) func selectEquip(slice []string) string { if len(slice) != 0 { return slice[rand.Intn(len(slice))] } return "" } // Render renders this entity's animated composite. func (v *NPC) Render(target d2interface.Surface) { renderOffset := v.Position.RenderOffset() target.PushTranslation( int((renderOffset.X()-renderOffset.Y())*magicOffsetScalarY), int(((renderOffset.X()+renderOffset.Y())*magicOffsetScalarX)-magicOffsetX), ) defer target.Pop() if v.composite.Render(target) != nil { return } } // Path returns the current part of the entity's path. func (v *NPC) Path() d2common.Path { return v.Paths[v.path] } // NextPath returns the next part of the entity's path. func (v *NPC) NextPath() d2common.Path { v.path++ if v.path == len(v.Paths) { v.path = 0 } return v.Paths[v.path] } // SetPaths sets the entity's paths to the given slice. It also sets flags // on the entity indicating that it has paths and has completed the // previous none. func (v *NPC) SetPaths(paths []d2common.Path) { v.Paths = paths v.HasPaths = len(paths) > 0 v.isDone = true } // Advance is called once per frame and processes a // single game tick. func (v *NPC) Advance(tickTime float64) { v.Step(tickTime) if err := v.composite.Advance(tickTime); err != nil { return } if v.HasPaths && v.wait() { // If at the target, set target to the next path. v.isDone = false path := v.NextPath() v.setTarget( path.Position, v.next, ) v.action = path.Action } } // If an npc has a path to pause at each location. // Waits for animation to end and all repetitions to be exhausted. func (v *NPC) wait() bool { return v.isDone && v.composite.GetPlayedCount() > v.repetitions } func (v *NPC) next() { var newAnimationMode d2enum.MonsterAnimationMode v.isDone = true v.repetitions = minAnimationRepetitions + rand.Intn(maxAnimationRepetitions) switch d2enum.NPCActionType(v.action) { case d2enum.NPCActionSkill1: newAnimationMode = d2enum.MonsterAnimationModeSkill1 v.repetitions = 0 case d2enum.NPCActionInvalid, d2enum.NPCAction1, d2enum.NPCAction2, d2enum.NPCAction3: newAnimationMode = d2enum.MonsterAnimationModeNeutral v.repetitions = 0 default: newAnimationMode = d2enum.MonsterAnimationModeNeutral v.repetitions = 0 } if v.composite.GetAnimationMode() != newAnimationMode.String() { if err := v.composite.SetMode(newAnimationMode, v.composite.GetWeaponClass()); err != nil { return } } } // rotate sets direction and changes animation func (v *NPC) rotate(direction int) { var newMode d2enum.MonsterAnimationMode if !v.atTarget() { newMode = d2enum.MonsterAnimationModeWalk } else { newMode = d2enum.MonsterAnimationModeNeutral } if newMode.String() != v.composite.GetAnimationMode() { if err := v.composite.SetMode(newMode, v.composite.GetWeaponClass()); err != nil { return } } if v.composite.GetDirection() != direction { v.composite.SetDirection(direction) } } // Selectable returns true if the object can be highlighted/selected. func (v *NPC) Selectable() bool { // is there something handy that determines selectable npc's? return v.name != "" } // Name returns the NPC's in-game name (e.g. "Deckard Cain") or an empty string if it does not have a name. func (v *NPC) Name() string { return v.name } // GetPosition returns the NPC's position func (v *NPC) GetPosition() d2vector.Position { return v.mapEntity.Position } // GetVelocity returns the NPC's velocity vector func (v *NPC) GetVelocity() d2vector.Vector { return v.mapEntity.velocity }