package d2mapentity import ( "math/rand" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface" "github.com/OpenDiablo2/OpenDiablo2/d2common" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource" "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 composite *d2asset.Composite action int HasPaths bool Paths []d2common.Path path int isDone bool repetitions int monstatRecord *d2datadict.MonStatsRecord monstatEx *d2datadict.MonStats2Record name string } // CreateNPC creates a new NPC and returns a pointer to it. func CreateNPC(x, y int, monstat *d2datadict.MonStatsRecord, direction int) *NPC { result := &NPC{ mapEntity: createMapEntity(x, y), HasPaths: false, monstatRecord: monstat, monstatEx: d2datadict.MonStats2[monstat.ExtraDataKey], } var equipment [16]string for compType, opts := range result.monstatEx.EquipmentOptions { equipment[compType] = selectEquip(opts) } composite, _ := d2asset.LoadComposite(d2enum.ObjectTypeCharacter, monstat.AnimationDirectoryToken, d2resource.PaletteUnits) result.composite = composite composite.SetMode(d2enum.MonsterAnimationModeNeutral, result.monstatEx.BaseWeaponClass) composite.Equip(&equipment) result.SetSpeed(float64(monstat.SpeedBase)) result.mapEntity.directioner = result.rotate result.composite.SetDirection(direction) if result.monstatRecord != nil && result.monstatRecord.IsInteractable { result.name = d2common.TranslateString(result.monstatRecord.NameStringTableKey) } return result } 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) { target.PushTranslation( v.offsetX+int((v.subcellX-v.subcellY)*16), v.offsetY+int(((v.subcellX+v.subcellY)*8)-5), ) defer target.Pop() v.composite.Render(target) } // 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) v.composite.Advance(tickTime) if v.HasPaths && v.wait() { // If at the target, set target to the next path. v.isDone = false path := v.NextPath() v.SetTarget( float64(path.X), float64(path.Y), 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() { v.isDone = true v.repetitions = 3 + rand.Intn(5) newAnimationMode := d2enum.MonsterAnimationModeNeutral // TODO: Figure out what 1-3 are for, 4 is correct. switch v.action { case 1: newAnimationMode = d2enum.MonsterAnimationModeNeutral case 2: newAnimationMode = d2enum.MonsterAnimationModeNeutral case 3: newAnimationMode = d2enum.MonsterAnimationModeNeutral case 4: newAnimationMode = d2enum.MonsterAnimationModeSkill1 v.repetitions = 0 default: v.repetitions = 0 } if v.composite.GetAnimationMode() != newAnimationMode.String() { v.composite.SetMode(newAnimationMode, v.composite.GetWeaponClass()) } } // rotate sets direction and changes animation func (v *NPC) rotate(direction int) { var newMode d2enum.MonsterAnimationMode if !v.IsAtTarget() { newMode = d2enum.MonsterAnimationModeWalk } else { newMode = d2enum.MonsterAnimationModeNeutral } if newMode.String() != v.composite.GetAnimationMode() { v.composite.SetMode(newMode, v.composite.GetWeaponClass()) } if v.composite.GetDirection() != direction { v.composite.SetDirection(direction) } } // Selectable returns true if the object can be highlighted/selected. func (m *NPC) Selectable() bool { // is there something handy that determines selectable npc's? if m.name != "" { return true } return false } // Name returns the NPC's in-game name (e.g. "Deckard Cain") or an empty string if it does not have a name. func (m *NPC) Name() string { return m.name }