mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-19 10:56:07 -05:00
268 lines
7.4 KiB
Go
268 lines
7.4 KiB
Go
package d2mapentity
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import (
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"fmt"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2hero"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2inventory"
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)
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// Player is the player character entity.
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type Player struct {
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mapEntity
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name string
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animationMode string
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composite *d2asset.Composite
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Equipment *d2inventory.CharacterEquipment
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Stats *d2hero.HeroStatsState
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Skills map[int]*d2hero.HeroSkill
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LeftSkill *d2hero.HeroSkill
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RightSkill *d2hero.HeroSkill
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Class d2enum.Hero
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Gold int
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lastPathSize int
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isInTown bool
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isRunToggled bool
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isRunning bool
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isCasting bool
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onFinishedCasting func()
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Act int
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}
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// run speed should be walkspeed * 1.5, since in the original game it is 6 yards walk and 9 yards run.
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const (
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baseWalkSpeed = 9.0
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baseRunSpeed = 13.0
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)
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// ID returns the Player uuid
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func (p *Player) ID() string {
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return p.mapEntity.uuid
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}
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// SetIsInTown sets a flag indicating that the player is in town.
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func (p *Player) SetIsInTown(isInTown bool) {
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p.isInTown = isInTown
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}
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// ToggleRunWalk sets a flag indicating whether the player is running.
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func (p *Player) ToggleRunWalk() {
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p.isRunToggled = !p.isRunToggled
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}
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// IsRunToggled returns true if the UI button to toggle running is,
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// toggled i.e. not in it's default state.
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func (p *Player) IsRunToggled() bool {
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return p.isRunToggled
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}
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// IsRunning returns true if the player is currently
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func (p *Player) IsRunning() bool {
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return p.isRunning
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}
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// SetIsRunning alters the player speed and sets a flag indicating
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// that the player is running.
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func (p *Player) SetIsRunning(isRunning bool) {
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p.isRunning = isRunning
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if isRunning {
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p.SetSpeed(baseRunSpeed)
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} else {
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p.SetSpeed(baseWalkSpeed)
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}
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}
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// IsInTown returns true if the player is currently in town.
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func (p *Player) IsInTown() bool {
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return p.isInTown
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}
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const (
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half = 0.5
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)
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// Advance is called once per frame and processes a
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// single game tick.
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func (p *Player) Advance(tickTime float64) {
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p.Step(tickTime)
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if err := p.SetAnimationMode(p.GetAnimationMode()); err != nil {
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fmt.Printf("failed to set animationMode to: %d, err: %v\n", p.GetAnimationMode(), err)
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}
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if p.IsCasting() {
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if p.composite.GetPlayedCount() >= 1 {
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p.isCasting = false
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}
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// skills are casted after the first half of the casting animation is played
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percentDone := float64(p.composite.GetCurrentFrame()) / float64(p.composite.GetFrameCount())
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isHalfDoneCasting := percentDone >= half
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if isHalfDoneCasting && p.onFinishedCasting != nil {
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p.onFinishedCasting()
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p.onFinishedCasting = nil
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}
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}
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if err := p.composite.Advance(tickTime); err != nil {
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fmt.Printf("failed to advance composite animation of player: %s, err: %v\n", p.ID(), err)
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}
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if p.lastPathSize != len(p.path) {
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p.lastPathSize = len(p.path)
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}
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if p.composite.GetAnimationMode() != p.animationMode {
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p.animationMode = p.composite.GetAnimationMode()
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}
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charstats := p.composite.AssetManager.Records.Character.Stats[p.Class]
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staminaDrain := float64(charstats.StaminaRunDrain)
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// This number has been determined by trying it out and checking if the stamina drain is
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// the same as in d2 with the drain value from the assets.
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// (We stopped the time for a lvl 1 babarian to loose all stamina which is around 25 seconds
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// if i Remember correctly)
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const magicStaminaDrainDivisor = 5
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// Drain and regenerate Stamina
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if p.IsRunning() && !p.atTarget() && !p.IsInTown() {
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p.Stats.Stamina -= staminaDrain * tickTime / magicStaminaDrainDivisor
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if p.Stats.Stamina <= 0 {
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p.SetSpeed(baseWalkSpeed)
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p.Stats.Stamina = 0
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}
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} else if p.Stats.Stamina < float64(p.Stats.MaxStamina) {
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p.Stats.Stamina += staminaDrain * tickTime / magicStaminaDrainDivisor
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if p.IsRunning() {
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p.SetSpeed(baseRunSpeed)
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}
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}
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}
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// Render renders the animated composite for this entity.
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func (p *Player) Render(target d2interface.Surface) {
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renderOffset := p.Position.RenderOffset()
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target.PushTranslation(
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int((renderOffset.X()-renderOffset.Y())*subtileWidth),
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int(((renderOffset.X()+renderOffset.Y())*subtileHeight)+subtileOffsetY),
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)
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defer target.Pop()
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if err := p.composite.Render(target); err != nil {
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fmt.Printf("failed to render the composite of player: %s, err: %v\n", p.ID(), err)
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}
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}
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// GetAnimationMode returns the current animation mode based on what the player is doing and where they are.
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func (p *Player) GetAnimationMode() d2enum.PlayerAnimationMode {
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if p.IsRunning() && !p.atTarget() {
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return d2enum.PlayerAnimationModeRun
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}
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if p.IsInTown() {
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if !p.atTarget() {
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return d2enum.PlayerAnimationModeTownWalk
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}
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return d2enum.PlayerAnimationModeTownNeutral
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}
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if !p.atTarget() {
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return d2enum.PlayerAnimationModeWalk
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}
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if p.IsCasting() {
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return d2enum.PlayerAnimationModeCast
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}
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return d2enum.PlayerAnimationModeNeutral
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}
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// SetAnimationMode sets the Composite's animation mode weapon class and direction.
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func (p *Player) SetAnimationMode(animationMode d2enum.PlayerAnimationMode) error {
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return p.composite.SetMode(animationMode, p.composite.GetWeaponClass())
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}
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// rotate sets direction and changes animation
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func (p *Player) rotate(direction int) {
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newAnimationMode := p.GetAnimationMode()
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if newAnimationMode.String() != p.composite.GetAnimationMode() {
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if err := p.composite.SetMode(newAnimationMode, p.composite.GetWeaponClass()); err != nil {
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fmt.Printf("failed to update animationMode of %s, err: %v\n", p.composite.GetWeaponClass(), err)
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}
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}
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if direction != p.composite.GetDirection() {
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p.composite.SetDirection(direction)
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}
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}
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// SetDirection will rotate the player and change the animation
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func (p *Player) SetDirection(direction int) {
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p.rotate(direction)
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}
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// Name returns the player name.
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func (p *Player) Name() string {
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return p.name
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}
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// IsCasting returns true if
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func (p *Player) IsCasting() bool {
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return p.isCasting
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}
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// StartCasting sets a flag indicating the player is casting a skill and
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// sets the animation mode to the casting animation.
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// This handles all types of skills - melee, ranged, kick, summon, etc.
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// NB: onFinishedCasting is called when the casting animation is >50% complete
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func (p *Player) StartCasting(animMode d2enum.PlayerAnimationMode, onFinishedCasting func()) {
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// passive skills, auras, etc.
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if animMode == d2enum.PlayerAnimationModeNone {
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return
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}
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p.isCasting = true
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p.onFinishedCasting = onFinishedCasting
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if err := p.SetAnimationMode(animMode); err != nil {
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fmtStr := "failed to set animationMode of player: %s to: %d, err: %v\n"
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fmt.Printf(fmtStr, p.ID(), animMode, err)
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}
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}
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// Selectable returns true if the player is in town.
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func (p *Player) Selectable() bool {
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// Players are selectable when in town
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return p.IsInTown()
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}
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// GetPosition returns the entity's position
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func (p *Player) GetPosition() d2vector.Position {
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return p.mapEntity.Position
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}
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// GetVelocity returns the entity's velocity vector
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func (p *Player) GetVelocity() d2vector.Vector {
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return p.mapEntity.velocity
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}
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// GetSize returns the current frame size
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func (p *Player) GetSize() (width, height int) {
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width, height = p.composite.GetSize()
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// https://github.com/OpenDiablo2/OpenDiablo2/issues/820
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// nolint:gomnd // returns 1.5 of height
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height = (height * 2) - (height / 2)
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return width, height
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}
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