OpenDiablo2/d2game/d2player/party_panel.go

511 lines
12 KiB
Go

package d2player
import (
"log"
"strconv"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2hero"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
)
const (
lightGreen = 0x18ff00ff
red = 0xff0000ff
)
const ( // for the dc6 frames
partyPanelTopLeft = iota
partyPanelTopRight
partyPanelBottomLeft
partyPanelBottomRight
)
const (
partyPanelOffsetX, partyPanelOffsetY = 80, 64
)
const (
partyPanelCloseButtonX, partyPanelCloseButtonY = 358, 453
partyPanelHeroNameX, partyPanelHeroNameY = 180, 80
)
const (
seeingButtonFrame = iota * 4
relationshipsFrame
listeningButtonFrame
// nolint:deadcode,varcheck,unused // will be used
lockButtonFrame
nextButtonFrame = 2
)
const (
maxPlayersInGame = 8
barX = 90
relationshipSwitcherX = 95
seeingSwitcherX = 345
listeningSwitcherX = 365
nameLabelX = 115
classLabelX = 115
levelLabelX = 383
baseBarY = 134
baseRelationshipSwitcherY = 150
baseSeeingSwitcherY = 140
baseListeningSwitcherY = 140
baseNameLabelY = 145
baseClassLabelY = 158
baseLevelLabelY = 160
nextBar = 52
)
// newPartyIndex creates new party index
func (s *PartyPanel) newPartyIndex() *partyIndex {
result := &partyIndex{}
nameLabel := s.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteSky)
result.name = nameLabel
classLabel := s.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteSky)
result.class = classLabel
levelLabel := s.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteSky)
levelLabel.Alignment = d2ui.HorizontalAlignRight
result.level = levelLabel
relationships := s.createSwitcher(relationshipsFrame)
result.relationshipSwitcher = relationships
seeing := s.createSwitcher(seeingButtonFrame)
result.seeingSwitcher = seeing
listening := s.createSwitcher(listeningButtonFrame)
result.listeningSwitcher = listening
return result
}
type partyIndex struct {
hero *d2mapentity.Player
name *d2ui.Label
class *d2ui.Label
level *d2ui.Label
relationshipSwitcher *d2ui.SwitchableButton
seeingSwitcher *d2ui.SwitchableButton
listeningSwitcher *d2ui.SwitchableButton
relationships d2enum.PlayersRelationships
}
func (pi *partyIndex) setColor(relations d2enum.PlayersRelationships) {
var color = d2util.Color(white)
switch relations {
case d2enum.PlayerRelationEnemy:
color = d2util.Color(red)
pi.relationshipSwitcher.SetState(false)
case d2enum.PlayerRelationFriend:
color = d2util.Color(lightGreen)
}
pi.name.Color[0] = color
pi.class.Color[0] = color
pi.level.Color[0] = color
}
func (pi *partyIndex) setPositions(idx int) {
pi.name.SetPosition(nameLabelX, baseNameLabelY+nextBar*idx)
pi.class.SetPosition(classLabelX, baseClassLabelY+nextBar*idx)
pi.level.SetPosition(levelLabelX, baseLevelLabelY+nextBar*idx)
pi.relationshipSwitcher.SetPosition(relationshipSwitcherX, baseRelationshipSwitcherY+nextBar*idx)
pi.seeingSwitcher.SetPosition(seeingSwitcherX, baseSeeingSwitcherY+idx*nextBar)
pi.listeningSwitcher.SetPosition(listeningSwitcherX, baseListeningSwitcherY+idx*nextBar)
}
// AddPlayer adds a new player to the party panel
func (s *PartyPanel) AddPlayer(player *d2mapentity.Player, relations d2enum.PlayersRelationships) {
idx := 0
for n, i := range s.partyIndexes {
if i.hero == nil {
idx = n
break
}
}
s.partyIndexes[idx].hero = player
s.partyIndexes[idx].name.SetText(player.Name())
s.partyIndexes[idx].class.SetText(s.asset.TranslateString(player.Class.String()))
s.partyIndexes[idx].level.SetText(s.asset.TranslateString("level") + ": " + strconv.Itoa(player.Stats.Level))
s.partyIndexes[idx].relationships = relations
s.partyIndexes[idx].setColor(relations)
s.partyIndexes[idx].setPositions(idx)
}
// DeletePlayer deletes player from PartyIndexes
func (s *PartyPanel) DeletePlayer(player *d2mapentity.Player) bool {
for n, i := range s.partyIndexes {
if i.hero == player {
s.Debugf("removing player at index %d", n)
s.partyIndexes[n].hero = nil
s.Sort()
return true
}
}
return false
}
// Sort sorts party indexes
func (s *PartyPanel) Sort() {
var emptySlots []*partyIndex
var emptySlotsNumbers []int
var fullSlots []*partyIndex
var fullSlotsNumbers []int
// split s.partyIndexes to empty and non-empty
for n, i := range s.partyIndexes {
if i.hero == nil {
emptySlots = append(emptySlots, i)
emptySlotsNumbers = append(emptySlotsNumbers, n)
} else {
fullSlots = append(fullSlots, i)
fullSlotsNumbers = append(fullSlotsNumbers, n)
}
}
// adds non-empty indexes befor empty indexes
for n, i := range fullSlots {
s.partyIndexes[n] = i
}
// adds empty indexes
for n, i := range emptySlots {
s.partyIndexes[len(fullSlots)+n] = i
}
// sorts widget groups
var sortedWG [maxPlayersInGame]*d2ui.WidgetGroup
// first add non empty WG's
for n, i := range fullSlotsNumbers {
sortedWG[n] = s.indexes[i]
}
// after that, adds empty WG's
for n, i := range emptySlotsNumbers {
sortedWG[len(fullSlotsNumbers)+n] = s.indexes[i]
}
// overwrite existing order
s.indexes = sortedWG
// sets appropriate positions
for n, i := range s.partyIndexes {
if i.hero != nil {
i.setPositions(n)
}
}
}
// UpdatePlayer updates party-index
func (s *PartyPanel) UpdatePlayer(oldPlayer, newPlayer *d2mapentity.Player) bool {
for n, i := range s.partyIndexes {
if i.hero == oldPlayer {
s.partyIndexes[n].hero = newPlayer
return true
}
}
return false
}
func (s *PartyPanel) setBarPosition() {
for n, i := range s.partyIndexes {
currentN := n
if i.hero == nil {
s.barX, s.barY = barX, baseBarY+currentN*nextBar
break
}
}
}
// NewPartyPanel creates a new party panel
func NewPartyPanel(asset *d2asset.AssetManager,
ui *d2ui.UIManager,
heroName string,
l d2util.LogLevel,
// example Player structure (me)
testPlayer *d2mapentity.Player,
heroState *d2hero.HeroStatsState) *PartyPanel {
log.Print("OpenDiablo2 - Party Panel - development")
originX := 0
originY := 0
pp := &PartyPanel{
asset: asset,
uiManager: ui,
originX: originX,
originY: originY,
heroState: heroState,
heroName: heroName,
labels: &StatsPanelLabels{},
barX: barX,
barY: baseBarY,
testPlayer: testPlayer,
}
var partyIndexes [maxPlayersInGame]*partyIndex
var indexes [maxPlayersInGame]*d2ui.WidgetGroup
for i := 0; i < maxPlayersInGame; i++ {
partyIndexes[i] = pp.newPartyIndex()
indexes[i] = pp.uiManager.NewWidgetGroup(d2ui.RenderPriorityHeroStatsPanel)
}
pp.partyIndexes = partyIndexes
pp.Logger = d2util.NewLogger()
pp.Logger.SetLevel(l)
pp.Logger.SetPrefix(logPrefix)
return pp
}
// PartyPanel represents the party panel
type PartyPanel struct {
asset *d2asset.AssetManager
uiManager *d2ui.UIManager
panel *d2ui.Sprite
bar *d2ui.Sprite
heroState *d2hero.HeroStatsState
heroName string
labels *StatsPanelLabels
onCloseCb func()
panelGroup *d2ui.WidgetGroup
partyIndexes [maxPlayersInGame]*partyIndex
indexes [maxPlayersInGame]*d2ui.WidgetGroup
originX int
originY int
isOpen bool
barX int
barY int
*d2util.Logger
testPlayer *d2mapentity.Player
}
// Load the data for the hero status panel
func (s *PartyPanel) Load() {
var err error
s.panelGroup = s.uiManager.NewWidgetGroup(d2ui.RenderPriorityHeroStatsPanel)
for i := 0; i < maxPlayersInGame; i++ {
s.indexes[i] = s.uiManager.NewWidgetGroup(d2ui.RenderPriorityHeroStatsPanel)
}
frame := s.uiManager.NewUIFrame(d2ui.FrameLeft)
s.panelGroup.AddWidget(frame)
s.panel, err = s.uiManager.NewSprite(d2resource.PartyPanel, d2resource.PaletteSky)
if err != nil {
s.Error(err.Error())
}
w, h := frame.GetSize()
staticPanel := s.uiManager.NewCustomWidgetCached(s.renderStaticPanelFrames, w, h)
s.panelGroup.AddWidget(staticPanel)
closeButton := s.uiManager.NewButton(d2ui.ButtonTypeSquareClose, "")
closeButton.SetVisible(false)
closeButton.SetPosition(partyPanelCloseButtonX, partyPanelCloseButtonY)
closeButton.OnActivated(func() { s.Close() })
s.panelGroup.AddWidget(closeButton)
heroName := s.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteSky)
heroName.SetText(s.heroName)
heroName.SetPosition(partyPanelHeroNameX, partyPanelHeroNameY)
heroName.Alignment = d2ui.HorizontalAlignCenter
s.panelGroup.AddWidget(heroName)
s.bar, err = s.uiManager.NewSprite(d2resource.PartyBar, d2resource.PaletteSky)
if err != nil {
s.Error(err.Error())
}
// example data
p0 := s.testPlayer
s.AddPlayer(p0, d2enum.PlayerRelationEnemy)
p1 := s.testPlayer
// nolint:gomnd // only test
p1.Stats.Level = 99
p1.Class = d2enum.HeroNecromancer
s.AddPlayer(p1, d2enum.PlayerRelationFriend)
for n, i := range s.partyIndexes {
s.indexes[n].AddWidget(i.name)
s.indexes[n].AddWidget(i.class)
s.indexes[n].AddWidget(i.relationshipSwitcher)
s.indexes[n].AddWidget(i.seeingSwitcher)
s.indexes[n].AddWidget(i.listeningSwitcher)
s.indexes[n].AddWidget(i.level)
}
if !s.DeletePlayer(p0) {
s.Warning("cannot remove player: DeletePlayer returned false")
}
s.AddPlayer(p0, d2enum.PlayerRelationEnemy)
w, h = s.bar.GetCurrentFrameSize()
v := s.uiManager.NewCustomWidget(s.renderBar, w, h)
s.panelGroup.AddWidget(v)
s.setBarPosition()
s.panelGroup.SetVisible(false)
}
func (s *PartyPanel) createSwitcher(frame int) *d2ui.SwitchableButton {
active := s.uiManager.NewCustomButton(d2resource.PartyBoxes, frame)
inactive := s.uiManager.NewCustomButton(d2resource.PartyBoxes, frame+nextButtonFrame)
switcher := s.uiManager.NewSwitchableButton(active, inactive, true)
switcher.SetVisible(false)
return switcher
}
// IsOpen returns true if the hero status panel is open
func (s *PartyPanel) IsOpen() bool {
return s.isOpen
}
// Toggle toggles the visibility of the hero status panel
func (s *PartyPanel) Toggle() {
if s.isOpen {
s.Close()
} else {
s.Open()
}
}
// Open opens the hero status panel
func (s *PartyPanel) Open() {
s.isOpen = true
s.panelGroup.SetVisible(true)
for n, i := range s.indexes {
if s.partyIndexes[n].hero != nil {
i.SetVisible(true)
}
}
}
// Close closed the hero status panel
func (s *PartyPanel) Close() {
s.isOpen = false
s.panelGroup.SetVisible(false)
for _, i := range s.indexes {
i.SetVisible(false)
}
}
// SetOnCloseCb the callback run on closing the PartyPanel
func (s *PartyPanel) SetOnCloseCb(cb func()) {
s.onCloseCb = cb
}
// Advance advances panel
func (s *PartyPanel) Advance(_ float64) {
// noop
}
// nolint:dupl // see quest_log.go.renderStaticPanelFrames comment
func (s *PartyPanel) renderStaticPanelFrames(target d2interface.Surface) {
frames := []int{
partyPanelTopLeft,
partyPanelTopRight,
partyPanelBottomRight,
partyPanelBottomLeft,
}
currentX := s.originX + partyPanelOffsetX
currentY := s.originY + partyPanelOffsetY
for _, frameIndex := range frames {
if err := s.panel.SetCurrentFrame(frameIndex); err != nil {
s.Error(err.Error())
}
w, h := s.panel.GetCurrentFrameSize()
switch frameIndex {
case statsPanelTopLeft:
s.panel.SetPosition(currentX, currentY+h)
currentX += w
case statsPanelTopRight:
s.panel.SetPosition(currentX, currentY+h)
currentY += h
case statsPanelBottomRight:
s.panel.SetPosition(currentX, currentY+h)
case statsPanelBottomLeft:
s.panel.SetPosition(currentX-w, currentY+h)
}
s.panel.Render(target)
}
}
func (s *PartyPanel) renderBar(target d2interface.Surface) {
frames := []int{
partyPanelTopLeft,
partyPanelTopRight,
}
currentX := s.originX + s.barX
currentY := s.originY + s.barY
for _, frameIndex := range frames {
if err := s.bar.SetCurrentFrame(frameIndex); err != nil {
s.Error(err.Error())
}
w, h := s.bar.GetCurrentFrameSize()
switch frameIndex {
case statsPanelTopLeft:
s.bar.SetPosition(currentX, currentY)
currentX += w
case statsPanelTopRight:
s.bar.SetPosition(currentX, currentY)
currentY += h
}
s.bar.Render(target)
}
}