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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-17 09:56:07 -05:00
OpenDiablo2/d2core/d2map/d2mapentity/npc.go
danhale-git 921d44a70c
mapEntity.Step() benchmark and improvements. (#593)
* Initial test and benchmark for mapEntity.Step().

* Removed `&& !m.hasPath()` from mapEntity.atTarget

* Direction is now updated when the path node changes mid-step and target is updated when path is set.

* Test improvements.

* Deleted old benchmark function and tidying.

* d2math.Abs added.

* Abs benchmark and optimisation.

* Negate and Distance benchmark.

* Length and SetLength benchmark.

* Lerp and Dot benchmark.

* Cross and Normalize benchmark.

* Angle and SignedAngle benchmark.

* Trivial change to Vector.Abs()
2020-07-16 12:06:08 -04:00

191 lines
4.8 KiB
Go

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: newMapEntity(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) {
renderOffset := v.Position.RenderOffset()
target.PushTranslation(
int((renderOffset.X()-renderOffset.Y())*16),
int(((renderOffset.X()+renderOffset.Y())*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.atTarget() {
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
}