mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-17 09:56:07 -05:00
921d44a70c
* 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()
191 lines
4.8 KiB
Go
191 lines
4.8 KiB
Go
package d2mapentity
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import (
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"math/rand"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2common"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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)
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// NPC is a passive complex entity with which the player can interact.
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// For example, Deckard Cain.
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type NPC struct {
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mapEntity
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composite *d2asset.Composite
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action int
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HasPaths bool
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Paths []d2common.Path
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path int
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isDone bool
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repetitions int
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monstatRecord *d2datadict.MonStatsRecord
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monstatEx *d2datadict.MonStats2Record
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name string
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}
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// CreateNPC creates a new NPC and returns a pointer to it.
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func CreateNPC(x, y int, monstat *d2datadict.MonStatsRecord, direction int) *NPC {
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result := &NPC{
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mapEntity: newMapEntity(x, y),
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HasPaths: false,
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monstatRecord: monstat,
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monstatEx: d2datadict.MonStats2[monstat.ExtraDataKey],
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}
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var equipment [16]string
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for compType, opts := range result.monstatEx.EquipmentOptions {
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equipment[compType] = selectEquip(opts)
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}
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composite, _ := d2asset.LoadComposite(d2enum.ObjectTypeCharacter, monstat.AnimationDirectoryToken,
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d2resource.PaletteUnits)
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result.composite = composite
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composite.SetMode(d2enum.MonsterAnimationModeNeutral, result.monstatEx.BaseWeaponClass)
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composite.Equip(&equipment)
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result.SetSpeed(float64(monstat.SpeedBase))
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result.mapEntity.directioner = result.rotate
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result.composite.SetDirection(direction)
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if result.monstatRecord != nil && result.monstatRecord.IsInteractable {
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result.name = d2common.TranslateString(result.monstatRecord.NameStringTableKey)
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}
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return result
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}
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func selectEquip(slice []string) string {
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if len(slice) != 0 {
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return slice[rand.Intn(len(slice))]
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}
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return ""
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}
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// Render renders this entity's animated composite.
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func (v *NPC) Render(target d2interface.Surface) {
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renderOffset := v.Position.RenderOffset()
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target.PushTranslation(
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int((renderOffset.X()-renderOffset.Y())*16),
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int(((renderOffset.X()+renderOffset.Y())*8)-5),
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)
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defer target.Pop()
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v.composite.Render(target)
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}
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// Path returns the current part of the entity's path.
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func (v *NPC) Path() d2common.Path {
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return v.Paths[v.path]
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}
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// NextPath returns the next part of the entity's path.
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func (v *NPC) NextPath() d2common.Path {
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v.path++
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if v.path == len(v.Paths) {
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v.path = 0
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}
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return v.Paths[v.path]
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}
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// SetPaths sets the entity's paths to the given slice. It also sets flags
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// on the entity indicating that it has paths and has completed the
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// previous none.
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func (v *NPC) SetPaths(paths []d2common.Path) {
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v.Paths = paths
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v.HasPaths = len(paths) > 0
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v.isDone = true
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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 (v *NPC) Advance(tickTime float64) {
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v.Step(tickTime)
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v.composite.Advance(tickTime)
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if v.HasPaths && v.wait() {
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// If at the target, set target to the next path.
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v.isDone = false
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path := v.NextPath()
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v.setTarget(
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float64(path.X),
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float64(path.Y),
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v.next,
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)
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v.action = path.Action
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}
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}
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// If an npc has a path to pause at each location.
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// Waits for animation to end and all repetitions to be exhausted.
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func (v *NPC) wait() bool {
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return v.isDone && v.composite.GetPlayedCount() > v.repetitions
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}
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func (v *NPC) next() {
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v.isDone = true
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v.repetitions = 3 + rand.Intn(5)
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newAnimationMode := d2enum.MonsterAnimationModeNeutral
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// TODO: Figure out what 1-3 are for, 4 is correct.
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switch v.action {
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case 1:
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newAnimationMode = d2enum.MonsterAnimationModeNeutral
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case 2:
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newAnimationMode = d2enum.MonsterAnimationModeNeutral
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case 3:
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newAnimationMode = d2enum.MonsterAnimationModeNeutral
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case 4:
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newAnimationMode = d2enum.MonsterAnimationModeSkill1
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v.repetitions = 0
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default:
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v.repetitions = 0
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}
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if v.composite.GetAnimationMode() != newAnimationMode.String() {
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v.composite.SetMode(newAnimationMode, v.composite.GetWeaponClass())
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}
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}
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// rotate sets direction and changes animation
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func (v *NPC) rotate(direction int) {
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var newMode d2enum.MonsterAnimationMode
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if !v.atTarget() {
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newMode = d2enum.MonsterAnimationModeWalk
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} else {
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newMode = d2enum.MonsterAnimationModeNeutral
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}
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if newMode.String() != v.composite.GetAnimationMode() {
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v.composite.SetMode(newMode, v.composite.GetWeaponClass())
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}
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if v.composite.GetDirection() != direction {
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v.composite.SetDirection(direction)
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}
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}
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// Selectable returns true if the object can be highlighted/selected.
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func (m *NPC) Selectable() bool {
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// is there something handy that determines selectable npc's?
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if m.name != "" {
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return true
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}
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return false
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}
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// Name returns the NPC's in-game name (e.g. "Deckard Cain") or an empty string if it does not have a name.
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func (m *NPC) Name() string {
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return m.name
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}
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