Beispiel #1
0
func (a *SummonAction) HandleInput(group gui.EventGroup, g *game.Game) (bool, game.ActionExec) {
	cursor := group.Events[0].Key.Cursor()
	if cursor != nil {
		bx, by := g.GetViewer().WindowToBoard(cursor.Point())
		bx += 0.5
		by += 0.5
		if bx < 0 {
			bx--
		}
		if by < 0 {
			by--
		}
		a.cx = int(bx)
		a.cy = int(by)
	}

	if found, event := group.FindEvent(gin.MouseLButton); found && event.Type == gin.Press {
		if g.IsCellOccupied(a.cx, a.cy) {
			return true, nil
		}
		if a.Personal_los && !a.ent.HasLos(a.cx, a.cy, 1, 1) {
			return true, nil
		}
		if a.ent.Stats.ApCur() >= a.Ap {
			var exec summonExec
			exec.SetBasicData(a.ent, a)
			exec.Pos = a.ent.Game().ToVertex(a.cx, a.cy)
			return true, &exec
		}
		return true, nil
	}
	return false, nil
}
Beispiel #2
0
func (a *Move) Prep(ent *game.Entity, g *game.Game) bool {
	a.ent = ent
	fx, fy := g.GetViewer().WindowToBoard(gin.In().GetCursor("Mouse").Point())
	a.findPath(ent, int(fx), int(fy))
	a.threshold = a.ent.Stats.ApCur()
	return true
}
Beispiel #3
0
func (a *Interact) HandleInput(group gui.EventGroup, g *game.Game) (bool, game.ActionExec) {
	if found, event := group.FindEvent(gin.MouseLButton); found && event.Type == gin.Press {
		bx, by := g.GetViewer().WindowToBoard(gin.In().GetCursor("Mouse").Point())
		room_num := a.ent.CurrentRoom()
		room := g.House.Floors[0].Rooms[room_num]
		for door_num, door := range room.Doors {
			rect := makeRectForDoor(room, door)
			if rect.Contains(float64(bx), float64(by)) {
				var exec interactExec
				exec.Toggle_door = true
				exec.SetBasicData(a.ent, a)
				exec.Room = room_num
				exec.Door = door_num
				return true, &exec
			}
		}
	}
	target := g.HoveredEnt()
	if target == nil {
		return false, nil
	}
	if found, event := group.FindEvent(gin.MouseLButton); found && event.Type == gin.Press {
		for i := range a.targets {
			if a.targets[i] == target && distBetweenEnts(a.ent, target) <= a.Range {
				var exec interactExec
				exec.SetBasicData(a.ent, a)
				exec.Target = target.Id
				return true, &exec
			}
		}
		return true, nil
	}
	return false, nil
}
Beispiel #4
0
func (a *AoeAttack) Prep(ent *game.Entity, g *game.Game) bool {
	if !a.Preppable(ent, g) {
		return false
	}
	a.ent = ent
	bx, by := g.GetViewer().WindowToBoard(gin.In().GetCursor("Mouse").Point())
	a.tx = int(bx)
	a.ty = int(by)
	return true
}
Beispiel #5
0
func (a *AoeAttack) HandleInput(group gui.EventGroup, g *game.Game) (bool, game.ActionExec) {
	cursor := group.Events[0].Key.Cursor()
	if cursor != nil && cursor.Name() == "Mouse" {
		bx, by := g.GetViewer().WindowToBoard(cursor.Point())
		a.tx = int(bx)
		a.ty = int(by)
	}
	if found, event := group.FindEvent(gin.MouseLButton); found && event.Type == gin.Press {
		ex, ey := a.ent.Pos()
		if dist(ex, ey, a.tx, a.ty) <= a.Range && a.ent.HasLos(a.tx, a.ty, 1, 1) {
			var exec aoeExec
			exec.SetBasicData(a.ent, a)
			exec.X, exec.Y = a.tx, a.ty
			return true, &exec
		} else {
			return true, nil
		}
		return true, nil
	}
	return false, nil
}
Beispiel #6
0
func (a *Move) HandleInput(group gui.EventGroup, g *game.Game) (bool, game.ActionExec) {
	cursor := group.Events[0].Key.Cursor()
	if cursor != nil {
		fx, fy := g.GetViewer().WindowToBoard(cursor.Point())
		a.findPath(a.ent, int(fx), int(fy))
	}
	if found, _ := group.FindEvent(gin.MouseLButton); found {
		if len(a.path) > 0 {
			if a.cost <= a.ent.Stats.ApCur() {
				var exec moveExec
				exec.SetBasicData(a.ent, a)
				algorithm.Map2(a.path, &exec.Path, func(v [2]int) int {
					return g.ToVertex(v[0], v[1])
				})
				return true, &exec
			}
			return true, nil
		} else {
			return false, nil
		}
	}
	return false, nil
}