Beispiel #1
0
func (l *LocalData) thinkAbility(g *Game, abs *personalAbilities, gid Gid) {
	if abs.activeAbility == nil {
		return
	}
	var mouse linear.Vec2
	if l.mode == LocalModeArchitect {
		mx, my := l.sys.GetCursorPos()
		mouse.X = float64(mx)
		mouse.Y = float64(my)
		mouse = mouse.Sub(l.architect.camera.regionPos)
		mouse.X /= l.architect.camera.regionDims.X
		mouse.Y /= l.architect.camera.regionDims.Y
		mouse.X *= l.architect.camera.current.dims.X
		mouse.Y *= l.architect.camera.current.dims.Y
		mouse = mouse.Sub(l.architect.camera.current.dims.Scale(0.5))
		mouse = mouse.Add(l.architect.camera.current.mid)
	}
	events, die := abs.activeAbility.Think(gid, g, mouse)
	for _, event := range events {
		l.engine.ApplyEvent(event)
	}
	if die {
		base.Log().Printf("Deactivate on die")
		more_events := abs.activeAbility.Deactivate(gid)
		abs.activeAbility = nil
		for _, event := range more_events {
			l.engine.ApplyEvent(event)
		}
	}
}
Beispiel #2
0
func (pd *PathingData) Dir(src, dst linear.Vec2) linear.Vec2 {
	x := int(src.X / pathingDataGrid)
	y := int(src.Y / pathingDataGrid)
	x2 := int(dst.X / pathingDataGrid)
	y2 := int(dst.Y / pathingDataGrid)
	if x < 0 || y < 0 || x >= len(pd.dstData) || y >= len(pd.dstData[x]) {
		return linear.Vec2{0, 0}
	}
	if x2 < 0 || y2 < 0 || x2 >= len(pd.dstData) || y2 >= len(pd.dstData[x2]) {
		return linear.Vec2{0, 0}
	}
	dstData := &pd.dstData[x2][y2]
	dstData.RLock()
	defer dstData.RUnlock()
	if !dstData.complete {
		dstData.once.Do(func() {
			base.Log().Printf("Eval: %2.2v %2.2v", src, dst)
			go func() {
				pd.finishDirectPaths.Wait()
				dstData.Lock()
				defer dstData.Unlock()
				pd.findAllPaths(x2, y2)
				dstData.complete = true
			}()
		})
		return dst.Sub(src).Norm()
	}
	cell := pd.dirs[x2][y2][x][y]
	if !cell.direct {
		return (linear.Vec2{1, 0}).Rotate(cell.angle)
	}
	return dst.Sub(src).Norm()
}
Beispiel #3
0
func (p *pullProcess) Think(g *game.Game) {
	_player := g.GetEnt(p.Player_id)
	player := _player.(*game.Player)

	base_force := p.Force * p.supplied / p.required
	for _, _target := range g.Ents {
		target, ok := _target.(*game.Player)
		if !ok || target == player {
			continue
		}
		target_pos := linear.Vec2{target.X, target.Y}
		ray := target_pos.Sub(player.Pos())
		target_angle := ray.Angle() - player.Angle
		for target_angle < 0 {
			target_angle += math.Pi * 2
		}
		for target_angle > math.Pi*2 {
			target_angle -= math.Pi * 2
		}
		if target_angle > p.Angle/2 && target_angle < math.Pi*2-p.Angle/2 {
			continue
		}
		ray = player.Pos().Sub(target.Pos())
		// dist := ray.Mag()
		ray = ray.Norm()
		force := base_force // / math.Pow(dist, p.Angle/(2*math.Pi))
		target.ApplyForce(ray.Scale(-force))
		player.ApplyForce(ray.Scale(force))
	}
}
Beispiel #4
0
func (editor *editorData) cursorPosInGameCoords(room *Room) linear.Vec2 {
	x, y := editor.sys.GetCursorPos()
	pos := linear.Vec2{float64(x), float64(y)}
	regionPos := linear.Vec2{float64(editor.region.Pos.X), float64(editor.region.Pos.Y)}
	pos = pos.Sub(regionPos)
	pos = pos.Scale(float64(room.Dx) / float64(editor.region.Dims.Dx))
	cameraOffset := linear.Vec2{
		editor.camera.current.dims.X/2 - editor.camera.current.mid.X,
		editor.camera.current.dims.Y/2 - editor.camera.current.mid.Y,
	}
	pos = pos.Sub(cameraOffset)
	return pos
}
Beispiel #5
0
func BasicPropertiesSpec(c gospec.Context) {
	a := linear.Vec2{3, 4}
	b := linear.Vec2{5, 6}
	c.Specify("Check that (cross a) dot a == 0.", func() {
		c.Expect(a.Cross().Dot(a), Equals, 0.0)
	})
	c.Specify("Check that a normalize vector's magnitude is 1.", func() {
		c.Expect(a.Norm().Mag(), IsWithin(1e-9), 1.0)
	})
	c.Specify("Check that v.Mag2() == v.Mag()*v.Mag()", func() {
		c.Expect(a.Mag2(), IsWithin(1e-9), a.Mag()*a.Mag())
	})
	c.Specify("Check that a scaled vector's magnitude is appropriately scaled.", func() {
		c.Expect(a.Scale(3.5).Mag(), IsWithin(1e-9), a.Mag()*3.5)
	})
	c.Specify("Check that a-(a-b) == b.", func() {
		VecExpect(c, a.Sub(a.Sub(b)), IsWithin(1e-9), b)
	})
}
Beispiel #6
0
func (camera *cameraInfo) FocusRegion(g *Game, side int) {
	min := linear.Vec2{1e9, 1e9}
	max := linear.Vec2{-1e9, -1e9}
	player := g.Ents[g.local.Gid]
	if player == nil {
		min.X = 0
		min.Y = 0
		max.X = float64(g.Level.Room.Dx)
		max.Y = float64(g.Level.Room.Dy)
	} else {
		min.X = player.Pos().X - player.Stats().Vision()
		min.Y = player.Pos().Y - player.Stats().Vision()
		if min.X < 0 {
			min.X = 0
		}
		if min.Y < 0 {
			min.Y = 0
		}
		max.X = player.Pos().X + player.Stats().Vision()
		max.Y = player.Pos().Y + player.Stats().Vision()
		if max.X > float64(g.Level.Room.Dx) {
			max.X = float64(g.Level.Room.Dx)
		}
		if max.Y > float64(g.Level.Room.Dy) {
			max.Y = float64(g.Level.Room.Dy)
		}
	}

	mid := min.Add(max).Scale(0.5)
	dims := max.Sub(min)
	if dims.X/dims.Y < camera.regionDims.X/camera.regionDims.Y {
		dims.X = dims.Y * camera.regionDims.X / camera.regionDims.Y
	} else {
		dims.Y = dims.X * camera.regionDims.Y / camera.regionDims.X
	}
	camera.target.dims = dims
	camera.target.mid = mid

	camera.approachTarget()
}
Beispiel #7
0
func BasicOperationsSpec(c gospec.Context) {
	a := linear.Vec2{3, 4}
	b := linear.Vec2{5, 6}
	c.Specify("Make sure adding vectors works.", func() {
		VecExpect(c, a.Add(b), Equals, linear.Vec2{8, 10})
	})
	c.Specify("Make sure subtracting vectors works.", func() {
		VecExpect(c, a.Sub(b), Equals, linear.Vec2{-2, -2})
	})
	c.Specify("Make sure dotting vectors works.", func() {
		c.Expect(a.Dot(b), IsWithin(1e-9), 39.0)
	})
	c.Specify("Make sure crossing vectors works.", func() {
		VecExpect(c, a.Cross(), Equals, linear.Vec2{-4, 3})
	})
	c.Specify("Make sure taking the magnitude of vectors works.", func() {
		c.Expect(a.Mag(), IsWithin(1e-9), 5.0)
		c.Expect(a.Mag2(), IsWithin(1e-9), 25.0)
	})
	c.Specify("Make sure scaling vectors works.", func() {
		VecExpect(c, a.Scale(3), Equals, linear.Vec2{9, 12})
	})
}
Beispiel #8
0
func (pd *PathingData) findAllDirectPaths(dstx, dsty int, room *Room) {
	defer pd.finishDirectPaths.Done()
	dst := linear.Vec2{(float64(dstx) + 0.5) * pathingDataGrid, (float64(dsty) + 0.5) * pathingDataGrid}
	for x := range pd.dirs[dstx][dsty] {
		for y := range pd.dirs[dstx][dsty][x] {
			src := linear.Vec2{(float64(x) + 0.5) * pathingDataGrid, (float64(y) + 0.5) * pathingDataGrid}
			if dstx == 1 && dsty == 4 {
			}
			if room.ExistsLos(src, dst) {
				if dstx == 1 && dsty == 4 {
				}
				pd.conns[dstx][dsty] = append(pd.conns[dstx][dsty], pathingConnection{
					x:    x,
					y:    y,
					dist: dst.Sub(src).Mag(),
				})
				data := &pd.dirs[dstx][dsty][x][y]
				data.angle = src.Sub(dst).Angle()
				data.direct = true
				// data.filled = true
			}
		}
	}
}
Beispiel #9
0
func (camera *cameraInfo) doInvadersFocusRegion(g *Game, side int) {
	min := linear.Vec2{1e9, 1e9}
	max := linear.Vec2{-1e9, -1e9}
	hits := 0
	for _, ent := range g.temp.AllEnts {
		if ent.Side() != side {
			continue
		}
		if player, ok := ent.(*PlayerEnt); ok {
			hits++
			pos := player.Pos()
			if pos.X < min.X {
				min.X = pos.X
			}
			if pos.Y < min.Y {
				min.Y = pos.Y
			}
			if pos.X > max.X {
				max.X = pos.X
			}
			if pos.Y > max.Y {
				max.Y = pos.Y
			}
		}
	}
	if hits == 0 {
		min.X = 0
		min.Y = 0
		max.X = float64(g.Levels[GidInvadersStart].Room.Dx)
		max.Y = float64(g.Levels[GidInvadersStart].Room.Dy)
	} else {
		min.X -= stats.LosPlayerHorizon + 50
		min.Y -= stats.LosPlayerHorizon + 50
		if min.X < 0 {
			min.X = 0
		}
		if min.Y < 0 {
			min.Y = 0
		}
		max.X += stats.LosPlayerHorizon + 50
		max.Y += stats.LosPlayerHorizon + 50
		if max.X > float64(g.Levels[GidInvadersStart].Room.Dx) {
			max.X = float64(g.Levels[GidInvadersStart].Room.Dx)
		}
		if max.Y > float64(g.Levels[GidInvadersStart].Room.Dy) {
			max.Y = float64(g.Levels[GidInvadersStart].Room.Dy)
		}
	}

	mid := min.Add(max).Scale(0.5)
	dims := max.Sub(min)
	if dims.X/dims.Y < camera.regionDims.X/camera.regionDims.Y {
		dims.X = dims.Y * camera.regionDims.X / camera.regionDims.Y
	} else {
		dims.Y = dims.X * camera.regionDims.Y / camera.regionDims.X
	}
	camera.target.dims = dims
	camera.target.mid = mid

	if camera.current.mid.X == 0 && camera.current.mid.Y == 0 {
		// On the very first frame the current midpoint will be (0,0), which should
		// never happen after the game begins.  In this one case we'll immediately
		// set current to target so we don't start off by approaching it from the
		// origin.
		camera.current = camera.target
	} else {
		// speed is in (0, 1), the higher it is, the faster current approaches target.
		speed := 0.1
		camera.current.dims = camera.current.dims.Scale(1 - speed).Add(camera.target.dims.Scale(speed))
		camera.current.mid = camera.current.mid.Scale(1 - speed).Add(camera.target.mid.Scale(speed))
	}
}