func (exec *moveExec) measureCost(ent *game.Entity, g *game.Game) int { if len(exec.Path) == 0 { base.Error().Printf("Zero length path") return -1 } if g.ToVertex(ent.Pos()) != exec.Path[0] { base.Error().Printf("Path doesn't begin at ent's position, %d != %d", g.ToVertex(ent.Pos()), exec.Path[0]) return -1 } graph := g.Graph(ent.Side(), true, nil) v := g.ToVertex(ent.Pos()) cost := 0 for _, step := range exec.Path[1:] { dsts, costs := graph.Adjacent(v) ok := false prev := v base.Log().Printf("Adj(%d):", v) for j := range dsts { base.Log().Printf("Node %d", dsts[j]) if dsts[j] == step { cost += int(costs[j]) v = dsts[j] ok = true break } } base.Log().Printf("%d -> %d: %t", prev, v, ok) if !ok { return -1 } } return cost }
func (a *Move) Maintain(dt int64, g *game.Game, ae game.ActionExec) game.MaintenanceStatus { if ae != nil { exec := ae.(*moveExec) a.ent = g.EntityById(ae.EntityId()) if len(exec.Path) == 0 { base.Error().Printf("Got a move exec with a path length of 0: %v", exec) return game.Complete } a.cost = exec.measureCost(a.ent, g) if a.cost > a.ent.Stats.ApCur() { base.Error().Printf("Got a move that required more ap than available: %v", exec) base.Error().Printf("Path: %v", exec.Path) return game.Complete } if a.cost == -1 { base.Error().Printf("Got a move that followed an invalid path: %v", exec) base.Error().Printf("Path: %v", exec.Path) if a.ent == nil { base.Error().Printf("ENT was Nil!") } else { x, y := a.ent.Pos() v := g.ToVertex(x, y) base.Error().Printf("Ent pos: (%d, %d) -> (%d)", x, y, v) } return game.Complete } algorithm.Map2(exec.Path, &a.path, func(v int) [2]int { _, x, y := g.FromVertex(v) return [2]int{x, y} }) base.Log().Printf("Path Validated: %v", exec) a.ent.Stats.ApplyDamage(-a.cost, 0, status.Unspecified) src := g.ToVertex(a.ent.Pos()) graph := g.Graph(a.ent.Side(), true, nil) a.drawPath(a.ent, g, graph, src) } // Do stuff factor := float32(math.Pow(2, a.ent.Walking_speed)) dist := a.ent.DoAdvance(factor*float32(dt)/200, a.path[0][0], a.path[0][1]) for dist > 0 { if len(a.path) == 1 { a.ent.DoAdvance(0, 0, 0) a.ent.Info.RoomsExplored[a.ent.CurrentRoom()] = true a.ent = nil return game.Complete } a.path = a.path[1:] a.ent.Info.RoomsExplored[a.ent.CurrentRoom()] = true dist = a.ent.DoAdvance(dist, a.path[0][0], a.path[0][1]) } return game.InProgress }