Esempio n. 1
0
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
}
Esempio n. 2
0
func getLos(gp *GamePanel) lua.GoFunction {
	return func(L *lua.State) int {
		if !LuaCheckParamsOk(L, "GetLos", LuaEntity) {
			return 0
		}
		ent := LuaToEntity(L, gp.game, -1)
		if ent == nil {
			base.Error().Printf("Tried to GetLos on an invalid entity.")
			return 0
		}
		if ent.los == nil || ent.los.grid == nil {
			base.Error().Printf("Tried to GetLos on an entity without vision.")
			return 0
		}
		L.NewTable()
		count := 0
		for x := range ent.los.grid {
			for y := range ent.los.grid[x] {
				if ent.los.grid[x][y] {
					count++
					L.PushInteger(count)
					LuaPushPoint(L, x, y)
					L.SetTable(-3)
				}
			}
		}
		return 1
	}
}
Esempio n. 3
0
func InsertVersusMenu(ui gui.WidgetParent, replace func(gui.WidgetParent) error) error {
	// return doChooserMenu(ui, makeChooseVersusMetaMenu, replace, inserter(insertGoalMenu))
	chooser, done, err := makeChooseVersusMetaMenu()
	if err != nil {
		return err
	}
	ui.AddChild(chooser)
	go func() {
		m := <-done
		ui.RemoveChild(chooser)
		if m != nil && len(m) == 1 {
			base.Log().Printf("Chose: %v", m)
			switch m[0] {
			case "Select House":
				ui.AddChild(MakeGamePanel("versus/basic.lua", nil, map[string]string{"map": "select"}, ""))
			case "Random House":
				ui.AddChild(MakeGamePanel("versus/basic.lua", nil, map[string]string{"map": "random"}, ""))
			case "Continue":
				ui.AddChild(MakeGamePanel("versus/basic.lua", nil, map[string]string{"map": "continue"}, ""))
			default:
				base.Error().Printf("Unknown meta choice '%s'", m[0])
				return
			}
		} else {
			err := replace(ui)
			if err != nil {
				base.Error().Printf("Error replacing menu: %v", err)
			}
		}
	}()
	return nil
}
Esempio n. 4
0
func setLosMode(gp *GamePanel) lua.GoFunction {
	return func(L *lua.State) int {
		if !LuaCheckParamsOk(L, "SetLosMode", LuaString, LuaAnything) {
			return 0
		}
		gp.script.syncStart()
		defer gp.script.syncEnd()
		side_str := L.ToString(-2)
		var mode_str string
		if L.IsString(-1) {
			mode_str = L.ToString(-1)
		} else {
			mode_str = "rooms"
		}
		var side Side
		switch side_str {
		case "denizens":
			side = SideHaunt
		case "intruders":
			side = SideExplorers
		default:
			base.Error().Printf("Cannot pass '%s' as first parameters of setLosMode()", side_str)
			return 0
		}
		switch mode_str {
		case "none":
			gp.game.SetLosMode(side, LosModeNone, nil)
		case "blind":
			gp.game.SetLosMode(side, LosModeBlind, nil)
		case "all":
			gp.game.SetLosMode(side, LosModeAll, nil)
		case "entities":
			gp.game.SetLosMode(side, LosModeEntities, nil)
		case "rooms":
			if !L.IsTable(-1) {
				base.Error().Printf("The last parameter to setLosMode should be an array of rooms if mode == 'rooms'")
				return 0
			}
			L.PushNil()
			all_rooms := gp.game.House.Floors[0].Rooms
			var rooms []*house.Room
			for L.Next(-2) != 0 {
				index := L.ToInteger(-1)
				if index < 0 || index > len(all_rooms) {
					base.Error().Printf("Tried to reference room #%d which doesn't exist.", index)
					continue
				}
				rooms = append(rooms, all_rooms[index])
				L.Pop(1)
			}
			gp.game.SetLosMode(side, LosModeRooms, rooms)

		default:
			base.Error().Printf("Unknown los mode '%s'", mode_str)
			return 0
		}
		return 0
	}
}
Esempio n. 5
0
func (a *AoeAttack) Maintain(dt int64, g *game.Game, ae game.ActionExec) game.MaintenanceStatus {
	if ae != nil {
		a.exec = ae.(*aoeExec)
		a.targets = a.getTargetsAt(g, a.exec.X, a.exec.Y)
		if a.Current_ammo > 0 {
			a.Current_ammo--
		}
		a.ent = g.EntityById(ae.EntityId())
		if !a.ent.HasLos(a.exec.X, a.exec.Y, 1, 1) {
			base.Error().Printf("Entity %d tried to target position (%d, %d) with an aoe but doesn't have los to it: %v", a.ent.Id, a.exec.X, a.exec.Y, a.exec)
			return game.Complete
		}
		if a.Ap > a.ent.Stats.ApCur() {
			base.Error().Printf("Got an aoe attack that required more ap than available: %v", a.exec)
			return game.Complete
		}
		a.ent.Stats.ApplyDamage(-a.Ap, 0, status.Unspecified)

		// Track this information for the ais - the attacking ent will only
		// remember one ent that it hit, but that's ok
		for _, target := range a.targets {
			if target.Side() != a.ent.Side() {
				target.Info.LastEntThatAttackedMe = a.ent.Id
				a.ent.Info.LastEntThatIAttacked = target.Id
			}
		}
	}
	if a.ent.Sprite().State() != "ready" {
		return game.InProgress
	}
	for _, target := range a.targets {
		if target.Stats.HpCur() > 0 && target.Sprite().State() != "ready" {
			return game.InProgress
		}
	}
	a.ent.TurnToFace(a.exec.X, a.exec.Y)
	for _, target := range a.targets {
		target.TurnToFace(a.ent.Pos())
	}
	a.ent.Sprite().Command(a.Animation)
	for _, target := range a.targets {
		if g.DoAttack(a.ent, target, a.Strength, a.Kind) {
			for _, name := range a.Conditions {
				target.Stats.ApplyCondition(status.MakeCondition(name))
			}
			target.Stats.ApplyDamage(0, -a.Damage, a.Kind)
			if target.Stats.HpCur() <= 0 {
				target.Sprite().CommandN([]string{"defend", "killed"})
			} else {
				target.Sprite().CommandN([]string{"defend", "damaged"})
			}
		} else {
			target.Sprite().CommandN([]string{"defend", "undamaged"})
		}
	}
	return game.Complete
}
Esempio n. 6
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func setWaypoint(gp *GamePanel) lua.GoFunction {
	return func(L *lua.State) int {
		if !LuaCheckParamsOk(L, "SetWaypoint", LuaString, LuaString, LuaPoint, LuaFloat) {
			return 0
		}
		gp.script.syncStart()
		defer gp.script.syncEnd()

		var wp waypoint
		side_str := L.ToString(-3)
		switch side_str {
		case "intruders":
			wp.Side = SideExplorers
		case "denizens":
			wp.Side = SideHaunt
		default:
			base.Error().Printf("Specified '%s' for the side parameter in SetWaypoint, must be 'intruders' or 'denizens'.", side_str)
			return 0
		}
		wp.Name = L.ToString(-4)
		// Remove any existing waypoint by the same name
		algorithm.Choose2(&gp.game.Waypoints, func(w waypoint) bool {
			return w.Name != wp.Name
		})
		px, py := LuaToPoint(L, -2)
		wp.X = float64(px)
		wp.Y = float64(py)
		wp.Radius = L.ToNumber(-1)
		gp.game.Waypoints = append(gp.game.Waypoints, wp)
		return 0
	}
}
Esempio n. 7
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func removeWaypoint(gp *GamePanel) lua.GoFunction {
	return func(L *lua.State) int {
		if !LuaCheckParamsOk(L, "RemoveWaypoint", LuaString) {
			return 0
		}
		gp.script.syncStart()
		defer gp.script.syncEnd()
		hit := false
		name := L.ToString(-1)
		for i := 0; i < len(gp.game.Waypoints); i++ {
			if gp.game.Waypoints[i].Name == name {
				hit = true
				gp.game.viewer.RemoveFloorDrawable(&gp.game.Waypoints[i])
				l := len(gp.game.Waypoints)
				gp.game.Waypoints[i] = gp.game.Waypoints[l-1]
				gp.game.Waypoints = gp.game.Waypoints[0 : l-1]
			}
		}
		if !hit {
			base.Error().Printf("RemoveWaypoint on waypoint '%s' which doesn't exist.", name)
			return 0
		}
		return 0
	}
}
Esempio n. 8
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func MakeAction(name string) Action {
	f, ok := action_map[name]
	if !ok {
		base.Error().Printf("Unable to find an Action named '%s'", name)
	}
	return f()
}
Esempio n. 9
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func (a *SummonAction) Maintain(dt int64, g *game.Game, ae game.ActionExec) game.MaintenanceStatus {
	if ae != nil {
		exec := ae.(*summonExec)
		ent := g.EntityById(exec.Ent)
		if ent == nil {
			base.Error().Printf("Got a summon action without a valid entity.")
			return game.Complete
		}
		a.ent = ent
		_, a.cx, a.cy = a.ent.Game().FromVertex(exec.Pos)
		a.ent.Stats.ApplyDamage(-a.Ap, 0, status.Unspecified)
		a.spawn = game.MakeEntity(a.Ent_name, a.ent.Game())
		if a.Current_ammo > 0 {
			a.Current_ammo--
		}
	}
	if a.ent.Sprite().State() == "ready" {
		a.ent.TurnToFace(a.cx, a.cy)
		a.ent.Sprite().Command(a.Animation)
		a.spawn.Stats.OnBegin()
		a.ent.Game().SpawnEntity(a.spawn, a.cx, a.cy)
		return game.Complete
	}
	return game.InProgress
}
Esempio n. 10
0
func makeAi(path string, g *game.Game, ent *game.Entity, dst_iface *game.Ai, kind game.AiKind) {
	ai_struct := new(Ai)
	ai_struct.path = path
	var err error
	ai_struct.watcher, err = fsnotify.NewWatcher()
	if err != nil {
		base.Warn().Printf("Unable to create a filewatcher - '%s' will not reload ai files dynamically: %v", path, err)
		ai_struct.watcher = nil
	}
	ai_struct.ent = ent
	ai_struct.game = g

	ai_struct.active_set = make(chan bool)
	ai_struct.active_query = make(chan bool)
	ai_struct.exec_query = make(chan struct{})
	ai_struct.pause = make(chan struct{})
	ai_struct.terminate = make(chan struct{})
	ai_struct.execs = make(chan game.ActionExec)
	ai_struct.kind = kind

	err = ai_struct.setupLuaState()
	if err != nil {
		base.Error().Printf("Unable to make ai: %v", err)
		if ai_struct.watcher != nil {
			ai_struct.watcher.Close()
		}
		dst_iface = nil
		return
	}
	go ai_struct.masterRoutine()

	*dst_iface = ai_struct
}
Esempio n. 11
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func LuaPushSmartFunctionTable(L *lua.State, ft FunctionTable) {
	// Copy it just in case - I can't imagine someone changing it after passing
	// it to this function, but I don't want to take any chances.
	myft := make(FunctionTable)
	for n, f := range ft {
		myft[n] = f
	}
	names := make([]string, len(myft))[0:0]
	for name := range myft {
		names = append(names, name)
	}
	sort.Strings(names)
	valid_selectors := "["
	for i, name := range names {
		if i > 0 {
			valid_selectors += ", "
		}
		valid_selectors += fmt.Sprintf("'%s'", name)
	}
	valid_selectors += "]."

	L.NewTable()
	L.PushString("__index")
	L.PushGoFunctionAsCFunction(func(L *lua.State) int {
		name := L.ToString(-1)
		if f, ok := myft[name]; ok {
			f()
		} else {
			base.Error().Printf("'%s' is not a valid selector, valid seletors are %s", name, valid_selectors)
			L.PushNil()
		}
		return 1
	})
	L.SetTable(-3)
}
Esempio n. 12
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func PopSpawnRegexp() {
	if len(spawn_regex) == 0 {
		base.Error().Printf("Tried to pop an empty stack.")
		return
	}
	spawn_regex = spawn_regex[0 : len(spawn_regex)-1]
}
Esempio n. 13
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func loadHouse(gp *GamePanel) lua.GoFunction {
	return func(L *lua.State) int {
		if !LuaCheckParamsOk(L, "LoadHouse", LuaString) {
			return 0
		}
		gp.script.syncStart()
		defer gp.script.syncEnd()

		name := L.ToString(-1)
		def := house.MakeHouseFromName(name)
		if def == nil || len(def.Floors) == 0 {
			base.Error().Printf("No house exists with the name '%s'.", name)
			return 0
		}
		gp.game = makeGame(def)
		gp.game.viewer.Edit_mode = true
		gp.game.script = gp.script
		base.Log().Printf("script = %p", gp.game.script)

		gp.AnchorBox = gui.MakeAnchorBox(gui.Dims{1024, 768})
		gp.AnchorBox.AddChild(gp.game.viewer, gui.Anchor{0.5, 0.5, 0.5, 0.5})
		gp.AnchorBox.AddChild(MakeOverlay(gp.game), gui.Anchor{0.5, 0.5, 0.5, 0.5})

		base.Log().Printf("Done making stuff")
		return 0
	}
}
Esempio n. 14
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func InsertStartMenu(ui gui.WidgetParent) error {
	var sm StartMenu
	datadir := base.GetDataDir()
	err := base.LoadAndProcessObject(filepath.Join(datadir, "ui", "start", "layout.json"), "json", &sm.layout)
	if err != nil {
		return err
	}
	sm.buttons = []ButtonLike{
		&sm.layout.Menu.Continue,
		&sm.layout.Menu.Versus,
		&sm.layout.Menu.Online,
		&sm.layout.Menu.Settings,
	}
	sm.layout.Menu.Continue.f = func(interface{}) {}
	sm.layout.Menu.Versus.f = func(interface{}) {
		ui.RemoveChild(&sm)
		ui.AddChild(MakeGamePanel("versus/basic.lua", nil, nil))
	}
	sm.layout.Menu.Settings.f = func(interface{}) {}
	sm.layout.Menu.Online.f = func(interface{}) {
		ui.RemoveChild(&sm)
		err := InsertOnlineMenu(ui)
		if err != nil {
			base.Error().Printf("Unable to make Online Menu: %v", err)
			return
		}
	}
	ui.AddChild(&sm)
	return nil
}
Esempio n. 15
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func chooserFromFile(gp *GamePanel) lua.GoFunction {
	return func(L *lua.State) int {
		if !LuaCheckParamsOk(L, "ChooserFromFile", LuaString) {
			return 0
		}
		gp.script.syncStart()
		defer gp.script.syncEnd()
		path := filepath.Join(base.GetDataDir(), L.ToString(-1))
		chooser, done, err := makeChooserFromOptionBasicsFile(path)
		if err != nil {
			base.Error().Printf("Error making chooser: %v", err)
			return 0
		}
		gp.AnchorBox.AddChild(chooser, gui.Anchor{0.5, 0.5, 0.5, 0.5})
		gp.script.syncEnd()

		res := <-done
		L.NewTable()
		for i, s := range res {
			L.PushInteger(i + 1)
			L.PushString(s)
			L.SetTable(-3)
		}
		gp.script.syncStart()
		gp.AnchorBox.RemoveChild(chooser)
		return 1
	}
}
Esempio n. 16
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func MakeCondition(name string) Condition {
	maker, ok := condition_makers[name]
	if !ok {
		base.Error().Printf("Unable to find a Condition named '%s'", name)
		return condition_makers["Error"]()
	}
	return maker()
}
Esempio n. 17
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func (ei *entityDef) Dims() (int, int) {
	if ei.Dx <= 0 || ei.Dy <= 0 {
		base.Error().Printf("Entity '%s' didn't have its Dims set properly", ei.Name)
		ei.Dx = 1
		ei.Dy = 1
	}
	return ei.Dx, ei.Dy
}
Esempio n. 18
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func decodeActionExec(b []byte) ActionExec {
	var ae ActionExec
	dec := gob.NewDecoder(bytes.NewReader(b))
	err := dec.Decode(&ae)
	if err != nil {
		base.Error().Printf("Failed to ungob an ActionExec: %v", err)
		return nil
	}
	return ae
}
Esempio n. 19
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func encodeActionExec(ae ActionExec) []byte {
	b := bytes.NewBuffer(nil)
	enc := gob.NewEncoder(b)
	err := enc.Encode(ae)
	if err != nil {
		base.Error().Printf("Failed to gob an ActionExec: %v", err)
		return nil
	}
	return b.Bytes()
}
Esempio n. 20
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func selectEnt(gp *GamePanel) lua.GoFunction {
	return func(L *lua.State) int {
		if !LuaCheckParamsOk(L, "SelectEnt", LuaEntity) {
			return 0
		}
		gp.script.syncStart()
		defer gp.script.syncEnd()
		ent := LuaToEntity(L, gp.game, -1)
		if ent == nil {
			base.Error().Printf("Tried to SelectEnt on a non-existent entity.")
			return 0
		}
		if ent.Side() != gp.game.Side {
			base.Error().Printf("Tried to SelectEnt on an entity that's not on the current side.")
			return 0
		}
		gp.game.SelectEnt(ent)
		return 0
	}
}
Esempio n. 21
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func PushSpawnRegexp(pattern string) {
	re, err := regexp.Compile(pattern)
	if err != nil {
		base.Error().Printf("Unable to compile regexp: '%s': %v", pattern, err)
		// Just duplicate the top one, since this will probably come with an
		// associated pop.
		spawn_regex = append(spawn_regex, topSpawnRegexp())
		return
	}
	spawn_regex = append(spawn_regex, re)
}
Esempio n. 22
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func (g *Game) SetVisibility(side Side) {
	switch side {
	case SideHaunt:
		g.viewer.Los_tex = g.los.denizens.tex
	case SideExplorers:
		g.viewer.Los_tex = g.los.intruders.tex
	default:
		base.Error().Printf("Unable to SetVisibility for side == %d.", side)
		return
	}
}
Esempio n. 23
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func PlaySound(name string) {
	if system == nil {
		return
	}
	sound, err := system.GetEvent(name, fmod.MODE_DEFAULT)
	if err != nil {
		base.Error().Printf("Unable to get event '%s': %v", name, err)
		return
	}
	sound.Start()
}
Esempio n. 24
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func (bae *BasicActionExec) SetBasicData(ent *Entity, action Action) {
	bae.Ent = ent.Id
	bae.Index = -1
	for i := range ent.Actions {
		if ent.Actions[i] == action {
			bae.Index = i
		}
	}
	if bae.Index == -1 {
		base.Error().Printf("Action '%v' was unable to find itself in Entity %v's Actions: %v", action, ent, ent.Actions)
	}
}
Esempio n. 25
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func (e *Entity) SetGear(gear_name string) bool {
	if e.ExplorerEnt == nil {
		base.Error().Printf("Tried to set gear on a non-explorer entity.")
		return false
	}
	if e.ExplorerEnt.Gear != nil && gear_name != "" {
		base.Error().Printf("Tried to set gear on an explorer that already had gear.")
		return false
	}
	if e.ExplorerEnt.Gear == nil && gear_name == "" {
		base.Error().Printf("Tried to remove gear from an explorer with no gear.")
		return false
	}
	if gear_name == "" {
		algorithm.Choose2(&e.Actions, func(a Action) bool {
			return a.String() != e.ExplorerEnt.Gear.Action
		})
		if e.ExplorerEnt.Gear.Condition != "" {
			e.Stats.RemoveCondition(e.ExplorerEnt.Gear.Condition)
		}
		e.ExplorerEnt.Gear = nil
		return true
	}
	var g Gear
	g.Defname = gear_name
	base.GetObject("gear", &g)
	if g.Name == "" {
		base.Error().Printf("Tried to load gear '%s' that doesn't exist.", gear_name)
		return false
	}
	e.ExplorerEnt.Gear = &g
	if g.Action != "" {
		e.Actions = append(e.Actions, MakeAction(g.Action))
	}
	if g.Condition != "" {
		e.Stats.ApplyCondition(status.MakeCondition(g.Condition))
	}
	return true
}
Esempio n. 26
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func (ei *entityDef) Side() Side {
	types := 0
	if ei.ExplorerEnt != nil {
		types++
	}
	if ei.HauntEnt != nil {
		types++
	}
	if ei.ObjectEnt != nil {
		types++
	}
	if types > 1 {
		base.Error().Printf("Entity '%s' must specify exactly zero or one ent type.", ei.Name)
		return SideNone
	}

	switch {
	case ei.ExplorerEnt != nil:
		return SideExplorers

	case ei.HauntEnt != nil:
		switch ei.HauntEnt.Level {
		case LevelMinion:
		case LevelMaster:
		case LevelServitor:
		default:
			base.Error().Printf("Entity '%s' speciied unknown level '%s'.", ei.Name, ei.HauntEnt.Level)
		}
		return SideHaunt

	case ei.ObjectEnt != nil:
		return SideObject

	default:
		return SideNpc
	}

	return SideNone
}
Esempio n. 27
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func doExec(gp *GamePanel) lua.GoFunction {
	return func(L *lua.State) int {
		if !LuaCheckParamsOk(L, "DoExec", LuaTable) {
			return 0
		}
		L.PushString("__encoded")
		L.GetTable(-2)
		str := L.ToString(-1)
		L.Pop(1)
		var execs []ActionExec
		base.Log().Printf("Decoding from: '%s'", str)
		err := base.FromBase64FromGob(&execs, str)
		if err != nil {
			base.Error().Printf("Error decoding exec: %v", err)
			return 0
		}
		if len(execs) != 1 {
			base.Error().Printf("Error decoding exec: Found %d execs instead of exactly 1.", len(execs))
			return 0
		}
		base.Log().Printf("ScriptComm: Exec: %v", execs[0])
		gp.game.comm.script_to_game <- execs[0]
		base.Log().Printf("ScriptComm: Sent exec")
		<-gp.game.comm.game_to_script
		base.Log().Printf("ScriptComm: exec done")
		done := make(chan bool)
		gp.script.syncStart()
		go func() {
			for i := range gp.game.Ents {
				gp.game.Ents[i].Sprite().Wait([]string{"ready", "killed"})
			}
			done <- true
		}()
		gp.script.syncEnd()
		<-done
		return 0
	}
}
Esempio n. 28
0
func dialogBox(gp *GamePanel) lua.GoFunction {
	return func(L *lua.State) int {
		if L.GetTop() == 1 {
			if !LuaCheckParamsOk(L, "DialogBox", LuaString) {
				return 0
			}
		} else {
			if !LuaCheckParamsOk(L, "DialogBox", LuaString, LuaTable) {
				return 0
			}
		}
		gp.script.syncStart()
		defer gp.script.syncEnd()
		path := L.ToString(1)
		var args map[string]string
		if L.GetTop() > 1 {
			args = make(map[string]string)
			L.PushValue(2)
			L.PushNil()
			for L.Next(-2) != 0 {
				args[L.ToString(-2)] = L.ToString(-1)
				L.Pop(1)
			}
			L.Pop(1)
		}
		box, output, err := MakeDialogBox(filepath.ToSlash(path), args)
		if err != nil {
			base.Error().Printf("Error making dialog: %v", err)
			return 0
		}
		gp.AnchorBox.AddChild(box, gui.Anchor{0.5, 0.5, 0.5, 0.5})
		gp.script.syncEnd()

		var choices []string
		for choice := range output {
			choices = append(choices, choice)
		}
		base.Log().Printf("Dialog box press: %v", choices)

		gp.script.syncStart()
		gp.AnchorBox.RemoveChild(box)
		L.NewTable()
		for i, choice := range choices {
			L.PushInteger(i + 1)
			L.PushString(choice)
			L.SetTable(-3)
		}
		return 1
	}
}
Esempio n. 29
0
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
}
Esempio n. 30
0
func (g *Game) mergeLos(side Side) {
	var pix [][]byte
	switch side {
	case SideHaunt:
		pix = g.los.denizens.tex.Pix()
	case SideExplorers:
		pix = g.los.intruders.tex.Pix()
	default:
		base.Error().Printf("Unable to mergeLos on side %d.", side)
		return
	}
	for i := range g.los.full_merger {
		g.los.full_merger[i] = false
	}
	for _, ent := range g.Ents {
		if ent.Side() != side && !ent.Enemy_los {
			continue
		}
		if ent.los == nil {
			continue
		}
		for i := ent.los.minx; i <= ent.los.maxx; i++ {
			for j := ent.los.miny; j <= ent.los.maxy; j++ {
				if ent.los.grid[i][j] {
					g.los.merger[i][j] = true
				}
			}
		}
	}
	for i := 0; i < len(pix); i++ {
		for j := 0; j < len(pix); j++ {
			if g.los.merger[i][j] {
				continue
			}
			if pix[i][j] >= house.LosVisibilityThreshold {
				pix[i][j] = house.LosVisibilityThreshold - 1
			}
		}
	}
	for i := range g.los.merger {
		for j := range g.los.merger[i] {
			if g.los.merger[i][j] {
				if pix[i][j] < house.LosVisibilityThreshold {
					pix[i][j] = house.LosVisibilityThreshold
				}
			}
		}
	}
}