func (p *Player) OnCreatureMove(_creature pul.ICreature, _from pul.ITile, _to pul.ITile, _teleport bool) { if _creature.GetUID() == p.GetUID() { p.lastStep = PUSYS_TIME() return } from := _from.(*Tile) to := _to.(*Tile) canSeeFromTile := CanSeePosition(p.GetPosition(), from.Position) canSeeToTile := CanSeePosition(p.GetPosition(), to.Position) if canSeeFromTile && !canSeeToTile { // Leaving viewport p.sendCreatureMove(_creature, from, to) p.RemoveVisibleCreature(_creature) _creature.RemoveVisibleCreature(p) } else if canSeeToTile && !canSeeFromTile { // Entering viewport p.AddVisibleCreature(_creature) _creature.RemoveVisibleCreature(p) p.sendCreatureMove(_creature, from, to) } else { // Moving inside viewport p.AddVisibleCreature(_creature) _creature.AddVisibleCreature(p) p.sendCreatureMove(_creature, from, to) } }
func (n *Npc) OnCreatureMove(_creature pul.ICreature, _from pul.ITile, _to pul.ITile, _teleport bool) { // Check if _creature is a Player, otherwise return if _creature.GetType() != CTYPE_PLAYER { return } canSeeFromTile := CanSeePosition(n.GetPosition(), _from.GetPosition()) canSeeToTile := CanSeePosition(n.GetPosition(), _to.GetPosition()) if canSeeFromTile && !canSeeToTile { // Leaving viewport n.RemoveVisibleCreature(_creature) _creature.RemoveVisibleCreature(n) } else if canSeeToTile && !canSeeFromTile { // Entering viewport n.AddVisibleCreature(_creature) _creature.RemoveVisibleCreature(n) } else { // Moving inside viewport n.AddVisibleCreature(_creature) _creature.AddVisibleCreature(n) } }