Пример #1
0
func makeChooserFromOptionBasicsFile(path string) (*Chooser, <-chan []string, error) {
	var bops []OptionBasic
	err := base.LoadAndProcessObject(path, "json", &bops)
	if err != nil {
		return nil, nil, err
	}
	var opts []Option
	algorithm.Map2(bops, &opts, func(ob OptionBasic) Option { return &ob })
	return MakeChooser(opts)
}
Пример #2
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
}
Пример #3
0
func Mapper2Spec(c gospec.Context) {
	c.Specify("Map from []int to []float64", func() {
		a := []int{0, 1, 2, 3, 4}
		var b []float64
		algorithm.Map2(a, &b, func(n int) float64 { return float64(n) })
		c.Expect(b, ContainsInOrder, []float64{0, 1, 2, 3, 4})
	})
	// c.Specify("Map from []int to []string", func() {
	//   a := []int{0,1,2,3,4}
	//   var b []string
	//   b = algorithm.Map(a, []string{}, func(v interface{}) interface{} { return fmt.Sprintf("%d", v) }).([]string)
	//   c.Expect(b, ContainsInOrder, []string{"0", "1", "2", "3", "4"})
	// })
}
Пример #4
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
}
Пример #5
0
func InsertMapChooser(ui gui.WidgetParent, chosen func(string), resert func(ui gui.WidgetParent) error) error {
	var bops []OptionBasic
	datadir := base.GetDataDir()
	err := base.LoadAndProcessObject(filepath.Join(datadir, "ui", "start", "versus", "map_select.json"), "json", &bops)
	if err != nil {
		base.Error().Printf("Unable to insert MapChooser: %v", err)
		return err
	}
	var opts []Option
	algorithm.Map2(bops, &opts, func(ob OptionBasic) Option { return &ob })
	for _, opt := range opts {
		base.Log().Printf(opt.String())
	}

	var ch Chooser
	err = base.LoadAndProcessObject(filepath.Join(datadir, "ui", "chooser", "layout.json"), "json", &ch.layout)
	if err != nil {
		base.Error().Printf("Unable to insert MapChooser: %v", err)
		return err
	}
	ch.options = opts
	ch.buttons = []*Button{
		&ch.layout.Up,
		&ch.layout.Down,
		&ch.layout.Back,
		&ch.layout.Next,
	}
	ch.non_scroll_buttons = []*Button{
		&ch.layout.Back,
		&ch.layout.Next,
	}
	ch.layout.Up.f = func(interface{}) {
		ch.layout.Options.Up()
	}
	ch.layout.Down.f = func(interface{}) {
		ch.layout.Options.Down()
	}
	ch.selected = make(map[int]bool)
	ch.layout.Back.f = func(interface{}) {
		ui.RemoveChild(&ch)
		err := resert(ui)
		if err != nil {
			base.Error().Printf("Unable to make Start Menu: %v", err)
			return
		}
	}
	ch.layout.Next.f = func(interface{}) {
		for i := range ch.options {
			if ch.selected[i] {
				ui.RemoveChild(&ch)
				chosen(ch.options[i].String())
			}
		}
	}
	ch.layout.Next.valid_func = func() bool {
		return ch.selector(-1, ch.selected, false)
	}
	ch.min, ch.max = 1, 1
	if ch.min == 1 && ch.max == 1 {
		ch.selector = SelectExactlyOne
	} else {
		ch.selector = SelectInRange(ch.min, ch.max)
	}
	ch.info_region = gui.Region{
		gui.Point{ch.layout.Info.X, ch.layout.Info.Y},
		gui.Dims{ch.layout.Info.Dx, ch.layout.Info.Dy},
	}
	ui.AddChild(&ch)
	return nil
}
Пример #6
0
func (f *Floor) render(region gui.Region, focusx, focusy, angle, zoom float32, drawables []Drawable, los_tex *LosTexture, floor_drawers []FloorDrawer) {
	var ros []RectObject
	algorithm.Map2(f.Rooms, &ros, func(r *Room) RectObject { return r })
	// Do not include temporary objects in the ordering, since they will likely
	// overlap with other objects and make it difficult to determine the proper
	// ordering.  Just draw the temporary ones last.
	num_temp := 0
	for i := range ros {
		if ros[i].(*Room).temporary {
			ros[num_temp], ros[i] = ros[i], ros[num_temp]
			num_temp++
		}
	}
	placed := OrderRectObjects(ros[num_temp:])
	ros = ros[0:num_temp]
	for i := range placed {
		ros = append(ros, placed[i])
	}
	alpha_map := make(map[*Room]byte)
	los_map := make(map[*Room]byte)

	// First pass over the rooms - this will determine at what alpha the rooms
	// should be draw.  We will use this data later to determine the alpha for
	// the doors of adjacent rooms.
	for i := len(ros) - 1; i >= 0; i-- {
		room := ros[i].(*Room)
		los_alpha := room.getMaxLosAlpha(los_tex)
		room.setupGlStuff()
		tx := (focusx + 3) - float32(room.X+room.Size.Dx)
		if tx < 0 {
			tx = 0
		}
		ty := (focusy + 3) - float32(room.Y+room.Size.Dy)
		if ty < 0 {
			ty = 0
		}
		if tx < ty {
			tx = ty
		}
		// z := math.Log10(float64(zoom))
		z := float64(zoom) / 10
		v := math.Pow(z, float64(2*tx)/3)
		if v > 255 {
			v = 255
		}
		bv := 255 - byte(v)
		alpha_map[room] = byte((int(bv) * int(los_alpha)) >> 8)
		los_map[room] = los_alpha
		// room.render(floor, left, right, , 255)
	}

	// Second pass - this time we fill in the alpha that we should use for the
	// doors, using the values we've already calculated in the first pass.
	for _, r1 := range f.Rooms {
		r1.far_right.wall_alpha = 255
		r1.far_left.wall_alpha = 255
		for _, r2 := range f.Rooms {
			if r1 == r2 {
				continue
			}
			left, right := r2.getNearWallAlpha(los_tex)
			r1_rect := image.Rect(r1.X, r1.Y+r1.Size.Dy, r1.X+r1.Size.Dx, r1.Y+r1.Size.Dy+1)
			r2_rect := image.Rect(r2.X, r2.Y, r2.X+r2.Size.Dx, r2.Y+r2.Size.Dy)
			if r1_rect.Overlaps(r2_rect) {
				// If there is an open door between the two then we'll tone down the
				// alpha, otherwise we won't treat it any differently
				for _, d1 := range r1.Doors {
					for _, d2 := range r2.Doors {
						if d1 == d2 {
							r1.far_left.wall_alpha = byte((int(left) * 200) >> 8)
						}
					}
				}
			}
			r1_rect = image.Rect(r1.X+r1.Size.Dx, r1.Y, r1.X+r1.Size.Dx+1, r1.Y+r1.Size.Dy)
			if r1_rect.Overlaps(r2_rect) {
				for _, d1 := range r1.Doors {
					for _, d2 := range r2.Doors {
						if d1 == d2 {
							r1.far_right.wall_alpha = byte((int(right) * 200) >> 8)
						}
					}
				}
			}
		}
	}

	// Third pass - now that we know what alpha to use on the rooms, walls, and
	// doors we can actually render everything.  We still need to go back to
	// front though.
	for i := len(ros) - 1; i >= 0; i-- {
		room := ros[i].(*Room)
		fx := focusx - float32(room.X)
		fy := focusy - float32(room.Y)
		floor, _, left, _, right, _ := makeRoomMats(room.roomDef, region, fx, fy, angle, zoom)
		v := alpha_map[room]
		if los_map[room] > 5 {
			room.render(floor, left, right, zoom, v, drawables, los_tex, floor_drawers)
		}
	}
}