func (a *BasicAttack) Maintain(dt int64, g *game.Game, ae game.ActionExec) game.MaintenanceStatus { if ae != nil { a.exec = ae.(*basicAttackExec) a.ent = g.EntityById(ae.EntityId()) a.target = a.ent.Game().EntityById(a.exec.Target) // Track this information for the ais if a.ent.Side() != a.target.Side() { a.ent.Info.LastEntThatIAttacked = a.target.Id a.target.Info.LastEntThatAttackedMe = a.ent.Id } if a.Ap > a.ent.Stats.ApCur() { base.Error().Printf("Got a basic attack that required more ap than available: %v", a.exec) base.Error().Printf("Ent: %s, Ap: %d", a.ent.Name, a.ent.Stats.ApCur()) return game.Complete } if !a.validTarget(a.ent, a.target) { base.Error().Printf("Got a basic attack that was invalid for some reason: %v", a.exec) return game.Complete } } if a.ent.Sprite().State() == "ready" && a.target.Sprite().State() == "ready" { a.target.TurnToFace(a.ent.Pos()) a.ent.TurnToFace(a.target.Pos()) if a.Current_ammo > 0 { a.Current_ammo-- } a.ent.Stats.ApplyDamage(-a.Ap, 0, status.Unspecified) var defender_cmds []string if g.DoAttack(a.ent, a.target, a.Strength, a.Kind) { for _, name := range a.Conditions { a.target.Stats.ApplyCondition(status.MakeCondition(name)) } a.target.Stats.ApplyDamage(0, -a.Damage, a.Kind) if a.target.Stats.HpCur() <= 0 { defender_cmds = []string{"defend", "killed"} } else { defender_cmds = []string{"defend", "damaged"} } results[a.exec.id] = BasicAttackResult{Hit: true} } else { defender_cmds = []string{"defend", "undamaged"} results[a.exec.id] = BasicAttackResult{Hit: false} } sprites := []*sprite.Sprite{a.ent.Sprite(), a.target.Sprite()} sprite.CommandSync(sprites, [][]string{[]string{a.Animation}, defender_cmds}, "hit") return game.Complete } return game.InProgress }
func SyncSpec(c gospec.Context) { c.Specify("Sample sprite loads correctly", func() { s1, err := sprite.LoadSprite("test_sprite") c.Expect(err, Equals, nil) s2, err := sprite.LoadSprite("test_sprite") c.Expect(err, Equals, nil) sprite.CommandSync([]*sprite.Sprite{s1, s2}, [][]string{[]string{"melee"}, []string{"defend", "damaged"}}, "hit") hit := false for i := 0; i < 20; i++ { s1.Think(50) s2.Think(50) if s1.Anim() == "melee_01" && s2.Anim() == "damaged_01" { hit = true } } c.Expect(hit, Equals, true) }) }