示例#1
0
func (exec summonExec) Push(L *lua.State, g *game.Game) {
	exec.BasicActionExec.Push(L, g)
	if L.IsNil(-1) {
		return
	}
	_, x, y := g.FromVertex(exec.Pos)
	L.PushString("Pos")
	game.LuaPushPoint(L, x, y)
	L.SetTable(-3)
}
示例#2
0
文件: move.go 项目: genbattle/haunts
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
}
示例#3
0
文件: move.go 项目: genbattle/haunts
func (exec *moveExec) Push(L *lua.State, g *game.Game) {
	exec.BasicActionExec.Push(L, g)
	if L.IsNil(-1) {
		return
	}
	L.PushString("Path")
	L.NewTable()
	for i := range exec.Path {
		L.PushInteger(i + 1)
		_, x, y := g.FromVertex(exec.Path[i])
		game.LuaPushPoint(L, x, y)
		L.SetTable(-3)
	}
	L.SetTable(-3)
}