func setCondition(gp *GamePanel) lua.GoFunction { return func(L *lua.State) int { if !LuaCheckParamsOk(L, "SetCondition", LuaEntity, LuaString, LuaBoolean) { return 0 } gp.script.syncStart() defer gp.script.syncEnd() ent := LuaToEntity(L, gp.game, -3) if ent == nil { base.Warn().Printf("Tried to SetCondition on an entity that doesn't exist.") return 0 } if ent.Stats == nil { base.Warn().Printf("Tried to SetCondition on an entity that doesn't have stats.") return 0 } name := L.ToString(-2) if L.ToBoolean(-1) { ent.Stats.ApplyCondition(status.MakeCondition(name)) } else { ent.Stats.RemoveCondition(name) } return 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 }
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 }