func NewMob(kind *MobKind, x, y float64, depth int64) *Mob { m := Mob{gameObjectsBase.NewActiveObject(-1, x, y, kind), 0} m.SetCharacteristic(consts.CHARACTERISTIC_HP, kind.GenHP()) m.chooseDir() m.createDrop(int64(depth)) return &m }
func NewPlayer(id, dbId int64, class int, login, sid string, x, y float64) *Player { slots := make(map[int]*slot) for slotType, itemType := range consts.SlotItemMapping { slots[slotType] = newSlot(itemType) } p := &Player{gameObjectsBase.NewActiveObject(id, x, y, getPlayerKind()), login, sid, dbId, class, slots, wpns.GetWeapon(consts.FIST_WEAP), nil, nil} p.fist = gameObjectsBase.NewFistItem(p) return p }
func NewTestMob(x, y float64, race int, damage string, flags []interface{}) *Mob { // "25d2", "CLAW|HURT|1d1" kind := MobKind{gameObjectsBase.NewKind(), "", 0, dice.CreateDice(consts.DEFAULT_DICE), "", blowList.NewBlowList()} kind.blowList.AddBlowMethods(fmt.Sprintf("HIT|HURT|%s", damage)) // kind := gameObjectsBase.NewKind() kind.SetRace(race) for _, flag := range flags { kind.AddFlag(gameObjectsFlags.GetFlag(flag.(string))) } return &Mob{gameObjectsBase.NewActiveObject(-1, x, y, &kind), 5} }