func (gen RoomsGenerator) markLocationAsFinish(room *g.Room, location *g.Location) { cellsCount := len(location.CellsMap) idx := cellsCount / 2 location.CellsMap[idx] = "&" triggerX, triggerY := g.CellIdxToXY(idx, location.SizeX) exitTrigger := g.CreateExitTrigger(*g.NewPosObj(location, triggerX, triggerY)) room.AddTrigger(exitTrigger) room.ExitLocationID = location.RefID() }
func MovePlayer(room *g.Room, location *g.Location, player *g.Player, direct g.ActionDirect) (description []string) { description = make([]string, 0) if !player.IsLive() { description = append(description, "player is dead") return } var lastTime time.Time lastTime, ok := lastTimeAction[player.RefID()] if ok { if time.Now().Before(lastTime.Add(moveSleep)) { description = append(description, "wait") return } } lastTime = time.Now() lastTimeAction[player.RefID()] = lastTime oldPos, newPos := player.PosObj, g.PosObj{LocationID: location.RefID(), PosX: player.PosX, PosY: player.PosY} switch direct { case g.DirectMoveUpLeft: newPos.PosX-- newPos.PosY-- case g.DirectMoveUp: newPos.PosY-- case g.DirectMoveUpRight: newPos.PosX++ newPos.PosY-- case g.DirectMoveDownLeft: newPos.PosX-- newPos.PosY++ case g.DirectMoveDown: newPos.PosY++ case g.DirectMoveDownRight: newPos.PosX++ newPos.PosY++ case g.DirectMoveLeft: newPos.PosX-- case g.DirectMoveRight: newPos.PosX++ default: panic("unknown direct: " + direct) } player.IncSteps() for _, monster := range room.Monsters() { if monster.IsLive() && newPos.PosEqual(monster.PosObj) { description = b.PlayerAttackToMonster(player, monster) if monster.IsDead() && monster.Drops != nil { room.AddItem( &g.PlaceItem{ PosObj: monster.PosObj, Item: monster.Drops, }, ) } return description } } for _, trigger := range room.Triggers() { //into trigger if newPos.PosEqual(trigger.PosObj) { //trigger.ExecInto trigger.Exec(player, direct) } //out trigger if !oldPos.PosEqual(player.PosObj) && oldPos.PosEqual(trigger.PosObj) { //trigger.ExecOut trigger.Exec(player, direct) } //inside if player.PosObj.PosEqual(trigger.PosObj) { //trigger.ExecInside trigger.Exec(player, direct) } } if player.CanMove() && isMovable(location, newPos.PosX, newPos.PosY) { player.PosObj = newPos return } if !player.IsLive() { return append(description, "you are dead") } return }