本文整理汇总了Golang中gameserver/interfaces.ICreature类的典型用法代码示例。如果您正苦于以下问题:Golang ICreature类的具体用法?Golang ICreature怎么用?Golang ICreature使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了ICreature类的11个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Golang代码示例。
示例1: KnowsVisibleCreature
func (c *Creature) KnowsVisibleCreature(_creature interfaces.ICreature) bool {
c.visibleCreaturesMutex.RLock()
defer c.visibleCreaturesMutex.RUnlock()
_, found := c.visibleCreatures[_creature.GetUID()]
return found
}
示例2: AddCreature
func (t *TilePointLayer) AddCreature(_creature interfaces.ICreature, _checkEvents bool) ReturnValue {
ret := RET_NOERROR
/*if _checkEvents && t.Events.Len() > 0 {
for e := t.events.Front(); e != nil; e = e.Next() {
event, valid := e.Value.(pulogic.ITileEvent)
if valid {
ret = event.OnCreatureEnter(_creature, ret)
}
if ret == RET_NOTPOSSIBLE {
return
}
}
}*/
t.creaturesMutex.Lock()
defer t.creaturesMutex.Unlock()
_, found := t.creatures[_creature.GetUID()]
if !found {
t.creatures[_creature.GetUID()] = _creature
}
return ret
}
示例3: OnCreatureTurn
func (p *Player) OnCreatureTurn(_creature interfaces.ICreature) {
p.Creature.OnCreatureTurn(_creature)
// Do nothing is creature is me
if p.GetUID() == _creature.GetUID() {
return
}
p.netSendCreatureTurn(_creature)
}
示例4: internalAddCreature
/***********************
Private Methods
************************/
func internalAddCreature(_creature interfaces.ICreature) bool {
_, found := g.creatures[_creature.GetUID()]
if !found {
g.creatures[_creature.GetUID()] = _creature
} else {
log.Warning("Game", "AddCreature", "Could not add creature. Creature with UID '%d' already exists", _creature.GetUID())
}
return !found
}
示例5: RemoveVisibleCreature
func (c *Creature) RemoveVisibleCreature(_creature interfaces.ICreature) bool {
if _creature.GetUID() != c.GetUID() {
c.visibleCreaturesMutex.Lock()
defer c.visibleCreaturesMutex.Unlock()
delete(c.visibleCreatures, _creature.GetUID())
return true
}
return false
}
示例6: OnCreatureMove
func (p *Player) OnCreatureMove(_creature interfaces.ICreature, _from position.Position, _to position.Position, _teleport bool) {
// Call base function
p.Creature.OnCreatureMove(_creature, _from, _to, _teleport)
// Do nothing is creature is me
if p.GetUID() == _creature.GetUID() {
return
}
canSeeFromPosition := p.CanSeePosition(_from)
canSeeToPosition := p.CanSeePosition(_to)
if canSeeFromPosition && canSeeToPosition {
// We can see both from and to positions, meaning the creature is moving inside the viewport
p.netSendCreatureMove(_creature, _from, _to, _teleport)
} else if canSeeFromPosition && !canSeeToPosition {
// We can see the from position but not the to positioin, meaning the creature is leaving our viewport
// Send CreatureMove message to client before removing the creature from the visible creatures list
p.netSendCreatureMove(_creature, _from, _to, _teleport)
p.RemoveVisibleCreature(_creature)
_creature.RemoveVisibleCreature(p)
} else if !canSeeFromPosition && canSeeToPosition {
// We can't see the from position but we can see the to position, meaning the creature is entering our viewport
// First add the creature to our visible creature list before sending the CreatureMove message to the client
p.AddVisibleCreature(_creature)
_creature.AddVisibleCreature(p)
p.netSendCreatureMove(_creature, _from, _to, _teleport)
} else {
// Somehow it's impossible to see the creature, may this ever happen somehow
p.RemoveVisibleCreature(_creature)
_creature.RemoveVisibleCreature(p)
}
}
示例7: AddVisibleCreature
// Methods for all creatures who need to see other creatures
func (c *Creature) AddVisibleCreature(_creature interfaces.ICreature) bool {
if _creature.GetUID() != c.GetUID() {
c.visibleCreaturesMutex.Lock()
defer c.visibleCreaturesMutex.Unlock()
if _, found := c.visibleCreatures[_creature.GetUID()]; !found {
c.visibleCreatures[_creature.GetUID()] = _creature
return true
}
}
return false
}
示例8: OnCreatureMove
// Methods for all moving creatures
func (c *Creature) OnCreatureMove(_creature interfaces.ICreature, _from position.Position, _to position.Position, _teleport bool) {
if _creature.GetUID() == c.GetUID() {
c.lastStep = interfaces.PUSYS_TIME()
}
}
示例9: internalCreatureMove
func internalCreatureMove(_creature interfaces.ICreature, _direction uint16) world.ReturnValue {
ret := world.RET_NOTPOSSIBLE
if _creature.CanMove() {
sourcePosition := _creature.GetPosition()
destinationPosition := _creature.GetPosition()
switch _direction {
case interfaces.DIR_NORTH:
destinationPosition.Y -= 1
case interfaces.DIR_SOUTH:
destinationPosition.Y += 1
case interfaces.DIR_WEST:
destinationPosition.X -= 1
case interfaces.DIR_EAST:
destinationPosition.X += 1
}
// Current TilePointLayer
srcTpl, retValue := world.GetTilePointLayer(sourcePosition.MapId, sourcePosition.X, sourcePosition.Y, sourcePosition.Z)
if retValue != world.RET_NOERROR {
log.Debug("Game", "internalCreatureMove", "Source '[%d] %s' not found!", sourcePosition.MapId, sourcePosition.String())
return retValue
}
// Destination TilePointLayer
dstTpl, retValue := world.GetTilePointLayer(destinationPosition.MapId, destinationPosition.X, destinationPosition.Y, destinationPosition.Z)
if retValue != world.RET_NOERROR {
log.Debug("Game", "internalCreatureMove", "Destination '[%d] %s' not found!", destinationPosition.MapId, destinationPosition.String())
return retValue
}
// Move creature to destination tile
if ret = srcTpl.RemoveCreature(_creature, true); ret == world.RET_NOTPOSSIBLE {
return ret
}
if ret = dstTpl.AddCreature(_creature, true); ret == world.RET_NOTPOSSIBLE {
srcTpl.AddCreature(_creature, false) // Something went wrong. Put creature back on src TilePoint
_creature.SetPosition(sourcePosition)
return ret
}
if ret == world.RET_NOERROR {
_creature.SetPosition(destinationPosition)
finalDestination := _creature.GetPosition()
// Get list of creatures who're "new"
visibleCreatures := world.GetVisibleCreaturesInDirection(finalDestination.MapId, finalDestination.X, finalDestination.Y, finalDestination.Z, _direction)
for _, value := range visibleCreatures {
if value != nil {
_creature.AddVisibleCreature(value)
}
}
// Tell Creature he has moved
_creature.Walk(sourcePosition, destinationPosition, false, _direction)
}
}
return ret
}
示例10: OnCreatureTurn
func OnCreatureTurn(_creature interfaces.ICreature, _direction uint16) {
if _direction != _creature.GetDirection() {
_creature.Turn(_direction)
}
}
示例11: netSendCreatureTurn
func (p *Player) netSendCreatureTurn(_creature interfaces.ICreature) {
msg := netmsg.NewTurnMessage(_creature)
msg.AddDirection(_creature.GetDirection())
p.txChan <- msg
}