本文整理汇总了Golang中github.com/runningwild/haunts/game.Entity类的典型用法代码示例。如果您正苦于以下问题:Golang Entity类的具体用法?Golang Entity怎么用?Golang Entity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Entity类的15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: findTargets
func (a *Interact) findTargets(ent *game.Entity, g *game.Game) []*game.Entity {
var targets []*game.Entity
for _, e := range g.Ents {
x, y := e.Pos()
dx, dy := e.Dims()
if e == ent {
continue
}
if e.ObjectEnt == nil {
continue
}
if e.Sprite().State() != "ready" {
continue
}
if distBetweenEnts(e, ent) > a.Range {
continue
}
if !ent.HasLos(x, y, dx, dy) {
continue
}
// Make sure it's still active:
active := false
active = true
if !active {
continue
}
targets = append(targets, e)
}
return targets
}
示例2: WaypointsFunc
func WaypointsFunc(me *game.Entity) lua.GoFunction {
return func(L *lua.State) int {
if !game.LuaCheckParamsOk(L, "Waypoints") {
return 0
}
g := me.Game()
L.NewTable()
count := 0
for _, wp := range g.Waypoints {
if wp.Side != me.Side() {
continue
}
count++
L.PushInteger(count)
L.NewTable()
L.PushString("Name")
L.PushString(wp.Name)
L.SetTable(-3)
L.PushString("Radius")
L.PushNumber(wp.Radius)
L.SetTable(-3)
L.PushString("Pos")
game.LuaPushPoint(L, int(wp.X), int(wp.Y))
L.SetTable(-3)
L.SetTable(-3)
}
return 1
}
}
示例3: AiAttackPosition
func (a *AoeAttack) AiAttackPosition(ent *game.Entity, x, y int) game.ActionExec {
if !ent.HasLos(x, y, 1, 1) {
base.Log().Printf("Don't have los")
return nil
}
if a.Ap > ent.Stats.ApCur() {
base.Log().Printf("Don't have the ap")
return nil
}
var exec aoeExec
exec.SetBasicData(ent, a)
exec.X, exec.Y = x, y
return &exec
}
示例4: measureCost
func (exec *moveExec) measureCost(ent *game.Entity, g *game.Game) int {
if len(exec.Path) == 0 {
base.Error().Printf("Zero length path")
return -1
}
if g.ToVertex(ent.Pos()) != exec.Path[0] {
base.Error().Printf("Path doesn't begin at ent's position, %d != %d", g.ToVertex(ent.Pos()), exec.Path[0])
return -1
}
graph := g.Graph(ent.Side(), true, nil)
v := g.ToVertex(ent.Pos())
cost := 0
for _, step := range exec.Path[1:] {
dsts, costs := graph.Adjacent(v)
ok := false
prev := v
base.Log().Printf("Adj(%d):", v)
for j := range dsts {
base.Log().Printf("Node %d", dsts[j])
if dsts[j] == step {
cost += int(costs[j])
v = dsts[j]
ok = true
break
}
}
base.Log().Printf("%d -> %d: %t", prev, v, ok)
if !ok {
return -1
}
}
return cost
}
示例5: distBetweenEnts
func distBetweenEnts(e1, e2 *game.Entity) int {
x1, y1 := e1.Pos()
dx1, dy1 := e1.Dims()
x2, y2 := e2.Pos()
dx2, dy2 := e2.Dims()
var xdist int
switch {
case x1 >= x2+dx2:
xdist = x1 - (x2 + dx2)
case x2 >= x1+dx1:
xdist = x2 - (x1 + dx1)
default:
xdist = 0
}
var ydist int
switch {
case y1 >= y2+dy2:
ydist = y1 - (y2 + dy2)
case y2 >= y1+dy1:
ydist = y2 - (y1 + dy1)
default:
ydist = 0
}
if xdist > ydist {
return xdist
}
return ydist
}
示例6: Prep
func (a *Interact) Prep(ent *game.Entity, g *game.Game) bool {
if a.Preppable(ent, g) {
a.ent = ent
room := g.House.Floors[0].Rooms[ent.CurrentRoom()]
for _, door := range a.doors {
_, other_door := g.House.Floors[0].FindMatchingDoor(room, door)
if other_door != nil {
door.HighlightThreshold(true)
other_door.HighlightThreshold(true)
}
}
return true
}
return false
}
示例7: AiToggleDoor
func (a *Interact) AiToggleDoor(ent *game.Entity, door *house.Door) game.ActionExec {
if door.AlwaysOpen() {
return nil
}
for fi, f := range ent.Game().House.Floors {
for ri, r := range f.Rooms {
for di, d := range r.Doors {
if d == door {
return a.makeDoorExec(ent, fi, ri, di)
}
}
}
}
return nil
}
示例8: rangedDistBetween
func rangedDistBetween(e1, e2 *game.Entity) int {
e1x, e1y := e1.Pos()
e2x, e2y := e2.Pos()
dx := e1x - e2x
dy := e1y - e2y
if dx < 0 {
dx = -dx
}
if dy < 0 {
dy = -dy
}
if dx > dy {
return dx
}
return dy
}
示例9: findPath
func (a *Move) findPath(ent *game.Entity, x, y int) {
g := ent.Game()
dst := g.ToVertex(x, y)
if dst != a.dst || !a.calculated {
a.dst = dst
a.calculated = true
src := g.ToVertex(a.ent.Pos())
graph := g.Graph(ent.Side(), true, nil)
cost, path := algorithm.Dijkstra(graph, []int{src}, []int{dst})
if len(path) <= 1 {
return
}
a.path = algorithm.Map(path, [][2]int{}, func(a interface{}) interface{} {
_, x, y := g.FromVertex(a.(int))
return [2]int{int(x), int(y)}
}).([][2]int)
a.cost = int(cost)
if path_tex != nil {
pix := path_tex.Pix()
for i := range pix {
for j := range pix[i] {
pix[i][j] = 0
}
}
current := 0.0
for i := 1; i < len(a.path); i++ {
src := g.ToVertex(a.path[i-1][0], a.path[i-1][1])
dst := g.ToVertex(a.path[i][0], a.path[i][1])
v, cost := graph.Adjacent(src)
for j := range v {
if v[j] == dst {
current += cost[j]
break
}
}
pix[a.path[i][1]][a.path[i][0]] += byte(current)
}
path_tex.Remap()
}
}
}
示例10: findPath
func (a *Move) findPath(ent *game.Entity, x, y int) {
g := ent.Game()
dst := g.ToVertex(x, y)
if dst != a.dst || !a.calculated {
a.dst = dst
a.calculated = true
src := g.ToVertex(a.ent.Pos())
graph := g.Graph(ent.Side(), true, nil)
cost, path := algorithm.Dijkstra(graph, []int{src}, []int{dst})
if len(path) <= 1 {
return
}
a.path = algorithm.Map(path, [][2]int{}, func(a interface{}) interface{} {
_, x, y := g.FromVertex(a.(int))
return [2]int{int(x), int(y)}
}).([][2]int)
a.cost = int(cost)
a.drawPath(ent, g, graph, src)
}
}
示例11: limitPath
func limitPath(ent *game.Entity, start int, path []int, max int) []int {
total := 0
graph := ent.Game().Graph(ent.Side(), true, nil)
for last := 1; last < len(path); last++ {
adj, cost := graph.Adjacent(start)
found := false
for index := range adj {
if adj[index] == path[last] {
total += int(cost[index])
if total > max {
return path[0:last]
}
start = adj[index]
found = true
break
}
}
if !found {
base.Log().Printf("PATH: DIdn't find, %d / %d", last+1, len(path))
return path[0:last]
}
}
return path
}
示例12: findDoors
func (a *Interact) findDoors(ent *game.Entity, g *game.Game) []*house.Door {
room_num := ent.CurrentRoom()
room := g.House.Floors[0].Rooms[room_num]
x, y := ent.Pos()
dx, dy := ent.Dims()
ent_rect := makeIntFrect(x, y, x+dx, y+dy)
var valid []*house.Door
for _, door := range room.Doors {
if door.AlwaysOpen() {
continue
}
if ent_rect.Overlaps(makeRectForDoor(room, door)) {
valid = append(valid, door)
}
}
return valid
}
示例13: AiInteractWithObject
func (a *Interact) AiInteractWithObject(ent, object *game.Entity) game.ActionExec {
if ent.Stats.ApCur() < a.Ap {
return nil
}
if distBetweenEnts(ent, object) > a.Range {
return nil
}
x, y := object.Pos()
dx, dy := object.Dims()
if !ent.HasLos(x, y, dx, dy) {
return nil
}
var exec interactExec
exec.SetBasicData(ent, a)
exec.Target = object.Id
return &exec
}
示例14: AiBestTarget
func (a *AoeAttack) AiBestTarget(ent *game.Entity, extra_dist int, spec AiAoeTarget) (x, y int, targets []*game.Entity) {
ex, ey := ent.Pos()
max := 0
best_dist := 10000
var bx, by int
var radius int
if a.Range > 0 {
radius += a.Range
}
if extra_dist > 0 {
radius += extra_dist
}
for x := ex - radius; x <= ex+radius; x++ {
for y := ey - radius; y <= ey+radius; y++ {
if !ent.HasLos(x, y, 1, 1) {
continue
}
targets = a.getTargetsAt(ent.Game(), x, y)
ok := true
count := 0
for i := range targets {
if targets[i].Side() != ent.Side() {
count++
} else if ent.Side() == game.SideHaunt && spec == AiAoeHitMinionsOk {
if targets[i].HauntEnt == nil || targets[i].HauntEnt.Level != game.LevelMinion {
ok = false
}
} else if spec != AiAoeHitAlliesOk {
ok = false
}
}
dx := x - ex
if dx < 0 {
dx = -dx
}
dy := y - ey
if dy < 0 {
dy = -dy
}
dist := dx
if dy > dx {
dist = dy
}
if ok && (count > max || count == max && dist < best_dist) {
max = count
best_dist = dist
bx, by = x, y
}
}
}
return bx, by, a.getTargetsAt(ent.Game(), bx, by)
}
示例15: AiMoveToPos
func (a *Move) AiMoveToPos(ent *game.Entity, dst []int, max_ap int) game.ActionExec {
base.Log().Printf("PATH: Request move to %v", dst)
graph := ent.Game().Graph(ent.Side(), false, nil)
src := []int{ent.Game().ToVertex(ent.Pos())}
_, path := algorithm.Dijkstra(graph, src, dst)
base.Log().Printf("PATH: Found path of length %d", len(path))
ppx, ppy := ent.Pos()
if path == nil {
return nil
}
_, xx, yy := ent.Game().FromVertex(path[len(path)-1])
base.Log().Printf("PATH: %d,%d -> %d,%d", ppx, ppy, xx, yy)
if ent.Stats.ApCur() < max_ap {
max_ap = ent.Stats.ApCur()
}
path = limitPath(ent, src[0], path, max_ap)
_, xx, yy = ent.Game().FromVertex(path[len(path)-1])
base.Log().Printf("PATH: (limited) %d,%d -> %d,%d", ppx, ppy, xx, yy)
if len(path) <= 1 {
return nil
}
var exec moveExec
exec.SetBasicData(ent, a)
exec.Path = path
return &exec
}