本文整理汇总了Golang中github.com/runningwild/haunts/game.Entity.Game方法的典型用法代码示例。如果您正苦于以下问题:Golang Entity.Game方法的具体用法?Golang Entity.Game怎么用?Golang Entity.Game使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类github.com/runningwild/haunts/game.Entity
的用法示例。
在下文中一共展示了Entity.Game方法的8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: 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2: 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3: 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
}
示例4: 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5: 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6: 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7: 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8: NearestNEntitiesFunc
// Returns an array of all entities of a specified type that are in this
// entity's los. The entities in the array will be sorted in ascending order
// of distance from this entity.
// Format
// ents = nearestNEntites(max, kind)
//
// Input:
// max - integer - Maximum number of entities to return
// kind - string - One of "intruder" "denizen" "minion" "servitor"
// "master" "non-minion" "non-servitor" "non-master" and
// "all". The "non-*" parameters indicate denizens only
// (i.e. will *not* include intruders) that are not of the
// type specified.
//
// Output:
// ents - array[integer] - Array of entity ids.
func NearestNEntitiesFunc(me *game.Entity) lua.GoFunction {
valid_kinds := map[string]bool{
"intruder": true,
"denizen": true,
"minion": true,
"servitor": true,
"master": true,
"object": true,
}
return func(L *lua.State) int {
if !game.LuaCheckParamsOk(L, "NearestNEntities", game.LuaInteger, game.LuaString) {
return 0
}
g := me.Game()
max := L.ToInteger(-2)
kind := L.ToString(-1)
if !valid_kinds[kind] {
err_str := fmt.Sprintf("NearestNEntities expects kind in the set ['intruder' 'denizen' 'servitor' 'master' 'minion'], got %s.", kind)
base.Warn().Printf(err_str)
L.PushString(err_str)
L.Error()
return 0
}
var eds entityDistSlice
for _, ent := range g.Ents {
if ent.Stats != nil && ent.Stats.HpCur() <= 0 {
continue
}
switch kind {
case "intruder":
if ent.Side() != game.SideExplorers {
continue
}
case "denizen":
if ent.Side() != game.SideHaunt {
continue
}
case "minion":
if ent.HauntEnt == nil || ent.HauntEnt.Level != game.LevelMinion {
continue
}
case "servitor":
if ent.HauntEnt == nil || ent.HauntEnt.Level != game.LevelServitor {
continue
}
case "master":
if ent.HauntEnt == nil || ent.HauntEnt.Level != game.LevelMaster {
continue
}
case "object":
if ent.ObjectEnt == nil {
continue
}
}
x, y := ent.Pos()
dx, dy := ent.Dims()
if !me.HasTeamLos(x, y, dx, dy) {
continue
}
eds = append(eds, entityDist{rangedDistBetween(me, ent), ent})
}
// TODO: ONLY GUYS THAT EXIST
sort.Sort(eds)
if max > len(eds) {
max = len(eds)
}
if max < 0 {
max = 0
}
eds = eds[0:max]
// eds contains the results, in order. Now we make a lua table and
// populate it with the entity ids of the results.
L.NewTable()
for i := range eds {
L.PushInteger(i + 1)
game.LuaPushEntity(L, eds[i].ent)
L.SetTable(-3)
}
return 1
}
}