本文整理汇总了Golang中github.com/runningwild/haunts/game.Entity.Pos方法的典型用法代码示例。如果您正苦于以下问题:Golang Entity.Pos方法的具体用法?Golang Entity.Pos怎么用?Golang Entity.Pos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.Pos方法的7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: 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2: 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3: 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4: 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5: 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6: 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7: 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
}