本文整理匯總了Golang中gameserver/interfaces.ICreature.AddVisibleCreature方法的典型用法代碼示例。如果您正苦於以下問題:Golang ICreature.AddVisibleCreature方法的具體用法?Golang ICreature.AddVisibleCreature怎麽用?Golang ICreature.AddVisibleCreature使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類gameserver/interfaces.ICreature
的用法示例。
在下文中一共展示了ICreature.AddVisibleCreature方法的2個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Golang代碼示例。
示例1: 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2: 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
}