package model import ( "fmt" "mvvasilev/last_light/engine" ) // func ProjectileBehavior() func(npc Entity) (complete bool, requeue bool) { // return func(npc Entity) (complete bool, requeue bool) { // } // } func HostileNPCBehavior(eventLog *engine.GameEventLog, dungeon *Dungeon, player *Player) func(npc Entity) (complete bool, requeue bool) { return func(npc Entity) (complete bool, requeue bool) { CalcPathToPlayerAndMove(25, eventLog, dungeon, npc, player) return true, true } } func CalcPathToPlayerAndMove(simulationDistance int, eventLog *engine.GameEventLog, dungeon *Dungeon, npc Entity, player *Player) { if npc.Positioned().Position.DistanceSquared(player.Position()) > simulationDistance*simulationDistance { return } if npc.HealthData().IsDead { dungeon.CurrentLevel().DropEntity(npc.UniqueId()) return } playerVisibleAndInRange := false hasLos, _ := HasLineOfSight(dungeon, npc.Positioned().Position, player.Position()) if npc.Positioned().Position.DistanceSquared(player.Position()) < 144 && hasLos { playerVisibleAndInRange = true } if !playerVisibleAndInRange { randomMove := Direction(engine.RandInt(int(DirectionNone), int(East))) nextPos := npc.Positioned().Position switch randomMove { case North: nextPos = nextPos.WithOffset(0, -1) case South: nextPos = nextPos.WithOffset(0, +1) case West: nextPos = nextPos.WithOffset(-1, 0) case East: nextPos = nextPos.WithOffset(+1, 0) default: return } if dungeon.CurrentLevel().IsTilePassable(nextPos.XY()) { dungeon.CurrentLevel().MoveEntityTo( npc.UniqueId(), nextPos.X(), nextPos.Y(), ) } return } if WithinHitRange(npc.Positioned().Position, player.Position()) { ExecuteAttack(eventLog, npc, player) } pathToPlayer := engine.FindPath( npc.Positioned().Position, player.Position(), 12, func(x, y int) bool { if x == player.Position().X() && y == player.Position().Y() { return true } return dungeon.CurrentLevel().IsTilePassable(x, y) }, ) if pathToPlayer == nil { return } nextPos, hasNext := pathToPlayer.Next() if !hasNext { return } if nextPos.Equals(player.Position()) { return } dungeon.CurrentLevel().MoveEntityTo(npc.UniqueId(), nextPos.X(), nextPos.Y()) } func HasLineOfSight(dungeon *Dungeon, start, end engine.Position) (hasLos bool, lastTile Tile) { positions := engine.CastRay(start, end) tile := dungeon.CurrentLevel().TileAt(positions[0].XY()) for _, p := range positions { tile = dungeon.CurrentLevel().TileAt(p.XY()) if tile.Opaque() { return false, tile } } return true, tile } func WithinHitRange(pos engine.Position, otherPos engine.Position) bool { return pos.WithOffset(-1, 0) == otherPos || pos.WithOffset(+1, 0) == otherPos || pos.WithOffset(0, -1) == otherPos || pos.WithOffset(0, +1) == otherPos } func ExecuteAttack(eventLog *engine.GameEventLog, attacker, victim Entity) { hit, precision, evasion, dmg, dmgType := CalculateAttack(attacker, victim) attackerName := "Unknown" if attacker.Named() != nil { attackerName = attacker.Named().Name } victimName := "Unknown" if victim.Named() != nil { victimName = victim.Named().Name } if !hit { eventLog.Log(fmt.Sprintf("%s attacked %s, but missed ( %v Evasion vs %v Precision)", attackerName, victimName, evasion, precision)) return } victim.HealthData().Health -= dmg if victim.HealthData().Health <= 0 { victim.HealthData().IsDead = true eventLog.Log(fmt.Sprintf("%s attacked %s, and was victorious ( %v Evasion vs %v Precision)", attackerName, victimName, evasion, precision)) return } eventLog.Log(fmt.Sprintf("%s attacked %s, and hit for %v %v damage", attackerName, victimName, dmg, DamageTypeName(dmgType))) } func CalculateAttack(attacker, victim Entity) (hit bool, precisionRoll, evasionRoll int, damage int, damageType DamageType) { if attacker.Equipped() != nil && attacker.Equipped().Inventory.AtSlot(EquippedSlotDominantHand) != nil { weapon := attacker.Equipped().Inventory.AtSlot(EquippedSlotDominantHand) return PhysicalWeaponAttack(attacker, weapon, victim) } else { return UnarmedAttack(attacker, victim) } }