last_light/game/model/entity_behavior.go

369 lines
9.5 KiB
Go

package model
import (
"fmt"
"mvvasilev/last_light/engine"
"mvvasilev/last_light/game/systems"
"github.com/gdamore/tcell/v2"
)
func ProjectileBehavior(eventLog *engine.GameEventLog, dungeon *Dungeon) func(npc Entity) (complete bool, requeue bool) {
return func(npc Entity) (complete bool, requeue bool) {
hasNext := ProjectileFollowPathNext(npc, eventLog, dungeon)
return !hasNext, false
}
}
func ProjectileFollowPathNext(npc Entity, eventLog *engine.GameEventLog, dungeon *Dungeon) (hasNext bool) {
projectileData := npc.Projectile()
positionData := npc.Positioned()
if projectileData == nil || positionData == nil {
return false
}
path := projectileData.Path
next, hasNext := path.Next()
nextTile := dungeon.CurrentLevel().TileAt(next.XY())
nextTileEntityData := nextTile.Entity()
dungeon.CurrentLevel().DropEntity(npc.UniqueId())
positionData.Position = next
// The next tile is impassable ( wall, void, etc. ) and contains no entity to damage
// This is the end of the path
if nextTileEntityData == nil && !nextTile.Passable() {
return false
}
// Otherwise, if the tile is passible, but also the end of the path, stop here and despawn the projectile
if nextTileEntityData == nil && next == projectileData.Path.To() {
return false
}
// The next tile contains an entity, do damage to it if we have damage data
if nextTileEntityData != nil {
// The arrow strikes against its master, but to no avail, for I decree it to be illegal
if nextTileEntityData.Entity == projectileData.Source {
return
}
// Futher I decree, that should the arrow striketh at thyself, it shall be blocked from doing so
if nextTileEntityData.Entity == npc {
return
}
if projectileData.Source == nil {
return false
}
// TODO: calculate additional projectile damage
ExecuteAttack(eventLog, projectileData.Source, nextTileEntityData.Entity, true)
return false
}
dungeon.CurrentLevel().AddEntity(npc)
return
}
func HostileMeleeNPCBehavior(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 HostileRangedNPCBehavior(eventLog *engine.GameEventLog, dungeon *Dungeon, player *Player) func(npc Entity) (complete bool, requeue bool) {
return func(npc Entity) (complete bool, requeue bool) {
return true, true
}
}
func CalcPathToPlayerAndKeepDistance(simulationDistance int, eventLog *engine.GameEventLog, dungeon *Dungeon, npc Entity, player *Player) {
}
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, false)
}
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, isRanged bool) {
hit, precision, evasion, dmg, dmgType := CalculateAttack(attacker, victim, isRanged)
if attacker.Projectile() != nil {
attacker = attacker.Projectile().Source
}
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
}
if victim.HealthData() == nil {
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, isRanged bool) (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)
if weapon.Damaging() != nil {
// If the weapon is ranged, but the combat isn't, do unarmed
if isRanged && !weapon.Damaging().IsRanged {
return UnarmedAttack(attacker, victim)
}
// Doing melee damage from ranged? Don't think so.
if !isRanged && weapon.Damaging().IsRanged {
return false, 0, 0, 0, DamageType_Physical_Unarmed
}
}
return PhysicalWeaponAttack(attacker, weapon, victim)
} else {
return UnarmedAttack(attacker, victim)
}
}
func ShootProjectile(shooter Entity, target engine.Position, eventLog *engine.GameEventLog, dungeon *Dungeon, turnSystem *systems.TurnSystem) (success bool) {
success = false
logMessage := func(msg string) {
if eventLog != nil {
eventLog.Log(msg)
}
}
if shooter.Equipped() == nil || shooter.Positioned() == nil {
return
}
shooterName := "Unknown"
if shooter.Named() != nil {
shooterName = shooter.Named().Name
}
weapon := shooter.Equipped().Inventory.AtSlot(EquippedSlotDominantHand)
if weapon == nil {
logMessage(fmt.Sprintf("%s wants to shoot, but doesn't have anything equipped!", shooterName))
return
}
if weapon.Damaging() == nil || !weapon.Damaging().IsRanged {
itemName := "dominant hand"
if weapon.Named() != nil {
itemName = weapon.Named().Name
}
logMessage(fmt.Sprintf("%s wants to use %s for this, but can't!", shooterName, itemName))
return
}
projectileItem := shooter.Equipped().Inventory.AtSlot(EquippedSlotOffhand)
if projectileItem == nil {
logMessage(fmt.Sprintf("%s doesn't have any projectiles equipped!", shooterName))
return
}
if projectileItem.ProjectileData() == nil {
projectileItemName := "off hand"
if projectileItem.Named() != nil {
projectileItemName = projectileItem.Named().Name
}
logMessage(fmt.Sprintf("%s can't use %s as ammo", shooterName, projectileItemName))
return
}
distance := target.Distance(shooter.Positioned().Position)
if distance > 12 {
// logMessage("Can't see in the dark that far")
return
}
path := engine.LinePath(
shooter.Positioned().Position,
target,
)
if path == nil {
// logMessage("Can't shoot there, something is in the way")
return
}
direction := map[engine.Position]ProjectileDirection{
engine.PositionAt(-1, -1): ProjectileDirection_NorthWestSouthEast,
engine.PositionAt(+1, +1): ProjectileDirection_NorthWestSouthEast,
engine.PositionAt(-1, +1): ProjectileDirection_NorthEastSouthWest,
engine.PositionAt(+1, -1): ProjectileDirection_NorthEastSouthWest,
engine.PositionAt(0, +1): ProjectileDirection_NorthSouth,
engine.PositionAt(0, -1): ProjectileDirection_NorthSouth,
engine.PositionAt(-1, 0): ProjectileDirection_EastWest,
engine.PositionAt(+1, 0): ProjectileDirection_EastWest,
}[shooter.Positioned().Position.Diff(target).Sign()]
projectile := Entity_Projectile(
"Projectile",
projectileItem.ProjectileData().Sprites[direction],
tcell.StyleDefault,
shooter,
path,
eventLog,
dungeon,
)
turnSystem.Schedule(
projectile.Behavior().Speed,
projectile.Behavior().Behavior,
)
if projectileItem.Quantifiable() == nil {
shooter.Equipped().Inventory.Equip(nil, EquippedSlotOffhand)
} else {
projectileItem.Quantifiable().CurrentQuantity--
if projectileItem.Quantifiable().CurrentQuantity <= 0 {
shooter.Equipped().Inventory.Equip(nil, EquippedSlotOffhand)
}
}
return true
}