last_light/game/model/entity_player.go

75 lines
1.5 KiB
Go

package model
import (
"mvvasilev/last_light/engine"
"github.com/gdamore/tcell/v2"
)
type Player struct {
Entity
inLookState bool
skipNextTurn bool
}
func CreatePlayer(x, y int, playerBaseStats map[Stat]int) *Player {
p := &Player{
Entity: CreateEntity(
WithName("Player"),
WithPosition(engine.PositionAt(x, y)),
WithPresentation('@', tcell.StyleDefault),
WithInventory(CreateEquippedInventory()),
WithStats(playerBaseStats),
WithHealthData(0, 0, false),
WithBehavior(100, nil),
),
}
p.Inventory().Push(Item_Bow())
p.HealthData().MaxHealth = BaseMaxHealth(p)
p.HealthData().Health = p.HealthData().MaxHealth
return p
}
func (p *Player) Inventory() *EquippedInventory {
return p.Entity.Equipped().Inventory
}
func (p *Player) Position() engine.Position {
return p.Entity.Positioned().Position
}
func (p *Player) Presentation() (rune, tcell.Style) {
return p.Presentable().Rune, p.Presentable().Style
}
func (p *Player) Stats() *Entity_StatsHolderComponent {
return p.Entity.Stats()
}
func (p *Player) HealthData() *Entity_HealthComponent {
return p.Entity.HealthData()
}
func (p *Player) DefaultSpeed() *Entity_BehaviorComponent {
return p.Entity.Behavior()
}
func (p *Player) SkipNextTurn(skip bool) {
p.skipNextTurn = skip
}
func (p *Player) IsNextTurnSkipped() bool {
return p.skipNextTurn
}
func (p *Player) IsInLookState() bool {
return p.inLookState
}
func (p *Player) SetInLookState(lookState bool) {
p.inLookState = lookState
}