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game.go
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game.go
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package d2gamescreen
import (
"errors"
"fmt"
"image/color"
"strconv"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2gui"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2audio"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2maprenderer"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2screen"
"github.com/OpenDiablo2/OpenDiablo2/d2game/d2player"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket"
)
const hideZoneTextAfterSeconds = 2.0
const (
moveErrStr = "failed to send MovePlayer packet to the server, playerId: %s, x: %g, x: %g\n"
bindControlsErrStr = "failed to add gameControls as input handler for player: %s\n"
castErrStr = "failed to send CastSkill packet to the server, playerId: %s, skillId: %d, x: %g, x: %g\n"
spawnItemErrStr = "failed to send SpawnItem packet to the server: (%d, %d) %+v"
)
const (
black50alpha = 0x0000007f // rgba
)
// CreateGame creates the Gameplay screen and returns a pointer to it
func CreateGame(
navigator d2interface.Navigator,
asset *d2asset.AssetManager,
ui *d2ui.UIManager,
renderer d2interface.Renderer,
inputManager d2interface.InputManager,
audioProvider d2interface.AudioProvider,
gameClient *d2client.GameClient,
term d2interface.Terminal,
l d2util.LogLevel,
guiManager *d2gui.GuiManager,
) (*Game, error) {
// find the local player and its initial location
var startX, startY float64
for _, player := range gameClient.Players {
if player.ID() != gameClient.PlayerID {
continue
}
worldPosition := player.Position.World()
startX, startY = worldPosition.X(), worldPosition.Y()
break
}
keyMap := d2player.GetDefaultKeyMap(asset)
game := &Game{
asset: asset,
gameClient: gameClient,
gameControls: nil,
localPlayer: nil,
lastRegionType: d2enum.RegionNone,
ticksSinceLevelCheck: 0,
mapRenderer: d2maprenderer.CreateMapRenderer(asset, renderer,
gameClient.MapEngine, term, l, startX, startY),
escapeMenu: d2player.NewEscapeMenu(navigator, renderer, audioProvider, ui, guiManager, asset, l, keyMap),
inputManager: inputManager,
audioProvider: audioProvider,
renderer: renderer,
terminal: term,
soundEngine: d2audio.NewSoundEngine(audioProvider, asset, l, term),
uiManager: ui,
guiManager: guiManager,
keyMap: keyMap,
logLevel: l,
}
game.Logger = d2util.NewLogger()
game.Logger.SetLevel(l)
game.Logger.SetPrefix(logPrefix)
game.soundEnv = d2audio.NewSoundEnvironment(game.soundEngine)
game.escapeMenu.OnLoad()
if err := inputManager.BindHandler(game.escapeMenu); err != nil {
return nil, errors.New("failed to add gameplay screen as event handler")
}
return game, nil
}
// Game represents the Gameplay screen
type Game struct {
*d2mapentity.MapEntityFactory
asset *d2asset.AssetManager
gameClient *d2client.GameClient
mapRenderer *d2maprenderer.MapRenderer
uiManager *d2ui.UIManager
gameControls *d2player.GameControls
localPlayer *d2mapentity.Player
lastRegionType d2enum.RegionIdType
ticksSinceLevelCheck float64
escapeMenu *d2player.EscapeMenu
soundEngine *d2audio.SoundEngine
soundEnv d2audio.SoundEnvironment
guiManager *d2gui.GuiManager
keyMap *d2player.KeyMap
renderer d2interface.Renderer
inputManager d2interface.InputManager
audioProvider d2interface.AudioProvider
terminal d2interface.Terminal
*d2util.Logger
logLevel d2util.LogLevel
}
// OnLoad loads the resources for the Gameplay screen
func (v *Game) OnLoad(_ d2screen.LoadingState) {
v.audioProvider.PlayBGM("")
commands := []struct {
name string
desc string
args []string
fn func([]string) error
}{
{"spawnitem", "spawns an item at the local player position",
[]string{"code1", "code2", "code3", "code4", "code5"}, v.commandSpawnItem},
{"spawnitemat", "spawns an item at the x,y coordinates",
[]string{"x", "y", "code1", "code2", "code3", "code4", "code5"}, v.commandSpawnItemAt},
{"spawnmon", "spawn monster at the local player position", []string{"name"}, v.commandSpawnMon},
}
for _, cmd := range commands {
if err := v.terminal.Bind(cmd.name, cmd.desc, cmd.args, cmd.fn); err != nil {
v.Errorf(err.Error())
}
}
if err := v.asset.BindTerminalCommands(v.terminal); err != nil {
v.Errorf(err.Error())
}
}
// OnUnload releases the resources of Gameplay screen
func (v *Game) OnUnload() error {
if err := v.gameControls.UnbindTerminalCommands(v.terminal); err != nil {
return err
}
// https://github.com/OpenDiablo2/OpenDiablo2/issues/792
if err := v.inputManager.UnbindHandler(v.gameControls); err != nil {
return err
}
// https://github.com/OpenDiablo2/OpenDiablo2/issues/792
if err := v.inputManager.UnbindHandler(v.escapeMenu); err != nil {
return err
}
if err := v.terminal.Unbind("spawnitemat", "spawnitem", "spawnmon"); err != nil {
return err
}
if err := v.OnPlayerSave(); err != nil {
return err
}
if err := v.gameClient.Close(); err != nil {
return err
}
if err := v.asset.UnbindTerminalCommands(v.terminal); err != nil {
return err
}
if err := v.mapRenderer.UnbindTerminalCommands(v.terminal); err != nil {
return err
}
if err := v.soundEngine.UnbindTerminalCommands(v.terminal); err != nil {
return err
}
v.soundEngine.Reset()
return nil
}
// Render renders the Gameplay screen
func (v *Game) Render(screen d2interface.Surface) {
if v.gameClient.RegenMap {
v.gameClient.RegenMap = false
v.mapRenderer.RegenerateTileCache()
v.gameClient.MapEngine.IsLoading = false
}
screen.Clear(color.Black)
v.mapRenderer.Render(screen)
if v.gameControls != nil {
if v.gameControls.HelpOverlay != nil && v.gameControls.HelpOverlay.IsOpen() {
screen.DrawRect(screenWidth, screenHeight, d2util.Color(black50alpha))
}
if err := v.gameControls.Render(screen); err != nil {
return
}
}
}
// Advance runs the update logic on the Gameplay screen
// nolint:gocyclo // not need to change
func (v *Game) Advance(elapsed float64) error {
v.soundEngine.Advance(elapsed)
if (v.escapeMenu != nil && !v.escapeMenu.IsOpen()) || len(v.gameClient.Players) != 1 {
v.gameClient.MapEngine.Advance(elapsed)
}
if v.gameControls != nil {
if err := v.gameControls.Advance(elapsed); err != nil {
return err
}
}
v.ticksSinceLevelCheck += elapsed
if v.ticksSinceLevelCheck > 1 {
v.ticksSinceLevelCheck = 0
if v.localPlayer != nil {
tilePosition := v.localPlayer.Position.Tile()
tile := v.gameClient.MapEngine.TileAt(int(tilePosition.X()), int(tilePosition.Y()))
if tile != nil {
levelDetails := v.asset.Records.Level.Details[int(tile.RegionType)]
v.soundEnv.SetEnv(levelDetails.SoundEnvironmentID)
// skip showing zone change text the first time we enter the world
if v.lastRegionType != d2enum.RegionNone && v.lastRegionType != tile.RegionType {
areaName := levelDetails.LevelDisplayName
areaChgStr := fmt.Sprintf("Entering The %s", areaName)
v.gameControls.SetZoneChangeText(areaChgStr)
v.gameControls.ShowZoneChangeText()
v.gameControls.HideZoneChangeTextAfter(hideZoneTextAfterSeconds)
}
v.lastRegionType = tile.RegionType
}
}
}
// Bind the game controls to the player once it exists
if v.gameControls == nil {
if err := v.bindGameControls(); err != nil {
return err
}
}
// Update the camera to focus on the player
if v.localPlayer != nil && !v.gameControls.FreeCam {
worldPosition := v.localPlayer.Position.World()
rx, ry := v.mapRenderer.WorldToOrtho(worldPosition.X(), worldPosition.Y())
position := d2vector.NewPosition(rx, ry)
v.mapRenderer.SetCameraTarget(&position)
}
v.soundEnv.Advance(elapsed)
if v.gameControls != nil {
if v.gameControls.PartyPanel != nil {
v.gameControls.PartyPanel.UpdatePlayersList(v.gameClient.Players)
}
}
return nil
}
func (v *Game) bindGameControls() error {
for _, player := range v.gameClient.Players {
if player.ID() != v.gameClient.PlayerID {
continue
}
v.localPlayer = player
var err error
v.gameControls, err = d2player.NewGameControls(v.asset, v.renderer, player, v.gameClient.MapEngine,
v.escapeMenu, v.mapRenderer, v, v.terminal, v.uiManager, v.keyMap, v.audioProvider, v.logLevel,
v.gameClient.IsSinglePlayer(), v.gameClient.Players)
if err != nil {
return err
}
v.gameControls.Load()
if err := v.inputManager.BindHandler(v.gameControls); err != nil {
v.Error(bindControlsErrStr + player.ID())
}
break
}
return nil
}
// OnPlayerMove sends the player move action to the server
func (v *Game) OnPlayerMove(targetX, targetY float64) {
worldPosition := v.localPlayer.Position.World()
playerID, worldX, worldY := v.gameClient.PlayerID, worldPosition.X(), worldPosition.Y()
createMovePlayerPacket, err := d2netpacket.CreateMovePlayerPacket(playerID, worldX, worldY, targetX, targetY)
if err != nil {
v.Errorf("MovePlayerPacket: %v", err)
}
err = v.gameClient.SendPacketToServer(createMovePlayerPacket)
if err != nil {
v.Errorf(moveErrStr, v.gameClient.PlayerID, targetX, targetY)
}
}
// OnPlayerSave instructs the server to save our player data
func (v *Game) OnPlayerSave() error {
playerState := v.gameClient.Players[v.gameClient.PlayerID]
sp, err := d2netpacket.CreateSavePlayerPacket(playerState, d2enum.DifficultyNormal)
if err != nil {
return fmt.Errorf("SavePlayerPacket: %v", err)
}
err = v.gameClient.SendPacketToServer(sp)
if err != nil {
return err
}
return nil
}
// OnPlayerCast sends the casting skill action to the server
func (v *Game) OnPlayerCast(skillID int, targetX, targetY float64) {
cp, err := d2netpacket.CreateCastPacket(v.gameClient.PlayerID, skillID, targetX, targetY)
if err != nil {
v.Errorf("CastPacket: %v", err)
}
err = v.gameClient.SendPacketToServer(cp)
if err != nil {
v.Errorf(castErrStr, v.gameClient.PlayerID, skillID, targetX, targetY)
}
}
func (v *Game) debugSpawnItemAtPlayer(codes ...string) {
if v.localPlayer == nil {
return
}
pos := v.localPlayer.GetPosition()
tile := pos.Tile()
x, y := int(tile.X()), int(tile.Y())
v.debugSpawnItemAtLocation(x, y, codes...)
}
func (v *Game) debugSpawnItemAtLocation(x, y int, codes ...string) {
packet, err := d2netpacket.CreateSpawnItemPacket(x, y, codes...)
if err != nil {
v.Errorf("SpawnItemPacket: %v", err)
}
err = v.gameClient.SendPacketToServer(packet)
if err != nil {
v.Errorf(spawnItemErrStr, x, y, codes)
}
}
func (v *Game) commandSpawnItem(args []string) error {
v.debugSpawnItemAtPlayer(args...)
return nil
}
func (v *Game) commandSpawnItemAt(args []string) error {
x, err := strconv.Atoi(args[0])
if err != nil {
return fmt.Errorf("invalid argument")
}
y, err := strconv.Atoi(args[0])
if err != nil {
return fmt.Errorf("invalid argument")
}
v.debugSpawnItemAtLocation(x, y, args[2:]...)
return nil
}
func (v *Game) commandSpawnMon(args []string) error {
name := args[0]
x := int(v.localPlayer.Position.X())
y := int(v.localPlayer.Position.Y())
monstat := v.asset.Records.Monster.Stats[name]
if monstat == nil {
v.terminal.Errorf("no monstat entry for \"%s\"", name)
return nil
}
monster, npcErr := v.gameClient.MapEngine.NewNPC(x, y, monstat, 0)
if npcErr != nil {
v.terminal.Errorf("error generating monster \"%s\": %v", name, npcErr)
return nil
}
v.gameClient.MapEngine.AddEntity(monster)
return nil
}