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projectile.go
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projectile.go
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package main
import (
"GoConsoleBT/collider"
"github.com/alh1m1k/ump"
"math/rand"
"time"
)
type Projectile struct {
*MotionObject
*State
*ObservableObject
*throttle
collisionsCnt int64
Owner ObjectInterface
Damage, DotDamage int
Ttl time.Duration
}
func (receiver *Projectile) ApplyState(current *StateItem) error {
state := current.StateInfo.(*UnitStateInfo)
SwitchSprite(state.sprite, receiver.sprite)
receiver.sprite = state.sprite
receiver.GetClBody().Resize(state.collisionW, state.collisionH)
//for now resize only work if body not spawn
return nil
}
func (receiver *Projectile) Update(timeLeft time.Duration) error {
if receiver.destroyed {
return nil
}
receiver.MotionObject.Update(timeLeft)
if receiver.throttle != nil && receiver.throttle.Reach(timeLeft) {
receiver.Destroy(nil)
}
return nil
}
func (receiver *Projectile) ApplySpeed(Speed Point) error {
receiver.Speed = receiver.Speed.Plus(Speed)
receiver.MaxSpeed = receiver.MaxSpeed.Plus(Speed)
receiver.MinSpeed = receiver.MinSpeed.Plus(Speed)
return nil
}
func (receiver *Projectile) OnTickCollide(object collider.Collideable, collision *ump.Collision, owner *collider.Interactions) {
if receiver.DotDamage > 0 {
//todo refactor this
if receiver.HasTag("danger") && object.HasTag("vulnerable") {
if object.HasTag("player") && DEBUG_IMMORTAL_PLAYER {
return
}
DotDamage.Tags = receiver.Tags
DotDamage.Damage = receiver.DotDamage
DotDamage.From = receiver
object.(Vulnerable).ReciveDamage(&DotDamage)
}
}
}
func (receiver *Projectile) OnStartCollide(object collider.Collideable, collision *ump.Collision, owner *collider.Interactions) {
if receiver.HasTag("danger") && object.HasTag("vulnerable") && !object.HasTag("low") {
if DEBUG_IMMORTAL_PLAYER && (object.HasTag("player") || object.HasTag("base")) {
} else {
object.(Vulnerable).ReciveDamage(receiver)
}
}
if object.HasTag("obstacle") && !object.HasTag("low") {
if !object.HasTag(receiver.GetAttr().TeamTag) {
if !receiver.HasTag("projectile-penetrate") {
receiver.Destroy(nil)
} else {
//todo penetrateCnt logic
}
}
}
if object.HasTag("border") {
receiver.Destroy(nil)
}
receiver.collisionsCnt++
}
func (receiver *Projectile) OnStopCollide(object collider.Collideable, duration time.Duration, owner *collider.Interactions) {
}
func (receiver *Projectile) GetDamage(target Vulnerable) (value int, owner ObjectInterface) {
if receiver.destroyed || target.HasTag(receiver.GetAttr().TeamTag) {
return 0, receiver.Owner
} else {
return receiver.Damage, receiver.Owner
}
}
func (receiver *Projectile) Destroy(nemesis ObjectInterface) error {
if receiver.destroyed {
return nil
}
receiver.MotionObject.Destroy(nemesis)
receiver.Trigger(DestroyEvent, receiver, nil)
return nil
}
func (receiver *Projectile) Reset() error {
receiver.MotionObject.Reset()
//bypass speed bug caused by applySpeed, restore from prototype
prototype := receiver.Prototype.(*Projectile)
receiver.MotionObject.Speed = prototype.Speed
receiver.MotionObject.MaxSpeed = prototype.MaxSpeed
receiver.MotionObject.MinSpeed = prototype.MinSpeed
//warn bug zero life time if mix with receiver.throttle != nil
if receiver.Ttl > 0 {
receiver.throttle = newThrottle(receiver.Ttl, false)
} else {
logger.Printf("infinity projectile warning")
}
if receiver.throttle != nil {
receiver.throttle.Reset()
} else {
}
receiver.moving = true
//todo guidance nav
//this because of collision resize
if receiver.Moving.Direction.X > 0 {
receiver.Enter("right")
}
if receiver.Moving.Direction.X < 0 {
receiver.Enter("left")
}
if receiver.Moving.Direction.Y < 0 {
receiver.Enter("top")
}
if receiver.Moving.Direction.Y > 0 {
receiver.Enter("bottom")
}
return nil
}
func (receiver *Projectile) DeSpawn() error {
receiver.Trigger(DeSpawnEvent, receiver, nil)
receiver.MotionObject.DeSpawn()
return nil
}
func (receiver *Projectile) Spawn() error {
receiver.MotionObject.Spawn()
receiver.moving = true
return nil
}
func (receiver *Projectile) GetOwner() ObjectInterface {
return receiver.Owner
}
func (receiver *Projectile) Copy() *Projectile {
instance := *receiver
instance.ObservableObject = receiver.ObservableObject.Copy()
instance.ObservableObject.Owner = &instance
instance.MotionObject = receiver.MotionObject.Copy()
instance.State = receiver.State.Copy()
instance.State.Owner = &instance
instance.Interactions.Subscribe(&instance)
if instance.throttle != nil {
instance.throttle = receiver.throttle.Copy()
}
return &instance
}
func NewProjectile2(mo *MotionObject, oo *ObservableObject, state *State, Owner ObjectInterface) (*Projectile, error) {
instance := &Projectile{
MotionObject: mo,
State: state,
ObservableObject: oo,
Owner: Owner,
}
instance.Interactions.Subscribe(instance)
instance.State.Owner = instance
instance.ObservableObject.Owner = instance
instance.moving = true
instance.destroyed = false
instance.spawned = false
instance.collisionsCnt = 0
return instance, nil
}
var conventionalProjectileNames []string = []string{
"tank-base-projectile-he",
"tank-base-projectile-fanout",
"tank-base-projectile-rail",
"tank-base-projectile-flak",
}
func GetConventionalProjectileName() string {
return conventionalProjectileNames[rand.Intn(len(conventionalProjectileNames))]
}