gopenfusion/internal/entity/player.go
CPunch 1f66acfd25 holy refactor
started out as me making a service abstraction..

- db.Player exists again, and entity.Player uses it as an embedded struct
- chunk.ForEachEntity() lets you add/remove entities during iteration now
- removed account related fields from CNPeer
- protocol/pool has been merged with protocol.
use protocol.GetBuffer() and protocol.PutBuffer().
- new protocol/internal/service!
service.Service is an abstraction layer to handle multiple CNPeer*
connections and allows you to associate each with an interface{} uData.
In the future it might also handle a task queue for jobs that
modify/interact with the player's uData, called from service.handleEvents()
- PacketHandler callback type has a new param! uData is passed as well now
- much of loginserver/shardserver is now handled by the shared service
abstraction
- SHARD: NPC_ENTER packets are now sent on player loading complete
rather than on enter.
2023-11-27 21:23:28 -06:00

109 lines
2.7 KiB
Go

package entity
import (
"github.com/CPunch/gopenfusion/internal/db"
"github.com/CPunch/gopenfusion/internal/protocol"
)
type Player struct {
db.Player
Peer *protocol.CNPeer
Chunk ChunkPosition
}
func NewPlayer(peer *protocol.CNPeer, player *db.Player) *Player {
return &Player{
Player: *player,
Peer: peer,
Chunk: MakeChunkPosition(player.X, player.Y),
}
}
// ==================== Entity interface ====================
func (plr *Player) GetKind() EntityKind {
return ENTITY_KIND_PLAYER
}
func (plr *Player) GetChunkPos() ChunkPosition {
return plr.Chunk
}
func (plr *Player) GetPosition() (x int, y int, z int) {
return plr.X, plr.Y, plr.Z
}
func (plr *Player) GetAngle() int {
return plr.Angle
}
func (plr *Player) SetChunkPos(chunk ChunkPosition) {
plr.Chunk = chunk
}
func (plr *Player) SetPosition(x, y, z int) {
plr.X = x
plr.Y = y
plr.Z = z
}
func (plr *Player) SetAngle(angle int) {
plr.Angle = angle
}
func (plr *Player) DisappearFromViewOf(peer *protocol.CNPeer) {
peer.Send(protocol.P_FE2CL_PC_EXIT, protocol.SP_FE2CL_PC_EXIT{
IID: int32(plr.PlayerID),
})
}
func (plr *Player) EnterIntoViewOf(peer *protocol.CNPeer) {
peer.Send(protocol.P_FE2CL_PC_NEW, protocol.SP_FE2CL_PC_NEW{
PCAppearanceData: plr.GetAppearanceData(),
})
}
func (plr *Player) ToPCLoadData2CL() protocol.SPCLoadData2CL {
return protocol.SPCLoadData2CL{
IUserLevel: int16(plr.AccountLevel),
PCStyle: plr.PCStyle,
PCStyle2: plr.PCStyle2,
IMentor: int16(plr.Mentor),
IMentorCount: 1,
IHP: int32(plr.HP),
IBatteryW: int32(plr.BatteryW),
IBatteryN: int32(plr.BatteryN),
ICandy: int32(plr.Taros),
IFusionMatter: int32(plr.FusionMatter),
ISpecialState: 0,
IMapNum: 0,
IX: int32(plr.X),
IY: int32(plr.Y),
IZ: int32(plr.Z),
IAngle: int32(plr.Angle),
AEquip: plr.Equip,
AInven: plr.Inven,
ANanoSlots: [3]int16{int16(plr.EquippedNanos[0]), int16(plr.EquippedNanos[1]), int16(plr.EquippedNanos[2])},
IActiveNanoSlotNum: int16(plr.ActiveNanoSlotNum),
IWarpLocationFlag: int32(plr.WarpLocationFlag),
IBuddyWarpTime: 60,
IFatigue: 50,
}
}
func (plr *Player) GetAppearanceData() protocol.SPCAppearanceData {
return protocol.SPCAppearanceData{
IID: int32(plr.PlayerID),
IHP: int32(plr.HP),
ILv: int16(plr.Level),
IX: int32(plr.X),
IY: int32(plr.Y),
IZ: int32(plr.Z),
IAngle: int32(plr.Angle),
PCStyle: plr.PCStyle,
IPCState: plr.IPCState,
ItemEquip: plr.Equip,
Nano: plr.Nanos[plr.ActiveNanoSlotNum],
}
}