package entity import ( "time" "edgaru089.ml/go/gl01/internal/util" "edgaru089.ml/go/gl01/internal/util/itype" "edgaru089.ml/go/gl01/internal/world" ) // EntityBehaviour describes the behaviour of a type of entity with the same Name. type EntityBehaviour interface { // Name returns the type Name of the behaviour. Name() string // Hitbox gets the size of the hitbox of the entity. // // The hitbox is positioned with the position coordinates pointing to // the center of the bottom of the box. Hitbox(pos itype.Vec3d, dataset itype.Dataset) itype.Vec3d // EyeHeight gets the height of the eye of the entity. EyeHeight(pos itype.Vec3d, dataset itype.Dataset) float64 // Update is called on every frame. // It should be used to update physics. Update(pos itype.Vec3d, dataset itype.Dataset, world *world.World, deltaTime time.Duration) } var behaviour = make(map[string]EntityBehaviour) // RegisterEntityBehaviour registers behaviour with the name of b.Name(). // // If the name is already taken, false is returned and nothing is done. // Otherwise, true is returned and the entity is registered. func RegisterEntityBehaviour(b EntityBehaviour) bool { if _, ok := behaviour[b.Name()]; ok { return false } behaviour[b.Name()] = b return true } // Entity is a struct holding a Behaviour, a Position and a Speed. type Entity struct { b EntityBehaviour pos, speed itype.Vec3d // pos has a origin of the **center of the bottom** of the hitbox ds itype.Dataset name string // a shortcut to b.Name(), the typename onGround bool worldbox []itype.Boxd hp []itype.Vec3d } func NewEntity(typename string, pos itype.Vec3d) *Entity { var b EntityBehaviour var ok bool if b, ok = behaviour[typename]; !ok { return nil } return &Entity{ b: b, pos: pos, name: typename, } } func (e *Entity) Position() itype.Vec3d { return e.pos } func (e *Entity) SetPosition(pos itype.Vec3d) { e.pos = pos } func (e *Entity) Speed() itype.Vec3d { return e.speed } func (e *Entity) SetSpeed(speed itype.Vec3d) { e.speed = speed } func (e *Entity) Hitbox() itype.Vec3d { return e.b.Hitbox(e.pos, e.ds) } func (e *Entity) Accelerate(x, y, z float64) { /*e.speed[0] += x e.speed[1] += y e.speed[2] += z*/ vec := itype.Vec3d{x, y, z} e.speed = util.BunnyhopAccelerate(vec, e.speed, vec.Length(), 8) } func (e *Entity) OnGround() bool { return e.onGround } func (e *Entity) EyeHeight() float64 { return e.b.EyeHeight(e.pos, e.ds) } func (e *Entity) EyePosition() itype.Vec3d { return e.pos.Addv(0, e.EyeHeight(), 0) }