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structs.go
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/*
Copyright (c) 2018, Tomasz "VedVid" Nowakowski
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package main
type BasicProperties struct {
/* BasicProperties is struct that aggregates
all widely used data, necessary for every
map tile and object representation. */
X, Y int
Char string
Name string
Color string
ColorDark string
}
type VisibilityProperties struct {
/* VisibilityProperties is simple struct
for checking if object is always visible,
regardless of player's fov, and what
is its layer. */
Layer int
AlwaysVisible bool
}
type CollisionProperties struct {
/* CollisionProperties is struct filled with
boolean values, for checking several
collision conditions: if cell is blocked,
if it blocks creature sight, etc. */
Blocked bool
BlocksSight bool
}
type FighterProperties struct {
/* FighterProperties stores information about
things that can live and fight (ie fighters);
it may be used for destructible environment
elements as well.
AI types are iota (integers) defined
in creatures.go. */
AIType int
AITriggered bool
HPMax int
HPCurrent int
Attack int
Defense int
}
type ObjectProperties struct {
/* Not every Object can be picked up - like tables;
also, not every Object can be equipped - like cheese.
It's place for other properties - like slot it will
occupy, use cases, etc.
Note that currently Equippable can not be Consumable,
due to removing from Inventory / Equipment problems. */
Pickable bool
Equippable bool
Consumable bool
Slot int
Use int
}
type EquipmentComponent struct {
/* EquipmentComponent helps with inventory management.
It's part of Creature.
Equipment is list of equipped items. It uses
const declared in objects.go.
Inventory is list of items in backpack. */
Equipment Objects
Inventory Objects
}