Documentation ¶
Index ¶
- type Battle
- func (b *Battle) AddUser(newPlayer *player.Player)
- func (b *Battle) CalcReady(players []*player.Player)
- func (b *Battle) GetChanPlayers() <-chan *player.Player
- func (b *Battle) GetPlayerByID(userID int) *player.Player
- func (b *Battle) GetPlayerTeams() map[int]*Team
- func (b *Battle) GetPlayers(basket []*player.Player) []*player.Player
- func (b *Battle) RemovePlayer(removePlayer *player.Player)
- func (b *Battle) UnsafeRangePlayers() ([]*player.Player, *sync.RWMutex)
- type SessionPlayer
- type Team
- func (t *Team) AddDynamicObject(object *dynamic_map_object.Object, mapID int, view, radar bool, mapTime int64)
- func (t *Team) AddUnion(id int)
- func (t *Team) AddVisibleObject(newObj *visible_objects.VisibleObject)
- func (t *Team) CheckUnion(id int) bool
- func (t *Team) GetID() int
- func (t *Team) GetMapDynamicObjectByID(id int) *visible_objects.VisibleObject
- func (t *Team) GetMapDynamicObjects(mapID int) <-chan *visible_objects.VisibleObject
- func (t *Team) GetTeamID() int
- func (t *Team) GetType() string
- func (t *Team) GetUpdateViewObjects() bool
- func (t *Team) GetVisibleObjectByTypeAndID(typeObj string, id int) *visible_objects.VisibleObject
- func (t *Team) GetVisibleObjectStore() *visible_objects.VisibleObjectsStore
- func (t *Team) GetVisibleObjects() <-chan *visible_objects.VisibleObject
- func (t *Team) InitMemmoryObjects()
- func (t *Team) InitVisibleObjects()
- func (t *Team) RemoveDynamicObject(id int)
- func (t *Team) RemoveVisibleObject(removeObj *visible_objects.VisibleObject)
- func (t *Team) UnsafeRangeMapDynamicObjects() ([]*visible_objects.VisibleObject, *sync.RWMutex)
- func (t *Team) UnsafeRangeVisibleObjects() ([]*visible_objects.VisibleObject, *sync.RWMutex)
Constants ¶
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Variables ¶
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Functions ¶
This section is empty.
Types ¶
type Battle ¶
type Battle struct { ID int `json:"id"` UUID string `json:"uuid"` Map *_map.Map `json:"-"` Teams map[int]*Team `json:"teams"` WaitReady bool `json:"wait_ready"` WaitTimeOut int `json:"wait_time_out"` SessionPlayersState map[int]*SessionPlayer `json:"session_players_state"` // contains filtered or unexported fields }
func (*Battle) GetChanPlayers ¶
func (*Battle) GetPlayerTeams ¶
func (*Battle) RemovePlayer ¶
type SessionPlayer ¶
type Team ¶
type Team struct { ID int `json:"id"` Hide bool `json:"hide"` PlayersIDs []int `json:"players_ids"` AI bool `json:"ai"` // contains filtered or unexported fields }
func (*Team) AddDynamicObject ¶
func (*Team) AddVisibleObject ¶
func (t *Team) AddVisibleObject(newObj *visible_objects.VisibleObject)
func (*Team) CheckUnion ¶
func (*Team) GetMapDynamicObjectByID ¶
func (t *Team) GetMapDynamicObjectByID(id int) *visible_objects.VisibleObject
func (*Team) GetMapDynamicObjects ¶
func (t *Team) GetMapDynamicObjects(mapID int) <-chan *visible_objects.VisibleObject
func (*Team) GetUpdateViewObjects ¶
todo мега костыль что бы не обновлять обьекты каждые 32 мс а как укажешь
func (*Team) GetVisibleObjectByTypeAndID ¶
func (t *Team) GetVisibleObjectByTypeAndID(typeObj string, id int) *visible_objects.VisibleObject
func (*Team) GetVisibleObjectStore ¶
func (t *Team) GetVisibleObjectStore() *visible_objects.VisibleObjectsStore
func (*Team) GetVisibleObjects ¶
func (t *Team) GetVisibleObjects() <-chan *visible_objects.VisibleObject
func (*Team) InitMemmoryObjects ¶
func (t *Team) InitMemmoryObjects()
func (*Team) InitVisibleObjects ¶
func (t *Team) InitVisibleObjects()
func (*Team) RemoveDynamicObject ¶
func (*Team) RemoveVisibleObject ¶
func (t *Team) RemoveVisibleObject(removeObj *visible_objects.VisibleObject)
func (*Team) UnsafeRangeMapDynamicObjects ¶
func (t *Team) UnsafeRangeMapDynamicObjects() ([]*visible_objects.VisibleObject, *sync.RWMutex)
func (*Team) UnsafeRangeVisibleObjects ¶
func (t *Team) UnsafeRangeVisibleObjects() ([]*visible_objects.VisibleObject, *sync.RWMutex)
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