Documentation
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Overview ¶
Package activeobject manage actor object
Package activeobject manage actor object ¶
Package activeobject manage actor object
Index ¶
- Variables
- type ActiveObject
- func (ao *ActiveObject) ActTurn(sai *ServerAIState, turnTime time.Time)
- func (ao *ActiveObject) AddBattleExp(v float64)
- func (ao *ActiveObject) AppendTurnResult(turnResult turnresult.TurnResult)
- func (ao *ActiveObject) ApplyDamageFromDangerObj() bool
- func (ao *ActiveObject) ApplyHPSPDecByActOnTile(hp, sp float64)
- func (ao *ActiveObject) ApplyTurnAct()
- func (ao *ActiveObject) Charged(limit float64) bool
- func (ao *ActiveObject) Cleanup()
- func (ao *ActiveObject) Death(f gamei.FloorI)
- func (ao *ActiveObject) DoAIOnOff(onoff bool) error
- func (ao *ActiveObject) DoAdminCmd(cmd, args string) c2t_error.ErrorCode
- func (ao *ActiveObject) DoEquip(poid string) error
- func (ao *ActiveObject) DoParsedAdminCmd(ca *scriptparse.CmdArgs) error
- func (ao *ActiveObject) DoPickup(po gamei.CarryingObjectI) error
- func (ao *ActiveObject) DoRecycleCarryObj(poid string) error
- func (ao *ActiveObject) DoUnEquip(poid string) error
- func (ao *ActiveObject) DoUseCarryObj(poid string) error
- func (ao *ActiveObject) EnterFloor(f gamei.FloorI)
- func (ao *ActiveObject) ForgetFloorByName(floorName string) error
- func (ao *ActiveObject) GetAIObj() *ServerAIState
- func (ao *ActiveObject) GetAP() float64
- func (ao *ActiveObject) GetAchieveStat() *achievetype_vector_float64.AchieveTypeVector_float64
- func (ao *ActiveObject) GetActStat() *c2t_idcmd_stats.CommandIDStat
- func (ao *ActiveObject) GetActiveObjType() aotype.ActiveObjType
- func (ao *ActiveObject) GetAndClearNeedTANoti() bool
- func (ao *ActiveObject) GetBias() bias.Bias
- func (ao *ActiveObject) GetBornFaction() factiontype.FactionType
- func (ao *ActiveObject) GetBuffManager() *activebuff.BuffManager
- func (ao *ActiveObject) GetChat() string
- func (ao *ActiveObject) GetClearReq2Handle() *aoactreqrsp.Act
- func (ao *ActiveObject) GetClientConn() *c2t_serveconnbyte.ServeConnByte
- func (ao *ActiveObject) GetConditionStat() *condition_vector_int.ConditionVector_int
- func (ao *ActiveObject) GetCurrentFloor() gamei.FloorI
- func (ao *ActiveObject) GetDeath() int
- func (ao *ActiveObject) GetExpCopy() float64
- func (ao *ActiveObject) GetFieldObjActStat() *fieldobjacttype_vector_int.FieldObjActTypeVector_int
- func (ao *ActiveObject) GetFloor4Client(floorname string) *floor4client.Floor4Client
- func (ao *ActiveObject) GetFloor4ClientList() []*floor4client.Floor4Client
- func (ao *ActiveObject) GetHP() float64
- func (ao *ActiveObject) GetHPRate() float64
- func (ao *ActiveObject) GetHomeFloor() gamei.FloorI
- func (ao *ActiveObject) GetInven() gamei.InventoryI
- func (ao *ActiveObject) GetKill() int
- func (ao *ActiveObject) GetPotionStat() *potiontype_vector_int.PotionTypeVector_int
- func (ao *ActiveObject) GetRemainTurn2Rebirth() int
- func (ao *ActiveObject) GetRespawnType() respawntype.RespawnType
- func (ao *ActiveObject) GetSP() float64
- func (ao *ActiveObject) GetSPRate() float64
- func (ao *ActiveObject) GetScrollStat() *scrolltype_vector_int.ScrollTypeVector_int
- func (ao *ActiveObject) GetTurnActReqRsp() *aoactreqrsp.ActReqRsp
- func (ao *ActiveObject) GetTurnData() *aoturndata.ActiveObjTurnData
- func (ao *ActiveObject) GetTurnResultList() []turnresult.TurnResult
- func (ao *ActiveObject) GetUUID() string
- func (ao *ActiveObject) IsAIUse() bool
- func (ao *ActiveObject) IsAlive() bool
- func (ao *ActiveObject) Kill(dst gamei.ActiveObjectI)
- func (ao *ActiveObject) MakeFloorComplete(f gamei.FloorI) error
- func (ao *ActiveObject) NeedChangePlan(sai *ServerAIState, actresult *aoactreqrsp.ActReqRsp) bool
- func (ao *ActiveObject) NeedCharge(limit float64) bool
- func (ao *ActiveObject) NewServerAI() *ServerAIState
- func (ao *ActiveObject) PrepareNewTurn(turnTime time.Time)
- func (ao *ActiveObject) Rebirth()
- func (ao *ActiveObject) ReduceHP(hpToReduce float64) float64
- func (ao *ActiveObject) ReduceSP(apToReduce float64) float64
- func (ao *ActiveObject) ResetPlan(sai *ServerAIState)
- func (ao *ActiveObject) Resume(conn *c2t_serveconnbyte.ServeConnByte)
- func (ao *ActiveObject) RunAI(turnTime time.Time)
- func (ao *ActiveObject) SetChat(c string)
- func (ao *ActiveObject) SetNeedTANoti()
- func (ao *ActiveObject) SetReq2Handle(req *aoactreqrsp.Act)
- func (ao *ActiveObject) SetTurnActReqRsp(actrsp *aoactreqrsp.ActReqRsp)
- func (ao *ActiveObject) SetUseAI(b bool)
- func (ao *ActiveObject) String() string
- func (ao *ActiveObject) Suspend()
- func (ao *ActiveObject) ToPacket_ActiveObjClient(x, y int) *c2t_obj.ActiveObjClient
- func (ao *ActiveObject) ToPacket_PlayerActiveObjInfo() *c2t_obj.PlayerActiveObjInfo
- func (ao *ActiveObject) To_ActiveObjScore() *aoscore.ActiveObjScore
- func (ao *ActiveObject) TryRebirth() error
- func (ao *ActiveObject) UpdateExpCopy()
- func (ao *ActiveObject) UpdateVisitAreaBySightMat2(f gamei.FloorI, vpCenterX, vpCenterY int, ...)
- func (ao *ActiveObject) Web_ActiveObjInfo(w http.ResponseWriter, r *http.Request)
- type ServerAIState
Constants ¶
This section is empty.
Variables ¶
View Source
var SysAOIDMaker = idu64str.New("SysAOID")
Functions ¶
This section is empty.
Types ¶
type ActiveObject ¶
type ActiveObject struct { AOTurnData *aoturndata.ActiveObjTurnData // contains filtered or unexported fields }
ActiveObject is act by ai or user action
func NewSystemActiveObj ¶
func NewSystemActiveObj(seed int64, homefloor gamei.FloorI, l *g2log.LogBase, towerAchieveStat *towerachieve_vector_float64.TowerAchieveVector_float64, ) *ActiveObject
func NewUserActiveObj ¶
func NewUserActiveObj(seed int64, homefloor gamei.FloorI, nickname string, l *g2log.LogBase, towerAchieveStat *towerachieve_vector_float64.TowerAchieveVector_float64, conn *c2t_serveconnbyte.ServeConnByte) *ActiveObject
func (*ActiveObject) ActTurn ¶
func (ao *ActiveObject) ActTurn(sai *ServerAIState, turnTime time.Time)
func (*ActiveObject) AddBattleExp ¶
func (ao *ActiveObject) AddBattleExp(v float64)
func (*ActiveObject) AppendTurnResult ¶
func (ao *ActiveObject) AppendTurnResult(turnResult turnresult.TurnResult)
func (*ActiveObject) ApplyDamageFromDangerObj ¶
func (ao *ActiveObject) ApplyDamageFromDangerObj() bool
func (*ActiveObject) ApplyHPSPDecByActOnTile ¶
func (ao *ActiveObject) ApplyHPSPDecByActOnTile(hp, sp float64)
func (*ActiveObject) ApplyTurnAct ¶
func (ao *ActiveObject) ApplyTurnAct()
ApplyTurnAct at all act end in turn apply turn result and prepare next turn info to send can die ao
func (*ActiveObject) Charged ¶
func (ao *ActiveObject) Charged(limit float64) bool
func (*ActiveObject) Cleanup ¶
func (ao *ActiveObject) Cleanup()
func (*ActiveObject) DoAIOnOff ¶
func (ao *ActiveObject) DoAIOnOff(onoff bool) error
func (*ActiveObject) DoAdminCmd ¶
func (ao *ActiveObject) DoAdminCmd(cmd, args string) c2t_error.ErrorCode
func (*ActiveObject) DoEquip ¶
func (ao *ActiveObject) DoEquip(poid string) error
func (*ActiveObject) DoParsedAdminCmd ¶
func (ao *ActiveObject) DoParsedAdminCmd(ca *scriptparse.CmdArgs) error
func (*ActiveObject) DoPickup ¶
func (ao *ActiveObject) DoPickup(po gamei.CarryingObjectI) error
func (*ActiveObject) DoRecycleCarryObj ¶
func (ao *ActiveObject) DoRecycleCarryObj(poid string) error
func (*ActiveObject) DoUnEquip ¶
func (ao *ActiveObject) DoUnEquip(poid string) error
func (*ActiveObject) DoUseCarryObj ¶
func (ao *ActiveObject) DoUseCarryObj(poid string) error
func (*ActiveObject) EnterFloor ¶
func (ao *ActiveObject) EnterFloor(f gamei.FloorI)
func (*ActiveObject) ForgetFloorByName ¶
func (ao *ActiveObject) ForgetFloorByName(floorName string) error
func (*ActiveObject) GetAIObj ¶
func (ao *ActiveObject) GetAIObj() *ServerAIState
func (*ActiveObject) GetAP ¶
func (ao *ActiveObject) GetAP() float64
func (*ActiveObject) GetAchieveStat ¶
func (ao *ActiveObject) GetAchieveStat() *achievetype_vector_float64.AchieveTypeVector_float64
func (*ActiveObject) GetActStat ¶
func (ao *ActiveObject) GetActStat() *c2t_idcmd_stats.CommandIDStat
func (*ActiveObject) GetActiveObjType ¶
func (ao *ActiveObject) GetActiveObjType() aotype.ActiveObjType
func (*ActiveObject) GetAndClearNeedTANoti ¶
func (ao *ActiveObject) GetAndClearNeedTANoti() bool
func (*ActiveObject) GetBias ¶
func (ao *ActiveObject) GetBias() bias.Bias
func (*ActiveObject) GetBornFaction ¶
func (ao *ActiveObject) GetBornFaction() factiontype.FactionType
func (*ActiveObject) GetBuffManager ¶
func (ao *ActiveObject) GetBuffManager() *activebuff.BuffManager
func (*ActiveObject) GetChat ¶
func (ao *ActiveObject) GetChat() string
func (*ActiveObject) GetClearReq2Handle ¶
func (ao *ActiveObject) GetClearReq2Handle() *aoactreqrsp.Act
aoactreqrsp.Act
func (*ActiveObject) GetClientConn ¶
func (ao *ActiveObject) GetClientConn() *c2t_serveconnbyte.ServeConnByte
clients conn interface
func (*ActiveObject) GetConditionStat ¶
func (ao *ActiveObject) GetConditionStat() *condition_vector_int.ConditionVector_int
func (*ActiveObject) GetCurrentFloor ¶
func (ao *ActiveObject) GetCurrentFloor() gamei.FloorI
func (*ActiveObject) GetDeath ¶
func (ao *ActiveObject) GetDeath() int
func (*ActiveObject) GetExpCopy ¶
func (ao *ActiveObject) GetExpCopy() float64
func (*ActiveObject) GetFieldObjActStat ¶
func (ao *ActiveObject) GetFieldObjActStat() *fieldobjacttype_vector_int.FieldObjActTypeVector_int
func (*ActiveObject) GetFloor4Client ¶
func (ao *ActiveObject) GetFloor4Client(floorname string) *floor4client.Floor4Client
func (*ActiveObject) GetFloor4ClientList ¶
func (ao *ActiveObject) GetFloor4ClientList() []*floor4client.Floor4Client
func (*ActiveObject) GetHP ¶
func (ao *ActiveObject) GetHP() float64
func (*ActiveObject) GetHPRate ¶
func (ao *ActiveObject) GetHPRate() float64
func (*ActiveObject) GetHomeFloor ¶
func (ao *ActiveObject) GetHomeFloor() gamei.FloorI
func (*ActiveObject) GetInven ¶
func (ao *ActiveObject) GetInven() gamei.InventoryI
func (*ActiveObject) GetKill ¶
func (ao *ActiveObject) GetKill() int
func (*ActiveObject) GetPotionStat ¶
func (ao *ActiveObject) GetPotionStat() *potiontype_vector_int.PotionTypeVector_int
func (*ActiveObject) GetRemainTurn2Rebirth ¶
func (ao *ActiveObject) GetRemainTurn2Rebirth() int
func (*ActiveObject) GetRespawnType ¶
func (ao *ActiveObject) GetRespawnType() respawntype.RespawnType
func (*ActiveObject) GetSP ¶
func (ao *ActiveObject) GetSP() float64
func (*ActiveObject) GetSPRate ¶
func (ao *ActiveObject) GetSPRate() float64
func (*ActiveObject) GetScrollStat ¶
func (ao *ActiveObject) GetScrollStat() *scrolltype_vector_int.ScrollTypeVector_int
func (*ActiveObject) GetTurnActReqRsp ¶
func (ao *ActiveObject) GetTurnActReqRsp() *aoactreqrsp.ActReqRsp
func (*ActiveObject) GetTurnData ¶
func (ao *ActiveObject) GetTurnData() *aoturndata.ActiveObjTurnData
func (*ActiveObject) GetTurnResultList ¶
func (ao *ActiveObject) GetTurnResultList() []turnresult.TurnResult
func (*ActiveObject) GetUUID ¶
func (ao *ActiveObject) GetUUID() string
func (*ActiveObject) IsAIUse ¶
func (ao *ActiveObject) IsAIUse() bool
func (*ActiveObject) IsAlive ¶
func (ao *ActiveObject) IsAlive() bool
func (*ActiveObject) Kill ¶
func (ao *ActiveObject) Kill(dst gamei.ActiveObjectI)
Kill other ao, inc exp
func (*ActiveObject) MakeFloorComplete ¶
func (ao *ActiveObject) MakeFloorComplete(f gamei.FloorI) error
func (*ActiveObject) NeedChangePlan ¶
func (ao *ActiveObject) NeedChangePlan(sai *ServerAIState, actresult *aoactreqrsp.ActReqRsp) bool
func (*ActiveObject) NeedCharge ¶
func (ao *ActiveObject) NeedCharge(limit float64) bool
func (*ActiveObject) NewServerAI ¶
func (ao *ActiveObject) NewServerAI() *ServerAIState
func (*ActiveObject) PrepareNewTurn ¶
func (ao *ActiveObject) PrepareNewTurn(turnTime time.Time)
PrepareNewTurn before turn start
func (*ActiveObject) Rebirth ¶
func (ao *ActiveObject) Rebirth()
func (*ActiveObject) ReduceHP ¶
func (ao *ActiveObject) ReduceHP(hpToReduce float64) float64
func (*ActiveObject) ReduceSP ¶
func (ao *ActiveObject) ReduceSP(apToReduce float64) float64
func (*ActiveObject) ResetPlan ¶
func (ao *ActiveObject) ResetPlan(sai *ServerAIState)
func (*ActiveObject) Resume ¶
func (ao *ActiveObject) Resume(conn *c2t_serveconnbyte.ServeConnByte)
func (*ActiveObject) RunAI ¶
func (ao *ActiveObject) RunAI(turnTime time.Time)
func (*ActiveObject) SetChat ¶
func (ao *ActiveObject) SetChat(c string)
func (*ActiveObject) SetNeedTANoti ¶
func (ao *ActiveObject) SetNeedTANoti()
func (*ActiveObject) SetReq2Handle ¶
func (ao *ActiveObject) SetReq2Handle(req *aoactreqrsp.Act)
aoactreqrsp.Act
func (*ActiveObject) SetTurnActReqRsp ¶
func (ao *ActiveObject) SetTurnActReqRsp(actrsp *aoactreqrsp.ActReqRsp)
SetTurnActReqRsp set turn act result
func (*ActiveObject) SetUseAI ¶
func (ao *ActiveObject) SetUseAI(b bool)
func (*ActiveObject) String ¶
func (ao *ActiveObject) String() string
func (*ActiveObject) Suspend ¶
func (ao *ActiveObject) Suspend()
func (*ActiveObject) ToPacket_ActiveObjClient ¶
func (ao *ActiveObject) ToPacket_ActiveObjClient(x, y int) *c2t_obj.ActiveObjClient
func (*ActiveObject) ToPacket_PlayerActiveObjInfo ¶
func (ao *ActiveObject) ToPacket_PlayerActiveObjInfo() *c2t_obj.PlayerActiveObjInfo
func (*ActiveObject) To_ActiveObjScore ¶
func (ao *ActiveObject) To_ActiveObjScore() *aoscore.ActiveObjScore
func (*ActiveObject) TryRebirth ¶
func (ao *ActiveObject) TryRebirth() error
func (*ActiveObject) UpdateExpCopy ¶
func (ao *ActiveObject) UpdateExpCopy()
func (*ActiveObject) UpdateVisitAreaBySightMat2 ¶
func (ao *ActiveObject) UpdateVisitAreaBySightMat2( f gamei.FloorI, vpCenterX, vpCenterY int, sightMat *viewportdata.ViewportSight2, sight float32)
func (*ActiveObject) Web_ActiveObjInfo ¶
func (ao *ActiveObject) Web_ActiveObjInfo(w http.ResponseWriter, r *http.Request)
type ServerAIState ¶
type ServerAIState struct { // export info InterDur *intervalduration.IntervalDuration RunningPlanList aiplan.PlanList // contains filtered or unexported fields }
func (*ServerAIState) String ¶
func (sai *ServerAIState) String() string
Source Files
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Directories
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Path | Synopsis |
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Package activebuff timed buff in activeobject
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Package activebuff timed buff in activeobject |
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