working prototype with ecs
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50
engine/mob/movement/movement.go
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50
engine/mob/movement/movement.go
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package movement
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import (
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"fmt"
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"lab.zaar.be/thefish/alchemyst-go/engine/ecs"
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"lab.zaar.be/thefish/alchemyst-go/engine/gamemap"
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"lab.zaar.be/thefish/alchemyst-go/engine/mob"
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"lab.zaar.be/thefish/alchemyst-go/engine/types"
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"reflect"
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)
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type Moveable struct {
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Controller *ecs.Controller
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Level *gamemap.Level
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}
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func (mov Moveable) Walk() {
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}
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func (mov Moveable) IsBlocked(c types.Coords) bool {
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if mov.Level.GetTile(c).BlocksPass == true {
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return true
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}
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list := mov.Controller.GetEntitiesWithComponent(mob.Mob{}.TypeOf())
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for idx, _ := range list {
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coords := mov.Controller.GetComponent(list[idx], types.Coords{}.TypeOf())
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if coords == nil {
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continue
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}
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coords = coords.(types.Coords)
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if coords != c {
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continue
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}
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m := mov.Controller.GetComponent(list[idx], mob.Mob{}.TypeOf())
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if m == nil {
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continue
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}
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if m.(mob.Mob).BlocksPass {
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return true
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}
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}
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fmt.Printf("\nCoords %v do not block pass!", c)
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return false
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}
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func (mov Moveable) TypeOf() reflect.Type {
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return reflect.TypeOf(mov)
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}
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