Documentation ¶
Index ¶
- Constants
- Variables
- func InitAttackStyleMap() map[WeaponStyle]AttackStyle
- type AnimationID
- type AttackStyle
- type Boundary
- type ChatColor
- type ChatEffect
- type ChatMessage
- type ChatMode
- type ClientTab
- type Color
- type Direction
- type Entity
- type EntityAppearance
- type EntityBase
- type EntityCombatAttributes
- type EntityCombatStats
- type EntityGender
- type EquipmentSlot
- type EquipmentSlotType
- type FriendsListStatus
- type InteractionMode
- type Interface
- type InterfaceCondition
- type InventorySlot
- type Item
- type ItemAttributes
- type ItemCombatAttributes
- type ItemNature
- type ItemStackable
- type Map
- type MovementSpeed
- type NPC
- type Player
- func (p *Player) AttackStyle(weaponStyle WeaponStyle) AttackStyle
- func (p *Player) ClearEquippedItem(slot EquipmentSlotType)
- func (p *Player) ClearInventoryItem(slot int)
- func (p *Player) EquipmentSlot(slot EquipmentSlotType) *EquipmentSlot
- func (p *Player) EquippedWeaponStyle() WeaponStyle
- func (p *Player) GameOption(optionID int) string
- func (p *Player) HasFriend(username string) bool
- func (p *Player) InventoryCanHoldItem(item *Item) bool
- func (p *Player) InventorySlotWithItem(itemID int) *InventorySlot
- func (p *Player) IsEquipmentSlotUsed(slot EquipmentSlotType) bool
- func (p *Player) IsIgnored(username string) bool
- func (p *Player) MusicTrackUnlocked(songID int) bool
- func (p *Player) NextFreeInventorySlot() int
- func (p *Player) PrayerDrainResistance() int
- func (p *Player) QuestFlag(questID, flagID int) int
- func (p *Player) QuestStatus(questID int) QuestStatus
- func (p *Player) RunEnergyPercentage() float32
- func (p *Player) SetAttackStyle(weaponStyle WeaponStyle, attackStyle AttackStyle)
- func (p *Player) SetEquippedItem(item *Item, amount int, slot EquipmentSlotType)
- func (p *Player) SetGameOption(optionID int, optionValue string)
- func (p *Player) SetInventoryItem(item *Item, amount, slot int)
- func (p *Player) SetMusicTrackUnlocked(songID int, enabled bool)
- func (p *Player) SetQuestFlag(questID, flagID, value int)
- func (p *Player) SetQuestStatus(questID int, status QuestStatus)
- func (p *Player) SetSkillExperience(skillType SkillType, experience float64)
- func (p *Player) SkillExperience(skillType SkillType) float64
- func (p *Player) Weight() float32
- type PlayerChangeEvent
- type PlayerModes
- type PlayerType
- type QuestStatus
- type Rectangle
- type Skill
- type SkillMap
- type SkillType
- type Tile
- func (t *Tile) AddItem(id int) uuid.UUID
- func (t *Tile) AddObject(object *WorldObject)
- func (t *Tile) AddStackableItem(id, amount int) (uuid.UUID, bool, int)
- func (t *Tile) Clear()
- func (t *Tile) GroundItems() []*TileGroundItem
- func (t *Tile) RemoveItemByID(id int) *TileGroundItem
- func (t *Tile) RemoveItemByInstanceUUID(instanceUUID uuid.UUID) *int
- type TileGroundItem
- type Vector2D
- type Vector3D
- type WeaponStyle
- type WorldObject
Constants ¶
const ( EquipmentSlotTypeHead EquipmentSlotType = 0 EquipmentSlotTypeCape = 1 EquipmentSlotTypeNecklace = 2 EquipmentSlotTypeWeapon = 3 EquipmentSlotTypeBody = 4 EquipmentSlotTypeShield = 5 EquipmentSlotTypeLegs = 7 EquipmentSlotTypeHands = 9 EquipmentSlotTypeFeet = 10 EquipmentSlotTypeRing = 12 EquipmentSlotTypeAmmo = 13 )
const DefaultPrayerResistance = 60
DefaultPrayerResistance is the default prayer resistance for a player.
const MaxInventorySlots = 28
MaxInventorySlots is the maximum number of inventory slots.
const MaxRunEnergyUnits = 10000
MaxRunEnergyUnits is the maximum run energy a player may have, in units.
const NumBodyColors = 5
NumBodyColors is the number of customizable character body parts.
Variables ¶
var EquipmentSlotTypes = []EquipmentSlotType{ EquipmentSlotTypeHead, EquipmentSlotTypeCape, EquipmentSlotTypeNecklace, EquipmentSlotTypeWeapon, EquipmentSlotTypeBody, EquipmentSlotTypeShield, EquipmentSlotTypeLegs, EquipmentSlotTypeHands, EquipmentSlotTypeFeet, EquipmentSlotTypeRing, EquipmentSlotTypeAmmo, }
EquipmentSlotTypes is a slice of all EquipmentSlotType enums sorted according to their slot IDs in ascending order.
var MaxStackableSize = int64(math.Pow(2, 31) - 1)
MaxStackableSize is the maximum size of a single stack of an item.
var SkillExperienceLevels = func() []float64 { rawExp := make([]float64, 100) rawExp[1] = 0 for i := 2; i <= 99; i++ { e := 0.25 * math.Floor(float64(i-1)+300.0*math.Pow(2, float64(i-1)/7.0)) rawExp[i] = rawExp[i-1] + e } exp := make([]float64, 100) for i := 1; i <= 99; i++ { exp[i] = math.Floor(rawExp[i]) } return exp }()
SkillExperienceLevels is a slice of experience points corresponding to each skill level.
Functions ¶
func InitAttackStyleMap ¶
func InitAttackStyleMap() map[WeaponStyle]AttackStyle
InitAttackStyleMap returns a map of weapon styles and default attack styles.
Types ¶
type AnimationID ¶
type AnimationID int
const ( AnimationStand AnimationID = iota AnimationStandTurn AnimationWalk AnimationTurnAbout AnimationTurnRight AnimationTurnLeft AnimationRun )
type AttackStyle ¶
type AttackStyle int
AttackStyle enumerates possible weapon attack styles an entity may use.
const ( AttackStyleChop AttackStyle = iota AttackStyleSlash AttackStyleLunge AttackStyleBlock AttackStylePunch AttackStyleKick AttackStylePound AttackStylePummel AttackStyleSpike AttackStyleImpale AttackStyleSmash AttackStyleJab AttackStyleSwipe AttackStyleFend AttackStyleBash AttackStyleReap AttackStyleFlick AttackStyleLash AttackStyleDeflect AttackStyleAccurate AttackStyleRapid AttackStyleLongRange AttackStyleArmAndFire AttackStyleFocus AttackStyleStab )
type Boundary ¶
type Boundary uint8
Boundary enumerates the cardinal boundaries of a map area, region or chunk.
type ChatEffect ¶
type ChatEffect int
ChatEffect is a visual effect applied to chat messages.
const ( ChatEffectNone ChatEffect = iota ChatEffectWave ChatEffectWave2 ChatEffectShake ChatEffectScroll ChatEffectSlide )
type ChatMessage ¶
type ChatMessage struct { Color ChatColor Effect ChatEffect Text string }
ChatMessage is a chat message sent by a player. Chat messages may have associated effects and font color modifiers.
type ChatMode ¶
type ChatMode int
ChatMode restricts which types of chat messages a player receives.
type ClientTab ¶
type ClientTab int
ClientTab enumerates the possible client sidebar tabs available for displaying interface.
type Direction ¶
type Direction int
Direction is a cardinal direction with respect to the map.
func DirectionFromDelta ¶
DirectionFromDelta returns a direction represented by a difference in x and/or y coordinates. The vector v does not need to be a unit vector.
type Entity ¶
type Entity struct { // ID is the globally unique identifier for the entity. ID int // GlobalPos is the position of the entity in global coordinates. GlobalPos Vector3D }
Entity is a character in the game world, controlled by either a human or the game engine itself.
type EntityAppearance ¶
type EntityAppearance struct { // Base is the base model appearance. Base EntityBase // NPCAppearance is a flag that indicates if the entity assumes a predefined NPC appearance. NPCAppearance int // Equipment is a map of equipment slots to the items equipped at those slots. Equipment map[EquipmentSlotType]*EquipmentSlot // BodyColors is a slice of color codes for each body part. BodyColors []int // Animations is a map of animation types to their animation sequence IDs. Animations map[AnimationID]int // GraphicID is the ID of a graphic the player assumes, or -1 if none. GraphicID int // GraphicHeight is the height offset from the ground where the graphic should be rendered. GraphicHeight int // GraphicDelay is the amount of game ticks to wait before initially displaying the graphic. GraphicDelay int // Gender is the entity's gender. Gender EntityGender // OverheadIconID is the ID of the graphic to use for an overhead icon. OverheadIconID int // CombatLevel is the entity's combat level. CombatLevel int // TotalLevel is the entity's total skill level. TotalLevel int }
EntityAppearance describes the properties of an entity such as a player or NPC.
func (*EntityAppearance) IsNPCAppearance ¶
func (a *EntityAppearance) IsNPCAppearance() bool
IsNPCAppearance returns true if the appearance should take that of a predefined NPC, false if not.
func (*EntityAppearance) SetNPCAppearance ¶
func (a *EntityAppearance) SetNPCAppearance(id int)
SetNPCAppearance sets the ID of an NPC to use for the appearance.
type EntityBase ¶
EntityBase describes the entity's base model. Each entity model has a fixed amount of slots that can be assigned model IDs, which comprise the entity if it has no items equipped.
type EntityCombatAttributes ¶
EntityCombatAttributes are the combat modifiers for an entity based on their equipment.
type EntityCombatStats ¶
type EntityCombatStats struct { Attack EntityCombatAttributes Defense EntityCombatAttributes Strength int Prayer int }
EntityCombatStats are the effective combat stats for an entity.
type EntityGender ¶
type EntityGender int
EntityGender enumerates valid genders for players or NPCs.
const ( EntityMale EntityGender = iota EntityFemale )
type EquipmentSlot ¶
type EquipmentSlot struct { SlotType EquipmentSlotType Item *Item Amount int }
EquipmentSlot is an item equipped in an entity's equipment.
type EquipmentSlotType ¶
type EquipmentSlotType int
EquipmentSlotType enumerates the different slots items may be equipped to.
func (EquipmentSlotType) Visible ¶
func (s EquipmentSlotType) Visible() bool
Visible returns true if the equipment slot affects an entity's appearance, false if not.
type FriendsListStatus ¶
type FriendsListStatus int
FriendsListStatus enumerates which state a player's client should show the friends list.
const ( FriendsListStatusLoading FriendsListStatus = iota FriendsListStatusPending FriendsListStatusLoaded )
type InteractionMode ¶
type InteractionMode int
InteractionMode controls from whom a player receives trades and duels requests.
const ( InteractionModePublic InteractionMode = iota InteractionModeFriends InteractionModeOff )
type Interface ¶
type Interface struct { // ID is the identifier for this interface. ID int // Parent is the parent interface. Parent *Interface // Children is a slice of child interfaces. Children []*Interface // Type is the type of interface. Type int // Actions is a slice of actions that this interface supports. Actions []string // Conditions is a slice of conditions for this interface. Conditions []InterfaceCondition // OpCodes is a map of op codes to their sub codes OpCodes map[int][]int }
Interface is a client-side interface that displays information and allows actions.
type InterfaceCondition ¶
InterfaceCondition is a condition for an interface to be active.
type InventorySlot ¶
type InventorySlot struct { // ID is the identifier of the inventory slot. ID int // Item is a pointer to a model.Item in this slot. Item *Item // Amount is the stack size of the item in this slot. Amount int }
InventorySlot is an item stored in a player's inventory.
type Item ¶
type Item struct { ID int Name string Description string Rotation Vector3D Scale Vector3D Stackable bool MembersOnly bool NoteID int NoteTemplateID int TeamID int GroundActions []string Actions []string Stackables []ItemStackable Attributes *ItemAttributes }
Item represents a player-usable object.
type ItemAttributes ¶
type ItemAttributes struct { // ItemID is the ID of the item. ItemID int // Nature describes the uses for the item. Nature ItemNature // EquipSlotType is the equipment slot where the item is equipped to. EquipSlotType EquipmentSlotType // WeaponStyle is the set of attack options for a weapon item. WeaponStyle WeaponStyle // Speed is the amount of milliseconds between item actions. Speed int // Weight is the weight of the item. Weight float32 // Value is the value of the item, in coins. Value int // AttackBonuses are the offensive combat attributes. Attack ItemCombatAttributes // DefenseBonuses are the defensive combat attributes. Defense ItemCombatAttributes // StrengthBonus is the bonus granted to an entity's strength level. StrengthBonus int // PrayerBonus is the bonus granted to an entity's prayer level. PrayerBonus int }
ItemAttributes are additional properties for an item.
type ItemCombatAttributes ¶
ItemCombatAttributes are the attack and defense bonuses granted by an item.
type ItemNature ¶
type ItemNature int
ItemNature enumerates the possible uses for an item
const ( ItemNatureNotUsable ItemNature = iota ItemNatureEquippable )
type ItemStackable ¶
ItemStackable is a descriptor of sprites to use for certain item stackable thresholds.
type Map ¶
type Map struct { // Tiles are stored in (z, x, y) coordinates. Tiles map[int]map[int]map[int]*Tile // RegionOrigins enumerate all region origins in global coordinates that are on the map. RegionOrigins []Vector3D // MaxTile is the position of the tile the furthest on the x- and y-axes. MaxTile Vector2D }
Map represents the game world map and its static objects.
type MovementSpeed ¶
type MovementSpeed int
MovementSpeed enumerates the speeds at which an entity moves.
const ( MovementSpeedWalk MovementSpeed = iota MovementSpeedRun )
type NPC ¶
type NPC struct { *Entity // DefinitionID is the identifier for the NPC's appearance. DefinitionID int // ScriptSlug is the slug for the game script to execute for this NPC. ScriptSlug string }
NPC is a non-player controlled character in the game world.
type Player ¶
type Player struct { *Entity // Username is the player's display name. Username string // PasswordHash is the player's hashed password. PasswordHash string // Type determines the level of access this player is granted. Type PlayerType // Flagged is true when the player is suspected of cheating, false if not. Flagged bool // Appearance is the player's model appearance. Appearance EntityAppearance // AutoRetaliate controls if the player automatically responds to combat. AutoRetaliate bool // Modes determine what level of chat and trade interaction the player has configured. Modes PlayerModes // Muted is true when the player is not able to chat, false if not. Muted bool // Friends is a slice of usernames of players added as friends. Friends []string // Ignored is a slice of usernames of players that are ignored. Ignored []string // Skills is a map of this player's skill levels and experience. Skills SkillMap // Member is true when the player has an active subscription, false if not. Member bool // MemberDays is the number of days of subscription remaining. MemberDays int // Inventory is the player's current inventory of items. Inventory [MaxInventorySlots]*InventorySlot // CombatStats are the player's combat statistics. CombatStats EntityCombatStats // AttackStyles if a map of the player's preferred attack styles for a given weapon style. AttackStyles map[WeaponStyle]AttackStyle // GameOptions is a map of client/game option IDs to their values. GameOptions map[int]string // RunEnergy is the player's run energy. RunEnergy int // QuestStatus is a map of quest IDs to their status. QuestStatuses map[int]QuestStatus // QuestFlags is a map of quest IDs to maps of their flag IDs to values. QuestFlags map[int]map[int]int // MusicTracks is a map of song IDs to flags indicating if the player has unlocked them. MusicTracks map[int]bool // UpdateDesign is true when the player should be shown the character design interface, false if not. UpdateDesign bool // MovementSpeed determines if the player is moving by walking or running MovementSpeed MovementSpeed // PrayerDrainCounter is the player's current usage of activated prayer drain points. PrayerDrainCounter int // ActivePrayers is a map of prayer IDs and drain effects for prayers that are currently active on the player. ActivePrayers map[int]int // HitpointsRegenRate is the amount of hitpoints recovered after each interval. HitpointsRegenRate int // StatRegenRate is the amount of stat levels for non-hitpoints skills recovered after each interval. StatRegenRate int }
Player is a human player connected to the game server. This struct stores a player's persistent data, including various preferences, game world properties and other such attributes.
func (*Player) AttackStyle ¶
func (p *Player) AttackStyle(weaponStyle WeaponStyle) AttackStyle
AttackStyle returns the active attack style for a particular weapon style.
func (*Player) ClearEquippedItem ¶
func (p *Player) ClearEquippedItem(slot EquipmentSlotType)
ClearEquippedItem removes any equipped item at a slot.
func (*Player) ClearInventoryItem ¶
ClearInventoryItem removes an item from the player's inventory slot.
func (*Player) EquipmentSlot ¶
func (p *Player) EquipmentSlot(slot EquipmentSlotType) *EquipmentSlot
EquipmentSlot returns an EquipmentSlot for a slot. If no item is equipped, nil will be returned instead.
func (*Player) EquippedWeaponStyle ¶
func (p *Player) EquippedWeaponStyle() WeaponStyle
EquippedWeaponStyle returns the attack style of the player's equipped weapon, if any.
func (*Player) GameOption ¶
GameOption returns the player's preference value for a game option. If no value is set for the option, an empty string is returned instead.
func (*Player) HasFriend ¶
HasFriend determines if the given player username is on this player's friends list.
func (*Player) InventoryCanHoldItem ¶
InventoryCanHoldItem determines if an item can be added to the player's inventory. This will account for both stackable and non-stackable items.
func (*Player) InventorySlotWithItem ¶
func (p *Player) InventorySlotWithItem(itemID int) *InventorySlot
InventorySlotWithItem returns the slot that contains an item with an ID. If no slot contains such an item, then nil will be returned.
func (*Player) IsEquipmentSlotUsed ¶
func (p *Player) IsEquipmentSlotUsed(slot EquipmentSlotType) bool
IsEquipmentSlotUsed returns true if an equipment slot is in use, false if it's free.
func (*Player) IsIgnored ¶
IsIgnored determines if the given player username is on this player's ignore list.
func (*Player) MusicTrackUnlocked ¶
MusicTrackUnlocked returns true if a music track has been unlocked by the player.
func (*Player) NextFreeInventorySlot ¶
NextFreeInventorySlot returns the ID of the next available slot in the player's inventory. If no slot is free, -1 will be returned.
func (*Player) PrayerDrainResistance ¶
PrayerDrainResistance returns the player's resistance threshold to losing prayer points.
func (*Player) QuestFlag ¶
QuestFlag returns the value of a quest flag. If a flag does not have a value, -1 will be returned.
func (*Player) QuestStatus ¶
func (p *Player) QuestStatus(questID int) QuestStatus
QuestStatus returns the status of a quest.
func (*Player) RunEnergyPercentage ¶
RunEnergyPercentage returns the player's current run energy as a percentage of the maximum run energy.
func (*Player) SetAttackStyle ¶
func (p *Player) SetAttackStyle(weaponStyle WeaponStyle, attackStyle AttackStyle)
SetAttackStyle sets the active attack style for a weapon style, overwriting any previously applied style.
func (*Player) SetEquippedItem ¶
func (p *Player) SetEquippedItem(item *Item, amount int, slot EquipmentSlotType)
SetEquippedItem sets an item to be equipped at a slot.
func (*Player) SetGameOption ¶
SetGameOption sets a value for a game option, overwriting any previous value.
func (*Player) SetInventoryItem ¶
SetInventoryItem puts an item in a slot of the player's inventory. This will replace any existing items at that slot.
func (*Player) SetMusicTrackUnlocked ¶
SetMusicTrackUnlocked sets that a music track is available for the player to play.
func (*Player) SetQuestFlag ¶
SetQuestFlag sets the value of a flag for a quest, overwriting any previously set value.
func (*Player) SetQuestStatus ¶
func (p *Player) SetQuestStatus(questID int, status QuestStatus)
SetQuestStatus sets the status of a quest, overwriting any previous status.
func (*Player) SetSkillExperience ¶
SetSkillExperience sets the experience points for a player skill. The skill level and combat levels will be recomputed after the fact.
func (*Player) SkillExperience ¶
SkillExperience returns the player's current experience points for a skill.
type PlayerChangeEvent ¶
type PlayerChangeEvent int
PlayerChangeEvent is an event that occurs on a player's attributes.
const ( PlayerChangeRunEnergy PlayerChangeEvent = iota PlayerPrayerExhausted )
type PlayerModes ¶
type PlayerModes struct { // PublicChat is the player's public chat interaction setting. PublicChat ChatMode // PrivateChat is the player's public chat interaction setting. PrivateChat ChatMode // Interaction is the player's trade/duel request interaction setting. Interaction InteractionMode }
PlayerModes indicates what types of chat and interactions a player wishes to receive.
type PlayerType ¶
type PlayerType int
PlayerType enumerates the possible player access levels.
const ( PlayerNormal PlayerType = iota PlayerModerator PlayerAdmin )
type QuestStatus ¶
type QuestStatus int
QuestStatus enumerates a player's status of a quest.
const ( QuestStatusNotStarted QuestStatus = iota QuestStatusInProgress QuestStatusFinished )
type Rectangle ¶
Rectangle is a rectangle aligned on the x- and y-axes.
func MakeRectangle ¶
MakeRectangle returns a Rectangle initialized with a top-left and bottom-right boundary point.
type Skill ¶
type Skill struct { // Type is the unique identifier for the skill. Type SkillType // StatLevel is the current, effective level for the skill modified by (de)buffs. StatLevel int // BaseLevel is the skill's level based on experience points. BaseLevel int // Experience is the number of experience points gained in the skill. Experience float64 }
Skill represents progress in a single skill.
type SkillMap ¶
SkillMap is a map of skill types to their progress. Use the EmptySkillMap() function to create a map of all skills initialized to their base levels.
func EmptySkillMap ¶
func EmptySkillMap() SkillMap
EmptySkillMap returns a SkillMap initialized with all skills to their base levels.
type SkillType ¶
type SkillType int
SkillType is an individual skill that can be trained by a player. Each skill has a well-known identifier that is shared between the client and server.
const ( SkillTypeAttack SkillType = 0 SkillTypeDefense SkillType = 1 SkillTypeStrength SkillType = 2 SkillTypeHitpoints SkillType = 3 SkillTypeRanged SkillType = 4 SkillTypePrayer SkillType = 5 SkillTypeMagic SkillType = 6 SkillTypeCooking SkillType = 7 SkillTypeWoodcutting SkillType = 8 SkillTypeFletching SkillType = 9 SkillTypeFishing SkillType = 10 SkillTypeFiremaking SkillType = 11 SkillTypeCrafting SkillType = 12 SkillTypeSmithing SkillType = 13 SkillTypeMining SkillType = 14 SkillTypeHerblore SkillType = 15 SkillTypeAgility SkillType = 16 SkillTypeThieving SkillType = 17 SkillTypeSlayer SkillType = 18 SkillTypeFarming SkillType = 19 SkillTypeRunecraft SkillType = 20 )
type Tile ¶
type Tile struct { Height int OverlayID int RenderFlag int UnderlayID int // contains filtered or unexported fields }
Tile is the smallest unit of space on the world map.
func (*Tile) AddItem ¶
AddItem adds a non-stackable ground item to the tile, returning its unique instance UUID.
func (*Tile) AddObject ¶
func (t *Tile) AddObject(object *WorldObject)
AddObject places a world object on the tile.
func (*Tile) AddStackableItem ¶
AddStackableItem adds a stackable ground item with a stack amount to the tile, returning its unique instance UUID. If a new item was added to the tile, true will be returned in the second tuple element, otherwise false if an existing item's stack was updated. If an existing item was updated, the previous stack amount will be returned in the third tuple element.
func (*Tile) GroundItems ¶
func (t *Tile) GroundItems() []*TileGroundItem
GroundItems returns a slice of ground items located on this tile.
func (*Tile) RemoveItemByID ¶
func (t *Tile) RemoveItemByID(id int) *TileGroundItem
RemoveItemByID removes the first ground item that matches the item ID. If the item was found and removed, a pointer to the TileGroundItem model will be returned. If there are multiple ground items with the same item ID, only the first will be removed.
type TileGroundItem ¶
TileGroundItem is an instance of an item placed on a tile.
type Vector2D ¶
Vector2D is a vector in two-dimensional space.
type Vector3D ¶
Vector3D is a vector in three-dimensional space.
func (Vector3D) Multiply ¶
Multiply multiplies another vector by this one, returning a new Vector3D.
type WeaponStyle ¶
type WeaponStyle int
WeaponStyle enumerates the possible attack styles of a weapon.
const ( WeaponStyleUnarmed WeaponStyle = iota WeaponStyle2HSword WeaponStyleAxe WeaponStyleBow WeaponStyleBlunt WeaponStyleClaw WeaponStyleCrossbow WeaponStyleGun WeaponStylePickaxe WeaponStylePoleArm WeaponStylePoleStaff WeaponStyleScythe WeaponStyleSlashSword WeaponStyleSpear WeaponStyleSpiked WeaponStyleStabSword WeaponStyleStaff WeaponStyleThrown WeaponStyleWhip )
type WorldObject ¶
type WorldObject struct { ID int Description string Name string Walkable bool Actions []string UnwalkableSolid bool Translation Vector3D Size Vector2D Scale Vector3D FaceID int MapSceneID int Shadowless bool Rotated bool OffsetAmplified bool AdjustToTerrain bool DelayedShading bool HasActions bool Solid bool Wall bool Static bool VariableID int ConfigID int ChildIDs []int }
WorldObject is an entity that can appear on the game world.