Public Repository for the Magicbane Shadowbane Emulator
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

118 lines
5.2 KiB

// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
// Magicbane Emulator Project © 2013 - 2022
// www.magicbane.com
package engine.objects;
import engine.math.Vector3f;
public class Formation {
// Offsets are as follows.
// X determines left/right offset
// Y not used
// Z determines front/back offset
private static final Vector3f[] COLUMN = {new Vector3f(0, 0, 0), // Group
// Lead
new Vector3f(6, 0, 0), // Player 1 offset
new Vector3f(0, 0, -6), // Player 2 offset
new Vector3f(6, 0, -6), // Player 3 offset
new Vector3f(0, 0, -12), // Player 4 offset
new Vector3f(6, 0, -12), // Player 5 offset
new Vector3f(0, 0, -18), // Player 6 offset
new Vector3f(6, 0, -18), // Player 7 offset
new Vector3f(0, 0, -24), // Player 8 offset
new Vector3f(6, 0, -24)}; // Player 9 offset
private static final Vector3f[] LINE = {new Vector3f(0, 0, 0),
new Vector3f(0, 0, -6), new Vector3f(0, 0, -12),
new Vector3f(0, 0, -18), new Vector3f(0, 0, -24),
new Vector3f(0, 0, -30), new Vector3f(0, 0, -36),
new Vector3f(0, 0, -42), new Vector3f(0, 0, -48),
new Vector3f(0, 0, -54)};
private static final Vector3f[] BOX = {new Vector3f(0, 0, 0),
new Vector3f(-6, 0, 0), new Vector3f(6, 0, 0),
new Vector3f(-6, 0, -6), new Vector3f(0, 0, -6),
new Vector3f(6, 0, -6), new Vector3f(-6, 0, -12),
new Vector3f(0, 0, -12), new Vector3f(5, 0, -12),
new Vector3f(0, 0, -18)};
private static final Vector3f[] TRIANGLE = {new Vector3f(0, 0, 0),
new Vector3f(-6, 0, -6), new Vector3f(6, 0, -6),
new Vector3f(-12, 0, -12), new Vector3f(0, 0, -12),
new Vector3f(12, 0, -12), new Vector3f(-18, 0, -18),
new Vector3f(-6, 0, -18), new Vector3f(6, 0, -18),
new Vector3f(18, 0, -18)};
private static final Vector3f[] CIRCLE = {new Vector3f(0, 0, 0),
new Vector3f(-12, 0, -3), new Vector3f(12, 0, -3),
new Vector3f(-18, 0, -12), new Vector3f(18, 0, -12),
new Vector3f(-18, 0, -21), new Vector3f(18, 0, -21),
new Vector3f(-12, 0, -30), new Vector3f(12, 0, -30),
new Vector3f(0, 0, -33)};
private static final Vector3f[] RANKS = {new Vector3f(0, 0, 0),
new Vector3f(0, 0, -6), new Vector3f(-6, 0, 0),
new Vector3f(-6, 0, -6), new Vector3f(6, 0, 0),
new Vector3f(6, 0, -6), new Vector3f(-12, 0, 0),
new Vector3f(-12, 0, -6), new Vector3f(12, 0, 0),
new Vector3f(12, 0, -6)};
private static final Vector3f[] WEDGE = {new Vector3f(0, 0, 0),
new Vector3f(6, 0, 0), new Vector3f(-6, 0, -6),
new Vector3f(12, 0, -6), new Vector3f(-12, 0, -12),
new Vector3f(18, 0, -12), new Vector3f(-18, 0, -18),
new Vector3f(24, 0, -18), new Vector3f(-24, 0, -24),
new Vector3f(30, 0, -24)};
private static final Vector3f[] INVERSEWEDGE = {new Vector3f(0, 0, 0),
new Vector3f(6, 0, 0), new Vector3f(-6, 0, 6),
new Vector3f(12, 0, 6), new Vector3f(-12, 0, 12),
new Vector3f(18, 0, 12), new Vector3f(-18, 0, 18),
new Vector3f(24, 0, 18), new Vector3f(-24, 0, 24),
new Vector3f(30, 0, 24)};
private static final Vector3f[] T = {new Vector3f(0, 0, 0),
new Vector3f(-6, 0, 0), new Vector3f(6, 0, 0),
new Vector3f(0, 0, -6), new Vector3f(-12, 0, 0),
new Vector3f(12, 0, 0), new Vector3f(0, 0, -12),
new Vector3f(-18, 0, 0), new Vector3f(18, 0, 0),
new Vector3f(0, 0, -18)};
public static Vector3f getOffset(int formation, int position) {
if (position > 9 || position < 0) {
// TODO log error here
position = 0;
}
switch (formation) {
case 0:
return Formation.COLUMN[position];
case 1:
return Formation.LINE[position];
case 2:
return Formation.BOX[position];
case 3:
return Formation.TRIANGLE[position];
case 4:
return Formation.CIRCLE[position];
case 5:
return Formation.RANKS[position];
case 6:
return Formation.WEDGE[position];
case 7:
return Formation.INVERSEWEDGE[position];
case 9:
return Formation.T[position];
default: // default to box
return Formation.BOX[position];
}
}
}