package mapCall import ( "f1-game/internal/code" "f1-game/internal/enum" nameActor "f1-game/internal/name/actor" nameRemote "f1-game/internal/name/remote" "f1-game/internal/pb" "f1-game/internal/types" mapTypes "f1-game/nodes/map/internal/types" capp "f1-game/internal/cherry_app" cfacade "github.com/cherry-game/cherry/facade" ) var ( PathFind = &pathFindCall{ pathFindPath: cfacade.NewPath("", nameActor.Map_Pathfind), } ) type pathFindCall struct { pathFindPath string } func (p *pathFindCall) SiegePath(req *mapTypes.SiegePathReq) { capp.Call(p.pathFindPath, nameRemote.MapPathFind_SiegePath, req) } func (p *pathFindCall) Find(sx, sy, ex, ey int32, playerID, leagueID int64, marchType enum.MarchType) ([]*pb.Point, int32) { if sx == ex && sy == ey { return []*pb.Point{}, code.OK } req := pb.FindPathRequest{ StartX: sx, StartY: sy, EndX: ex, EndY: ey, PlayerID: playerID, LeagueID: leagueID, MarchType: int32(marchType), } rsp := pb.Points{} errCode := capp.CallWait(p.pathFindPath, nameRemote.MapPathFind_Find, &req, &rsp) if code.IsFail(errCode) { return nil, errCode } return rsp.List, code.OK } func (p *pathFindCall) SetBarriers(req *mapTypes.BarrierRequest) { capp.Call(p.pathFindPath, nameRemote.MapPathFind_SetBarriers, req) } func (p *pathFindCall) RemoveBarriers(req types.Points) { capp.Call(p.pathFindPath, nameRemote.MapPathFind_RemoveBarriers, req) }