exclude dead entities from auto-attack target selection

This commit is contained in:
2025-01-23 11:17:16 +09:00
parent 15e72a9e10
commit 55e5e8117c
5 changed files with 58 additions and 85 deletions
+26 -22
View File
@@ -467,10 +467,25 @@ function connectWebSocket() {
if (playerId != null) {
const player = state.entities.find((e) => e.id == playerId)
if (player != null) {
for (let abilityIndex = 0; abilityIndex < 7; abilityIndex++) {
const abilityKey = ['a', 'q', 'w', 'e', 'r', 'd', 'f'][abilityIndex]
if (player.abilities[abilityKey] != null) {
const abilityId = player.abilities[abilityKey]
const playerAbilities = player.abilities
let abilitiesHTML = ''
let i = 0
for (const [abilityKey, _abilityId] of Object.entries(playerAbilities)) {
i++
const abilityKeyText = abilityKey.toUpperCase()
const abilityTemplate = `<div id="ability-${i}" class="ability">${abilityKeyText}<div id="ability-${i}-cooldown" class="cooldown"></div><div id="ability-${i}-cooldown-text" class="cooldown-text"></div></div>`
abilitiesHTML += abilityTemplate
}
if (document.getElementById(`abilities`).innerHTML != abilitiesHTML) {
document.getElementById(`abilities`).innerHTML = abilitiesHTML
}
let abilityIndex = 0
for (const [_abilityKey, abilityId] of Object.entries(playerAbilities)) {
abilityIndex++
const ability = state.abilities.find((it) => it.id == abilityId)
const lastCast = player.cooldowns[ability.id] ?? -Infinity
const cooldownDuration = (ability.cooldown * state.tickRate) ?? 0
@@ -497,7 +512,6 @@ function connectWebSocket() {
document.getElementById(`ability-${abilityIndex}-cooldown-text`).innerHTML = text
}
}
let buffs = ``
player.buffs.forEach((b) => {
@@ -577,24 +591,14 @@ window.addEventListener('load', () => {
websocket.send(JSON.stringify({ action: 'halt', id: playerId }))
}
if (event.code == 'KeyQ') {
websocket.send(JSON.stringify({ action: 'cast', slot: 'q', id: playerId, x, y }))
}
if (event.code == 'KeyW') {
websocket.send(JSON.stringify({ action: 'cast', slot: 'w', id: playerId, x, y }))
}
if (event.code == 'KeyE') {
websocket.send(JSON.stringify({ action: 'cast', slot: 'e', id: playerId, x, y }))
}
if (event.code == 'KeyR') {
websocket.send(JSON.stringify({ action: 'cast', slot: 'r', id: playerId, x, y }))
}
if (event.code == 'KeyD') {
websocket.send(JSON.stringify({ action: 'cast', slot: 'd', id: playerId, x, y }))
}
if (event.code == 'KeyF') {
websocket.send(JSON.stringify({ action: 'cast', slot: 'f', id: playerId, x, y }))
const alreadyBound = ['A', 'X', 'S', 'H']
const alphabet = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'.split('').forEach((letter) => {
if (alreadyBound.includes(letter)) { return }
if (event.code == `Key${letter}`) {
websocket.send(JSON.stringify({ action: 'cast', slot: letter.toLowerCase(), id: playerId, x, y }))
}
})
}
})
+7 -38
View File
@@ -58,12 +58,12 @@
border-right: none;
}
.hud {
.abilities {
display: none;
position: fixed;
gap: 10px;
padding: 15px;
padding-bottom: 10px;
display: flex;
inset: auto 0 0 0;
width: fit-content;
margin: auto;
@@ -74,6 +74,10 @@
border-bottom: none;
}
.abilities:has(.ability) {
display: flex;
}
.ability {
position: relative;
flex: 1 0 0;
@@ -178,42 +182,7 @@
<div id="cast_indicator_progress" class="cast-indicator-progress"></div>
</div>
</div>
<div class="hud">
<div id="ability-0" class="ability">
A
<div id="ability-0-cooldown" class="cooldown"></div>
<div id="ability-0-cooldown-text" class="cooldown-text"></div>
</div>
<div id="ability-1" class="ability">
Q
<div id="ability-1-cooldown" class="cooldown"></div>
<div id="ability-1-cooldown-text" class="cooldown-text"></div>
</div>
<div id="ability-2" class="ability">
W
<div id="ability-2-cooldown" class="cooldown"></div>
<div id="ability-2-cooldown-text" class="cooldown-text"></div>
</div>
<div id="ability-3" class="ability">
E
<div id="ability-3-cooldown" class="cooldown"></div>
<div id="ability-3-cooldown-text" class="cooldown-text"></div>
</div>
<div id="ability-4" class="ability">
R
<div id="ability-4-cooldown" class="cooldown"></div>
<div id="ability-4-cooldown-text" class="cooldown-text"></div>
</div>
<div id="ability-5" class="ability">
D
<div id="ability-5-cooldown" class="cooldown"></div>
<div id="ability-5-cooldown-text" class="cooldown-text"></div>
</div>
<div id="ability-6" class="ability">
F
<div id="ability-6-cooldown" class="cooldown"></div>
<div id="ability-6-cooldown-text" class="cooldown-text"></div>
</div>
<div id="abilities" class="abilities">
</div>
<div id="buffs" class="buffs"></div>
<script type="module" src="client.js"></script>
+1 -1
View File
@@ -85,7 +85,7 @@ export default class Ability {
const entities = projectile.game?.entities ?? []
const pos = projectile.position
projectile.despawn()
const nearbyDeadTeammates = entities.filter((it) => it.dead && it.team == team)
const nearbyDeadTeammates = entities.filter((it) => it.dead && it.team == team && it.distanceTo(pos) <= ability.radius)
const closestDeadTeammate = nearbyDeadTeammates.reduce((e1, e2) => (e1?.distanceTo(pos) ?? Infinity) < e2.distanceTo(pos) ? e1 : e2, null)
if (closestDeadTeammate != null) {
closestDeadTeammate.revive(closestDeadTeammate.maxHealth / 4)
+2 -2
View File
@@ -300,8 +300,8 @@ export default class Entity {
const entities = this.game?.entities
if (entities == null) { return }
const targetsInRange = targetAllies
? entities.filter((it) => this.team == it.team && it.distanceTo(cursor) <= range + this.radius + it.radius)
: entities.filter((it) => this.team != it.team && it.distanceTo(cursor) <= range + this.radius + it.radius)
? entities.filter((it) => !it.dead && this.team == it.team && it.distanceTo(cursor) <= range + this.radius + it.radius)
: entities.filter((it) => !it.dead && this.team != it.team && it.distanceTo(cursor) <= range + this.radius + it.radius)
if (targetsInRange.length < 1) { return }
+1 -1
View File
@@ -41,7 +41,7 @@ export default class Game {
if (options.action == 'attack') { entity.attackAction(new Vector2(options.x, options.y)) }
if (options.action == 'cast') { entity.castAction(options.slot, new Vector2(options.x, options.y)) }
if (options.action == 'halt') { entity.haltAction(), delay }
if (options.action == 'halt') { entity.haltAction() }
if (options.action == 'stop') { entity.stopAction() }
if (options.action == 'move') { entity.moveAction(new Vector2(options.x, options.y)) }
}