extend moveset with attack, halt, stop
This commit is contained in:
+42
-5
@@ -271,10 +271,33 @@ function connectWebSocket() {
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}
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}
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document.getElementById(`ability-${abilityIndex}-cooldown`).style.clipPath = `polygon(0 ${cssPercentage}, 100% ${cssPercentage}, 100% 100%, 0 100%)`
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if (player.casting?.ability?.id == ability.id) {
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document.getElementById(`ability-${abilityIndex}-cooldown`).style.clipPath = `polygon(50% 0%, 0% 100%, 100% 100%)` // triangle
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}
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else {
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document.getElementById(`ability-${abilityIndex}-cooldown`).style.clipPath = `polygon(0 ${cssPercentage}, 100% ${cssPercentage}, 100% 100%, 0 100%)`
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}
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document.getElementById(`ability-${abilityIndex}-cooldown-text`).innerHTML = text
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}
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}
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let castIndicatorDisplay = 'none'
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if (player.casting != null) {
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castIndicatorDisplay = 'block'
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const castDuration = (player.casting.ability.castTime * state.tickRate) ?? 0
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const remainingCastTime = (player.casting.timestamp + castDuration) - state.currentTick
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let cssPercentage = '100%'
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if (remainingCastTime > 0) {
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const castPercentage = 1 - (remainingCastTime / castDuration)
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cssPercentage = `${Math.round(100 * castPercentage)}%`
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}
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document.getElementById('cast_indicator_progress').style.clipPath = `polygon(0 0, ${cssPercentage} 0, ${cssPercentage} 100%, 0% 100%)`
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document.getElementById('cast_indicator_name').innerHTML = player.casting.ability?.name ?? ''
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}
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document.getElementById('cast_indicator').style.display = castIndicatorDisplay
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}
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}
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@@ -294,12 +317,12 @@ window.addEventListener('load', () => {
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const canvas = renderer.domElement
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canvas.classList.add('canvas')
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canvas.addEventListener('mousedown', (event) => {
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window.addEventListener('mousedown', (event) => {
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const intersect = raycastToGround()
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if (intersect != null) {
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const { x, y } = intersect
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if (event.button == 0) {
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websocket.send(JSON.stringify({ action: 'cast', slot: 0, id: playerId, x, y }))
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websocket.send(JSON.stringify({ action: 'attack', id: playerId, x, y }))
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}
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if (event.button == 2) {
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@@ -311,6 +334,20 @@ window.addEventListener('load', () => {
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const intersect = raycastToGround()
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if (intersect != null) {
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const { x, y } = intersect
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if (event.code == 'KeyA') {
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websocket.send(JSON.stringify({ action: 'attack', id: playerId, x, y }))
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}
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if (event.code == 'KeyX') {
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websocket.send(JSON.stringify({ action: 'cast', slot: 0, id: playerId, x, y }))
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}
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if (event.code == 'KeyS') {
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websocket.send(JSON.stringify({ action: 'stop', id: playerId }))
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}
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if (event.code == 'KeyH') {
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websocket.send(JSON.stringify({ action: 'halt', id: playerId }))
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}
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if (event.code == 'KeyQ') {
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websocket.send(JSON.stringify({ action: 'cast', slot: 1, id: playerId, x, y }))
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}
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@@ -330,7 +367,7 @@ window.addEventListener('load', () => {
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}
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})
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document.addEventListener('wheel', (event) => {
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window.addEventListener('wheel', (event) => {
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if (event.deltaY < 0) {
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camera.zoom += 0.2
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if (camera.zoom > 3) {
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@@ -353,7 +390,7 @@ window.addEventListener('load', () => {
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renderer.setSize(window.innerWidth, window.innerHeight)
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})
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document.addEventListener('contextmenu', (event) => event.preventDefault())
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window.addEventListener('contextmenu', (event) => event.preventDefault())
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window.addEventListener('keydown', (event) => keysDown[event.code] = true)
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window.addEventListener('keyup', (event) => keysDown[event.code] = false)
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window.addEventListener('keydown', (event) => {
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@@ -103,6 +103,35 @@
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color: white;
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font-family: monospace;
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}
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.cast-indicator-wrapper {
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display: none;
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position: fixed;
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inset: auto 0 30%;
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width: 400px;
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margin: auto;
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}
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.cast-indicator-progress {
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position: absolute;
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background-color: #edd9ff;
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width: calc(100% - 4px);
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height: calc(100% - 4px);
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}
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.cast-indicator-name {
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text-align: center;
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color: white;
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text-shadow: 1px 1px 2px black, 0 0 1em dimgray, 0 0 0.2em dimgray;
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}
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.cast-indicator-bar {
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position: relative;
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background-color: dimgray;
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width: 100%;
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height: 20px;
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padding: 2px;
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}
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</style>
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</head>
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<body>
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@@ -110,6 +139,12 @@
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<p>Connection: <span id="connection"></span></p>
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<pre id="state"></pre>
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</div>
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<div id="cast_indicator" class="cast-indicator-wrapper">
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<div id="cast_indicator_name" class="cast-indicator-name"></div>
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<div class="cast-indicator-bar">
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<div id="cast_indicator_progress" class="cast-indicator-progress"></div>
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</div>
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</div>
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<div class="hud">
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<div id="ability-0" class="ability">
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A
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+75
-23
@@ -8,7 +8,7 @@ export default class Entity {
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id = crypto.randomUUID()
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speed = 400
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radius = 0
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health = 1 // TODO: health can go into negatives and can go over maxHealth
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health = 1
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maxHealth = 1
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abilities = [
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Ability.basicAttack,
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@@ -21,6 +21,7 @@ export default class Entity {
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cooldowns = {}
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#attack = false
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#position = new Vector2()
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#dest = null
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#game = null
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@@ -70,6 +71,72 @@ export default class Entity {
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])
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}
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attackAction(x, y) {
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this.moveAction(x, y, true)
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}
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castAction(slot, x, y, clearDestination = true) {
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const ability = this.abilities[slot]
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if (this.casting != null) {
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const abilityBeingCasted = this.casting.ability
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if (abilityBeingCasted.id == ability.id) {
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return false
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}
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return false
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}
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if (clearDestination) {
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this.#dest = null
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}
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const cursor = new Vector2(x, y)
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const cooldown = this.game?.secToTick(ability.cooldown) ?? 0
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const lastCast = this.cooldowns[ability.id]
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const timestamp = this.game?.currentTick ?? 0
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if (lastCast != null && lastCast + cooldown > timestamp) {
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return false
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}
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this.casting = { ability, cursor, timestamp }
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return true
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}
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haltAction() {
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this.#dest = null
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}
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moveAction(x, y, attack = false) {
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this.#attack = attack
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if (this.casting != null && (!this.#attack || this.casting.ability.id != this.abilities[0].id)) {
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this.casting = null
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}
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this.#dest = SATX.fixCollisions(new Vector2(x, y), this.collidables(), this.radius, this.game?.width, this.game?.height)
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}
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stopAction() {
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this.casting = null
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this.#dest = null
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this.#attack = false
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}
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autoAttack() {
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if (!this.#attack) { return false }
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if (this.game?.entities.some((e) => e.id != this.id && e.position.clone().sub(this.position).length() < this.abilities[0].range)) {
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const cooldown = this.game?.secToTick(this.abilities[0].cooldown) ?? 0
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const lastCast = this.cooldowns[this.abilities[0].id]
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const timestamp = this.game?.currentTick ?? 0
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if (lastCast != null && lastCast + cooldown > timestamp) { return false }
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const target = this.#dest ?? this.position
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this.castAction(0, target.x, target.y, false)
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}
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}
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cast() {
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if (this.casting == null) {
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return false
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@@ -88,22 +155,6 @@ export default class Entity {
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return true
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}
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castAction(slot, x, y) {
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const ability = this.abilities[slot]
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const cursor = new Vector2(x, y)
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const cooldown = this.game?.secToTick(ability.cooldown) ?? 0
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const lastCast = this.cooldowns[ability.id]
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const timestamp = this.game?.currentTick ?? 0
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if (lastCast != null && lastCast + cooldown > timestamp) {
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return false
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}
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this.#dest = null
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this.casting = { ability, cursor, timestamp }
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return true
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}
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collidables() {
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const entityColliders = (this.game?.entities ?? []).filter((e) => e.id != this.id).map((e) => e.collider)
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const terrainColliders = (this.game?.terrains ?? []).map((t) => t.colliders).flat()
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@@ -123,7 +174,7 @@ export default class Entity {
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this.cooldowns[id] = this.game?.currentTick ?? 0
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}
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damage(amount, source = null) {
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damage(amount) {
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this.health = Math.min(Math.max(0, this.health - amount), this.maxHealth)
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}
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@@ -131,7 +182,7 @@ export default class Entity {
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this.game?.despawn(this)
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}
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heal(amount, source = null) {
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heal(amount) {
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this.health = Math.min(Math.max(0, this.health + amount), this.maxHealth)
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}
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@@ -143,10 +194,6 @@ export default class Entity {
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return SATX.collideObjects(this.collider, colliders)
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}
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moveAction(x, y) {
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this.#dest = SATX.fixCollisions(new Vector2(x, y), this.collidables(), this.radius, this.game?.width, this.game?.height)
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}
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state() {
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return {
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...this,
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@@ -165,6 +212,8 @@ export default class Entity {
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// TODO: unset destination on teleports, etc.
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// TODO: recalculate path on obstructions (currently next waypoint is used)
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takeStep(distanceTraveled = 0) {
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if (this.casting != null) { return false }
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const speed = (this.speed / (this.game?.tickBudget ?? 1000)) - distanceTraveled
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const collidables = this.collidables()
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if (this.#dest != null) {
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@@ -213,6 +262,9 @@ export default class Entity {
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this.cast()
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this.takeStep()
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this.fixPosition()
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this.autoAttack()
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// TODO: proper death and respawn
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if (this.health <= 0) {
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if (this.id == '1' || this.id == '2') {
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this.health = this.maxHealth
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+15
-2
@@ -33,17 +33,30 @@ app.ws('/ws', async (req, res) => {
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}
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console.log(message)
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// DEPRECATED: teleporting is now directly possible via Ability...
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if (message.action == 'teleport') {
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entity.teleport(new Vector2(message.x, message.y))
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}
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if (message.action == 'move') {
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entity.moveAction(message.x, message.y)
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if (message.action == 'attack') {
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entity.attackAction(message.x, message.y)
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}
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if (message.action == 'cast') {
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entity.castAction(message.slot, message.x, message.y)
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}
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if (message.action == 'halt') {
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entity.haltAction()
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}
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if (message.action == 'stop') {
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entity.stopAction()
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}
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if (message.action == 'move') {
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entity.moveAction(message.x, message.y)
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}
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})
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})
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