add bbox checks for pathfinding
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+2
-7
@@ -36,10 +36,6 @@ export default class Game {
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get tickBudget() { return this.#tickBudget }
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set logic(value) { this.#logic = value }
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get unadjustedWaypoints() {
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return this.terrains.map((t) => t.unadjustedWaypoints).concat(this.entities.map((e) => e.unadjustedWaypoints)).flat()
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}
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action(id, options) {
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const entity = this.entities.find((it) => it.id == id)
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if (entity == null) {
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@@ -104,7 +100,7 @@ export default class Game {
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if (this.gameLoopIntervalId != null) { return }
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this.startTimestamp = performance.now() + (this.currentTick * this.tickBudget)
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console.log(`Started game ${this.id} with ${this.tickRate} tps. Starting on tick ${this.currentTick}.`)
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console.info(`Started game ${this.id} with ${this.tickRate} tps. Starting on tick ${this.currentTick}.`)
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this.gameLoopIntervalId = setInterval(this.#gameLoopCall.bind(this), this.tickBudget / 5)
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}
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@@ -113,7 +109,7 @@ export default class Game {
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clearInterval(this.gameLoopIntervalId)
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this.gameLoopIntervalId = null
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console.log(`Stopped game ${this.id}. Stopped on tick ${this.currentTick}.`)
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console.info(`Stopped game ${this.id}. Stopped on tick ${this.currentTick}.`)
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}
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subscription(websocket, id) {
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@@ -158,7 +154,6 @@ export default class Game {
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return entityVisionSources.concat(projectileVisionSources)
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}
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// TODO: castingVision should not reveal casting in non-lanes (= only spawn castingVision if slightly outside regular vision [or obstructeed])
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visionByTeam(team) {
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const visionSources = this.visionSources(team)
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const visibleEntities = new Set(visionSources.map((it) => it.entitiesInVision()).flat())
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