use ability keys instead of indices

This commit is contained in:
2025-01-18 09:53:50 +09:00
parent b4162d4e39
commit 8ebae0d866
3 changed files with 18 additions and 17 deletions
+8 -7
View File
@@ -282,7 +282,7 @@ function connectWebSocket() {
if (e.id == playerId) {
const rangeMaterial = teamMaterials['range']
const rangeSize = state.abilities.find((it) => it.id == e.abilities.at(0))?.range ?? 0
const rangeSize = state.abilities.find((it) => it.id == e.abilities?.a)?.range ?? 0
const rangeMarker = new THREE.Mesh(new THREE.CylinderGeometry((rangeSize) / 100, (rangeSize) / 100, 1), rangeMaterial)
const rangeMarkerSize = 4000
rangeMarker.scale.y = e.height / rangeMarkerSize
@@ -377,8 +377,9 @@ function connectWebSocket() {
const player = state.entities.find((e) => e.id == playerId)
if (player != null) {
for (let abilityIndex = 0; abilityIndex < 4; abilityIndex++) {
if (player.abilities[abilityIndex] != null) {
const abilityId = player.abilities[abilityIndex]
const abilityKey = ['a', 'q', 'w', 'e'][abilityIndex]
if (player.abilities[abilityKey] != null) {
const abilityId = player.abilities[abilityKey]
const ability = state.abilities.find((it) => it.id == abilityId)
const lastCast = player.cooldowns[ability.id] ?? -Infinity
const cooldownDuration = (ability.cooldown * state.tickRate) ?? 0
@@ -463,7 +464,7 @@ window.addEventListener('load', () => {
websocket.send(JSON.stringify({ action: 'attack', id: playerId, x, y }))
}
if (event.code == 'KeyX') {
websocket.send(JSON.stringify({ action: 'cast', slot: 0, id: playerId, x, y }))
websocket.send(JSON.stringify({ action: 'cast', slot: 'a', id: playerId, x, y }))
}
if (event.code == 'KeyS') {
@@ -474,13 +475,13 @@ window.addEventListener('load', () => {
}
if (event.code == 'KeyQ') {
websocket.send(JSON.stringify({ action: 'cast', slot: 1, id: playerId, x, y }))
websocket.send(JSON.stringify({ action: 'cast', slot: 'q', id: playerId, x, y }))
}
if (event.code == 'KeyW') {
websocket.send(JSON.stringify({ action: 'cast', slot: 2, id: playerId, x, y }))
websocket.send(JSON.stringify({ action: 'cast', slot: 'w', id: playerId, x, y }))
}
if (event.code == 'KeyE') {
websocket.send(JSON.stringify({ action: 'cast', slot: 3, id: playerId, x, y }))
websocket.send(JSON.stringify({ action: 'cast', slot: 'e', id: playerId, x, y }))
}
}
})
+3 -3
View File
@@ -6,7 +6,7 @@ import Team from './team.js'
export default class Entity {
id = crypto.randomUUID()
abilities = [null, null, null, null] // TODO: do something about this being an array...
abilities = {}
casting = null
cooldowns = {}
dead = false
@@ -266,7 +266,7 @@ export default class Entity {
if (this.#attacking) {
const cursor = this.#dest ?? this.position
const basicAttack = this.ability(0)
const basicAttack = this.ability('a')
if (basicAttack != null) {
const target = this.closestTargetTo(cursor, 500)
if (target != null && this.distanceTo(target.position) < basicAttack.range + this.radius + target.radius) {
@@ -275,7 +275,7 @@ export default class Entity {
const timestamp = this.game?.currentTick ?? 0
if (lastCast != null && lastCast + cooldown > timestamp) { return false }
this.castAction(0, cursor, false)
this.castAction('a', cursor, false)
return true
}
}
+7 -7
View File
@@ -5,7 +5,7 @@ import Team from './team.js'
export default class Template {
static minion(team, options = {}) {
return {
abilities: [options.ranged ? Ability.rangedAttack.id : Ability.meleeAttack.id, null, null, null],
abilities: { a: options.ranged ? Ability.rangedAttack.id : Ability.meleeAttack.id },
height: options.ranged ? 40 : 38,
logic: this.#minionLogic(options.route),
maxHealth: options.ranged ? 300 : 450,
@@ -19,12 +19,12 @@ export default class Template {
static player(overrides) {
return {
abilities: [
Ability.rangedAttack.id,
Ability.straightShot.id,
Ability.shieldThrow.id,
Ability.blink.id,
],
abilities: {
a: Ability.rangedAttack.id,
q: Ability.straightShot.id,
w: Ability.shieldThrow.id,
e: Ability.blink.id,
},
height: 80,
logic: this.#playerLogic,
maxHealth: 600,