fix ghostable entities being pushed by ghosted entities

This commit is contained in:
2025-01-22 00:16:07 +09:00
parent fa2dbb5237
commit 916bc31356
4 changed files with 14 additions and 50 deletions
+4 -4
View File
@@ -289,7 +289,7 @@ export default class Entity {
customBboxCollidables(bbox) {
const entitiesAndTerrains = (this.game?.entities ?? []).filter((it) => it.id != this.id).concat(this.game?.terrains ?? [])
return entitiesAndTerrains.filter((it) => it.collision && !(this.ghosting && it.ghostable) && SATX.bboxCheck(bbox, it.bbox))
return entitiesAndTerrains.filter((it) => it.collision && !((this.ghosting && it.ghostable) || (this.ghostable && it.ghosting)) && SATX.bboxCheck(bbox, it.bbox))
}
damage(amount, source = null) {
@@ -313,6 +313,7 @@ export default class Entity {
return this.position.distanceTo(cursor)
}
// TODO: cache vision because linear per player connected is better than exponential
entitiesInVision() {
const entities = this.game?.entities
if (entities == null) { return }
@@ -350,7 +351,6 @@ export default class Entity {
this.health = Math.min(Math.max(0, this.health + amount), this.maxHealth)
}
// TODO: something is pushing ghostables out of ghosted entities' way
fixPosition() {
const fixedPosition = this.fixFuturePosition(this.position)
if (this.position.equals(fixedPosition)) { return }
@@ -402,7 +402,7 @@ export default class Entity {
isInLineOfSight(destination, position = this.position) {
const bbox = Entity.tunnelBbox(position.x, position.y, destination.x, destination.y, this.radius)
const entitiesAndTerrains = (this.game?.entities ?? []).filter((it) => it.id != this.id).concat(this.game?.terrains ?? [])
const bboxCheckedObstacles = entitiesAndTerrains.filter((it) => it.collision && !(this.ghosting && it.ghostable) && SATX.bboxCheck(bbox, it.bbox))
const bboxCheckedObstacles = entitiesAndTerrains.filter((it) => it.collision && !((this.ghosting && it.ghostable) || (this.ghostable && it.ghosting)) && SATX.bboxCheck(bbox, it.bbox))
if (bboxCheckedObstacles.length < 1) { return true }
const colliders = bboxCheckedObstacles.map((it) => it.colliders()).flat()
@@ -428,7 +428,7 @@ export default class Entity {
obstaclesInStraightPath(destination, position = this.position) {
const bbox = Entity.tunnelBbox(position.x, position.y, destination.x, destination.y, this.radius)
const entitiesAndTerrains = (this.game?.entities ?? []).filter((it) => it.id != this.id).concat(this.game?.terrains ?? [])
const bboxCheckedObstacles = entitiesAndTerrains.filter((it) => it.collision && !(this.ghosting && it.ghostable) && SATX.bboxCheck(bbox, it.bbox))
const bboxCheckedObstacles = entitiesAndTerrains.filter((it) => it.collision && !((this.ghosting && it.ghostable) || (this.ghostable && it.ghosting)) && SATX.bboxCheck(bbox, it.bbox))
if (bboxCheckedObstacles.length < 1) { return [] }
const collider = Entity.tunnelCollider(position.x, position.y, destination.x, destination.y, this.radius)
+1 -1
View File
@@ -126,7 +126,7 @@ export default class Game {
update() {
const callUpdate = function callUpdate(object) { object.update() }
this.entities.forEach(callUpdate)
this.entities.forEach(callUpdate) // TODO: entity with lower ID has unfair collision advantage (regular loop + until it fully loops around with an offset?)
this.projectiles.forEach(callUpdate)
if (this.#logic != null) {
this.#logic()
+8 -37
View File
@@ -9,37 +9,6 @@ export class Dungeon {
game.width = 3000
game.height = 3000
// const playerSpawn = new Vector2(game.width / 2, game.height / 2)
// game.spawnEntity(new Entity(Template.player({ id: '1', spawnPosition: playerSpawn, position: new Vector2(playerSpawn.x - 1300, playerSpawn.y - 500), team: Team.blue })))
// const dummyLogic = function dummyLogic() {
// const entity = this
// if (entity.position.x > 1250) {
// entity.moveAction(new Vector2(500, entity.position.y))
// }
// else if (entity.position.x < 550 || entity.destination == null) {
// entity.moveAction(new Vector2(1300, entity.position.y))
// }
// if (game.currentTick > 0 && game.currentTick % (6 * game.tickRate) == 0) {
// entity.castAction('q', playerSpawn)
// }
// }
// const dummy = { radius: 100, visualRadius: 50, abilities: { q: Ability.straightShot.id }, logic: dummyLogic }
// game.spawnEntity(new Entity({ ...dummy, position: new Vector2(1 * (game.width / 5), 1 * (game.height / 4)) }))
// game.spawnEntity(new Entity({ ...dummy, position: new Vector2(1 * (game.width / 5), 3 * (game.height / 4)) }))
// game.addTerrain(new Terrain([
// new Vector2(3.5 * (game.width / 10), 1.6 * (game.height / 5)),
// new Vector2(3.5 * (game.width / 10), 1.4 * (game.height / 5)),
// new Vector2(4 * (game.width / 10), 1.4 * (game.height / 5)),
// new Vector2(4 * (game.width / 10), 1.6 * (game.height / 5)),
// ]))
// game.addTerrain(new Terrain([
// new Vector2(3 * (game.width / 10), 2 * (game.height / 5)),
// new Vector2(3 * (game.width / 10), 1 * (game.height / 5)),
// new Vector2(4 * (game.width / 10), 1 * (game.height / 5)),
// new Vector2(4 * (game.width / 10), 2 * (game.height / 5)),
// ], false))
const from = new Vector2(100, 100)
game.height = 2000
game.spawnEntity(new Entity(Template.player({ id: '1', spawnPosition: from, pathfindingObstacleLimit: 1, pathfindingCooldown: 0 })))
@@ -66,12 +35,14 @@ export class Ravine {
this.terrains.map((points) => new Terrain(points.map((p) => p.multiplyScalar(1.6)))).forEach((terrain) => game.addTerrain(terrain))
game.logic = this.logic.bind(game)
const player1 = new Entity(Template.player({
id: '1',
spawnPosition: new Vector2(500, 150),
team: Team.blue,
}))
game.spawnEntity(player1)
for (let i = 1; i <= 10; i++) {
const team = i > 5 ? Team.blue : Team.red
game.spawnEntity(new Entity(Template.player({
id: `${i}`,
spawnPosition: new Vector2(500, 150),
team,
})))
}
game.start()
}
+1 -8
View File
@@ -42,7 +42,6 @@ export default class Template {
static #minionLogic(route = [], odd = false) {
const checkpointSize = 300
const maxDestDistance = 100
const recalculateDestRadius = 50
const aggroRadius = 500
@@ -62,7 +61,7 @@ export default class Template {
entity.attackAction(target.position)
}
if (route.length > 0 && target == null) {
if ((route.length > 0 || entity.attacking) && target == null) {
const routeIndex = entity.memory.routeCheckpoint ?? 0
const goal = route[routeIndex].clone()
if (goal instanceof Vector2) {
@@ -73,12 +72,6 @@ export default class Template {
}
if ((entity.destination?.distanceTo(entity.position) ?? 0) < recalculateDestRadius) {
// const distanceToGoal = entity.distanceTo(goal)
// if (distanceToGoal > maxDestDistance) {
// const direction = goal.clone().sub(entity.position).normalize().multiplyScalar(maxDestDistance)
// goal.copy(entity.position.clone().add(direction))
// }
entity.ghosting = true
entity.moveAction(goal)
}