add minion routing

This commit is contained in:
2025-01-13 22:38:54 +09:00
parent 9d3fbda494
commit 92e06dedce
4 changed files with 76 additions and 58 deletions
+17 -24
View File
@@ -13,10 +13,11 @@ export default class Entity {
health = null
height = 40
maxHealth = 1
memory = {} // TODO: WARNING: currently only used for minions (code smell?)
position = null
radius = 0
speed = 400
team = Team.neutral
memory = {} // TODO: WARNING: currently only used for minions (code smell?)
#attacking = false
#dest = null
@@ -24,7 +25,6 @@ export default class Entity {
#logic = null
#moving = false
#path = []
#position = null
#scheduledPathfinding = null
#spawnPosition = new Vector2()
@@ -34,8 +34,8 @@ export default class Entity {
constructor(options = {}) {
Object.entries(options).forEach(([key, value]) => this[key] = value)
if (this.#position == null) {
this.#position = this.#spawnPosition.clone()
if (this.position == null) {
this.position = this.#spawnPosition.clone()
}
if (this.health == null) {
this.health = this.maxHealth
@@ -45,7 +45,6 @@ export default class Entity {
get destination() { return this.#dest }
get logic() { return this.#logic }
get game() { return this.#game }
get position() { return this.#position }
get scheduledPathfinding() { return this.#scheduledPathfinding }
get spawnPosition() { return this.#spawnPosition }
get x() { return this.position.x }
@@ -54,7 +53,6 @@ export default class Entity {
set destination(value) { this.#dest = value }
set logic(value) { this.#logic = value }
set game(value) { this.#game = value }
set position(value) { this.#position = value }
set scheduledPathfinding(value) { this.#scheduledPathfinding = value }
set spawnPosition(value) { this.#spawnPosition = value }
set x(value) { this.position.x = value }
@@ -88,11 +86,11 @@ export default class Entity {
])
}
attackAction(x, y) {
this.moveAction(x, y, true)
attackAction(cursor) {
this.moveAction(cursor, true)
}
castAction(slot, x, y, halt = true) {
castAction(slot, cursor, halt = true) {
const ability = this.abilities[slot]
if (this.casting != null) {
@@ -108,7 +106,6 @@ export default class Entity {
this.#moving = false
}
const cursor = new Vector2(x, y)
const cooldown = this.game?.secToTick(ability.cooldown) ?? 0
const lastCast = this.cooldowns[ability.id]
const timestamp = this.game?.currentTick ?? 0
@@ -125,14 +122,14 @@ export default class Entity {
this.#moving = false
}
moveAction(x, y, attack = false) {
moveAction(cursor, attack = false) {
if (this.casting != null && (!this.#attacking || this.casting.ability.id != this.abilities[0].id)) {
this.casting = null
}
this.#attacking = attack
this.#moving = true
this.#dest = SATX.fixCollisions(new Vector2(x, y), this.collidables(), this.radius, this.game?.width, this.game?.height)
this.#dest = SATX.fixCollisions(cursor, this.collidables(), this.radius, this.game?.width, this.game?.height)
}
stopAction() {
@@ -170,8 +167,8 @@ export default class Entity {
this.game?.despawn(this)
}
distanceTo(vector) {
return this.position.distanceTo(vector)
distanceTo(cursor) {
return this.position.distanceTo(cursor)
}
heal(amount) {
@@ -179,7 +176,7 @@ export default class Entity {
}
fixPosition() {
this.#position = SATX.fixCollisions(this.#position, this.collidables(), this.radius, this.game?.width, this.game?.height).clone()
this.position = SATX.fixCollisions(this.position, this.collidables(), this.radius, this.game?.width, this.game?.height).clone()
}
isColliding(...colliders) {
@@ -187,7 +184,7 @@ export default class Entity {
}
respawn() {
this.#position = this.#spawnPosition.clone()
this.position = this.#spawnPosition.clone()
this.health = this.maxHealth
this.dead = false
}
@@ -195,15 +192,11 @@ export default class Entity {
state() {
return {
...this,
position: {
x: this.x,
y: this.y,
},
}
}
teleport(position) {
this.#position = position.clone()
teleport(cursor) {
this.position = cursor.clone()
this.fixPosition()
}
@@ -276,7 +269,7 @@ export default class Entity {
const timestamp = this.game?.currentTick ?? 0
if (lastCast != null && lastCast + cooldown > timestamp) { return false }
this.castAction(0, cursor.x, cursor.y, false)
this.castAction(0, cursor, false)
return true
}
}
@@ -285,7 +278,7 @@ export default class Entity {
const collidables = this.collidables()
const fixedDest = SATX.clamp(SATX.fixCollisions(this.#dest, collidables, this.radius), this.game?.width, this.game?.height, this.radius)
const tunnel = SATX.entityTunnel(this.#position.x, this.#position.y, fixedDest.x, fixedDest.y, this.radius)
const tunnel = SATX.entityTunnel(this.position.x, this.position.y, fixedDest.x, fixedDest.y, this.radius)
const destinationInLineOfSight = !SATX.collideObjects(tunnel, collidables)
if (this.#path.length > 0) {