add minion routing
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+39
-17
@@ -7,7 +7,7 @@ export default class Template {
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return {
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abilities: [options.ranged ? Ability.rangedAttack : Ability.meleeAttack, null, null, null],
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height: options.ranged ? 40 : 38,
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logic: this.#minionLogic(team),
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logic: this.#minionLogic(options.route),
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maxHealth: options.ranged ? 300 : 450,
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position: team == Team.blue ? new Vector2(200, 200) : new Vector2(1800, 1800),
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radius: options.ranged ? 46 : 48,
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@@ -33,33 +33,55 @@ export default class Template {
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}
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}
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static #minionLogic(team) {
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const finalGoal = team == Team.blue ? new Vector2(1900, 1900) : new Vector2(100, 100)
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const subGoal = new Vector2(850, 1150)
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const subGoalCheck = team == Team.blue ? ((entity) => entity.position.x < 800 || entity.position.y < 1100) : ((entity) => entity.position.x > 900 || entity.position.y > 1200)
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// TODO: fix disabled incremental pathing causes lag spikes
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// TODO: minion aggro
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static #minionLogic(route = []) {
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const checkpointSize = 300
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const incrementalPathing = 100
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return function builtMinionLogic() {
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const entity = this
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if (entity.dead) { entity.despawn() }
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let goal = finalGoal
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if (subGoalCheck(entity)) {
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goal = subGoal
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}
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if (route.length > 0) {
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const routeIndex = entity.memory.routeCheckpoint ?? 0
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const goal = route[routeIndex].clone()
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const currentTick = entity.game?.currentTick ?? 0
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if (goal instanceof Vector2) {
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if (entity.distanceTo(goal) < checkpointSize) {
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if (routeIndex + 1 < route.length) {
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entity.memory.routeCheckpoint = routeIndex + 1
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}
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}
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const direction = goal.clone().sub(entity.position).normalize().multiplyScalar(100)
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const fakeDestination = entity.position.clone().add(direction)
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entity.attackAction(fakeDestination.x, fakeDestination.y)
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if ((entity.memory.incrementalPathingTimeout ?? -Infinity) < currentTick) {
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const distanceToGoal = entity.distanceTo(goal)
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if (distanceToGoal > entity.memory.distanceToGoal ?? -Infinity) {
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entity.memory.incrementalPathingTimeout = currentTick + (1 * (entity.game.tickRate ?? 1))
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}
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else if (distanceToGoal > incrementalPathing) {
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const direction = goal.clone().sub(entity.position).normalize().multiplyScalar(incrementalPathing)
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goal.copy(entity.position.clone().add(direction))
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}
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entity.memory.distanceToGoal = distanceToGoal
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}
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entity.attackAction(goal)
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}
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if (entity.position.equals(route.at(-1))) {
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entity.despawn()
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}
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}
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}
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}
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// TODO: proper respawn
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static #playerLogic() {
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return function playerLogic() {
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const entity = this
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if (entity.dead) {
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entity.respawn()
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}
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const entity = this
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if (entity.dead) {
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entity.respawn()
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}
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}
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}
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