add minion routing
This commit is contained in:
+1
-1
@@ -282,7 +282,7 @@ function connectWebSocket() {
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for (let abilityIndex = 0; abilityIndex < 4; abilityIndex++) {
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if (player.abilities[abilityIndex] != null) {
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const ability = player.abilities[abilityIndex]
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const lastCast = player.cooldowns[ability.id] ?? -99999
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const lastCast = player.cooldowns[ability.id] ?? -Infinity
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const cooldownDuration = (ability.cooldown * state.tickRate) ?? 0
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const remainingCooldown = (lastCast + cooldownDuration) - state.currentTick
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let cssPercentage = '100%'
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+17
-24
@@ -13,10 +13,11 @@ export default class Entity {
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health = null
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height = 40
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maxHealth = 1
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memory = {} // TODO: WARNING: currently only used for minions (code smell?)
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position = null
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radius = 0
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speed = 400
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team = Team.neutral
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memory = {} // TODO: WARNING: currently only used for minions (code smell?)
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#attacking = false
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#dest = null
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@@ -24,7 +25,6 @@ export default class Entity {
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#logic = null
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#moving = false
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#path = []
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#position = null
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#scheduledPathfinding = null
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#spawnPosition = new Vector2()
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@@ -34,8 +34,8 @@ export default class Entity {
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constructor(options = {}) {
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Object.entries(options).forEach(([key, value]) => this[key] = value)
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if (this.#position == null) {
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this.#position = this.#spawnPosition.clone()
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if (this.position == null) {
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this.position = this.#spawnPosition.clone()
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}
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if (this.health == null) {
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this.health = this.maxHealth
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@@ -45,7 +45,6 @@ export default class Entity {
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get destination() { return this.#dest }
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get logic() { return this.#logic }
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get game() { return this.#game }
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get position() { return this.#position }
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get scheduledPathfinding() { return this.#scheduledPathfinding }
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get spawnPosition() { return this.#spawnPosition }
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get x() { return this.position.x }
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@@ -54,7 +53,6 @@ export default class Entity {
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set destination(value) { this.#dest = value }
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set logic(value) { this.#logic = value }
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set game(value) { this.#game = value }
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set position(value) { this.#position = value }
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set scheduledPathfinding(value) { this.#scheduledPathfinding = value }
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set spawnPosition(value) { this.#spawnPosition = value }
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set x(value) { this.position.x = value }
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@@ -88,11 +86,11 @@ export default class Entity {
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])
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}
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attackAction(x, y) {
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this.moveAction(x, y, true)
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attackAction(cursor) {
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this.moveAction(cursor, true)
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}
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castAction(slot, x, y, halt = true) {
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castAction(slot, cursor, halt = true) {
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const ability = this.abilities[slot]
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if (this.casting != null) {
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@@ -108,7 +106,6 @@ export default class Entity {
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this.#moving = false
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}
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const cursor = new Vector2(x, y)
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const cooldown = this.game?.secToTick(ability.cooldown) ?? 0
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const lastCast = this.cooldowns[ability.id]
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const timestamp = this.game?.currentTick ?? 0
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@@ -125,14 +122,14 @@ export default class Entity {
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this.#moving = false
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}
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moveAction(x, y, attack = false) {
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moveAction(cursor, attack = false) {
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if (this.casting != null && (!this.#attacking || this.casting.ability.id != this.abilities[0].id)) {
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this.casting = null
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}
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this.#attacking = attack
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this.#moving = true
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this.#dest = SATX.fixCollisions(new Vector2(x, y), this.collidables(), this.radius, this.game?.width, this.game?.height)
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this.#dest = SATX.fixCollisions(cursor, this.collidables(), this.radius, this.game?.width, this.game?.height)
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}
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stopAction() {
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@@ -170,8 +167,8 @@ export default class Entity {
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this.game?.despawn(this)
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}
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distanceTo(vector) {
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return this.position.distanceTo(vector)
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distanceTo(cursor) {
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return this.position.distanceTo(cursor)
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}
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heal(amount) {
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@@ -179,7 +176,7 @@ export default class Entity {
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}
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fixPosition() {
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this.#position = SATX.fixCollisions(this.#position, this.collidables(), this.radius, this.game?.width, this.game?.height).clone()
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this.position = SATX.fixCollisions(this.position, this.collidables(), this.radius, this.game?.width, this.game?.height).clone()
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}
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isColliding(...colliders) {
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@@ -187,7 +184,7 @@ export default class Entity {
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}
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respawn() {
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this.#position = this.#spawnPosition.clone()
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this.position = this.#spawnPosition.clone()
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this.health = this.maxHealth
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this.dead = false
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}
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@@ -195,15 +192,11 @@ export default class Entity {
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state() {
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return {
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...this,
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position: {
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x: this.x,
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y: this.y,
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},
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}
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}
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teleport(position) {
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this.#position = position.clone()
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teleport(cursor) {
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this.position = cursor.clone()
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this.fixPosition()
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}
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@@ -276,7 +269,7 @@ export default class Entity {
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const timestamp = this.game?.currentTick ?? 0
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if (lastCast != null && lastCast + cooldown > timestamp) { return false }
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this.castAction(0, cursor.x, cursor.y, false)
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this.castAction(0, cursor, false)
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return true
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}
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}
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@@ -285,7 +278,7 @@ export default class Entity {
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const collidables = this.collidables()
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const fixedDest = SATX.clamp(SATX.fixCollisions(this.#dest, collidables, this.radius), this.game?.width, this.game?.height, this.radius)
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const tunnel = SATX.entityTunnel(this.#position.x, this.#position.y, fixedDest.x, fixedDest.y, this.radius)
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const tunnel = SATX.entityTunnel(this.position.x, this.position.y, fixedDest.x, fixedDest.y, this.radius)
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const destinationInLineOfSight = !SATX.collideObjects(tunnel, collidables)
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if (this.#path.length > 0) {
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+18
-15
@@ -31,17 +31,19 @@ app.ws('/ws', async (req, res) => {
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const message = JSON.parse(rawData)
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const entity = message.id != null ? game.entities.find((e) => e.id == message.id) : null
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if (entity == null) {
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console.log({ error: { reason: 'Invalid ID', message } })
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console.error({ error: { reason: 'Invalid ID', message } })
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return
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}
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else {
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console.log(message)
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}
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if (message.action == 'attack') {
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entity.attackAction(message.x, message.y)
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entity.attackAction(new Vector2(message.x, message.y))
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}
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if (message.action == 'cast') {
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entity.castAction(message.slot, message.x, message.y)
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entity.castAction(message.slot, new Vector2(message.x, message.y))
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}
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if (message.action == 'halt') {
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@@ -53,7 +55,7 @@ app.ws('/ws', async (req, res) => {
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}
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if (message.action == 'move') {
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entity.moveAction(message.x, message.y)
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entity.moveAction(new Vector2(message.x, message.y))
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}
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})
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})
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@@ -65,6 +67,7 @@ function laneScenario() {
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team: Team.blue,
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}))
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game.spawnEntity(player1)
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player1.attackAction(new Vector2(500, 150))
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const player2 = new Entity(Template.player({
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id: '2',
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@@ -72,12 +75,10 @@ function laneScenario() {
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team: Team.red,
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}))
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game.spawnEntity(player2)
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player2.attackAction(new Vector2(1600, 1800))
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player1.attackAction(500, 150)
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player2.attackAction(1600, 1800)
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const midWallStart = new Vector2(400, 400)
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const midWallEnd = new Vector2(1600, 1600)
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const midWallStart = new Vector2(600, 600)
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const midWallEnd = new Vector2(1400, 1400)
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const midWallMiddle = new Vector2(800, 1200)
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const midWallThickness = midWallEnd.clone().sub(midWallStart).rotateAround(new Vector2(), -Math.PI / 2).normalize().multiplyScalar(50)
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const midWallPoints = [
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@@ -89,13 +90,13 @@ function laneScenario() {
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midWallStart.clone().add(midWallThickness),
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]
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const midNorthWallOffset = new Vector2(-200, 200)
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const midNorthWallOffset = new Vector2(-400, 400)
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const midNorthWallPoints = midWallPoints.map((p) => p.clone().add(midNorthWallOffset))
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const midNorthWall = new Terrain(midNorthWallPoints)
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midNorthWall.id = 'midNorthWall'
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game.addTerrain(midNorthWall)
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const midSouthWallOffset = new Vector2(200, -200)
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const midSouthWallOffset = new Vector2(0, 0)
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const midSouthWallPoints = midWallPoints.map((p) => p.clone().add(midSouthWallOffset))
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const midSouthWall = new Terrain(midSouthWallPoints)
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midSouthWall.id = 'midSouthWall'
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@@ -104,14 +105,16 @@ function laneScenario() {
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const gameLogic = function gameLogic() {
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const game = this
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const blueRoute = [new Vector2(600, 1350), new Vector2(1900, 1900)]
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const redRoute = [new Vector2(600, 1350), new Vector2(100, 100)]
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if ([(0 * game.tickRate), (1 * game.tickRate), (2 * game.tickRate)].includes(game.currentTick % (30 * game.tickRate))) {
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game.spawnEntity(new Entity(Template.minion(Team.blue, { ranged: false })))
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game.spawnEntity(new Entity(Template.minion(Team.red, { ranged: false })))
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game.spawnEntity(new Entity(Template.minion(Team.blue, { ranged: false, route: blueRoute })))
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game.spawnEntity(new Entity(Template.minion(Team.red, { ranged: false, route: redRoute })))
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}
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if ([(3 * game.tickRate), (4 * game.tickRate), (5 * game.tickRate)].includes(game.currentTick % (30 * game.tickRate))) {
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game.spawnEntity(new Entity(Template.minion(Team.blue, { ranged: true })))
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game.spawnEntity(new Entity(Template.minion(Team.red, { ranged: true })))
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game.spawnEntity(new Entity(Template.minion(Team.blue, { ranged: true, route: blueRoute })))
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game.spawnEntity(new Entity(Template.minion(Team.red, { ranged: true, route: redRoute })))
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}
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}
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game.logic = gameLogic
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+35
-13
@@ -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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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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}
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}
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}
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