move entity definitions to templates
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@@ -0,0 +1,65 @@
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import { Vector2 } from 'three'
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import Ability from './ability.js'
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import Team from './team.js'
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export default class Template {
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static minion(team, options = {}) {
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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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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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speed: 325,
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team,
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}
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}
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static player(overrides) {
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return {
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abilities: [
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Ability.rangedAttack,
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Ability.straightShot,
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Ability.shieldThrow,
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Ability.blink,
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],
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height: 80,
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logic: this.#playerLogic,
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maxHealth: 600,
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spawnPosition: new Vector2(500, 150),
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radius: 65,
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...overrides,
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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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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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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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}
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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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