add vision

This commit is contained in:
2025-01-20 00:05:48 +09:00
parent 634dde2a3b
commit bf38f69071
8 changed files with 241 additions and 84 deletions
+14 -8
View File
@@ -23,12 +23,13 @@ camera.layers.enable(2)
const projectileMaterial = new THREE.MeshToonMaterial({ color: 0xcccccc })
const terrainMaterial = new THREE.MeshToonMaterial({ color: 0x5c4033 })
const bboxMaterial = new THREE.MeshToonMaterial({ color: 0xffd700, transparent: true, opacity: 0.2 })
// const bboxMaterial = new THREE.MeshToonMaterial({ color: 0xffd700, transparent: true, opacity: 0.2 })
const opacity = 0.3
const teamMaterials = {
blue: new THREE.MeshToonMaterial({ color: 0x4444ff }),
blueTransparent: new THREE.MeshToonMaterial({ color: 0x4444ff, transparent: true, opacity }),
neutral: new THREE.MeshToonMaterial({ color: 0x22dd22, transparent: true, opacity }),
neutral: new THREE.MeshToonMaterial({ color: 0xcccccc }),
neutralTransparent: new THREE.MeshToonMaterial({ color: 0xcccccc, transparent: true, opacity }),
red: new THREE.MeshToonMaterial({ color: 0xff4444 }),
redTransparent: new THREE.MeshToonMaterial({ color: 0xff4444, transparent: true, opacity }),
projectile: new THREE.MeshToonMaterial({ color: 0xff00ff, transparent: true, opacity }),
@@ -169,6 +170,7 @@ function connectWebSocket() {
websocket.onopen = () => {
document.getElementById('connection').innerHTML = 'open'
clearInterval(timerId)
websocket.send(JSON.stringify({ action: 'join', id: playerId }))
}
websocket.onclose = () => {
websocket = null
@@ -329,9 +331,10 @@ function connectWebSocket() {
rotationBase.add(castingMarker)
const rangeMaterial = teamMaterials['range']
const rangeSize = (state.abilities.find((it) => it.id == e.abilities?.a)?.range ?? 0) + e.radius
const rangeSize = e.visionRange ?? 0
// const rangeSize = (state.abilities.find((it) => it.id == e.abilities?.a)?.range ?? 0) + e.radius
const rangeMarker = new THREE.Mesh(new THREE.CylinderGeometry((rangeSize) / 100, (rangeSize) / 100, 1), rangeMaterial)
const rangeMarkerSize = 4000
const rangeMarkerSize = 5000
rangeMarker.scale.y = e.height / rangeMarkerSize
rangeMarker.position.y = (e.height / (rangeMarkerSize * 2)) - (e.height / 100)
rangeMarker.layers.set(1)
@@ -382,7 +385,7 @@ function connectWebSocket() {
scene.add(projectile)
projectile.rotation.x = Math.PI / 2 // needed for the team marker...
const teamMaterial = teamMaterials['projectile']
const teamMaterial = teamMaterials[`${p.team}Transparent`] ?? teamMaterials['projectile']
const teamMarker = new THREE.Mesh(new THREE.CylinderGeometry((p.radius) / 100, (p.radius) / 100, 1), teamMaterial)
const teamMarkerSize = 4000
teamMarker.scale.y = p.height / teamMarkerSize
@@ -462,7 +465,7 @@ function connectWebSocket() {
}
}
if (player.casting?.ability?.id == ability.id) {
if (player.casting?.ability == ability.id) {
document.getElementById(`ability-${abilityIndex}-cooldown`).style.clipPath = `polygon(50% 0%, 0% 100%, 100% 100%)` // triangle
}
else {
@@ -485,7 +488,9 @@ function connectWebSocket() {
let castIndicatorDisplay = 'none'
if (player.casting != null) {
castIndicatorDisplay = 'block'
const castDuration = (player.casting.ability.castTime * state.tickRate) ?? 0
const ability = state.abilities.find((it) => it.id == player.casting.ability)
if (ability != null) {
const castDuration = (ability.castTime * state.tickRate) ?? 0
const remainingCastTime = (player.casting.timestamp + castDuration) - state.currentTick
let cssPercentage = '100%'
if (remainingCastTime > 0) {
@@ -494,7 +499,8 @@ function connectWebSocket() {
}
document.getElementById('cast_indicator_progress').style.clipPath = `polygon(0 0, ${cssPercentage} 0, ${cssPercentage} 100%, 0% 100%)`
document.getElementById('cast_indicator_name').innerHTML = player.casting.ability?.name ?? ''
document.getElementById('cast_indicator_name').innerHTML = ability.name ?? ''
}
}
document.getElementById('cast_indicator').style.display = castIndicatorDisplay
+30
View File
@@ -216,4 +216,34 @@ export default class Ability {
cooldown: 5,
effect: function controlEffect(caster, cursor) { },
})
static castingVision = new Ability({
id: 'casting_vision',
name: 'Casting Vision',
radius: 300,
duration: 2,
effect: function castingVisionEffect(caster, cursor) {
const ability = this
const currentTick = caster.game?.currentTick ?? 0
const duration = caster.game?.secToTick(ability.duration) ?? 0
const despawnAfter = currentTick + duration
const castingVisionLogic = function castingVisionLogic(projectile) {
const currentTick = projectile.game?.currentTick ?? 0
if (currentTick > despawnAfter) {
projectile.despawn()
}
}
const projectile = new Projectile({
logic: castingVisionLogic,
owner: caster.id,
position: cursor.clone(),
visionRange: ability.radius,
})
caster.game?.spawnProjectile(projectile)
},
})
}
+63 -20
View File
@@ -1,9 +1,10 @@
import { Vector2 } from 'three'
import Ability from './ability.js'
import Buff from './buff.js'
import Pathfind from './pathfind.js'
import SAT from 'sat'
import SATX from './satx.js'
import Team from './team.js'
import Buff from './buff.js'
export default class Entity {
id = `entity-${Entity.nextId()}`
@@ -179,8 +180,8 @@ export default class Entity {
if (ability == null) { return }
if (this.casting != null) {
const abilityBeingCasted = this.casting.ability
if (abilityBeingCasted.id == ability.id) {
const abilityBeingCasted = this.game?.abilities.filter((it) => it.id == this.casting.ability)
if (abilityBeingCasted != null && abilityBeingCasted.id == ability.id) {
return false
}
@@ -203,7 +204,7 @@ export default class Entity {
return false
}
this.casting = { ability, cursor, timestamp } // TODO: use ID only for ability
this.casting = { ability: ability.id, cursor, timestamp }
return true
}
@@ -213,8 +214,8 @@ export default class Entity {
}
moveAction(cursor, attack = false) {
if (this.casting != null && this.casting.ability.moveCancelable) {
if (!attack && !(this.casting != null && this.casting.ability.id == this.abilities[0])) {
if (this.casting != null && this.game?.abilities.filter((it) => it.id == this.casting.ability)?.moveCancelable) {
if (!attack && !(this.casting != null && this.casting.ability == this.abilities[0])) {
this.casting = null
}
}
@@ -278,10 +279,12 @@ export default class Entity {
}
closestTargetTo(cursor, range) {
return this
.game
?.entities
.filter((e) => this.team != e.team && e.distanceTo(cursor) <= range + this.radius + e.radius)
const visibleEntityIds = this.visibleEntities()
const entities = this.game?.entities
if (entities == null) { return }
return entities
.filter((it) => visibleEntityIds.includes(it.id) && this.team != it.team && it.distanceTo(cursor) <= range + this.radius + it.radius)
.reduce((e1, e2) => (e1?.distanceTo(cursor) ?? Infinity) < e2.distanceTo(cursor) ? e1 : e2, null)
}
@@ -306,6 +309,16 @@ export default class Entity {
return this.position.distanceTo(cursor)
}
entitiesInVision() {
const entities = this.game?.entities
if (entities == null) { return }
const entitiesInVisionRange = entities.filter((it) => it.id != this.id && it.distanceTo(this.position) <= this.visionRange + it.radius)
const entitiesInLineOfSight = entitiesInVisionRange.filter((it) => this.isInLineOfVision(it.position))
return entitiesInLineOfSight.concat([this]).map((it) => it.id)
}
futureCollidables(futurePosition) {
return this.customBboxCollidables(new Float32Array([
futurePosition.y + this.radius,
@@ -386,6 +399,28 @@ export default class Entity {
return colliders.some((it) => SATX.collideObject(collider, it))
}
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) => SATX.bboxCheck(bbox, it.bbox))
if (bboxCheckedObstacles.length < 1) { return true }
const colliders = bboxCheckedObstacles.map((it) => it.colliders()).flat()
const collider = Entity.tunnelCollider(position.x, position.y, destination.x, destination.y, this.radius)
return !colliders.some((it) => SATX.collideObject(collider, it))
}
isInLineOfVision(destination) {
const bbox = Entity.tunnelBbox(this.position.x, this.position.y, destination.x, destination.y, 0)
const terrains = this.game?.terrains ?? []
const bboxCheckedObstacles = terrains.filter((it) => SATX.bboxCheck(bbox, it.bbox))
if (bboxCheckedObstacles.length < 1) { return true }
const colliders = bboxCheckedObstacles.map((it) => it.colliders()).flat()
const collider = Entity.tunnelCollider(this.position.x, this.position.y, destination.x, destination.y, 0)
return !colliders.some((it) => SATX.collideObject(collider, it))
}
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 ?? [])
@@ -396,16 +431,14 @@ export default class Entity {
return bboxCheckedObstacles.filter((obstacle) => obstacle.colliders().some((it) => SATX.collideObject(collider, it)))
}
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) => SATX.bboxCheck(bbox, it.bbox))
if (bboxCheckedObstacles.length < 1) { return true }
projectilesInVision() {
const projectiles = this.game?.projectiles
if (projectiles == null) { return }
const projectilesInVisionRange = projectiles.filter((it) => this.distanceTo(it.position) <= this.visionRange + it.radius)
const projectilesInLineOfSight = projectilesInVisionRange.filter((it) => it.visibleThroughTerrain || this.isInLineOfVision(it.position))
const colliders = bboxCheckedObstacles.map((it) => it.colliders()).flat()
const collider = Entity.tunnelCollider(position.x, position.y, destination.x, destination.y, this.radius)
return !colliders.some((it) => SATX.collideObject(collider, it))
return projectilesInLineOfSight.map((it) => it.id)
}
removeBuff(id) {
@@ -444,6 +477,10 @@ export default class Entity {
}
}
visibleEntities() {
return this.game?.visibleEntities(this.team)
}
waypoints() {
const entityColliders = (this.game?.entities ?? []).filter((e) => e.id != this.id)
const terrainColliders = (this.game?.terrains ?? [])
@@ -481,16 +518,22 @@ export default class Entity {
return false
}
const castTime = this.game?.secToTick(this.casting.ability.castTime) ?? 0
const ability = this.game?.abilities.find((it) => it.id == this.casting.ability)
if (ability == null) {
return
}
const castTime = this.game?.secToTick(ability.castTime) ?? 0
const castStart = this.casting.timestamp
const timestamp = this.game?.currentTick ?? 0
if (castStart + castTime > timestamp) {
return false
}
this.casting.ability.effect(this, this.casting.cursor)
ability.effect(this, this.casting.cursor)
this.casting = null
Ability.castingVision.effect(this, this.position)
return true
}
+65 -5
View File
@@ -1,4 +1,5 @@
import { EventEmitter } from 'node:events'
import { Vector2 } from 'three'
import Ability from './ability.js'
import Buff from './buff.js'
import Entity from './entity.js'
@@ -11,12 +12,13 @@ export default class Game {
averageTick = 0
currentTick = 0
entities = []
height = 1000
gameLoopIntervalId = null
height = 0
projectiles = []
secondToSlowestTick = 0
terrains = []
tickRate = 30
width = 1000
width = 0
#behindMs = 0
#currentTiming = 0
@@ -35,6 +37,20 @@ export default class Game {
return this.terrains.map((t) => t.unadjustedWaypoints).concat(this.entities.map((e) => e.unadjustedWaypoints)).flat()
}
action(id, options) {
const entity = this.entities.find((it) => it.id == id)
if (entity == null) {
console.error({ error: 'Invalid ID' })
return
}
if (options.action == 'attack') { entity.attackAction(new Vector2(options.x, options.y)) }
if (options.action == 'cast') { entity.castAction(options.slot, new Vector2(options.x, options.y)) }
if (options.action == 'halt') { entity.haltAction(), delay }
if (options.action == 'stop') { entity.stopAction() }
if (options.action == 'move') { entity.moveAction(new Vector2(options.x, options.y)) }
}
addTerrain(terrain) {
this.terrains.push(terrain)
}
@@ -82,7 +98,28 @@ export default class Game {
}
start() {
setInterval(this.#gameLoopCall.bind(this), 1)
if (this.gameLoopIntervalId != null) { return }
this.gameLoopIntervalId = setInterval(this.#gameLoopCall.bind(this), 1)
}
stop() {
if (this.gameLoopIntervalId == null) { return }
clearInterval(this.gameLoopIntervalId)
this.gameLoopIntervalId = null
}
subscription(websocket, id) {
return function builtSubscription() {
const game = this
const entity = game.entities.find((it) => it.id == id)
if (entity == null) { return }
const team = entity.team
const message = game.visionByTeam(team)
websocket.send(JSON.stringify(message))
}
}
update() {
@@ -98,8 +135,31 @@ export default class Game {
this.currentTick++
}
visionByTeam() {
return null // TODO: vision
visibleEntities(team) {
const visionSources = this.visionSources(team)
return Array.from(new Set(visionSources.map((it) => it.entitiesInVision()).flat()))
}
visibleProjectiles(team) {
const visionSources = this.visionSources(team)
return Array.from(new Set(visionSources.map((it) => it.projectilesInVision()).flat()))
}
visionSources(team) {
const entityVisionSources = this.entities.filter((it) => it.team == team)
const projectileVisionSources = this.projectiles.filter((it) => it.visionRange > 0 && (it.team == null || it.team == team))
return entityVisionSources.concat(projectileVisionSources)
}
visionByTeam(team) {
const visionSources = this.visionSources(team)
const visibleEntities = new Set(visionSources.map((it) => it.entitiesInVision()).flat())
const visibleProjectiles = new Set(visionSources.map((it) => it.projectilesInVision()).flat())
return {
...this,
entities: this.entities.filter((it) => visibleEntities.has(it.id)),
projectiles: this.projectiles.filter((it) => visibleProjectiles.has(it.id)),
}
}
#calculateTickMetrics() {
+8 -36
View File
@@ -1,8 +1,7 @@
import { Vector2 } from 'three'
import { WebSocketExpress } from 'websocket-express'
import express from 'express'
import Game from './game.js'
import { Dungeon, Ravine } from './level.js'
import { Dungeon } from './level.js'
const app = new WebSocketExpress()
const port = 1280
@@ -20,52 +19,25 @@ app.use('/tools/', express.static('tools'))
app.ws('/ws', async (req, res) => {
const websocket = await res.accept()
const subscription = () => websocket.send(JSON.stringify(game))
websocket.on('message', (rawData) => {
const message = JSON.parse(rawData)
console.log(message)
if (message.action == 'join') {
const subscription = game.subscription(websocket, message.id).bind(game)
game.eventEmitter.on('tick', subscription)
websocket.on('close', () => {
game.eventEmitter.removeListener('tick', subscription)
})
websocket.on('message', (rawData) => {
let delay = 0
const message = JSON.parse(rawData)
const entity = message.id != null ? game.entities.find((e) => e.id == message.id) : null
if (entity == null) {
console.error({ error: { reason: 'Invalid ID', message } })
return
}
else {
console.log(message)
}
if (message.action == 'attack') {
setTimeout(() => entity.attackAction(new Vector2(message.x, message.y)), delay)
}
if (message.action == 'cast') {
setTimeout(() => entity.castAction(message.slot, new Vector2(message.x, message.y)), delay)
}
if (message.action == 'halt') {
setTimeout(() => entity.haltAction(), delay)
}
if (message.action == 'stop') {
setTimeout(() => entity.stopAction(), delay)
}
if (message.action == 'move') {
setTimeout(() => entity.moveAction(new Vector2(message.x, message.y)), delay)
}
game.action(message.id, message)
})
})
app.listen(port, () => {
console.log(`Server started! Visit http://localhost:${port}`)
// Dungeon.scenario(game)
Ravine.scenario(game)
game.start()
Dungeon.scenario(game)
})
+27 -1
View File
@@ -1,11 +1,35 @@
import { Vector2 } from 'three'
import Ability from './ability.js'
import Entity from './entity.js'
import Team from './team.js'
import Template from './template.js'
import Terrain from './terrain.js'
import Entity from './entity.js'
export class Dungeon {
static scenario(game) {
game.width = 3000
game.height = 3000
const playerSpawn = new Vector2(game.width / 2, game.height / 2)
game.spawnEntity(new Entity(Template.player({ id: '1', spawnPosition: playerSpawn, team: Team.blue })))
game.entities.at(0).moveAction(playerSpawn.clone().add(new Vector2(0, -200)))
const dummyLogic = function dummyLogic() {
if (game.currentTick % (3 * game.tickRate) == 0) {
this.castAction('q', playerSpawn)
}
}
const dummy = { radius: 100, visualRadius: 50, abilities: { q: Ability.straightShot.id }, logic: dummyLogic }
game.spawnEntity(new Entity({ ...dummy, position: new Vector2(1 * (game.width / 5), 1 * (game.height / 4)) }))
game.spawnEntity(new Entity({ ...dummy, position: new Vector2(1 * (game.width / 5), 3 * (game.height / 4)) }))
game.addTerrain(new Terrain([
new Vector2(3 * (game.width / 10), 2 * (game.height / 5)),
new Vector2(3 * (game.width / 10), 1 * (game.height / 5)),
new Vector2(4 * (game.width / 10), 1 * (game.height / 5)),
new Vector2(4 * (game.width / 10), 2 * (game.height / 5)),
]))
game.start()
}
}
export class Ravine {
@@ -21,6 +45,8 @@ export class Ravine {
team: Team.blue,
}))
game.spawnEntity(player1)
game.start()
}
static logic() {
const game = this
+24 -3
View File
@@ -1,7 +1,7 @@
import { Vector2 } from 'three'
import Entity from './entity.js'
import SAT from 'sat'
import SATX from './satx.js'
import Entity from './entity.js'
export default class Projectile {
id = `projectile-${Projectile.nextId()}`
@@ -13,8 +13,11 @@ export default class Projectile {
memory = {}
owner = null
position = new Vector2()
radius = 5
radius = 0
speed = 1000
team = null
visibleThroughTerrain = true
visionRange = 0
visualRadius = null
#after = null
@@ -56,6 +59,15 @@ export default class Projectile {
this.game?.despawn(this)
}
entitiesInVision() {
const entities = this.game?.entities
if (entities == null) { return }
const entitiesInVisionRange = entities.filter((it) => it.id != this.id && it.distanceTo(this.position) <= this.visionRange + it.radius)
return entitiesInVisionRange.concat([this]).map((it) => it.id)
}
setPosition(vector) {
this.position.copy(vector)
this.#calculateBbox()
@@ -66,10 +78,19 @@ export default class Projectile {
this.#checkStationaryCollisions()
this.#checkIfArrived()
if (this.#logic != null) {
this.#logic()
this.#logic(this)
}
}
projectilesInVision() {
const projectiles = this.game?.projectiles
if (projectiles == null) { return }
const projectilesInVisionRange = projectiles.filter((it) => this.position.distanceTo(it.position) <= this.visionRange + it.radius)
return projectilesInVisionRange.map((it) => it.id)
}
#calculateBbox() {
this.bbox[0] = this.position.y + this.radius
this.bbox[1] = this.position.x + this.radius
-1
View File
@@ -37,7 +37,6 @@ export default class Template {
}
}
// TODO: minion aggro
// TODO: incremental pathfinding stuck in thicker than recalculateDestRadius walls
// TODO: minions despawn prematurely (too large checkpointSize?)
static #minionLogic(route = []) {