collapse Effect into Ability

This commit is contained in:
2025-01-12 13:58:35 +09:00
parent d9849f770b
commit d9d62d7070
4 changed files with 124 additions and 101 deletions
+95 -30
View File
@@ -1,48 +1,113 @@
import Effect from './effect.js'
import Projectile from './projectile.js'
// Q: damage -> self sustain / crowd control
// W: control -> mobility
// E: support -> vision / selfless support / creative
export default class Ability {
id = crypto.randomUUID()
name = 'Ability'
cooldown = 0
castTime = 0
cooldown = 0
damage = 0
radius = 1
range = 0
speed = 1000
#effect = () => {}
get effect() { return this.#effect }
set effect(value) { this.#effect = value }
constructor(options) {
if (options.name != null) { this.name = options.name }
if (options.effect != null) { this.#effect = options.effect }
if (options.cooldown != null) { this.cooldown = options.cooldown }
if (options.castTime != null) { this.castTime = options.castTime }
constructor(options = {}) {
Object.entries(options).forEach(([key, value]) => this[key] = value)
}
static basicAttack(range, radius, speed) {
return new this({
name: 'Basic Attack',
castTime: 0.25,
cooldown: 1.25,
effect: Effect.homingProjectile({
range,
radius,
speed,
after: Effect.damage({ despawn: true }).bind(this),
}),
})
}
static straightShot(range, radius, speed) {
return new this({
static straightShot = new Ability({
id: 'straight_shot',
name: 'Straight Shot',
castTime: 0.1,
cooldown: 7,
effect: Effect.skillshot({
range,
radius,
speed,
onCollide: Effect.damage({ despawn: true }).bind(this)
}),
damage: 10,
radius: 7,
range: 800,
speed: 3000,
effect: function straightShotEffect(caster, cursor) {
const ability = this
const straightShotCollision = function straightShotCollision(projectile, collidingEntity) {
collidingEntity.damage(ability.damage)
projectile.despawn()
}
const projectile = new Projectile({
onCollide: straightShotCollision,
owner: caster,
position: caster.position.clone(),
radius: ability.radius,
speed: ability.speed,
})
projectile.destination = caster.position.clone().add(cursor.clone().sub(caster.position).normalize().multiplyScalar(ability.range))
caster.game?.spawnProjectile(projectile)
caster.cooldown(ability.id)
},
})
static basicAttack = new Ability({
id: 'basic_attack',
name: 'Basic Attack',
castTime: 0.25,
cooldown: 1.25,
damage: 5,
radius: 5,
range: 600,
speed: 600,
effect: function basicAttackEffect(caster, cursor) {
const ability = this
let closest = null
let distance = Infinity
caster.game?.entities.filter((e) => e.id != caster.id && e.position.clone().sub(caster.position).length() < ability.range).forEach((e) => {
const newDistance = e.position.clone().sub(cursor).length() < distance
if (newDistance < distance) {
closest = e
distance = newDistance
}
})
if (closest == null) { return }
const basicAttackAfter = function basicAttackAfter() {
closest.damage(ability.damage)
}
const projectile = new Projectile({
after: basicAttackAfter,
homingTarget: closest,
owner: caster,
position: caster.position.clone(),
radius: ability.radius,
speed: ability.speed,
})
caster.game?.spawnProjectile(projectile)
caster.cooldown(ability.id)
},
})
static control = new Ability({
id: 'control',
name: 'Control',
castTime: 1,
cooldown: 5,
effect: function controlEffect() { console.log('Control is still work in progress.') },
})
static shieldThrow = new Ability({
id: 'shield_throw',
name: 'Shield Throw',
castTime: 0.1,
cooldown: 7,
effect: function shieldThrowEffect() { console.log('Shield throw is still work in progress.') },
})
}
}
-54
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@@ -1,54 +0,0 @@
import { Vector2 } from 'three'
import Projectile from './projectile.js'
export default class Effect {
static damage({ despawn }) {
return function(projectile, entity) {
entity.damage(10, this)
if (despawn) {
projectile.despawn()
}
}
}
static skillshot({ range, radius, speed, onCollide, after }) {
return function(cursor) {
const projectile = new Projectile()
const destination = this.position.clone().add(cursor.clone().sub(this.position).normalize().multiplyScalar(range))
projectile.owner = this.id
projectile.position.copy(this.position)
projectile.destination = destination
projectile.radius = radius
projectile.speed = speed
projectile.after = after
projectile.onCollide = onCollide
this.game?.spawnProjectile(projectile)
}
}
static homingProjectile({ range, radius, speed, onCollide, after }) {
return function(cursor) {
let closest = null
let distance = Infinity
this.game?.entities.filter((e) => e.id != this.id && e.position.clone().sub(this.position).length() < range).forEach((e) => {
const newDistance = e.position.clone().sub(cursor).length() < distance
if (newDistance < distance) {
closest = e
distance = newDistance
}
})
if (closest == null) { return } // TODO: refund
const projectile = new Projectile()
projectile.owner = this.id
projectile.position.copy(this.position)
projectile.homingTarget = closest
projectile.radius = radius
projectile.speed = speed
projectile.after = after
projectile.onCollide = onCollide
this.game?.spawnProjectile(projectile)
}
}
}
+22 -11
View File
@@ -11,10 +11,10 @@ export default class Entity {
health = 1 // TODO: health can go into negatives and can go over maxHealth
maxHealth = 1
abilities = [
Ability.basicAttack(600, 5, 600),
Ability.straightShot(800, 7, 3000),
() => {},
() => {},
Ability.basicAttack,
Ability.straightShot,
Ability.control,
Ability.shieldThrow,
]
casting = null
// TODO: teams
@@ -30,8 +30,8 @@ export default class Entity {
return new SAT.Circle(new SAT.Vector(x, y), radius)
}
constructor(...options) {
Object.entries(options).forEach((value, key) => this[key] = value)
constructor(options = {}) {
Object.entries(options).forEach(([key, value]) => this[key] = value)
}
get game() { return this.#game }
@@ -82,11 +82,7 @@ export default class Entity {
return false
}
this.casting.ability.effect.bind(this)(this.casting.cursor)
if (this.casting.ability.cooldown != null) {
this.cooldowns[this.casting.ability.id] = timestamp
}
this.casting.ability.effect(this, this.casting.cursor)
this.casting = null
return true
@@ -123,6 +119,10 @@ export default class Entity {
return entityColliders.concat(terrainColliders)
}
cooldown(id) {
this.cooldowns[id] = this.game?.currentTick ?? 0
}
damage(amount, source = null) {
this.health = Math.min(Math.max(0, this.health - amount), this.maxHealth)
}
@@ -213,6 +213,17 @@ export default class Entity {
this.cast()
this.takeStep()
this.fixPosition()
if (this.health <= 0) {
if (this.id == '1' || this.id == '2') {
this.health = this.maxHealth
if (this.id == '1') {
this.teleport(200, 200)
}
if (this.id == '2') {
this.teleport(1800, 1800)
}
}
}
}
waypoints() {
+4 -3
View File
@@ -32,8 +32,8 @@ export default class Projectile {
this.#homingTarget = value
}
constructor(...options) {
Object.entries(options).forEach((value, key) => this[key] = value)
constructor(options = {}) {
Object.entries(options).forEach(([key, value]) => this[key] = value)
}
get game() { return this.#game }
@@ -44,10 +44,11 @@ export default class Projectile {
set x(value) { this.position.x = value }
set y(value) { this.position.y = value }
set destination(value) { this.#dest = value }
set position(value) { this.#position = value }
checkCollisions() {
(this.game?.entities ?? []).filter((e) => e.id != this.id).forEach((e) => {
if (e.id == this.owner) { return }
if (e.id == this.owner?.id) { return }
if (SATX.collideObject(this.collider, e.collider)) {
this.onCollide(this, e)