438 lines
12 KiB
JavaScript
438 lines
12 KiB
JavaScript
import { Vector2 } from 'three'
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import Pathfind from './pathfind.js'
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import SAT from 'sat'
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import SATX from './satx.js'
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import Team from './team.js'
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import Buff from './buff.js'
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export default class Entity {
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id = crypto.randomUUID()
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abilities = {}
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buffs = []
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casting = null
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cooldowns = {}
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dead = false
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health = null
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height = 40
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maxHealth = 1
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memory = {} // TODO: hide from reports but keep public
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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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visualRadius = null
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#attacking = false
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#dest = null
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#game = null
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#logic = null
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#moving = false
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#path = []
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#spawnPosition = new Vector2()
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static collider(x, y, radius) {
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return new SAT.Circle(new SAT.Vector(x, y), radius)
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}
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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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}
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if (this.health == null) {
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this.health = this.maxHealth
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}
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if (this.visualRadius == null) {
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this.visualRadius = this.radius
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}
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}
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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 spawnPosition() { return this.#spawnPosition }
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get x() { return this.position.x }
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get y() { return this.position.y }
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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 spawnPosition(value) { this.#spawnPosition = value }
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set x(value) { this.position.x = value }
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set y(value) { this.position.y = value }
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get unadjustedWaypoints() {
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const numberOfWaypoints = 8
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const margin = 1
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const enclosingRegularPolygonRadius = SATX.enclosingRegularPolygonRadius(numberOfWaypoints)
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const radius = this.radius * enclosingRegularPolygonRadius + margin
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const baseWaypoint = new Vector2(radius, 0)
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const waypoints = []
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const origin = new Vector2
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const unitOfRotation = (Math.PI * 2 / numberOfWaypoints)
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for (let i = 0; i < numberOfWaypoints; i++) {
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waypoints.push(baseWaypoint.clone().rotateAround(origin, unitOfRotation * i))
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}
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return waypoints.map((w) => [
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w.clone().add(this.position),
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w.clone().normalize().multiplyScalar(enclosingRegularPolygonRadius),
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])
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}
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attackAction(cursor) {
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this.moveAction(cursor, true)
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}
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castAction(slot, cursor, halt = false) {
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const ability = this.ability(slot)
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if (ability == null) { return }
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if (this.casting != null) {
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const abilityBeingCasted = this.casting.ability
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if (abilityBeingCasted.id == ability.id) {
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return false
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}
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return false
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}
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if (halt) {
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this.#moving = false
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}
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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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if (lastCast != null && lastCast + cooldown > timestamp) {
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return false
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}
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this.casting = { ability, cursor, timestamp } // TODO: use ID only for ability
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return true
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}
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haltAction() {
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this.#moving = false
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}
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moveAction(cursor, attack = false) {
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if (this.casting != null && this.casting.ability.moveCancelable) {
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if (!attack && !(this.casting != null && this.casting.ability.id == this.abilities[0])) {
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this.casting = null
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}
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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(cursor, this.collidables(), this.radius, this.game?.width, this.game?.height)
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}
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stopAction() {
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this.casting = null
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this.#moving = true
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this.#attacking = false
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}
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// --- Actions above --- //
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ability(slot) {
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if (this.abilities[slot] != null) {
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return this.game?.abilities.find((it) => it.id == this.abilities[slot])
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}
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}
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adjustWaypoint(waypoint, direction) {
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return SATX.clamp(
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waypoint.clone().add(direction.clone().multiplyScalar(this.radius)),
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this.game?.width,
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this.game?.height,
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this.radius,
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)
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}
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applyBuff(id, sourceId = null) {
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const index = this.buffs.findIndex((it) => it.id == id)
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const source = sourceId ?? this.id
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const timestamp = this.game?.currentTick ?? 0
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if (index > -1) {
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this.buffs[index].timestamp = timestamp
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this.buffs[index].source = source
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}
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else {
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this.buffs.push({ id, source, timestamp })
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}
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}
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collidables() {
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const entityColliders = (this.game?.entities ?? []).filter((e) => e.id != this.id).map((e) => e.collider())
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const terrainColliders = (this.game?.terrains ?? []).map((t) => t.colliders()).flat()
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return entityColliders.concat(terrainColliders)
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}
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collider() {
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return new SAT.Circle(new SAT.Vector(this.position.x, this.position.y), this.radius)
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}
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colliders() {
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return [this.collider()]
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}
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cooldown(id) {
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this.cooldowns[id] = this.game?.currentTick ?? 0
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}
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closestTargetTo(cursor, range) {
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return this
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.game
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?.entities
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.filter((e) => this.team != e.team && e.distanceTo(cursor) <= range + this.radius + e.radius)
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.reduce((e1, e2) => (e1?.distanceTo(cursor) ?? Infinity) < e2.distanceTo(cursor) ? e1 : e2, null)
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}
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damage(amount, source = null) {
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let damage = amount
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if (this.hasBuff(Buff.exposed.id)) {
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const buff = this.getBuff(Buff.exposed.id)
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if (buff.source == source.id) {
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damage *= 3 // TODO: move to Buff class to make generic
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this.removeBuff(Buff.exposed.id)
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}
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}
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this.health = Math.min(Math.max(0, this.health - damage), this.maxHealth)
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}
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despawn() {
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this.game?.despawn(this)
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}
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distanceTo(cursor) {
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return this.position.distanceTo(cursor)
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}
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getBuff(id) {
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const entityBuff = this.buffs.find((it) => it.id == id)
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if (entityBuff == null) { return }
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const buffDefinition = this.game?.buffs.find((it) => it.id == entityBuff.id)
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if (buffDefinition == null) { return }
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return { ...buffDefinition, ...entityBuff }
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}
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hasBuff(id) {
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return this.buffs.some((it) => it.id == id)
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}
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heal(amount) {
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this.health = Math.min(Math.max(0, this.health + amount), this.maxHealth)
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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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}
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isColliding(...colliders) {
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return SATX.collideObjects(this.collider(), colliders)
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}
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removeBuff(id) {
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this.buffs = this.buffs.filter((it) => it.id != id)
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}
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respawn() {
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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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teleport(cursor) {
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this.position = cursor.clone()
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this.fixPosition()
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}
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update() {
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if (this.dead) {
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// TODO: do something while the entity is dead
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}
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else {
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this.#cast()
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this.#checkHealth()
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this.#move()
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this.#tickBuffs()
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this.fixPosition()
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}
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if (this.#logic != null) {
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this.#logic()
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}
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}
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waypoints() {
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const entityColliders = (this.game?.entities ?? []).filter((e) => e.id != this.id)
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const terrainColliders = (this.game?.terrains ?? [])
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const unadjustedWaypoints = entityColliders.concat(terrainColliders).map((e) => e.unadjustedWaypoints).flat()
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return unadjustedWaypoints.map(([waypoint, direction]) => this.adjustWaypoint(waypoint, direction)) ?? []
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}
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#cast() {
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if (this.casting == null) {
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return false
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}
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const castTime = this.game?.secToTick(this.casting.ability.castTime) ?? 0
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const castStart = this.casting.timestamp
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const timestamp = this.game?.currentTick ?? 0
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if (castStart + castTime > timestamp) {
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return false
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}
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this.casting.ability.effect(this, this.casting.cursor)
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this.casting = null
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return true
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}
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#checkHealth() {
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if (this.health <= 0) {
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this.dead = true
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}
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}
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#move(distanceTraveled = 0) {
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if (this.casting != null) { return false }
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if (this.#attacking) {
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const cursor = this.#dest ?? this.position
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const basicAttack = this.ability('a')
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if (basicAttack != null) {
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const target = this.closestTargetTo(cursor, 500)
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if (target != null && this.distanceTo(target.position) < basicAttack.range + this.radius + target.radius) {
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const cooldown = this.game?.secToTick(basicAttack.cooldown) ?? 0
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const lastCast = this.cooldowns[basicAttack.id]
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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('a', target.id, false)
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return true
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}
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}
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}
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if (!this.#moving || this.#dest == null) { return false }
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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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if (this.#path.length > 0) {
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const sectionDest = this.#path.at(0)
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const sectionTunnel = SATX.entityTunnel(this.position.x, this.position.y, sectionDest.x, sectionDest.y, this.radius)
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const lineOfSight = !SATX.collideObjects(sectionTunnel, collidables)
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if (!lineOfSight) {
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this.#path = []
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}
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}
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if (this.#path.length < 1 || !this.#path.at(-1).equals(fixedDest)) {
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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 lineOfSight = !SATX.collideObjects(tunnel, collidables)
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if (lineOfSight) {
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this.#path = [fixedDest]
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}
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}
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if ((this.#path.length < 1 || (this.#path.at(-1)?.distanceTo(fixedDest) ?? 0) > 0.01)) {
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const start = SATX.vectorToFloat32Array(this.position)
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const goal = SATX.vectorToFloat32Array(fixedDest)
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const obstacles = []
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for (let failsafe = 0; failsafe < 1000; failsafe++) {
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const waypoints = [
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start,
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goal,
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...obstacles.map((e) => e.unadjustedWaypoints.map(([w, d]) => SATX.vectorToFloat32Array(this.adjustWaypoint(w, d)))).flat()
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]
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const colliders = obstacles.map((e) => e.colliders()).flat()
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const graph = Pathfind.buildGraph(waypoints, colliders, this.radius)
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const path = Pathfind.shortestPath(graph, start, goal).map((waypoint) => new Vector2(waypoint[0], waypoint[1]))
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if (path.length == 0) { break } // goal unreachable
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let obstacleInPath = false
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let lastSection = this.position
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for (const section of path) {
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const tunnel = SATX.entityTunnel(lastSection.x, lastSection.y, section.x, section.y, this.radius)
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const globalObstacles = this.game.terrains.concat(this.game.entities.filter((e) => e.id != this.id))
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const sectionObstacles = SATX.collideObstacles(tunnel, globalObstacles)
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if (sectionObstacles.length > 0) {
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obstacleInPath = true
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const obstacleIds = obstacles.map((o) => o.id)
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for (const obstacle of sectionObstacles) {
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if (!obstacleIds.includes(obstacle.id)) {
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obstacles.push(obstacle)
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}
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}
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}
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lastSection = section
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}
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if (!obstacleInPath) {
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this.#path = path
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break
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}
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}
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}
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if (this.#path.length > 0) {
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const speed = (this.speed / (this.game?.tickBudget ?? 1000)) - distanceTraveled
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const destination = this.#path.at(0)
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const difference = destination.clone().sub(this.position)
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const distance = difference.length()
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const direction = difference.clone().normalize()
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const stepTaken = this.position.clone().add(direction.multiplyScalar(speed))
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const position = distance <= speed ? destination : stepTaken
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const collider = Entity.collider(position.x, position.y, this.radius)
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const isColliding = SATX.collideObjects(collider, this.collidables())
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if (!isColliding) {
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this.position.copy(position)
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}
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if (this.position.equals(destination)) {
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this.#path = this.#path.slice(1)
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if (this.#path.length > 0) {
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this.#move(distance)
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}
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else {
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this.#dest = null
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this.#moving = false
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}
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}
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}
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}
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#tickBuff(index) {
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if (this.buffs[index] == null) { return }
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const buff = this.getBuff(this.buffs[index].id)
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const duration = this.game?.secToTick(buff.duration) ?? 0
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const currentTick = this.game?.currentTick ?? 0
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if (buff.timestamp + duration < currentTick) {
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this.removeBuff(buff.id)
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}
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}
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#tickBuffs() {
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this.buffs.forEach((_v, i) => this.#tickBuff(i))
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}
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}
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