181 lines
4.8 KiB
JavaScript
181 lines
4.8 KiB
JavaScript
import Projectile from './projectile.js'
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// major damage OR minor self sustain / crowd control
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// major support OR minor vision / selfless support / creative
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// major control OR minor mobility
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export default class Ability {
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id = crypto.randomUUID()
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name = 'Ability'
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castTime = 0
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cooldown = 0
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damage = 0
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moveCancelable = false
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radius = 1
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range = 0
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speed = 1000
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#effect = () => {}
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get effect() { return this.#effect }
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set effect(value) { this.#effect = value }
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constructor(options = {}) {
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Object.entries(options).forEach(([key, value]) => this[key] = value)
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}
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static straightShot = new Ability({
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id: 'straight_shot',
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name: 'Straight Shot',
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castTime: 0.25,
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cooldown: 1,
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damage: 83,
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radius: 60,
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range: 1200,
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visualRadius: 20,
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speed: 2000,
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effect: function straightShotEffect(caster, cursor) {
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const ability = this
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const straightShotCollision = function straightShotCollision(projectile, collidingEntity) {
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if (collidingEntity == null) { return }
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if (collidingEntity.team == (projectile.owner?.team ?? 'unknown')) { return }
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collidingEntity.damage(ability.damage)
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projectile.despawn()
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}
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const projectile = new Projectile({
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onCollide: straightShotCollision,
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owner: caster,
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position: caster.position.clone(),
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radius: ability.radius,
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speed: ability.speed,
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visualRadius: ability.visualRadius,
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})
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projectile.destination = caster.position.clone().add(cursor.clone().sub(caster.position).normalize().multiplyScalar(ability.range + caster.radius))
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caster.game?.spawnProjectile(projectile)
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caster.cooldown(ability.id)
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},
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})
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static rangedAttack = new Ability({
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id: 'ranged_attack',
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name: 'Ranged Attack',
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castTime: (1.6 * 0.18839),
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cooldown: 1.6,
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damage: 60,
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moveCancelable: true,
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radius: 5,
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range: 500,
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speed: 2000,
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effect: function rangedAttackEffect(caster, cursor) {
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const ability = this
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const target = caster.closestTargetTo(cursor, ability.range)
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if (target == null) { return }
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const rangedAttackAfter = function rangedAttackAfter() {
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target.damage(ability.damage)
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}
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const projectile = new Projectile({
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after: rangedAttackAfter,
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homingTarget: target,
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owner: caster,
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position: caster.position.clone(),
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radius: ability.radius,
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speed: ability.speed,
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})
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caster.game?.spawnProjectile(projectile)
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caster.cooldown(ability.id)
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},
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})
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static meleeAttack = new Ability({
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id: 'melee_attack',
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name: 'Melee Attack',
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castTime: (1.4 * 0.22),
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cooldown: 1.4,
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moveCancelable: true,
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damage: 60,
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radius: 5,
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range: 100,
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effect: function meleeAttackEffect(caster, cursor) {
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const ability = this
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const target = caster.closestTargetTo(cursor, ability.range)
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if (target == null) { return }
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target.damage(ability.damage)
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caster.cooldown(ability.id)
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},
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})
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static shieldThrow = new Ability({
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id: 'shield_throw',
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name: 'Shield Throw',
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castTime: 0.25,
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cooldown: 5,
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radius: 110,
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range: 1025,
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speed: 2400,
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effect: function shieldThrowEffect(caster, cursor) {
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const ability = this
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const shieldThrowReturn = function shieldThrowReturn(projectile, homingTarget) {
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const returnProjectile = new Projectile({
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owner: caster,
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position: projectile.position.clone(),
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radius: ability.radius,
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speed: ability.speed,
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homingTarget: caster,
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})
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caster.game?.spawnProjectile(returnProjectile)
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}
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const projectile = new Projectile({
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after: shieldThrowReturn,
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owner: caster,
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position: caster.position.clone(),
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radius: ability.radius,
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speed: ability.speed,
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})
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projectile.destination = caster.position.clone().add(cursor.clone().sub(caster.position).normalize().multiplyScalar(ability.range + caster.radius))
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caster.game?.spawnProjectile(projectile)
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caster.cooldown(ability.id)
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},
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})
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static blink = new Ability({
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id: 'blink',
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name: 'Blink',
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castTime: 0.25,
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cooldown: 2,
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range: 475,
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effect: function blinkEffect(caster, cursor) {
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const ability = this
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const direction = cursor.clone().sub(caster.position)
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const realRange = ability.range + caster.radius
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if (direction.length() > realRange) {
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direction.normalize().multiplyScalar(realRange)
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}
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const destination = caster.position.clone().add(direction)
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caster.teleport(destination)
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caster.cooldown(ability.id)
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},
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})
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static control = new Ability({
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id: 'control',
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name: 'Control',
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castTime: 1,
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cooldown: 5,
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effect: function controlEffect(caster, cursor) { },
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})
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}
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