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instructions-clear/src/entity.js
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JavaScript

import { Vector2 } from 'three'
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 = crypto.randomUUID()
abilities = {}
bbox = new Float32Array(4)
buffs = []
casting = null
cooldowns = {}
dead = false
health = null
height = 40
maxHealth = 1
memory = {} // TODO: hide from reports but keep public
position = null
radius = 0
rotation = 0
speed = 400
team = Team.neutral
visualRadius = null
#attacking = false
#dest = null
#game = null
#logic = null
#moving = false
#path = []
#spawnPosition = new Vector2()
static collider(x, y, radius) {
return new SAT.Circle(new SAT.Vector(x, y), radius)
}
// deliberate code duplication for performance
static tunnelCollider(fromX, fromY, toX, toY, radius) {
if (radius <= 0) {
return SATX.line(fromX, fromY, toX, toY)
}
const sides = new Float32Array(5)
sides[0] = toX - fromX
sides[1] = toY - fromY
sides[4] = Math.hypot(sides[0], sides[1])
sides[2] = (sides[1] / sides[4]) * -radius // optimization: negation and swapping rotates
sides[3] = (sides[0] / sides[4]) * radius
return new SAT.Polygon(new SAT.Vector(fromX - sides[2], fromY - sides[3]), [
new SAT.Vector(),
new SAT.Vector(sides[0], sides[1]),
new SAT.Vector(sides[0] + (2 * sides[2]), sides[1] + (2 * sides[3])),
new SAT.Vector(2 * sides[2], 2 * sides[3]),
])
}
// deliberate code duplication for performance
static tunnelVertices(fromX, fromY, toX, toY, radius) {
const sides = new Float32Array(5)
sides[0] = toX - fromX
sides[1] = toY - fromY
sides[4] = Math.hypot(sides[0], sides[1])
sides[2] = (sides[1] / sides[4]) * -radius // optimization: negation and swapping rotates
sides[3] = (sides[0] / sides[4]) * radius
return [
new Vector2(fromX - sides[2], fromY - sides[3]),
new Vector2(fromX - sides[2] + sides[0], fromY - sides[3] + sides[1]),
new Vector2(fromX + sides[2] + sides[0], fromY + sides[3] + sides[1]),
new Vector2(fromX + sides[2], fromY + sides[3]),
]
}
// deliberate code duplication for performance
static tunnelBbox(fromX, fromY, toX, toY, radius) {
if (radius <= 0) {
return new Float32Array([
Math.max(fromY, toY),
Math.max(fromX, toX),
Math.min(fromY, toY),
Math.min(fromX, toX),
])
}
const sides = new Float32Array(5)
sides[0] = toX - fromX
sides[1] = toY - fromY
sides[4] = Math.hypot(sides[0], sides[1])
sides[2] = (sides[1] / sides[4]) * -radius // optimization: negation and swapping rotates
sides[3] = (sides[0] / sides[4]) * radius
const offsetX = fromX + sides[0]
const x1 = fromX - sides[2]
const x2 = fromX + sides[2]
const x3 = offsetX - sides[2]
const x4 = offsetX + sides[2]
const offsetY = fromY + sides[1]
const y1 = fromY - sides[3]
const y2 = fromY + sides[3]
const y3 = offsetY - sides[3]
const y4 = offsetY + sides[3]
return new Float32Array([
Math.max(y1, y2, y3, y4),
Math.max(x1, x2, x3, x4),
Math.min(y1, y2, y3, y4),
Math.min(x1, x2, x3, x4),
])
}
constructor(options = {}) {
Object.entries(options).forEach(([key, value]) => this[key] = value)
if (this.position == null) {
this.position = this.#spawnPosition.clone()
}
if (this.health == null) {
this.health = this.maxHealth
}
if (this.visualRadius == null) {
this.visualRadius = this.radius
}
}
get attacking() { return this.#attacking }
get destination() { return this.#dest }
get logic() { return this.#logic }
get game() { return this.#game }
get spawnPosition() { return this.#spawnPosition }
get x() { return this.position.x }
get y() { return this.position.y }
set destination(value) { this.#dest = value }
set logic(value) { this.#logic = value }
set game(value) { this.#game = value }
set spawnPosition(value) { this.#spawnPosition = value }
set x(value) { this.position.x = value }
set y(value) { this.position.y = value }
get unadjustedWaypoints() {
const numberOfWaypoints = 8
const margin = 1
const enclosingRegularPolygonRadius = SATX.enclosingRegularPolygonRadius(numberOfWaypoints)
const radius = this.radius * enclosingRegularPolygonRadius + margin
const baseWaypoint = new Vector2(radius, 0)
const waypoints = []
const origin = new Vector2
const unitOfRotation = (Math.PI * 2 / numberOfWaypoints)
for (let i = 0; i < numberOfWaypoints; i++) {
waypoints.push(baseWaypoint.clone().rotateAround(origin, unitOfRotation * i))
}
return waypoints.map((w) => [
w.clone().add(this.position),
w.clone().normalize().multiplyScalar(enclosingRegularPolygonRadius),
])
}
attackAction(cursor) {
this.moveAction(cursor, true)
}
castAction(slot, cursor, halt = false) {
const ability = this.ability(slot)
if (ability == null) { return }
if (this.casting != null) {
const abilityBeingCasted = this.casting.ability
if (abilityBeingCasted.id == ability.id) {
return false
}
return false
}
if (halt) {
this.#moving = false
}
const targetPosition = (cursor instanceof Vector2) ? cursor : this.game?.entities.find((it) => it.id == cursor)?.position
if (targetPosition instanceof Vector2) {
this.rotation = targetPosition.clone().sub(this.position).angle()
}
const cooldown = this.game?.secToTick(ability.cooldown) ?? 0
const lastCast = this.cooldowns[ability.id]
const timestamp = this.game?.currentTick ?? 0
if (lastCast != null && lastCast + cooldown > timestamp) {
return false
}
this.casting = { ability, cursor, timestamp } // TODO: use ID only for ability
return true
}
haltAction() {
this.#moving = false
}
moveAction(cursor, attack = false) {
if (this.casting != null && this.casting.ability.moveCancelable) {
if (!attack && !(this.casting != null && this.casting.ability.id == this.abilities[0])) {
this.casting = null
}
}
this.#attacking = attack
this.#moving = true
this.#dest = cursor.clone()
}
stopAction() {
this.casting = null
this.#moving = true
this.#attacking = false
}
// --- Actions above --- //
ability(slot) {
if (this.abilities[slot] != null) {
return this.game?.abilities.find((it) => it.id == this.abilities[slot])
}
}
adjustWaypoint(waypoint, direction) {
return SATX.clamp(
waypoint.clone().add(direction.clone().multiplyScalar(this.radius)),
this.game?.width,
this.game?.height,
this.radius,
)
}
applyBuff(id, sourceId = null) {
const index = this.buffs.findIndex((it) => it.id == id)
const source = sourceId ?? this.id
const timestamp = this.game?.currentTick ?? 0
if (index > -1) {
this.buffs[index].timestamp = timestamp
this.buffs[index].source = source
}
else {
this.buffs.push({ id, source, timestamp })
}
}
collidables() {
return this.customBboxCollidables(this.bbox)
}
collider() {
return Entity.collider(this.position.x, this.position.y, this.radius)
}
colliders() {
return [this.collider()]
}
cooldown(id) {
this.cooldowns[id] = this.game?.currentTick ?? 0
}
closestTargetTo(cursor, range) {
return this
.game
?.entities
.filter((e) => this.team != e.team && e.distanceTo(cursor) <= range + this.radius + e.radius)
.reduce((e1, e2) => (e1?.distanceTo(cursor) ?? Infinity) < e2.distanceTo(cursor) ? e1 : e2, null)
}
damage(amount, source = null) {
let damage = amount
if (this.hasBuff(Buff.exposed.id)) {
const buff = this.getBuff(Buff.exposed.id)
if (buff.source == source.id) {
damage *= 3 // TODO: move to Buff class to make generic
this.removeBuff(Buff.exposed.id)
}
}
this.health = Math.min(Math.max(0, this.health - damage), this.maxHealth)
}
despawn() {
this.game?.despawn(this)
}
distanceTo(cursor) {
return this.position.distanceTo(cursor)
}
futureCollidables(futurePosition) {
return this.customBboxCollidables(new Float32Array([
futurePosition.y + this.radius,
futurePosition.x + this.radius,
futurePosition.y - this.radius,
futurePosition.x - this.radius,
]))
}
customBboxCollidables(bbox) {
const entitiesAndTerrains = (this.game?.entities ?? []).filter((it) => it.id != this.id).concat(this.game?.terrains ?? [])
return entitiesAndTerrains.filter((it) => SATX.bboxCheck(bbox, it.bbox))
}
getBuff(id) {
const entityBuff = this.buffs.find((it) => it.id == id)
if (entityBuff == null) { return }
const buffDefinition = this.game?.buffs.find((it) => it.id == entityBuff.id)
if (buffDefinition == null) { return }
return { ...buffDefinition, ...entityBuff }
}
hasBuff(id) {
return this.buffs.some((it) => it.id == id)
}
heal(amount) {
this.health = Math.min(Math.max(0, this.health + amount), this.maxHealth)
}
fixPosition() {
this.position = this.fixFuturePosition(this.position.clone()).clone()
}
fixFuturePosition(futurePosition) {
if (!this.willCollide(futurePosition)) {
return futurePosition
}
let direction = new Vector2(0, 5)
let multiplier = 1
const rotationSlices = 16
const origin = new Vector2()
const maxX = this.game?.width ?? Infinity
const maxY = this.game?.height ?? Infinity
const radius = this.radius
for (let limit = 1; limit <= 10000; limit++) {
const rads = (limit % rotationSlices) * 2 * Math.PI / rotationSlices
const offset = direction.clone().rotateAround(origin, rads).multiplyScalar(multiplier)
const position = SATX.clamp(futurePosition.clone().add(offset), maxX, maxY, radius)
if (!this.willCollide(position)) {
return position
}
if (limit % rotationSlices == 0) {
multiplier++
}
}
console.error(`Can't fix position ([${futurePosition.x}, ${futurePosition.y}]) of entity ID: ${this.id}`)
}
isColliding() {
const collidables = this.collidables()
if (collidables.length < 1) {
return false
}
const colliders = collidables.map((it) => it.colliders()).flat()
const collider = this.collider()
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 ?? [])
const bboxCheckedObstacles = entitiesAndTerrains.filter((it) => SATX.bboxCheck(bbox, it.bbox))
if (bboxCheckedObstacles.length < 1) { return [] }
const collider = Entity.tunnelCollider(position.x, position.y, destination.x, destination.y, this.radius)
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 }
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))
}
removeBuff(id) {
this.buffs = this.buffs.filter((it) => it.id != id)
}
respawn() {
this.position = this.#spawnPosition.clone()
this.health = this.maxHealth
this.dead = false
}
teleport(cursor) {
this.position = cursor.clone()
this.fixPosition()
}
update() {
if (this.dead) {
// TODO: do something while the entity is dead
}
else {
this.#cast()
this.#checkHealth()
this.#move()
this.#tickBuffs()
this.fixPosition()
}
if (this.#logic != null) {
this.#logic()
}
this.#calculateBbox()
}
waypoints() {
const entityColliders = (this.game?.entities ?? []).filter((e) => e.id != this.id)
const terrainColliders = (this.game?.terrains ?? [])
const unadjustedWaypoints = entityColliders.concat(terrainColliders).map((e) => e.unadjustedWaypoints).flat()
return unadjustedWaypoints.map(([waypoint, direction]) => this.adjustWaypoint(waypoint, direction)) ?? []
}
willCollide(futurePosition) {
const collidables = this.futureCollidables(futurePosition)
if (collidables.length < 1) {
return false
}
const colliders = collidables.map((it) => it.colliders()).flat()
const collider = Entity.collider(futurePosition.x, futurePosition.y, this.radius)
return colliders.some((it) => SATX.collideObject(collider, it))
}
#calculateBbox() {
this.bbox[0] = this.position.y + this.radius
this.bbox[1] = this.position.x + this.radius
this.bbox[2] = this.position.y - this.radius
this.bbox[3] = this.position.x - this.radius
}
#cast() {
if (this.casting == null) {
return false
}
const castTime = this.game?.secToTick(this.casting.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)
this.casting = null
return true
}
#checkHealth() {
if (this.health <= 0) {
this.dead = true
}
}
#move(distanceTraveled = 0) {
if (this.casting != null) { return false }
if (this.#attacking) {
const cursor = this.#dest ?? this.position
const basicAttack = this.ability('a')
if (basicAttack != null) {
const target = this.closestTargetTo(cursor, 500)
if (target != null && this.distanceTo(target.position) < basicAttack.range + this.radius + target.radius) {
const cooldown = this.game?.secToTick(basicAttack.cooldown) ?? 0
const lastCast = this.cooldowns[basicAttack.id]
const timestamp = this.game?.currentTick ?? 0
if (lastCast != null && lastCast + cooldown > timestamp) { return false }
this.castAction('a', target.id, false)
return true
}
}
}
if (!this.#moving || this.#dest == null) { return false }
const fixedDest = this.fixFuturePosition(this.#dest)
if (this.#path.length > 0) {
const sectionDest = this.#path.at(0)
const lineOfSight = this.isInLineOfSight(sectionDest)
if (!lineOfSight) {
this.#path = []
}
}
if (this.#path.length < 1 || !this.#path.at(-1).equals(fixedDest)) {
const lineOfSight = this.isInLineOfSight(fixedDest)
if (lineOfSight) {
this.#path = [fixedDest]
}
}
if ((this.#path.length < 1 || (this.#path.at(-1)?.distanceTo(fixedDest) ?? 0) > 0.01)) {
const start = SATX.vectorToFloat32Array(this.position)
const goal = SATX.vectorToFloat32Array(fixedDest)
const obstacles = []
for (let failsafe = 0; failsafe < 1000; failsafe++) {
const waypoints = [
start,
goal,
...obstacles.map((e) => e.unadjustedWaypoints.map(([w, d]) => SATX.vectorToFloat32Array(this.adjustWaypoint(w, d)))).flat()
]
const colliders = obstacles.map((e) => e.colliders()).flat()
const graph = Pathfind.buildGraph(waypoints, colliders, this.radius)
const path = Pathfind.shortestPath(graph, start, goal).map((waypoint) => new Vector2(waypoint[0], waypoint[1]))
if (path.length == 0) { break } // goal unreachable
let obstacleInPath = false
let lastSection = this.position
for (const section of path) {
const sectionObstacles = this.obstaclesInStraightPath(section, lastSection)
if (sectionObstacles.length > 0) {
obstacleInPath = true
const obstacleIds = obstacles.map((o) => o.id)
for (const obstacle of sectionObstacles) {
if (!obstacleIds.includes(obstacle.id)) {
obstacles.push(obstacle)
}
}
}
lastSection = section
}
if (!obstacleInPath) {
this.#path = path
break
}
}
}
if (this.#path.length > 0) {
const speed = (this.speed / (this.game?.tickBudget ?? 1000)) - distanceTraveled
const destination = this.#path.at(0)
const difference = destination.clone().sub(this.position)
const distance = difference.length()
const direction = difference.clone().normalize()
const stepTaken = this.position.clone().add(direction.multiplyScalar(speed))
const position = distance <= speed ? destination : stepTaken
const rotation = direction.angle()
this.rotation = rotation
if (!this.willCollide(position)) {
this.position.copy(position)
}
if (this.position.equals(destination)) {
this.#path = this.#path.slice(1)
if (this.#path.length > 0) {
this.#move(distance)
}
else {
this.#dest = null
this.#moving = false
}
}
}
}
#tickBuff(index) {
if (this.buffs[index] == null) { return }
const buff = this.getBuff(this.buffs[index].id)
const duration = this.game?.secToTick(buff.duration) ?? 0
const currentTick = this.game?.currentTick ?? 0
if (buff.timestamp + duration < currentTick) {
this.removeBuff(buff.id)
}
}
#tickBuffs() {
this.buffs.forEach((_v, i) => this.#tickBuff(i))
}
}