import { vec2 } from 'gl-matrix'; import { CommandExecutors, CreateObjectsCommand, CreatePlayerCommand, DeleteObjectsCommand, MoveActionCommand, serialize, TransportEvents, SetAspectRatioActionCommand, calculateViewArea, settings, PlayerInformation, CharacterTeam, UpdateOtherPlayerDirections, GameObject, Command, OtherPlayerDirection, RemoteCallsForObject, RemoteCallsForObjects, ServerAnnouncement, PropertyUpdatesForObjects, PropertyUpdatesForObject, PrimaryActionCommand, } from 'shared'; import { Socket } from 'socket.io'; import { BoundingBox } from '../physics/bounding-boxes/bounding-box'; import { PhysicalContainer } from '../physics/containers/physical-container'; import { CharacterPhysical } from '../objects/character-physical'; import { PlayerContainer } from './player-container'; import { PlayerBase } from './player-base'; export class Player extends PlayerBase { // default, until the clients sends its real value private aspectRatio: number = 16 / 9; private timeUntilRespawn = 0; private timeSinceLastMessage = 0; private objectsPreviouslyInViewArea: Array = []; protected commandExecutors: CommandExecutors = { [SetAspectRatioActionCommand.type]: (v: SetAspectRatioActionCommand) => (this.aspectRatio = v.aspectRatio), [MoveActionCommand.type]: (c: MoveActionCommand) => this.character?.handleMovementAction(c), [PrimaryActionCommand.type]: (c: PrimaryActionCommand) => { this.character?.shootTowards(c.position); }, }; constructor( playerInfo: PlayerInformation, playerContainer: PlayerContainer, objectContainer: PhysicalContainer, team: CharacterTeam, private readonly socket: Socket, ) { super(playerInfo, playerContainer, objectContainer, team); this.createCharacter(); this.step(0); } protected createCharacter() { const preferredCenter = this.playerContainer.players.find( (p) => p.character?.isAlive && p.team === this.team, )?.center; super.createCharacter(preferredCenter ?? vec2.create()); this.objectsPreviouslyInViewArea.push(this.character!); this.queueCommandSend(new CreatePlayerCommand(this.character!)); } private winnerTeam?: CharacterTeam; public onGameEnded(winnerTeam: CharacterTeam) { this.winnerTeam = winnerTeam; } public step(deltaTimeInSeconds: number) { if (this.character) { this.center = this.character?.center; if (!this.character.isAlive) { this.sumDeaths++; this.sumKills = this.character.killCount; this.character = null; this.timeUntilRespawn = settings.playerDiedTimeout; } } else { if ((this.timeUntilRespawn -= deltaTimeInSeconds) < 0) { this.createCharacter(); this.center = this.character!.center; } } } private handleViewAreaUpdate() { const viewArea = calculateViewArea(this.center, this.aspectRatio, 1.2); const bb = new BoundingBox(); bb.topLeft = viewArea.topLeft; bb.size = viewArea.size; const objectsInViewArea = Array.from( new Set(this.objectContainer.findIntersecting(bb).map((o) => o.gameObject)), ); const newlyIntersecting = objectsInViewArea.filter( (o) => !this.objectsPreviouslyInViewArea.includes(o), ); const noLongerIntersecting = this.objectsPreviouslyInViewArea.filter( (o) => !objectsInViewArea.includes(o), ); this.objectsPreviouslyInViewArea = objectsInViewArea; if (noLongerIntersecting.length > 0) { this.queueCommandSend( new DeleteObjectsCommand(noLongerIntersecting.map((g) => g.id)), ); } if (newlyIntersecting.length > 0) { this.queueCommandSend(new CreateObjectsCommand(newlyIntersecting)); } this.queueCommandSend(new UpdateOtherPlayerDirections(this.getOtherPlayers())); this.queueCommandSend( new PropertyUpdatesForObjects( this.objectsPreviouslyInViewArea .map((o) => o.getPropertyUpdates()) .filter((u) => u) as Array, ), ); } private getOtherPlayers(): Array { if (!this.character) { return []; } const viewArea = calculateViewArea(this.center, this.aspectRatio, 0.9); const bb = new BoundingBox(); bb.topLeft = viewArea.topLeft; bb.size = viewArea.size; const playersInViewArea = this.objectContainer .findIntersecting(bb) .map((o) => o.gameObject) .filter((g) => g instanceof CharacterPhysical); const otherPlayers = this.playerContainer.players.filter( (p) => p.character?.isAlive && playersInViewArea.indexOf(p.character!) < 0, ); return otherPlayers.map( (p) => new OtherPlayerDirection( p.character!.id, vec2.normalize( vec2.create(), vec2.subtract(vec2.create(), p.character!.center, this.character!.center), ), p.team, ), ); } private commandsToBeSent: Array = []; public queueCommandSend(command: Command) { this.commandsToBeSent.push(command); } public stepCommunications(deltaTime: number) { const remoteCalls = this.objectsPreviouslyInViewArea .map((g) => new RemoteCallsForObject(g.id, g.getRemoteCalls())) .filter((c) => c.calls.length > 0); if (remoteCalls.length > 0) { this.queueCommandSend(new RemoteCallsForObjects(remoteCalls)); } if ((this.timeSinceLastMessage += deltaTime) > settings.updateMessageInterval) { this.handleAnnouncements(); this.handleViewAreaUpdate(); this.sendQueuedCommandsToClient(); this.timeSinceLastMessage = 0; } } public sendQueuedCommandsToClient() { this.socket.emit(TransportEvents.ServerToPlayer, serialize(this.commandsToBeSent)); this.commandsToBeSent = []; } private handleAnnouncements() { let announcement = ''; if (this.winnerTeam) { announcement = `Team ${this.winnerTeam} won 🎉`; } else if (!this.character) { announcement = `Reviving in ${Math.round(this.timeUntilRespawn)}…`; } if (announcement) { this.queueCommandSend(new ServerAnnouncement(announcement)); } } public destroy() { super.destroy(); } }