- Simplify the logic wherever possible to remove overengineering and simplify the netcode - Actually improve the netcode - The new lines are mainly the package locks and tests Reviewed-on: https://home.schmelczer.dev/git/andras/decla-red/pulls/4
154 lines
4.2 KiB
TypeScript
154 lines
4.2 KiB
TypeScript
import { vec2 } from 'gl-matrix';
|
|
import {
|
|
CommandReceiver,
|
|
PlayerInformation,
|
|
CharacterTeam,
|
|
Random,
|
|
settings,
|
|
sanitizeName,
|
|
boundRadius,
|
|
evaluateSdf,
|
|
} from 'shared';
|
|
import { PhysicalContainer } from '../physics/physical-container';
|
|
import { BoundingBox } from '../physics/bounding-box';
|
|
import { CharacterPhysical } from '../objects/character-physical';
|
|
import { PlanetPhysical, planetsNear } from '../objects/planet-physical';
|
|
import { PlayerContainer } from './player-container';
|
|
|
|
const maximumNameLength = 40;
|
|
|
|
export interface Score {
|
|
kills: number;
|
|
deaths: number;
|
|
}
|
|
|
|
export abstract class PlayerBase extends CommandReceiver {
|
|
public character: CharacterPhysical | null = null;
|
|
public center: vec2 = vec2.create();
|
|
|
|
protected lastCharacter?: CharacterPhysical;
|
|
protected timeUntilRespawn = 0;
|
|
private kills: number;
|
|
private deaths: number;
|
|
|
|
constructor(
|
|
protected readonly playerInfo: PlayerInformation,
|
|
protected readonly playerContainer: PlayerContainer,
|
|
protected readonly objectContainer: PhysicalContainer,
|
|
public readonly team: CharacterTeam,
|
|
score: Score = { kills: 0, deaths: 0 },
|
|
) {
|
|
super();
|
|
this.kills = score.kills;
|
|
this.deaths = score.deaths;
|
|
}
|
|
|
|
public get score(): Score {
|
|
return {
|
|
kills: (this.character ?? this.lastCharacter)?.killCount ?? this.kills,
|
|
deaths: this.deaths,
|
|
};
|
|
}
|
|
|
|
protected createCharacter(): CharacterPhysical {
|
|
this.kills = this.lastCharacter?.killCount ?? this.kills;
|
|
this.character = new CharacterPhysical(
|
|
sanitizeName(this.playerInfo.name, maximumNameLength),
|
|
this.kills,
|
|
this.deaths,
|
|
this.team,
|
|
this.objectContainer,
|
|
this.findEmptyPositionForPlayer(this.findSpawnCenter()),
|
|
);
|
|
this.objectContainer.addObject(this.character);
|
|
this.center = this.character.center;
|
|
return this.character;
|
|
}
|
|
|
|
public step(deltaTimeInSeconds: number) {
|
|
this.stepLifecycle(deltaTimeInSeconds);
|
|
}
|
|
|
|
protected stepLifecycle(deltaTimeInSeconds: number): CharacterPhysical | undefined {
|
|
if (this.character) {
|
|
this.center = this.character.center;
|
|
|
|
if (this.character.isAlive) {
|
|
return this.character;
|
|
}
|
|
|
|
this.deaths++;
|
|
this.lastCharacter = this.character;
|
|
this.character = null;
|
|
this.timeUntilRespawn = settings.playerDiedTimeout;
|
|
return undefined;
|
|
}
|
|
|
|
if ((this.timeUntilRespawn -= deltaTimeInSeconds) < 0) {
|
|
this.createCharacter();
|
|
}
|
|
return undefined;
|
|
}
|
|
|
|
private findSpawnCenter(): vec2 {
|
|
const planets = planetsNear(
|
|
this.objectContainer,
|
|
vec2.create(),
|
|
settings.worldRadius * 2,
|
|
);
|
|
|
|
const friendly = planets.filter((p) => p.team === this.team);
|
|
const neutral = planets.filter((p) => p.team === CharacterTeam.neutral);
|
|
const candidates = friendly.length ? friendly : neutral.length ? neutral : planets;
|
|
if (candidates.length === 0) {
|
|
return vec2.create();
|
|
}
|
|
|
|
const isContested = (planet: PlanetPhysical) =>
|
|
this.playerContainer.players.some(
|
|
(p) =>
|
|
p.team !== this.team &&
|
|
p.character?.isAlive &&
|
|
vec2.distance(p.center, planet.center) < settings.spawnSafetyDistance,
|
|
);
|
|
const safe = candidates.filter((p) => !isContested(p));
|
|
|
|
return vec2.clone(Random.choose(safe.length ? safe : candidates)!.center);
|
|
}
|
|
|
|
private findEmptyPositionForPlayer(preferredCenter: vec2): vec2 {
|
|
let rotation = 0;
|
|
let radius = 0;
|
|
let roomiestPosition = vec2.clone(preferredCenter);
|
|
let roomiestClearance = -Infinity;
|
|
for (let attempt = 0; attempt < 512; attempt++) {
|
|
const position = vec2.fromValues(
|
|
radius * Math.cos(rotation) + preferredCenter[0],
|
|
radius * Math.sin(rotation) + preferredCenter[1],
|
|
);
|
|
|
|
const clearance = evaluateSdf(
|
|
position,
|
|
this.objectContainer.findIntersecting(
|
|
BoundingBox.ofCircle(position, boundRadius),
|
|
),
|
|
);
|
|
if (clearance >= boundRadius) {
|
|
return position;
|
|
}
|
|
if (clearance > roomiestClearance) {
|
|
roomiestClearance = clearance;
|
|
roomiestPosition = position;
|
|
}
|
|
|
|
rotation += Math.PI / 8;
|
|
radius += 30;
|
|
}
|
|
|
|
return roomiestPosition;
|
|
}
|
|
|
|
public destroy() {
|
|
this.character?.onDie();
|
|
}
|
|
}
|