Refactor
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parent
b774357807
commit
57d7009342
39 changed files with 203 additions and 250 deletions
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@ -1,17 +1,17 @@
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import { vec2 } from 'gl-matrix';
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import {
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PlayerInformation,
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CharacterTeam,
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settings,
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Circle,
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Random,
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MoveActionCommand,
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CharacterTeam,
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} from 'shared';
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import { PhysicalContainer } from '../physics/containers/physical-container';
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import { PlayerContainer } from './player-container';
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import { PlayerBase } from './player-base';
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import { getBoundingBoxOfCircle } from '../physics/functions/get-bounding-box-of-circle';
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import { PlayerCharacterPhysical } from '../objects/player-character-physical';
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import { CharacterPhysical } from '../objects/character-physical';
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import { PlanetPhysical } from '../objects/planet-physical';
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import { Physical } from '../physics/physicals/physical';
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@ -98,22 +98,18 @@ export class NPC extends PlayerBase {
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private findNearCharactersSorted(
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nearObjects: Array<Physical>,
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): Array<{ character: PlayerCharacterPhysical; distance: number }> {
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): Array<{ character: CharacterPhysical; distance: number }> {
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const characters = Array.from(
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new Set(
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nearObjects.filter(
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(o) =>
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o.gameObject instanceof PlayerCharacterPhysical &&
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o.gameObject !== this.character,
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o.gameObject instanceof CharacterPhysical && o.gameObject !== this.character,
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),
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),
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).map((c) => ({
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character: c.gameObject,
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distance: vec2.distance(
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this.center,
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(c.gameObject as PlayerCharacterPhysical).center,
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),
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})) as Array<{ character: PlayerCharacterPhysical; distance: number }>;
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distance: vec2.distance(this.center, (c.gameObject as CharacterPhysical).center),
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})) as Array<{ character: CharacterPhysical; distance: number }>;
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characters.sort((a, b) => a.distance - b.distance);
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@ -139,12 +135,10 @@ export class NPC extends PlayerBase {
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const nearObjects = this.objectContainer.findIntersecting(observableArea);
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const enemies = nearObjects.filter(
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(o) =>
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o.gameObject instanceof PlayerCharacterPhysical &&
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o.gameObject.team !== this.team,
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(o) => o.gameObject instanceof CharacterPhysical && o.gameObject.team !== this.team,
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);
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if (enemies.length > 0) {
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return (enemies[0].gameObject as PlayerCharacterPhysical).center;
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return (enemies[0].gameObject as CharacterPhysical).center;
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}
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}
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