Refactor backend to use commands

This commit is contained in:
Schmelczer András 2020-11-06 21:10:08 +01:00
parent 503c99cb1f
commit 7cf33b9f1a
18 changed files with 144 additions and 156 deletions

View file

@ -1,7 +0,0 @@
import { vec2 } from 'gl-matrix';
export interface ExertsForce {
getForce(target: vec2): vec2;
}
export const exertsForce = (a: any): a is ExertsForce => a && 'getForce' in a;

View file

@ -1,8 +0,0 @@
export interface GeneratesPoints {
getPoints(): {
decla: number;
red: number;
};
}
export const generatesPoints = (a: any): a is GeneratesPoints => a && 'getPoints' in a;

View file

@ -1,8 +0,0 @@
import { GameObject } from 'shared';
export interface ReactsToCollision {
onCollision(other: GameObject): void;
}
export const reactsToCollision = (a: any): a is ReactsToCollision =>
a && 'onCollision' in a;

View file

@ -1,5 +0,0 @@
export interface TimeDependent {
step(deltaTimeInSeconds: number): void;
}
export const timeDependent = (a: any): a is TimeDependent => a && 'step' in a;

View file

@ -11,6 +11,8 @@ import {
CharacterTeam,
PropertyUpdatesForObject,
UpdatePropertyCommand,
CommandExecutors,
CommandReceiver,
} from 'shared';
import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
import { CirclePhysical } from './circle-physical';
@ -21,14 +23,12 @@ import { interpolateAngles } from '../helper/interpolate-angles';
import { forceAtPosition } from '../physics/functions/force-at-position';
import { getBoundingBoxOfCircle } from '../physics/functions/get-bounding-box-of-circle';
import { PlanetPhysical } from './planet-physical';
import { ReactsToCollision } from './capabilities/reacts-to-collision';
import { TimeDependent } from './capabilities/time-dependent';
import { GeneratesPoints } from './capabilities/generates-points';
import { StepCommand } from '../commands/step';
import { ReactToCollisionCommand } from '../commands/react-to-collision';
import { GeneratePointsCommand } from '../commands/generate-points';
@serializesTo(CharacterBase)
export class CharacterPhysical
extends CharacterBase
implements DynamicPhysical, ReactsToCollision, TimeDependent, GeneratesPoints {
export class CharacterPhysical extends CharacterBase implements DynamicPhysical {
public readonly canCollide = true;
public readonly canMove = true;
@ -94,6 +94,11 @@ export class CharacterPhysical
private leftFootVelocity = new Circle(vec2.create(), 0);
private rightFootVelocity = new Circle(vec2.create(), 0);
protected commandExecutors: CommandExecutors = {
[StepCommand.type]: this.step.bind(this),
[ReactToCollisionCommand.type]: this.onCollision.bind(this),
};
constructor(
name: string,
killCount: number,
@ -134,20 +139,14 @@ export class CharacterPhysical
}
private hasGeneratedPoints = false;
public getPoints(): { decla: number; red: number } {
private getPoints(game: CommandReceiver) {
if (!this.isAlive && !this.hasGeneratedPoints) {
this.hasGeneratedPoints = true;
const decla = this.team === CharacterTeam.decla ? 0 : settings.playerKillPoint;
const red = this.team === CharacterTeam.red ? 0 : settings.playerKillPoint;
return {
decla,
red,
};
game.handleCommand(new GeneratePointsCommand(decla, red));
}
return {
decla: 0,
red: 0,
};
}
public get isAlive(): boolean {
@ -163,7 +162,7 @@ export class CharacterPhysical
this.remoteCall('setKillCount', this.killCount);
}
public onCollision(other: GameObject) {
public onCollision({ other }: ReactToCollisionCommand) {
if (
other instanceof ProjectilePhysical &&
other.team !== this.team &&
@ -298,7 +297,8 @@ export class CharacterPhysical
this.animateScaling(1);
}
public step(deltaTime: number) {
private step({ deltaTimeInSeconds, game }: StepCommand) {
this.getPoints(game);
const oldHead = new Circle(vec2.clone(this.head.center), this.head.radius);
const oldLeftFoot = new Circle(
vec2.clone(this.leftFoot.center),
@ -310,35 +310,36 @@ export class CharacterPhysical
);
if (this.isDestroyed) {
if ((this.timeSinceDying += deltaTime) > settings.spawnDespawnTime) {
if ((this.timeSinceDying += deltaTimeInSeconds) > settings.spawnDespawnTime) {
this.destroy();
} else {
this.animateScaling(1 - this.timeSinceDying / settings.spawnDespawnTime);
}
this.setPropertyUpdates(oldHead, oldLeftFoot, oldRightFoot, deltaTime);
this.setPropertyUpdates(oldHead, oldLeftFoot, oldRightFoot, deltaTimeInSeconds);
return;
}
if (this.hasJustBorn) {
if ((this.timeSinceBorn += deltaTime) > settings.spawnDespawnTime) {
if ((this.timeSinceBorn += deltaTimeInSeconds) > settings.spawnDespawnTime) {
this.hasJustBorn = false;
} else {
this.animateScaling(this.timeSinceBorn / settings.spawnDespawnTime);
}
this.setPropertyUpdates(oldHead, oldLeftFoot, oldRightFoot, deltaTime);
this.setPropertyUpdates(oldHead, oldLeftFoot, oldRightFoot, deltaTimeInSeconds);
return;
}
if ((this.secondsSinceOnSurface += deltaTime) > 0.5) {
if ((this.secondsSinceOnSurface += deltaTimeInSeconds) > 0.5) {
this.currentPlanet = undefined;
}
this.projectileStrength = Math.min(
settings.playerMaxStrength,
this.projectileStrength + settings.playerStrengthRegenerationPerSeconds * deltaTime,
this.projectileStrength +
settings.playerStrengthRegenerationPerSeconds * deltaTimeInSeconds,
);
this.currentPlanet?.takeControl(this.team, deltaTime);
this.currentPlanet?.takeControl(this.team, deltaTimeInSeconds);
const intersectingWithForceField = this.container.findIntersecting(
getBoundingBoxOfCircle(
@ -351,8 +352,8 @@ export class CharacterPhysical
const direction = this.averageAndResetMovementActions();
const movementForce = vec2.scale(direction, direction, settings.maxAcceleration);
this.applyForce(this.leftFoot, movementForce, deltaTime);
this.applyForce(this.rightFoot, movementForce, deltaTime);
this.applyForce(this.leftFoot, movementForce, deltaTimeInSeconds);
this.applyForce(this.rightFoot, movementForce, deltaTimeInSeconds);
if (!this.currentPlanet) {
const leftFootGravity = forceAtPosition(
@ -364,14 +365,14 @@ export class CharacterPhysical
intersectingWithForceField,
);
this.applyForce(this.leftFoot, leftFootGravity, deltaTime);
this.applyForce(this.rightFoot, rightFootGravity, deltaTime);
this.applyForce(this.leftFoot, leftFootGravity, deltaTimeInSeconds);
this.applyForce(this.rightFoot, rightFootGravity, deltaTimeInSeconds);
const sumForce = vec2.subtract(vec2.create(), leftFootGravity, movementForce);
this.setDirection(
vec2.length(sumForce) === 0 ? vec2.fromValues(0, -1) : sumForce,
deltaTime,
deltaTimeInSeconds,
);
} else {
const leftFootGravity = this.currentPlanet!.getForce(this.leftFoot.center);
@ -389,7 +390,7 @@ export class CharacterPhysical
this.leftFoot.lastNormal,
vec2.dot(this.leftFoot.lastNormal, gravity),
);
this.applyForce(this.leftFoot, scaledLeftFootGravity, deltaTime);
this.applyForce(this.leftFoot, scaledLeftFootGravity, deltaTimeInSeconds);
const scaledRightFootGravity = vec2.scale(
vec2.create(),
@ -397,20 +398,20 @@ export class CharacterPhysical
vec2.dot(this.rightFoot.lastNormal, gravity),
);
this.applyForce(this.rightFoot, scaledRightFootGravity, deltaTime);
this.applyForce(this.rightFoot, scaledRightFootGravity, deltaTimeInSeconds);
if (vec2.length(gravity) <= 100) {
this.currentPlanet = undefined;
}
this.setDirection(gravity, deltaTime);
this.setDirection(gravity, deltaTimeInSeconds);
}
this.keepPosture(deltaTime);
this.stepBodyPart(this.leftFoot, deltaTime);
this.stepBodyPart(this.rightFoot, deltaTime);
this.stepBodyPart(this.head, deltaTime);
this.keepPosture(deltaTimeInSeconds);
this.stepBodyPart(this.leftFoot, deltaTimeInSeconds);
this.stepBodyPart(this.rightFoot, deltaTimeInSeconds);
this.stepBodyPart(this.head, deltaTimeInSeconds);
this.setPropertyUpdates(oldHead, oldLeftFoot, oldRightFoot, deltaTime);
this.setPropertyUpdates(oldHead, oldLeftFoot, oldRightFoot, deltaTimeInSeconds);
}
private setDirection(direction: vec2, deltaTime: number) {

View file

@ -1,14 +1,14 @@
import { vec2 } from 'gl-matrix';
import { Circle, GameObject, serializesTo } from 'shared';
import { Circle, CommandReceiver, GameObject, serializesTo } from 'shared';
import { BoundingBox } from '../physics/bounding-boxes/bounding-box';
import { BoundingBoxBase } from '../physics/bounding-boxes/bounding-box-base';
import { moveCircle } from '../physics/functions/move-circle';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
import { ReactsToCollision, reactsToCollision } from './capabilities/reacts-to-collision';
import { ReactToCollisionCommand } from '../commands/react-to-collision';
@serializesTo(Circle)
export class CirclePhysical implements Circle, DynamicPhysical, ReactsToCollision {
export class CirclePhysical extends CommandReceiver implements Circle, DynamicPhysical {
readonly canCollide = true;
readonly canMove = true;
@ -24,6 +24,7 @@ export class CirclePhysical implements Circle, DynamicPhysical, ReactsToCollisio
private readonly container: PhysicalContainer,
private restitution = 0,
) {
super();
this._boundingBox = new BoundingBox();
this.recalculateBoundingBox();
}
@ -41,10 +42,8 @@ export class CirclePhysical implements Circle, DynamicPhysical, ReactsToCollisio
this.recalculateBoundingBox();
}
public onCollision(other: GameObject) {
if (reactsToCollision(this.owner)) {
this.owner.onCollision(other);
}
public onCollision(c: ReactToCollisionCommand) {
this.owner.handleCommand(c);
}
public get gameObject(): GameObject {

View file

@ -10,30 +10,28 @@ import {
CharacterTeam,
PropertyUpdatesForObject,
UpdatePropertyCommand,
CommandExecutors,
CommandReceiver,
} from 'shared';
import { GeneratePointsCommand } from '../commands/generate-points';
import { StepCommand } from '../commands/step';
import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
import { StaticPhysical } from '../physics/physicals/static-physical';
import { ExertsForce } from './capabilities/exerts-force';
import { GeneratesPoints } from './capabilities/generates-points';
import { TimeDependent } from './capabilities/time-dependent';
@serializesTo(PlanetBase)
export class PlanetPhysical
extends PlanetBase
implements StaticPhysical, GeneratesPoints, ExertsForce, TimeDependent {
export class PlanetPhysical extends PlanetBase implements StaticPhysical {
public readonly canCollide = true;
public readonly canMove = false;
public static neutralPlanetCount = 0;
public static declaPlanetCount = 0;
public static redPlanetCount = 0;
private _boundingBox?: ImmutableBoundingBox;
protected commandExecutors: CommandExecutors = {
[StepCommand.type]: this.step.bind(this),
};
constructor(vertices: Array<vec2>) {
super(id(), vertices);
PlanetPhysical.neutralPlanetCount++;
}
public distance(target: vec2): number {
@ -79,33 +77,27 @@ export class PlanetPhysical
}
private timeSinceLastPointGeneration = 0;
public getPoints(): {
decla: number;
red: number;
} {
private getPoints(game: CommandReceiver) {
if (this.timeSinceLastPointGeneration > settings.planetPointGenerationInterval) {
this.timeSinceLastPointGeneration = 0;
if (this.team !== CharacterTeam.neutral) {
this.remoteCall('generatedPoints', settings.planetPointGenerationValue);
}
return {
decla:
game.handleCommand(
new GeneratePointsCommand(
this.team === CharacterTeam.decla ? settings.planetPointGenerationValue : 0,
red: this.team === CharacterTeam.red ? settings.planetPointGenerationValue : 0,
};
this.team === CharacterTeam.red ? settings.planetPointGenerationValue : 0,
),
);
}
return {
decla: 0,
red: 0,
};
}
public step(deltaTime: number): void {
this.timeSinceLastPointGeneration += deltaTime;
private step({ deltaTimeInSeconds, game }: StepCommand) {
this.timeSinceLastPointGeneration += deltaTimeInSeconds;
// In reverse order, so that teams can achieve a 100% control.
this.takeControl(CharacterTeam.neutral, deltaTime);
this.getPoints(game);
this.takeControl(CharacterTeam.neutral, deltaTimeInSeconds);
}
public getPropertyUpdates(): PropertyUpdatesForObject {

View file

@ -8,20 +8,19 @@ import {
CharacterTeam,
PropertyUpdatesForObject,
UpdatePropertyCommand,
CommandExecutors,
} from 'shared';
import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
import { CirclePhysical } from './circle-physical';
import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { ReactsToCollision } from './capabilities/reacts-to-collision';
import { CharacterPhysical } from './character-physical';
import { moveCircle } from '../physics/functions/move-circle';
import { TimeDependent } from './capabilities/time-dependent';
import { StepCommand } from '../commands/step';
import { ReactToCollisionCommand } from '../commands/react-to-collision';
@serializesTo(ProjectileBase)
export class ProjectilePhysical
extends ProjectileBase
implements DynamicPhysical, ReactsToCollision, TimeDependent {
export class ProjectilePhysical extends ProjectileBase implements DynamicPhysical {
public readonly canCollide = true;
public readonly canMove = true;
@ -31,6 +30,11 @@ export class ProjectilePhysical
public object: CirclePhysical;
protected commandExecutors: CommandExecutors = {
[StepCommand.type]: this.handleStep.bind(this),
[ReactToCollisionCommand.type]: this.onCollision.bind(this),
};
constructor(
center: vec2,
radius: number,
@ -91,7 +95,7 @@ export class ProjectilePhysical
}
}
public onCollision(other: GameObject) {
public onCollision({ other }: ReactToCollisionCommand) {
if (
!(other instanceof CharacterPhysical && other.team === this.team) &&
this.bounceCount++ === settings.projectileMaxBounceCount
@ -106,8 +110,8 @@ export class ProjectilePhysical
]);
}
public step(deltaTime: number) {
super.step(deltaTime);
private handleStep({ deltaTimeInSeconds }: StepCommand) {
super.step(deltaTimeInSeconds);
if (this.strength <= 0) {
this.destroy();
@ -115,7 +119,7 @@ export class ProjectilePhysical
}
vec2.copy(this.object.velocity, this.velocity);
const { velocity } = this.object.stepManually(deltaTime);
const { velocity } = this.object.stepManually(deltaTimeInSeconds);
vec2.copy(this.velocity, velocity);
}
}