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

@ -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) {