Tweak settings & fix bug
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99d923c221
commit
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5 changed files with 15 additions and 13 deletions
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@ -1,6 +1,6 @@
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{
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"name": "declared-server",
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"version": "0.0.8",
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"version": "0.0.11",
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"description": "Game server for decla.red",
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"keywords": [],
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"author": "András Schmelczer <andras@schmelczer.dev> (https://schmelczer.dev/)",
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@ -4,8 +4,8 @@ export const defaultOptions: Options = {
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port: 3000,
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name: 'Test server',
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playerLimit: 16,
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npcCount: 8,
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seed: 0,
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npcCount: 6,
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seed: Math.random(),
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scoreLimit: 500,
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worldSize: 8000,
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};
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@ -12,6 +12,7 @@ import {
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GameEnd,
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GameStart,
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Command,
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last,
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} from 'shared';
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import { createWorld } from './map/create-world';
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import { DeltaTimeCalculator } from './helper/delta-time-calculator';
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@ -137,7 +138,9 @@ export class GameServer {
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console.log(
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`Median physics time: ${this.deltaTimes[
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Math.floor(framesBetweenDeltaTimeCalculation / 2)
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].toFixed(2)} ms`,
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].toFixed(2)} ms\n`,
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'Tail times: ',
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this.deltaTimes.slice(-20).map((v) => `${v.toFixed(2)} ms`),
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);
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console.log(
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`Memory used: ${(process.memoryUsage().rss / 1024 / 1024).toFixed(2)} MB`,
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@ -96,7 +96,6 @@ export class PlayerCharacterPhysical
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startPosition: vec2,
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) {
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super(id(), name, killCount, deathCount, team, settings.playerMaxHealth);
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this.head = new CirclePhysical(
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vec2.add(vec2.create(), startPosition, PlayerCharacterPhysical.headOffset),
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PlayerCharacterPhysical.headRadius,
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@ -149,7 +148,7 @@ export class PlayerCharacterPhysical
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other.destroy();
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this.health -= other.strength;
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this.remoteCall('setHealth', this.health);
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if (this.health <= 0) {
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if (this.health <= 0 && this.isAlive) {
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this.kill();
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other.originator.addKill();
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}
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@ -352,14 +351,14 @@ export class PlayerCharacterPhysical
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center,
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PlayerCharacterPhysical.leftFootOffset,
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deltaTime,
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15000,
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150,
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);
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this.springMove(
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this.rightFoot,
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center,
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PlayerCharacterPhysical.rightFootOffset,
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deltaTime,
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15000,
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150,
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);
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this.springMove(
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@ -367,7 +366,7 @@ export class PlayerCharacterPhysical
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center,
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PlayerCharacterPhysical.headOffset,
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deltaTime,
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25000,
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350,
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);
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}
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@ -387,7 +386,7 @@ export class PlayerCharacterPhysical
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vec2.scale(
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positionDelta,
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positionDeltaDirection,
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positionDeltaLength * deltaTime * strength,
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positionDeltaLength ** 2 * deltaTime * strength,
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);
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object.applyForce(positionDelta, deltaTime);
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@ -25,10 +25,10 @@ export const settings = {
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planetPointGenerationInterval: 1.5,
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planetPointGenerationValue: 1,
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maxGravityDistance: 800,
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maxGravityQ: 10000,
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maxGravityQ: 5000,
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planetControlThreshold: 0.2,
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playerMaxHealth: 100,
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maxGravityStrength: 20000,
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maxGravityStrength: 10000,
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maxAcceleration: 60000,
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playerMaxStrength: 80,
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endGameDeltaScaling: 4,
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@ -111,7 +111,7 @@ export const settings = {
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},
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palette: [declaColor, neutralColor, redColor],
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paletteDim: [declaColorDim, neutralColor, redColorDim],
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targetPhysicsDeltaTimeInMilliseconds: 20,
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targetPhysicsDeltaTimeInMilliseconds: 15,
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minPhysicsSleepTime: 4,
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inViewAreaSize: 1920 * 1080 * 3,
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};
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