diff --git a/.devcontainer/.zshrc b/.devcontainer/.zshrc
new file mode 100644
index 0000000..72a0a2c
--- /dev/null
+++ b/.devcontainer/.zshrc
@@ -0,0 +1,10 @@
+# Path to your oh-my-zsh installation.
+export ZSH="/root/.oh-my-zsh"
+
+# https://typewritten.dev/#/git_status_indicators
+ZSH_THEME="typewritten"
+
+# Which plugins would you like to load?
+# plugins=(zsh-autosuggestions nvm git)
+
+source $ZSH/oh-my-zsh.sh
diff --git a/.devcontainer/Dockerfile b/.devcontainer/Dockerfile
new file mode 100644
index 0000000..83a24ff
--- /dev/null
+++ b/.devcontainer/Dockerfile
@@ -0,0 +1,14 @@
+ARG VARIANT="14-buster"
+FROM mcr.microsoft.com/vscode/devcontainers/typescript-node:0-${VARIANT}
+
+RUN apt update && export DEBIAN_FRONTEND=noninteractive \
+ && apt -y install --no-install-recommends git-lfs \
+ && rm -rf /var/lib/apt/lists/*
+
+RUN git lfs install
+
+ENV ZSH_CUSTOM /root/.oh-my-zsh/
+RUN git clone https://github.com/reobin/typewritten.git $ZSH_CUSTOM/themes/typewritten
+RUN ln -s "$ZSH_CUSTOM/themes/typewritten/typewritten.zsh-theme" "$ZSH_CUSTOM/themes/typewritten.zsh-theme"
+RUN ln -s "$ZSH_CUSTOM/themes/typewritten/async.zsh" "$ZSH_CUSTOM/themes/async"
+COPY .zshrc /root/.zshrc
diff --git a/.devcontainer/devcontainer.json b/.devcontainer/devcontainer.json
new file mode 100644
index 0000000..1856878
--- /dev/null
+++ b/.devcontainer/devcontainer.json
@@ -0,0 +1,53 @@
+{
+ "name": "Node.js & TypeScript",
+ "build": {
+ "dockerfile": "Dockerfile",
+ "args": {
+ "VARIANT": "14"
+ }
+ },
+ "settings": {
+ "terminal.integrated.shell.linux": "/bin/zsh",
+ "files.exclude": {
+ "**/node_modules": true,
+ "**/package-lock.json": true,
+ "**/dist": true,
+ "**/lib": true,
+ "**/.firebase": true
+ },
+ "editor.tabSize": 2,
+ "editor.detectIndentation": false,
+ "editor.formatOnSave": true,
+ "editor.defaultFormatter": "esbenp.prettier-vscode",
+ "eslint.enable": true,
+ "editor.codeActionsOnSave": {
+ "source.fixAll.eslint": true
+ },
+ "eslint.validate": ["json"],
+ "markdown.extension.toc.levels": "2..4",
+ //
+ },
+ "extensions": [
+ "dbaeumer.vscode-eslint",
+ "esbenp.prettier-vscode",
+ "yzhang.markdown-all-in-one",
+ "hediet.vscode-drawio",
+ "pkief.material-icon-theme",
+ "equinusocio.vsc-community-material-theme"
+ ],
+ "workspaceMount": "source=${localWorkspaceFolder},target=/workspace,type=bind,consistency=cached",
+ "workspaceFolder": "/workspace",
+ "mounts": [
+ "source=decla-red-root-node_modules-volume,target=/workspace/node_modules,type=volume",
+ "source=decla-red-frontend-node_modules-volume,target=/workspace/frontend/node_modules,type=volume",
+ "source=decla-red-backend-node_modules-volume,target=/workspace/backend/node_modules,type=volume",
+ "source=decla-red-shared-node_modules-volume,target=/workspace/shared/node_modules,type=volume"
+ ],
+ "forwardPorts": [3000, 8080],
+ "postCreateCommand": "chown node:node ./**/node_modules && npm install && npm run initialize && npm run build"
+}
diff --git a/.dockerignore b/.dockerignore
deleted file mode 100644
index 2bd8264..0000000
--- a/.dockerignore
+++ /dev/null
@@ -1,14 +0,0 @@
-# The server image only needs `shared/` and `backend/`.
-**/node_modules
-**/dist
-**/lib
-.git
-.github
-.forgejo
-.devcontainer
-.vscode
-frontend
-media
-*.log
-Dockerfile
-.dockerignore
diff --git a/.eslintignore b/.eslintignore
new file mode 100644
index 0000000..ef20d97
--- /dev/null
+++ b/.eslintignore
@@ -0,0 +1,4 @@
+**/node_modules/**/*.js
+node_modules/**/*.js
+**/package-lock.json
+package-lock.json
\ No newline at end of file
diff --git a/.eslintrc.json b/.eslintrc.json
new file mode 100644
index 0000000..e646fad
--- /dev/null
+++ b/.eslintrc.json
@@ -0,0 +1,37 @@
+{
+ "root": true,
+ "env": {
+ "browser": true,
+ "es2020": true
+ },
+ "extends": [
+ "plugin:@typescript-eslint/recommended",
+ "prettier/@typescript-eslint",
+ "plugin:prettier/recommended"
+ ],
+ "parser": "@typescript-eslint/parser",
+ "parserOptions": {
+ "ecmaVersion": 2020,
+ "sourceType": "module"
+ },
+ "plugins": ["unused-imports", "@typescript-eslint", "json-format", "prettier"],
+ "settings": {
+ "json/sort-package-json": true
+ },
+ "rules": {
+ "prettier/prettier": "error",
+ "no-unused-vars": "off",
+ "unused-imports/no-unused-imports-ts": "error",
+ "@typescript-eslint/no-unused-vars": [
+ "warn",
+ {
+ "argsIgnorePattern": "^_"
+ }
+ ],
+ "@typescript-eslint/no-explicit-any": "off",
+ "@typescript-eslint/explicit-module-boundary-types": "off",
+ "@typescript-eslint/no-non-null-assertion": "off",
+ "@typescript-eslint/no-empty-function": "off",
+ "@typescript-eslint/no-var-requires": "off"
+ }
+}
diff --git a/.forgejo/workflows/deploy.yml b/.forgejo/workflows/deploy.yml
deleted file mode 100644
index 1136a06..0000000
--- a/.forgejo/workflows/deploy.yml
+++ /dev/null
@@ -1,63 +0,0 @@
-name: Build & deploy
-
-on:
- push:
- branches: [main]
- tags: ['v*']
- pull_request:
- branches: [main]
- workflow_dispatch:
-
-concurrency:
- group: ${{ gitea.workflow }}-${{ gitea.ref }}
- cancel-in-progress: true
-
-jobs:
- # ---- Static website -> /pages mount on the runner host --------------------
- website:
- name: Build & deploy website
- runs-on: docker
- steps:
- - uses: actions/checkout@v4
-
- - name: Setup Node
- uses: actions/setup-node@v4
- with:
- node-version-file: .nvmrc
-
- - name: Install dependencies
- # No lockfiles are committed (see .gitignore), so use `npm install`.
- run: npm install && npm run init
-
- - name: Build (shared -> frontend -> backend)
- run: npm run build
-
- - name: Test
- run: npm test
-
- - name: Lint
- run: npm run lint:check
-
- - name: Deploy to host pages mount
- if: github.event_name == 'push' && github.ref == 'refs/heads/main'
- uses: http://forgejo:3000/andras/ci-actions/deploy-pages@main
- with:
- source: frontend/dist
- target: declared
-
- # ---- Server Docker image -> Forgejo container registry --------------------
- server-image:
- name: Build & publish server image
- runs-on: docker
- # No registry push on PRs; build validation still happens in the website job.
- if: github.event_name != 'pull_request'
- steps:
- - name: Checkout
- uses: actions/checkout@v4
-
- - name: Build and publish server image
- uses: http://forgejo:3000/andras/ci-actions/docker-publish@main
- with:
- context: .
- image-suffix: -server
- token: ${{ secrets.FORGEJO_PACKAGE_TOKEN }}
diff --git a/.github/workflows/main.yaml b/.github/workflows/main.yaml
new file mode 100644
index 0000000..c4b95c6
--- /dev/null
+++ b/.github/workflows/main.yaml
@@ -0,0 +1,54 @@
+name: Build and deploy project
+on:
+ push:
+ branches:
+ - main
+env:
+ CONTAINER_REGISTRY: schmelczera
+ DOMAIN: '174.138.103.56'
+
+jobs:
+ build-project:
+ runs-on: ubuntu-latest
+ steps:
+ - name: Checkout current branch with lfs
+ uses: actions/checkout@master
+ with:
+ lfs: true
+ - name: Build project
+ run: |
+ npm install
+ npm run initialize
+ npm run build
+ - name: Deploy frontend
+ uses: w9jds/firebase-action@master
+ with:
+ args: deploy --only hosting --project decla-red
+ env:
+ FIREBASE_TOKEN: ${{ secrets.FIREBASE_TOKEN }}
+ PROJECT_PATH: frontend
+ - name: Authenticate with dockerhub
+ run: |
+ docker login -u ${{ secrets.DOCKER_USER }} -p ${{ secrets.DOCKER_PASSWORD }}
+ - name: Install buildx
+ id: buildx
+ uses: crazy-max/ghaction-docker-buildx@v1
+ with:
+ version: latest
+ - name: Build and push server image
+ run: |
+ docker buildx build \
+ --tag $CONTAINER_REGISTRY/decla-red-server:latest \
+ --platform linux/amd64,linux/arm/v7,linux/arm64 . --push
+ working-directory: backend
+ - name: Setup auth tokens
+ run: |
+ mkdir ~/.ssh
+ echo "${{ secrets.SSH_PRIVATE_KEY }}" > ~/.ssh/id_ed25519
+ chmod 400 ~/.ssh/id_ed25519
+ ssh -o StrictHostKeyChecking=no root@$DOMAIN uptime
+ - name: Stack deploy
+ run: |
+ DOCKER_HOST=ssh://root@$DOMAIN docker login -u ${{ secrets.DOCKER_USER }} -p ${{ secrets.DOCKER_PASSWORD }}
+ DOCKER_HOST=ssh://root@$DOMAIN docker stack deploy decla-red-server -c docker-compose.yml --with-registry-auth
+ working-directory: backend
diff --git a/.gitignore b/.gitignore
index 6e9e967..713f044 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,8 +1,5 @@
dist
lib
node_modules
-.firebase
-yarm-error.log
-yarn.lock
package-lock.json
-.DS_Store
+.firebase
diff --git a/.node-version b/.node-version
deleted file mode 100644
index 2bd5a0a..0000000
--- a/.node-version
+++ /dev/null
@@ -1 +0,0 @@
-22
diff --git a/.nvmrc b/.nvmrc
deleted file mode 100644
index 2bd5a0a..0000000
--- a/.nvmrc
+++ /dev/null
@@ -1 +0,0 @@
-22
diff --git a/.vscode/launch.json b/.vscode/launch.json
deleted file mode 100644
index 3b0b653..0000000
--- a/.vscode/launch.json
+++ /dev/null
@@ -1,16 +0,0 @@
-{
- // Use IntelliSense to learn about possible attributes.
- // Hover to view descriptions of existing attributes.
- // For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
- "version": "0.2.0",
- "configurations": [
- {
- "type": "node",
- "request": "launch",
- "name": "Launch Program",
- "skipFiles": ["/**"],
- "program": "${workspaceFolder}/backend/dist/main.js",
- "outFiles": ["${workspaceFolder}/**/*.js"]
- }
- ]
-}
diff --git a/.vscode/settings.json b/.vscode/settings.json
deleted file mode 100644
index 57b1058..0000000
--- a/.vscode/settings.json
+++ /dev/null
@@ -1,10 +0,0 @@
-{
- "cSpell.words": [
- "Deserializable",
- "Deserialization",
- "Respawn",
- "doppler",
- "overridable",
- "serializable"
- ]
-}
\ No newline at end of file
diff --git a/Dockerfile b/Dockerfile
index 327d1f2..ae21f1e 100644
--- a/Dockerfile
+++ b/Dockerfile
@@ -1,50 +1,17 @@
-# syntax=docker/dockerfile:1
+FROM node:14.13.0-alpine3.10 as base
-# doppler game server (the `doppler-server` package).
-# The frontend is a static site and is NOT built here — see .forgejo/workflows.
+COPY . .
-# ---- Stage 1: build the shared lib, then bundle the server -------------------
-# Node 22 (current LTS) matches the project toolchain (webpack 5 / TypeScript 6,
-# see .devcontainer). The full (non-slim) image carries the build tools that
-# socket.io's optional native deps (bufferutil/utf-8-validate) compile against.
-FROM node:22-bookworm AS build
-WORKDIR /app
+RUN npm install && npm run initialize && npm run build
-# `shared` is consumed by the backend as `file:../shared` and is bundled into
-# the server bundle by webpack, so it must be installed and built first.
-COPY shared/package.json shared/
-RUN cd shared && npm install
-COPY shared/ shared/
-RUN cd shared && npm run build
+FROM node:14.13.0-alpine3.10
-# Install the backend deps. `file:../shared` now resolves to the built /app/shared.
-COPY backend/package.json backend/
-RUN cd backend && npm install
-COPY backend/ backend/
-RUN cd backend && npm run build
+COPY backend/package.json .
-# Drop devDependencies; the runtime only needs the production deps that webpack
-# left external (express, socket.io, cors, gl-matrix, minimist, msgpack parser).
-RUN cd backend && npm prune --production
+RUN npm install --production
-# ---- Stage 2: minimal runtime ----------------------------------------------
-FROM node:22-bookworm-slim
-WORKDIR /app
-ENV NODE_ENV=production
+COPY --from=base backend/dist/main.js main.js
-# Run as an unprivileged user.
-RUN groupadd -r app && useradd -r -g app -d /app app
-
-COPY --from=build /app/backend/dist ./dist
-COPY --from=build /app/backend/node_modules ./node_modules
-
-USER app
EXPOSE 3000
-# Hits the same /state endpoint the website polls (see serverInformationEndpoint).
-HEALTHCHECK --interval=30s --timeout=5s --start-period=15s --retries=3 \
- CMD node -e "require('http').get('http://localhost:3000/state',r=>process.exit(r.statusCode===200?0:1)).on('error',()=>process.exit(1))"
-
-ENTRYPOINT ["node", "dist/main.js"]
-# Override these to tune the server, e.g. `--name`, `--playerLimit`, `--scoreLimit`.
-CMD ["--port", "3000"]
+CMD [ "node", "main.js" ]
diff --git a/README.md b/README.md
index ce57285..dd035bf 100644
--- a/README.md
+++ b/README.md
@@ -1,35 +1,3 @@
-# doppler
+# decla.red
-A 2-dimensional multiplayer game utilising ray tracing.
-
-> **Available at [doppler.schmelczer.dev](https://doppler.schmelczer.dev).**
-
-
-
-
-For optimised 2D ray tracing, [SDF-2D](https://github.com/schmelczerandras/sdf-2d) is used.
-
-## Deployment
-
-CI/CD runs on Forgejo Actions (`.forgejo/workflows/deploy.yml`). On a push to
-`main` it:
-
-- builds the static frontend and rsyncs `frontend/dist/` to the `/pages/declared`
- mount on the runner host (the mount keeps its pre-rebrand name), and
-- builds the server image from the root `Dockerfile` and pushes it to the Forgejo
- container registry as `//-server`.
-
-The registry job needs a `FORGEJO_PACKAGE_TOKEN` secret (with package write
-scope) and, optionally, a `CONTAINER_REGISTRY_HOST` variable to override the
-registry host.
-
-The website's server list is hardcoded in
-[`frontend/src/scripts/configuration.ts`](frontend/src/scripts/configuration.ts) —
-edit it to add or remove game-server origins.
-
-Run the server image locally:
-
-```sh
-docker build -t doppler-server .
-docker run -p 3000:3000 doppler-server --name "My server" --playerLimit 16
-```
+
diff --git a/backend/.dockerignore b/backend/.dockerignore
new file mode 100644
index 0000000..a9c8231
--- /dev/null
+++ b/backend/.dockerignore
@@ -0,0 +1,3 @@
+.dockerignore
+Dockerfile
+node_modules
diff --git a/backend/Dockerfile b/backend/Dockerfile
new file mode 100644
index 0000000..3ea763a
--- /dev/null
+++ b/backend/Dockerfile
@@ -0,0 +1,11 @@
+FROM node:14.13.0-alpine3.10
+
+COPY package.json .
+
+RUN npm install --production
+
+COPY dist/main.js main.js
+
+EXPOSE 3000
+
+CMD [ "node", "main.js" ]
diff --git a/backend/docker-compose.yml b/backend/docker-compose.yml
new file mode 100644
index 0000000..c44fd30
--- /dev/null
+++ b/backend/docker-compose.yml
@@ -0,0 +1,22 @@
+version: '3.8'
+
+services:
+ decla-red-server:
+ init: true
+ image: schmelczera/decla-red-server
+ networks:
+ - network
+ deploy:
+ resources:
+ limits:
+ cpus: '1.0'
+ memory: 256M
+ reservations:
+ cpus: '0.25'
+ memory: 256M
+ restart_policy:
+ condition: on-failure
+ window: 30s
+
+networks:
+ network:
diff --git a/backend/package.json b/backend/package.json
index d655b4c..43627a7 100644
--- a/backend/package.json
+++ b/backend/package.json
@@ -1,43 +1,35 @@
{
- "name": "doppler-server",
- "version": "0.1.0",
- "description": "Game server for doppler",
+ "name": "decla.red-server",
+ "private": true,
+ "description": "Game server for decla.red",
"keywords": [],
"author": "András Schmelczer (https://schmelczer.dev/)",
- "main": "dist/main.js",
- "bin": {
- "doppler-server": "dist/main.js"
- },
- "engines": {
- "node": ">=20"
- },
+ "main": "index.js",
"scripts": {
"build": "npx webpack --mode production",
- "dev": "concurrently --kill-others-on-fail \"webpack --mode development -w\" \"nodemon --legacy-watch dist/main.js\"",
- "try-build": "npm run build && cd dist && node main.js && cd -"
+ "initialize": "npm install",
+ "start": "concurrently --kill-others \"npx webpack --mode development -w\" \"nodemon --legacy-watch dist/main.js\"",
+ "try-build": "npm run build && node dist/main.js"
},
"dependencies": {
- "cors": "^2.8.6",
- "express": "^5.2.1",
- "gl-matrix": "3.3.0",
- "minimist": "^1.2.8",
- "socket.io": "^4.8.3",
- "socket.io-msgpack-parser": "^3.0.2"
+ "cors": "^2.8.5",
+ "express": "^4.17.1",
+ "http": "0.0.1-security",
+ "socket.io": "^2.3.0",
+ "uws": "^10.148.1",
+ "webpack-node-externals": "^2.5.2"
},
"devDependencies": {
- "@types/cors": "^2.8.19",
- "@types/express": "^5.0.6",
- "@types/minimist": "^1.2.5",
- "@types/node": "^22.0.0",
- "clean-webpack-plugin": "^4.0.0",
- "concurrently": "^10.0.3",
- "nodemon": "^3.1.14",
- "shared": "file:../shared",
- "terser-webpack-plugin": "^5.6.1",
- "ts-loader": "^9.6.0",
- "typescript": "^6.0.3",
- "webpack": "^5.107.2",
- "webpack-cli": "^7.0.3",
- "webpack-node-externals": "^3.0.0"
+ "clean-webpack-plugin": "^3.0.0",
+ "concurrently": "^5.3.0",
+ "esbuild-loader": "^2.4.0",
+ "nodemon": "^2.0.4",
+ "raw-loader": "^4.0.1",
+ "resolve-url-loader": "^3.1.1",
+ "terser-webpack-plugin": "^2.3.5",
+ "typescript": "^4.0.3",
+ "webpack": "^4.43.0",
+ "webpack-cli": "^3.3.11",
+ "webpack-dev-server": "^3.10.3"
}
}
diff --git a/backend/src/commands/announce.ts b/backend/src/commands/announce.ts
deleted file mode 100644
index 2e8aadf..0000000
--- a/backend/src/commands/announce.ts
+++ /dev/null
@@ -1,9 +0,0 @@
-import { Command } from 'shared';
-
-// Internal request from a game object (e.g. a keystone planet flipping) asking
-// the GameServer to broadcast a one-off announcement to every connected client.
-export class AnnounceCommand extends Command {
- public constructor(public readonly text: string) {
- super();
- }
-}
diff --git a/backend/src/commands/generate-points.ts b/backend/src/commands/generate-points.ts
deleted file mode 100644
index 3f1ac98..0000000
--- a/backend/src/commands/generate-points.ts
+++ /dev/null
@@ -1,10 +0,0 @@
-import { Command } from 'shared';
-
-export class GeneratePointsCommand extends Command {
- public constructor(
- public readonly blue: number,
- public readonly red: number,
- ) {
- super();
- }
-}
diff --git a/backend/src/commands/react-to-collision.ts b/backend/src/commands/react-to-collision.ts
deleted file mode 100644
index fdcd492..0000000
--- a/backend/src/commands/react-to-collision.ts
+++ /dev/null
@@ -1,7 +0,0 @@
-import { Command, GameObject } from 'shared';
-
-export class ReactToCollisionCommand extends Command {
- public constructor(public readonly other: GameObject) {
- super();
- }
-}
diff --git a/backend/src/commands/step.ts b/backend/src/commands/step.ts
deleted file mode 100644
index ee0f6f7..0000000
--- a/backend/src/commands/step.ts
+++ /dev/null
@@ -1,10 +0,0 @@
-import { Command, CommandReceiver } from 'shared';
-
-export class StepCommand extends Command {
- public constructor(
- public readonly deltaTimeInSeconds: number,
- public readonly game: CommandReceiver,
- ) {
- super();
- }
-}
diff --git a/backend/src/create-world.ts b/backend/src/create-world.ts
deleted file mode 100644
index a1039fc..0000000
--- a/backend/src/create-world.ts
+++ /dev/null
@@ -1,97 +0,0 @@
-import { vec2 } from 'gl-matrix';
-import { Random, PlanetBase, hsl, settings, evaluateSdf } from 'shared';
-import { LampPhysical } from './objects/lamp-physical';
-import { PlanetPhysical } from './objects/planet-physical';
-import { PhysicalContainer } from './physics/containers/physical-container';
-import { Physical } from './physics/physicals/physical';
-
-export const createWorld = (objectContainer: PhysicalContainer) => {
- const objects: Array = [];
- const lights: Array = [];
-
- for (let r = 0; r < settings.worldRadius; r += settings.radiusSteps) {
- const circumference = 2 * Math.PI * r;
- const stepCount = circumference * settings.objectsOnCircleLength;
- for (let rad = 0; rad < 2 * Math.PI; rad += (2 * Math.PI) / stepCount) {
- const position = vec2.rotate(
- vec2.create(),
- vec2.fromValues(r, 0),
- vec2.create(),
- rad,
- );
-
- if (objects.length !== 0 && Random.getRandom() > 0.5) {
- if (
- evaluateSdf(position, objects) > 200 &&
- !lights.find((l) => l.distance(position) < 2500)
- ) {
- lights.push(
- new LampPhysical(
- position,
- hsl(
- (rad / (2 * Math.PI)) * 360,
- Random.getRandomInRange(50, 100),
- Random.getRandomInRange(40, 50),
- ),
- Random.getRandomInRange(0.35, 1),
- ),
- );
- }
- } else {
- if (
- evaluateSdf(position, objects) > 1400 &&
- !lights.find((l) => l.distance(position) < 1700)
- ) {
- const planet =
- objects.length === 0
- ? // The first, central giant is the keystone "Heart": a named,
- // always-contested focal objective the whole match orbits.
- new PlanetPhysical(
- PlanetBase.createPlanetVertices(
- position,
- Random.getRandomInRange(1600, 2400),
- Random.getRandomInRange(1600, 2400),
- Random.getRandomInRange(80, 300),
- ),
- true,
- )
- : new PlanetPhysical(
- PlanetBase.createPlanetVertices(
- position,
- Random.getRandomInRange(300, 1600),
- Random.getRandomInRange(300, 1600),
- Random.getRandomInRange(20, 100),
- ),
- );
-
- objects.push(planet);
- }
- }
- }
- }
- console.info(`Generated ${objects.length} planets`);
- console.info(`Generated ${lights.length} light`);
-
- // Associate each lamp with its NEAREST planet, so a planet can repaint "its"
- // lamps to the owning team's colour when it flips. Lamps are already placed by
- // proximity during world-gen, so the nearest planet is the one whose capture
- // they should advertise. Distances use the planet SDF (negative inside), which
- // is exactly the "closest planet" metric we want.
- const planets = objects.filter((o): o is PlanetPhysical => o instanceof PlanetPhysical);
- lights
- .filter((l): l is LampPhysical => l instanceof LampPhysical)
- .forEach((lamp) => {
- let nearest: PlanetPhysical | undefined;
- let nearestDistance = Infinity;
- planets.forEach((planet) => {
- const distance = planet.distance(lamp.center);
- if (distance < nearestDistance) {
- nearestDistance = distance;
- nearest = planet;
- }
- });
- nearest?.addLamp(lamp);
- });
-
- [...objects, ...lights].forEach((o) => objectContainer.addObject(o));
-};
diff --git a/backend/src/default-options.ts b/backend/src/default-options.ts
deleted file mode 100644
index 1580103..0000000
--- a/backend/src/default-options.ts
+++ /dev/null
@@ -1,10 +0,0 @@
-import { Options } from './options';
-
-export const defaultOptions: Options = {
- port: 3000,
- name: 'Test server',
- playerLimit: 16,
- npcCount: 8,
- seed: Math.random(),
- scoreLimit: 2500,
-};
diff --git a/backend/src/game-server.ts b/backend/src/game-server.ts
deleted file mode 100644
index 5e92f3b..0000000
--- a/backend/src/game-server.ts
+++ /dev/null
@@ -1,289 +0,0 @@
-import { PhysicalContainer } from './physics/containers/physical-container';
-import { Server, Socket } from 'socket.io';
-import {
- TransportEvents,
- deserialize,
- settings,
- ServerInformation,
- PlayerInformation,
- UpdateGameState,
- CharacterTeam,
- GameEndCommand,
- GameStartCommand,
- Command,
- CommandReceiver,
- CommandExecutors,
- ServerAnnouncement,
-} from 'shared';
-import { createWorld } from './create-world';
-import { DeltaTimeCalculator } from './helper/delta-time-calculator';
-import { Options } from './options';
-import { PlayerContainer } from './players/player-container';
-import { StepCommand } from './commands/step';
-import { GeneratePointsCommand } from './commands/generate-points';
-import { AnnounceCommand } from './commands/announce';
-
-const gameStateSubscribedRoom = 'gameStateSubscribedRoom';
-
-export class GameServer extends CommandReceiver {
- private objects!: PhysicalContainer;
- private players!: PlayerContainer;
- private deltaTimes!: Array;
- private deltaTimeCalculator!: DeltaTimeCalculator;
-
- private bluePoints = 0;
- private redPoints = 0;
- private matchPointAnnounced: Partial> = {};
-
- private isInEndGame = false;
- private timeScaling = 1;
-
- private serverName: string;
- private playerLimit: number;
-
- private initialize() {
- const previousPlayers = this.players;
- this.objects = new PhysicalContainer();
- createWorld(this.objects);
- this.objects.initialize();
- this.players = new PlayerContainer(
- this.objects,
- this.options.playerLimit,
- this.options.npcCount,
- );
- this.deltaTimeCalculator = new DeltaTimeCalculator();
- this.deltaTimes = [];
- this.bluePoints = 0;
- this.redPoints = 0;
- this.matchPointAnnounced = {};
- this.isInEndGame = false;
- this.timeScaling = 1;
- previousPlayers?.queueCommandForEachClient(new GameStartCommand());
- previousPlayers?.sendQueuedCommands();
- }
-
- protected commandExecutors: CommandExecutors = {
- [GeneratePointsCommand.type]: this.addPoints.bind(this),
- [AnnounceCommand.type]: ({ text }: AnnounceCommand) =>
- this.players.queueCommandForEachClient(new ServerAnnouncement(text)),
- };
-
- constructor(
- private readonly io: Server,
- private options: Options,
- ) {
- super();
-
- this.serverName = options.name;
- this.playerLimit = options.playerLimit;
-
- this.initialize();
-
- io.on('connection', (socket: Socket) => {
- socket.on(TransportEvents.PlayerJoining, (playerInfo: PlayerInformation) => {
- try {
- const player = this.players.createPlayer(playerInfo, socket);
- socket.on(TransportEvents.PlayerToServer, (json: string) => {
- try {
- const commands: Array = deserialize(json);
- commands.forEach((c) => player.handleCommand(c));
- } catch (e) {
- console.error('Error while processing command', e);
- }
- });
-
- this.sendServerStateUpdate();
-
- socket.on('disconnect', () => {
- player.destroy();
- this.players.deletePlayer(player);
- this.sendServerStateUpdate();
- });
- } catch (e) {
- console.error('Failed to register joining player; disconnecting socket', e);
- socket.disconnect();
- }
- });
-
- socket.on(TransportEvents.SubscribeForServerInfoUpdates, () => {
- socket.join(gameStateSubscribedRoom);
- });
- });
- }
-
- private timeSinceLastServerStateUpdate = 0;
- public sendServerStateUpdate() {
- this.io
- .to(gameStateSubscribedRoom)
- .emit(TransportEvents.ServerInfoUpdate, [this.players.count, this.gameProgress]);
- }
-
- public start() {
- this.handlePhysics();
- }
-
- private addPoints({ blue, red }: GeneratePointsCommand) {
- if (this.isInEndGame) {
- return;
- }
-
- this.bluePoints += blue;
- this.redPoints += red;
- if (this.bluePoints >= this.options.scoreLimit) {
- this.endGame(CharacterTeam.blue);
- } else if (this.redPoints >= this.options.scoreLimit) {
- this.endGame(CharacterTeam.red);
- } else {
- this.announceMatchPointOnce(CharacterTeam.blue, this.bluePoints);
- this.announceMatchPointOnce(CharacterTeam.red, this.redPoints);
- }
- }
-
- private announceMatchPointOnce(team: CharacterTeam, points: number) {
- if (
- !this.matchPointAnnounced[team] &&
- points >= this.options.scoreLimit * settings.matchPointScoreRatio
- ) {
- this.matchPointAnnounced[team] = true;
- this.players.queueCommandForEachClient(
- new ServerAnnouncement(
- `Match point — team ${team}!`,
- ),
- );
- }
- }
-
- private endGame(winningTeam: CharacterTeam) {
- this.isInEndGame = true;
- const endTitleLength = 6;
- this.players.endGame(winningTeam);
- this.players.queueCommandForEachClient(
- new GameEndCommand(winningTeam, endTitleLength, true),
- );
- setTimeout(() => this.destroy(), endTitleLength * 1000 * 1.1);
- }
-
- private destroy() {
- this.initialize();
- }
-
- private timeSinceLastPointUpdate = 0;
- private physicsAccumulator = 0;
- // Frames since the last stats report where physics ran over budget (more
- // substeps than the cap). Surfaced by handleStats as a saturation signal.
- private saturatedFrames = 0;
-
- private handlePhysics() {
- const delta = this.deltaTimeCalculator.getNextDeltaTimeInSeconds({ setAsBase: true });
- this.deltaTimes.push(delta);
-
- this.handleStats();
-
- if ((this.timeSinceLastServerStateUpdate += delta) > 4) {
- this.timeSinceLastServerStateUpdate = 0;
- this.sendServerStateUpdate();
- }
-
- if ((this.timeSinceLastPointUpdate += delta) > 0.5) {
- this.timeSinceLastPointUpdate = 0;
- this.players.queueCommandForEachClient(
- new UpdateGameState(this.bluePoints, this.redPoints, this.options.scoreLimit),
- );
- }
-
- const fixedDelta = settings.targetPhysicsDeltaTimeInSeconds;
- const maxSubstepsPerFrame = 5;
- // Cap on retained physics backlog when saturated, so a long stall can't
- // accumulate an unrecoverable catch-up.
- const maxBacklogSeconds = 0.25;
-
- this.physicsAccumulator += delta;
- let substeps = Math.floor(this.physicsAccumulator / fixedDelta);
- if (substeps > maxSubstepsPerFrame) {
- // Saturated: run the cap's worth of substeps but KEEP the remaining
- // backlog (clamped) instead of zeroing it. Dropping it silently slowed
- // simulated time for everyone — and diverged client prediction, whose
- // wall-clock keeps running. Clamping bounds the catch-up so a transient
- // spike recovers without a death spiral.
- this.saturatedFrames++;
- this.physicsAccumulator = Math.min(
- this.physicsAccumulator - maxSubstepsPerFrame * fixedDelta,
- maxBacklogSeconds,
- );
- substeps = maxSubstepsPerFrame;
- } else {
- this.physicsAccumulator -= substeps * fixedDelta;
- }
-
- for (let i = 0; i < substeps; i++) {
- let scaledDelta = fixedDelta;
- if (this.isInEndGame) {
- this.timeScaling *= Math.pow(settings.endGameDeltaScaling, fixedDelta);
- scaledDelta /= this.timeScaling;
- }
- this.objects.handleCommand(new StepCommand(scaledDelta, this));
- this.players.step(scaledDelta);
- }
-
- this.players.stepCommunication(delta);
- this.objects.resetRemoteCalls();
-
- const physicsDelta = this.deltaTimeCalculator.getNextDeltaTimeInSeconds();
-
- setTimeout(
- this.handlePhysics.bind(this),
- Math.max(0, fixedDelta - physicsDelta) * 1000,
- );
- }
-
- private handleStats() {
- const framesBetweenDeltaTimeCalculation = 10000;
-
- if (this.deltaTimes.length > framesBetweenDeltaTimeCalculation) {
- this.deltaTimes.sort((a, b) => a - b);
- console.info(
- `Median physics time: ${(
- this.deltaTimes[Math.floor(framesBetweenDeltaTimeCalculation / 2)] * 1000
- ).toFixed(2)} ms`,
- );
- console.info(
- 'Tail times: ',
- this.deltaTimes.slice(-20).map((v) => `${(v * 1000).toFixed(2)} ms`),
- );
- console.info(
- `Memory used: ${(process.memoryUsage().rss / 1024 / 1024).toFixed(2)} MB`,
- );
-
- const rtts = this.players.connectedPlayerRttsMs.filter((r) => r > 0);
- if (rtts.length > 0) {
- rtts.sort((a, b) => a - b);
- console.info(
- `Player RTT median ${rtts[Math.floor(rtts.length / 2)].toFixed(0)} ms ` +
- `(min ${rtts[0].toFixed(0)}, max ${rtts[rtts.length - 1].toFixed(0)}, n=${rtts.length})`,
- );
- }
-
- if (this.saturatedFrames > 0) {
- console.warn(
- `Physics saturated on ${this.saturatedFrames} frame(s) since last report — shedding backlog`,
- );
- this.saturatedFrames = 0;
- }
-
- this.deltaTimes = [];
- }
- }
-
- private get gameProgress(): number {
- return (Math.max(this.bluePoints, this.redPoints) / this.options.scoreLimit) * 100;
- }
-
- public get serverInfo(): ServerInformation {
- return {
- serverName: this.serverName,
- playerCount: this.players.count,
- playerLimit: this.playerLimit,
- gameStatePercent: this.gameProgress,
- };
- }
-}
diff --git a/backend/src/helper/delta-time-calculator.ts b/backend/src/helper/delta-time-calculator.ts
index 4d3723e..d52526c 100644
--- a/backend/src/helper/delta-time-calculator.ts
+++ b/backend/src/helper/delta-time-calculator.ts
@@ -1,13 +1,20 @@
export class DeltaTimeCalculator {
private previousTime: [number, number] = process.hrtime();
- public getNextDeltaTimeInSeconds(
- { setAsBase = false }: { setAsBase: boolean } = { setAsBase: false },
- ): number {
- const [seconds, nanoSeconds] = process.hrtime(this.previousTime);
- if (setAsBase) {
- this.previousTime = process.hrtime();
- }
- return seconds + nanoSeconds / 1e9;
+ public getNextDeltaTimeInMilliseconds(): number {
+ const deltaTime = process.hrtime(this.previousTime);
+ this.previousTime = process.hrtime();
+
+ const [seconds, nanoSeconds] = deltaTime;
+
+ return seconds * 1000 + nanoSeconds / 1000 / 1000;
+ }
+
+ public getDeltaTimeInMilliseconds(): number {
+ const deltaTime = process.hrtime(this.previousTime);
+
+ const [seconds, nanoSeconds] = deltaTime;
+
+ return seconds * 1000 + nanoSeconds / 1000 / 1000;
}
}
diff --git a/backend/src/helper/get-time-in-milliseconds.ts b/backend/src/helper/get-time-in-milliseconds.ts
new file mode 100644
index 0000000..3ff0437
--- /dev/null
+++ b/backend/src/helper/get-time-in-milliseconds.ts
@@ -0,0 +1,5 @@
+export const getTimeInMilliseconds = (): number => {
+ const [seconds, nanoSeconds] = process.hrtime();
+
+ return seconds * 1000 + nanoSeconds / 1000 / 1000;
+};
diff --git a/backend/src/index.html b/backend/src/index.html
new file mode 100644
index 0000000..17aef93
--- /dev/null
+++ b/backend/src/index.html
@@ -0,0 +1,31 @@
+
+
+
+
+
+
+
+ Server info
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/backend/src/main.ts b/backend/src/main.ts
index c492c7a..a104f8a 100644
--- a/backend/src/main.ts
+++ b/backend/src/main.ts
@@ -1,52 +1,112 @@
-import { Server as IoServer } from 'socket.io';
+import ioserver, { Socket } from 'socket.io';
import express from 'express';
import { Server } from 'http';
import cors from 'cors';
-import { applyArrayPlugins, Random, serverInformationEndpoint } from 'shared';
-import minimist from 'minimist';
+import {
+ applyArrayPlugins,
+ Random,
+ TransportEvents,
+ deserialize,
+ StepCommand,
+ settings,
+} from 'shared';
+import './index.html';
+import { Player } from './players/player';
+import { PhysicalContainer } from './physics/containers/physical-container';
+import { createDungeon } from './map/create-dungeon';
import { glMatrix } from 'gl-matrix';
-import { GameServer } from './game-server';
-import { defaultOptions } from './default-options';
-import parser from 'socket.io-msgpack-parser';
+import { DeltaTimeCalculator } from './helper/delta-time-calculator';
glMatrix.setMatrixArrayType(Array);
+
applyArrayPlugins();
-const optionOverrides = minimist(process.argv.slice(2));
-const options = {
- ...defaultOptions,
- ...optionOverrides,
-};
+Random.seed = 42;
-Random.seed = options.seed;
+const objects = new PhysicalContainer();
+createDungeon(objects);
+
+objects.initialize();
+
+let players: Array = [];
const app = express();
-const server = new Server(app);
-const io = new IoServer(server, {
- parser,
- cors: {
- origin: true,
- credentials: true,
- },
-} as any);
-
-const gameServer = new GameServer(io, options);
+const deltaTimeCalculator = new DeltaTimeCalculator();
app.use(
cors({
- origin: (_, callback) => {
+ origin: (origin, callback) => {
callback(null, true);
},
credentials: true,
}),
);
-app.get(serverInformationEndpoint, (_, res) => {
- res.json(gameServer.serverInfo);
+const port = 3000;
+const server = new Server(app);
+const io = ioserver(server);
+
+/*
+const log = (text: string) => {
+ io.to('insights').emit('insights', text + '\n');
+};
+*/
+
+app.get('/', function (req, res) {
+ res.sendFile('dist/index.html', { root: '.' });
});
-server.listen(options.port, () => {
- console.info(`Server started on port ${options.port}`);
+io.on('connection', (socket: SocketIO.Socket) => {
+ socket.on(TransportEvents.PlayerJoining, () => {
+ const player = new Player(objects, socket);
+ players.push(player);
+ socket.on(TransportEvents.PlayerToServer, (json: string) => {
+ const command = deserialize(json);
+ player.sendCommand(command);
+ });
+
+ socket.on('disconnect', () => {
+ player.destroy();
+ players = players.filter((p) => p !== player);
+ });
+ });
+
+ socket.on('join', (room_name: string) => {
+ socket.join(room_name);
+ });
});
-gameServer.start();
+server.listen(port, () => {
+ console.log(`server started at http://localhost:${port}`);
+});
+
+let deltas: Array = [];
+
+const handlePhysics = () => {
+ const delta = deltaTimeCalculator.getNextDeltaTimeInMilliseconds();
+ deltas.push(delta);
+ const step = new StepCommand(delta);
+ if (deltas.length > 100) {
+ deltas.sort((a, b) => a - b);
+ console.log(`Median physics time: ${deltas[50].toFixed(2)} ms`);
+ console.log(
+ `Memory used: ${(process.memoryUsage().rss / 1024 / 1024).toFixed(2)} MB`,
+ );
+ deltas = [];
+ console.log(players.map((p) => p.latency));
+ }
+
+ objects.sendCommand(step);
+ players.forEach((p) => p.sendCommand(step));
+
+ const physicsDelta = deltaTimeCalculator.getDeltaTimeInMilliseconds();
+ deltas.push(physicsDelta);
+ const sleepTime = settings.targetPhysicsDeltaTimeInMilliseconds - physicsDelta;
+ if (sleepTime >= settings.minPhysicsSleepTime) {
+ setTimeout(handlePhysics, sleepTime);
+ } else {
+ setImmediate(handlePhysics);
+ }
+};
+
+handlePhysics();
diff --git a/backend/src/map/create-dungeon.ts b/backend/src/map/create-dungeon.ts
new file mode 100644
index 0000000..0edef3d
--- /dev/null
+++ b/backend/src/map/create-dungeon.ts
@@ -0,0 +1,61 @@
+import { vec2, vec3 } from 'gl-matrix';
+import { Random } from 'shared';
+import { LampPhysical } from '../objects/lamp-physical';
+
+import { TunnelPhysical } from '../objects/tunnel-physical';
+import { PhysicalContainer } from '../physics/containers/physical-container';
+
+export const createDungeon = (objects: PhysicalContainer) => {
+ const lightPositions: Array = [];
+
+ for (let j = 0; j < 6; j++) {
+ let previousRadius = 500;
+ let previousEnd = vec2.fromValues(
+ j === 0 ? 0 : Random.getRandomInRange(-1000, 1000),
+ j === 0 ? 0 : Random.getRandomInRange(-1000, 1000),
+ );
+ for (let i = 0; i < 500; i++) {
+ const delta = vec2.fromValues(j % 2 ? 1 : -1, Random.getRandomInRange(-1, 1));
+
+ vec2.normalize(delta, delta);
+ vec2.scale(delta, delta, 500);
+
+ const currentEnd = vec2.add(delta, delta, previousEnd);
+
+ const currentToRadius = Random.getRandom() * 250 + 150;
+
+ const tunnel = new TunnelPhysical(
+ previousEnd,
+ currentEnd,
+ previousRadius,
+ currentToRadius,
+ );
+
+ objects.addObject(tunnel);
+
+ if (Random.getRandom() > 0.7) {
+ const position = currentEnd;
+ if (!lightPositions.find((p) => vec2.dist(p, position) < 2000)) {
+ lightPositions.push(position);
+ objects.addObject(
+ new LampPhysical(
+ currentEnd,
+ vec3.normalize(
+ vec3.create(),
+ vec3.fromValues(
+ Random.getRandomInRange(0.5, 1),
+ 0,
+ Random.getRandomInRange(0.5, 1),
+ ),
+ ),
+ Random.getRandomInRange(0.5, 1),
+ ),
+ );
+ }
+ }
+
+ previousEnd = currentEnd;
+ previousRadius = currentToRadius;
+ }
+ }
+};
diff --git a/backend/src/objects/character-physical.ts b/backend/src/objects/character-physical.ts
index bdc8873..c0ed88a 100644
--- a/backend/src/objects/character-physical.ts
+++ b/backend/src/objects/character-physical.ts
@@ -1,357 +1,90 @@
import { vec2 } from 'gl-matrix';
import {
id,
+ CharacterBase,
+ StepCommand,
settings,
+ CommandExecutors,
MoveActionCommand,
serializesTo,
+ clamp,
last,
Circle,
- CharacterBase,
- CharacterTeam,
- PropertyUpdatesForObject,
- UpdatePropertyCommand,
- CommandExecutors,
- CommandReceiver,
- mix,
- clamp01,
- stepCharacterMovement,
- applyLeapImpulse,
- decayMomentum,
- CharacterMovementState,
- CharacterWorld,
- GroundSurface,
- headRadius,
- feetRadius,
- headOffset,
- leftFootOffset,
- rightFootOffset,
- boundRadius,
} from 'shared';
-import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
+import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
import { CirclePhysical } from './circle-physical';
+import { Physical } from '../physics/physical';
import { PhysicalContainer } from '../physics/containers/physical-container';
-import { BoundingBoxBase } from '../physics/bounding-boxes/bounding-box-base';
-import { ProjectilePhysical } from './projectile-physical';
-import { forceAtPosition } from '../physics/functions/force-at-position';
-import { getBoundingBoxOfCircle } from '../physics/functions/get-bounding-box-of-circle';
-import { PlanetPhysical } from './planet-physical';
-import { StepCommand } from '../commands/step';
-import { ReactToCollisionCommand } from '../commands/react-to-collision';
-import { GeneratePointsCommand } from '../commands/generate-points';
+import { Spring } from './spring';
@serializesTo(CharacterBase)
-export class CharacterPhysical extends CharacterBase implements DynamicPhysical {
+export class CharacterPhysical extends CharacterBase implements Physical {
public readonly canCollide = true;
+ public readonly isInverted = false;
public readonly canMove = true;
- private projectileStrength = settings.playerMaxStrength;
-
- // Body geometry (head/foot radii, posture offsets, bound radius) is defined
- // once in the shared movement module and imported here, so the authoritative
- // body and the client's predicted body are bit-identical by construction
- // instead of by a hand-synced "copied verbatim" duplicate. Re-exposed as a
- // static only because external callers reference CharacterPhysical.boundRadius.
- public static readonly boundRadius = boundRadius;
-
- private timeSinceDying = 0;
- private isDestroyed = false;
- private timeSinceBorn = 0;
- private hasJustBorn = true;
- private timeAlive = 0;
-
- private timeSinceLastShot = settings.projectileCreationInterval;
- private timeSinceLastDamage = settings.playerOutOfCombatDelaySeconds;
- private lastSyncedHealth = settings.playerMaxHealth;
-
- private killStreak = 0;
-
- private direction = 0;
- private currentPlanet?: PlanetPhysical;
- private secondsSinceOnSurface = settings.planetDetachmentSeconds;
-
- private bodyVelocity = vec2.create();
- private timeSinceLastLeap = settings.leapCooldownSeconds;
+ private jumpEnergyLeft = settings.defaultJumpEnergy;
public head: CirclePhysical;
public leftFoot: CirclePhysical;
public rightFoot: CirclePhysical;
- private movementState!: CharacterMovementState;
- private movementWorld!: CharacterWorld;
-
private movementActions: Array = [];
private lastMovementAction: MoveActionCommand = new MoveActionCommand(vec2.create());
- private headVelocity = new Circle(vec2.create(), 0);
- 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),
+ [MoveActionCommand.type]: (c: MoveActionCommand) => this.movementActions.push(c),
};
- constructor(
- name: string,
- killCount: number,
- deathCount: number,
- team: CharacterTeam,
- private readonly container: PhysicalContainer,
- startPosition: vec2,
- ) {
- super(id(), name, killCount, deathCount, team, settings.playerMaxHealth);
+ private static readonly headOffset = vec2.fromValues(0, 40);
+ private static readonly leftFootOffset = vec2.fromValues(-20, -35);
+ private static readonly rightFootOffset = vec2.fromValues(20, -35);
+
+ constructor(private readonly container: PhysicalContainer) {
+ super(id());
this.head = new CirclePhysical(
- vec2.add(vec2.create(), startPosition, headOffset),
- headRadius,
+ //vec2.clone(CharacterPhysical.headOffset),
+ [-2952.911, 215.241],
+ 50,
this,
container,
);
this.leftFoot = new CirclePhysical(
- vec2.add(vec2.create(), startPosition, leftFootOffset),
- feetRadius,
+ // vec2.clone(CharacterPhysical.leftFootOffset),
+ [-2930.603, 162.542],
+ 20,
this,
container,
);
this.rightFoot = new CirclePhysical(
- vec2.add(vec2.create(), startPosition, rightFootOffset),
- feetRadius,
+ //vec2.clone(CharacterPhysical.rightFootOffset),
+ [-2973.152, 167.921],
+ 20,
this,
container,
);
container.addObject(this.head);
container.addObject(this.leftFoot);
container.addObject(this.rightFoot);
-
- this.initMovementBridge();
}
- private initMovementBridge() {
- // The movementState object-literal getters/setters below can't use `this`
- // (it would bind to the literal), so alias the character instance.
- // eslint-disable-next-line @typescript-eslint/no-this-alias
- const self = this;
- this.movementState = {
- head: this.head,
- leftFoot: this.leftFoot,
- rightFoot: this.rightFoot,
- get direction() {
- return self.direction;
- },
- set direction(value: number) {
- self.direction = value;
- },
- get currentPlanet() {
- return self.currentPlanet;
- },
- set currentPlanet(value: GroundSurface | undefined) {
- // On the server every ground is a PlanetPhysical (the world only ever
- // hands back planets), so this narrowing is safe.
- self.currentPlanet = value as PlanetPhysical | undefined;
- },
- get secondsSinceOnSurface() {
- return self.secondsSinceOnSurface;
- },
- set secondsSinceOnSurface(value: number) {
- self.secondsSinceOnSurface = value;
- },
- bodyVelocity: this.bodyVelocity,
- };
+ private _boundingBox?: ImmutableBoundingBox;
- this.movementWorld = {
- // Same set and order forceAtPosition used: planets in the force field,
- // in container-traversal order (so the f64 gravity sum is unchanged).
- groundsNear: (center, radius) =>
- self.container
- .findIntersecting(getBoundingBoxOfCircle(new Circle(center, radius)))
- .filter((o): o is PlanetPhysical => o instanceof PlanetPhysical),
- stepBody: (body, deltaTimeInSeconds) => {
- const { hitObject } = (body as CirclePhysical).stepManually(deltaTimeInSeconds);
- return hitObject instanceof PlanetPhysical ? hitObject : undefined;
- },
- };
- }
-
- private get isSpawnProtected(): boolean {
- return (
- this.timeAlive <
- settings.spawnDespawnTime + settings.spawnInvulnerabilityExtraSeconds
- );
- }
-
- private hasGeneratedPoints = false;
- private getPoints(game: CommandReceiver) {
- if (!this.isAlive && !this.hasGeneratedPoints) {
- this.hasGeneratedPoints = true;
- const blue = this.team === CharacterTeam.blue ? 0 : settings.playerKillPoint;
- const red = this.team === CharacterTeam.red ? 0 : settings.playerKillPoint;
-
- game.handleCommand(new GeneratePointsCommand(blue, red));
- }
- }
-
- public get isAlive(): boolean {
- return !this.isDestroyed;
- }
-
- public handleMovementAction(c: MoveActionCommand) {
- this.movementActions.push(c);
- }
-
- public get groundPlanet(): PlanetPhysical | undefined {
- return this.currentPlanet;
- }
-
- // Persistent launch momentum, streamed to the owning client so its predictor
- // can reproduce a leap/slingshot/recoil flight instead of only snapping to it.
- public get launchMomentum(): vec2 {
- return this.bodyVelocity;
- }
-
- public addKill(victimName: string, charge = 0) {
- this.killCount++;
- this.killStreak++;
- this.remoteCall('setKillCount', this.killCount);
-
- this.health = Math.min(
- settings.playerMaxHealth,
- this.health + settings.playerKillHealthReward,
- );
- this.syncHealth();
- this.remoteCall('onKillConfirmed', victimName, this.killStreak, charge);
- }
-
- public registerHit(charge = 0) {
- this.remoteCall('onHitConfirmed', charge);
- }
-
- private syncHealth() {
- const rounded = Math.round(this.health);
- if (rounded !== this.lastSyncedHealth) {
- this.lastSyncedHealth = rounded;
- this.remoteCall('setHealth', this.health);
- }
- }
-
- public onCollision({ other }: ReactToCollisionCommand) {
- if (
- // A corpse keeps its collidable circles for the despawn animation; the
- // isAlive guard stops a flying corpse from eating shots aimed past it.
- this.isAlive &&
- other instanceof ProjectilePhysical &&
- other.team !== this.team &&
- other.isAlive
- ) {
- other.destroy();
-
- if (this.isSpawnProtected) {
- return;
- }
-
- this.timeSinceLastDamage = 0;
- this.health -= other.strength;
- this.lastSyncedHealth = Math.round(this.health);
- this.remoteCall('setHealth', this.health);
-
- if (this.health <= 0 && this.isAlive) {
- // Throw the corpse along the killing shot, harder for charged hits.
- vec2.scaleAndAdd(
- this.bodyVelocity,
- this.bodyVelocity,
- other.direction,
- mix(settings.deathImpulseMin, settings.deathImpulseMax, other.charge),
- );
- this.onDie();
- other.originator.addKill(this.name, other.charge);
- } else {
- other.originator.registerHit(other.charge);
- }
- }
- }
-
- public shootTowards(position: vec2, charge = 0) {
- if (
- !this.isAlive ||
- this.timeSinceLastShot < settings.projectileCreationInterval ||
- this.projectileStrength < settings.chargeShotStrengthMin
- ) {
- return;
+ public get boundingBox(): ImmutableBoundingBox {
+ if (!this._boundingBox) {
+ this._boundingBox = (this.head as CirclePhysical).boundingBox;
}
- this.timeSinceLastShot = 0;
-
- const c = clamp01(charge);
- const desiredStrength = mix(
- settings.chargeShotStrengthMin,
- settings.chargeShotStrengthMax,
- c,
- );
- const strength = Math.min(desiredStrength, this.projectileStrength);
- this.projectileStrength -= strength;
-
- const radius = mix(settings.chargeShotRadiusMin, settings.chargeShotRadiusMax, c);
- const speed = mix(settings.chargeShotSpeedMin, settings.chargeShotSpeedMax, c);
-
- const direction = vec2.subtract(vec2.create(), position, this.center);
- vec2.normalize(direction, direction);
- // Keep the unit direction before vec2.scale repurposes it as the velocity.
- const shotDirection = vec2.clone(direction);
- const velocity = vec2.scale(direction, direction, speed);
- const projectile = new ProjectilePhysical(
- vec2.clone(this.center),
- radius,
- strength,
- this.team,
- velocity,
- this,
- this.container,
- c,
- );
- this.container.addObject(projectile);
-
- if (c > 0) {
- vec2.scaleAndAdd(
- this.bodyVelocity,
- this.bodyVelocity,
- shotDirection,
- -settings.chargeShotRecoilMax * c,
- );
- }
-
- this.remoteCall('onShoot', strength);
+ return this._boundingBox;
}
- public leap() {
- if (
- !this.isAlive ||
- this.hasJustBorn ||
- !this.currentPlanet ||
- this.timeSinceLastLeap < settings.leapCooldownSeconds ||
- this.projectileStrength < settings.leapStrengthCost
- ) {
- return;
- }
-
- this.timeSinceLastLeap = 0;
- this.projectileStrength -= settings.leapStrengthCost;
-
- // Same impulse the client predicts with (shared), so a leap launches
- // identically on both sides.
- applyLeapImpulse(this.movementState, this.lastMovementAction.direction);
- this.remoteCall('onLeap');
- }
-
- public get boundingBox(): BoundingBoxBase {
- return getBoundingBoxOfCircle(new Circle(this.center, CharacterPhysical.boundRadius));
- }
-
- public get gameObject(): this {
+ public get gameObject(): CharacterPhysical {
return this;
}
public get center(): vec2 {
- const bodyCenter = vec2.add(vec2.create(), this.head.center, this.leftFoot.center);
- vec2.add(bodyCenter, bodyCenter, this.rightFoot.center);
- return vec2.scale(bodyCenter, bodyCenter, 1 / 3);
+ return this.head.center;
}
public distance(target: vec2): number {
@@ -360,11 +93,11 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
this.head.distance(target),
this.leftFoot.distance(target),
this.rightFoot.distance(target),
- ) - 5
+ ) - 20
);
}
- private averageAndResetMovementActions(): vec2 {
+ private sumAndResetMovementActions(): vec2 {
let direction: vec2;
if (this.movementActions.length === 0) {
direction = vec2.clone(this.lastMovementAction.direction);
@@ -380,183 +113,74 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
this.movementActions = [];
}
- return vec2.length(direction) > 0
- ? vec2.normalize(direction, direction)
- : vec2.create();
+ return direction;
}
- private animateScaling(q: number) {
- this.head.radius = headRadius * q;
- this.leftFoot.radius = this.rightFoot.radius = feetRadius * q;
- }
+ public step(c: StepCommand) {
+ const deltaTime = c.deltaTimeInMiliseconds / 1000;
- public getPropertyUpdates(): PropertyUpdatesForObject {
- return new PropertyUpdatesForObject(this.id, [
- new UpdatePropertyCommand('head', this.head, this.headVelocity),
- new UpdatePropertyCommand('leftFoot', this.leftFoot, this.leftFootVelocity),
- new UpdatePropertyCommand('rightFoot', this.rightFoot, this.rightFootVelocity),
- new UpdatePropertyCommand(
- 'strength',
- this.projectileStrength,
- settings.playerStrengthRegenerationPerSeconds,
- ),
- ]);
- }
+ const direction = this.sumAndResetMovementActions();
+ const isAirborne = this.leftFoot.isAirborne && this.rightFoot.isAirborne;
+ this.jumpEnergyLeft += isAirborne ? -deltaTime : deltaTime;
+ this.jumpEnergyLeft = clamp(this.jumpEnergyLeft, 0, settings.defaultJumpEnergy);
- private setPropertyUpdates(
- oldHead: Circle,
- oldLeftFoot: Circle,
- oldRightFoot: Circle,
- deltaTime: number,
- ) {
- this.headVelocity = new Circle(
- vec2.scale(
- oldHead.center,
- vec2.subtract(oldHead.center, this.head.center, oldHead.center),
- 1 / deltaTime,
- ),
- (this.head.radius - oldHead.radius) / deltaTime,
- );
-
- this.leftFootVelocity = new Circle(
- vec2.scale(
- oldLeftFoot.center,
- vec2.subtract(oldLeftFoot.center, this.leftFoot.center, oldLeftFoot.center),
- 1 / deltaTime,
- ),
- (this.leftFoot.radius - oldLeftFoot.radius) / deltaTime,
- );
-
- this.rightFootVelocity = new Circle(
- vec2.scale(
- oldRightFoot.center,
- vec2.subtract(oldRightFoot.center, this.rightFoot.center, oldRightFoot.center),
- 1 / deltaTime,
- ),
- (this.rightFoot.radius - oldRightFoot.radius) / deltaTime,
- );
-
- this.animateScaling(1);
- }
-
- private step({ deltaTimeInSeconds, game }: StepCommand) {
- this.getPoints(game);
- this.timeAlive += deltaTimeInSeconds;
- this.timeSinceLastLeap += deltaTimeInSeconds;
- const oldHead = new Circle(vec2.clone(this.head.center), this.head.radius);
- const oldLeftFoot = new Circle(
- vec2.clone(this.leftFoot.center),
- this.leftFoot.radius,
- );
- const oldRightFoot = new Circle(
- vec2.clone(this.rightFoot.center),
- this.rightFoot.radius,
- );
-
- if (this.isDestroyed) {
- if ((this.timeSinceDying += deltaTimeInSeconds) > settings.spawnDespawnTime) {
- this.destroy();
- } else {
- this.freeFallCorpse(deltaTimeInSeconds);
- this.animateScaling(1 - this.timeSinceDying / settings.spawnDespawnTime);
- }
- this.setPropertyUpdates(oldHead, oldLeftFoot, oldRightFoot, deltaTimeInSeconds);
- return;
- }
-
- if (this.hasJustBorn) {
- if ((this.timeSinceBorn += deltaTimeInSeconds) > settings.spawnDespawnTime) {
- this.hasJustBorn = false;
- } else {
- this.animateScaling(this.timeSinceBorn / settings.spawnDespawnTime);
- }
- this.setPropertyUpdates(oldHead, oldLeftFoot, oldRightFoot, deltaTimeInSeconds);
- return;
- }
-
- if (
- (this.secondsSinceOnSurface += deltaTimeInSeconds) >
- settings.planetDetachmentSeconds
- ) {
- this.currentPlanet = undefined;
- }
-
- this.timeSinceLastShot += deltaTimeInSeconds;
-
- this.projectileStrength = Math.min(
- settings.playerMaxStrength,
- this.projectileStrength +
- settings.playerStrengthRegenerationPerSeconds * deltaTimeInSeconds,
- );
-
- this.regenerateHealth(deltaTimeInSeconds);
-
- // The planet tallies who is standing on it and resolves capture itself, so
- // a contested rock can freeze instead of two squads silently cancelling.
- this.currentPlanet?.registerPresence(this);
-
- // The whole walking model — gravity gather, movement force, on/off-planet
- // branch, posture springs, body-momentum, and stepping the three parts —
- // is the shared simulation the client predicts with, so the two can never
- // drift. Server-only concerns (scoring, health, shooting, spawn/death,
- // ownership) stay here around it.
- const direction = this.averageAndResetMovementActions();
- stepCharacterMovement(
- this.movementState,
- this.movementWorld,
+ const xMax = deltaTime * settings.maxAccelerationX;
+ const yMax = this.jumpEnergyLeft > 0 ? settings.maxAccelerationY : 0;
+ const movementForce = vec2.multiply(
direction,
- deltaTimeInSeconds,
+ direction,
+ vec2.fromValues(xMax, yMax),
);
- this.setPropertyUpdates(oldHead, oldLeftFoot, oldRightFoot, deltaTimeInSeconds);
- }
+ const sumBody = vec2.add(vec2.create(), this.head.center, this.leftFoot.center);
+ vec2.add(sumBody, sumBody, this.rightFoot.center);
+ vec2.scale(sumBody, sumBody, 1 / 3);
- private freeFallCorpse(deltaTime: number) {
- const intersecting = this.container.findIntersecting(
- getBoundingBoxOfCircle(
- new Circle(
- this.center,
- CharacterPhysical.boundRadius + settings.maxGravityDistance,
- ),
- ),
+ const headPosition = vec2.add(vec2.create(), sumBody, CharacterPhysical.headOffset);
+
+ Spring.step(new Circle(headPosition, 0), this.head, 0, 30, deltaTime);
+
+ const footDistance = vec2.distance(
+ CharacterPhysical.headOffset,
+ CharacterPhysical.leftFootOffset,
);
- let grounded = false;
- for (const part of [this.leftFoot, this.rightFoot, this.head]) {
- part.applyForce(forceAtPosition(part.center, intersecting), deltaTime);
- vec2.add(part.velocity, part.velocity, this.bodyVelocity);
- const { hitObject } = part.stepManually(deltaTime);
- if (hitObject instanceof PlanetPhysical) {
- grounded = true;
- }
- }
- // Brake with the exact shared model the living body uses: stiff on contact
- // so the corpse skids to rest, gentle in the air, plus the constant stop and
- // the speed cap — so a flung corpse comes to a definite stop instead of
- // sliding forever.
- decayMomentum(this.bodyVelocity, grounded, deltaTime);
+
+ Spring.step(
+ new Circle(this.head.center, this.head.radius),
+ this.leftFoot,
+ footDistance,
+ 25,
+ deltaTime,
+ );
+ Spring.step(
+ new Circle(this.head.center, this.head.radius),
+ this.rightFoot,
+ footDistance,
+ 25,
+ deltaTime,
+ );
+ Spring.step(
+ this.leftFoot,
+ this.rightFoot,
+ vec2.distance(CharacterPhysical.leftFootOffset, CharacterPhysical.rightFootOffset),
+ 100,
+ deltaTime,
+ );
+
+ this.head.applyForce(movementForce, deltaTime);
+ this.leftFoot.applyForce(movementForce, deltaTime);
+ this.rightFoot.applyForce(movementForce, deltaTime);
+
+ this.head.applyForce(settings.gravitationalForce, deltaTime);
+ this.leftFoot.applyForce(settings.gravitationalForce, deltaTime);
+ this.rightFoot.applyForce(settings.gravitationalForce, deltaTime);
+
+ this.head.step(deltaTime);
+ this.leftFoot.step(deltaTime);
+ this.rightFoot.step(deltaTime);
}
- private regenerateHealth(deltaTimeInSeconds: number) {
- this.timeSinceLastDamage += deltaTimeInSeconds;
- if (
- this.timeSinceLastDamage > settings.playerOutOfCombatDelaySeconds &&
- this.health < settings.playerMaxHealth
- ) {
- this.health = Math.min(
- settings.playerMaxHealth,
- this.health + settings.playerHealthRegenerationPerSeconds * deltaTimeInSeconds,
- );
- this.syncHealth();
- }
- }
-
- public onDie() {
- this.isDestroyed = true;
- this.remoteCall('onDie');
- }
-
- private destroy() {
- this.container.removeObject(this);
+ public destroy() {
this.container.removeObject(this.head);
this.container.removeObject(this.leftFoot);
this.container.removeObject(this.rightFoot);
diff --git a/backend/src/objects/circle-physical.ts b/backend/src/objects/circle-physical.ts
index e1a6abf..b72d9c6 100644
--- a/backend/src/objects/circle-physical.ts
+++ b/backend/src/objects/circle-physical.ts
@@ -1,43 +1,33 @@
import { vec2 } from 'gl-matrix';
-import {
- Circle,
- CommandExecutors,
- CommandReceiver,
- GameObject,
- resolveCircleMovement,
- serializesTo,
-} from 'shared';
+import { Circle, clamp, GameObject, serializesTo, settings } from 'shared';
+import { Physical } from '../physics/physical';
+
import { BoundingBox } from '../physics/bounding-boxes/bounding-box';
import { BoundingBoxBase } from '../physics/bounding-boxes/bounding-box-base';
+import { moveCircle } from '../physics/move-circle';
import { PhysicalContainer } from '../physics/containers/physical-container';
-import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
-import { Physical } from '../physics/physicals/physical';
-import { ReactToCollisionCommand } from '../commands/react-to-collision';
@serializesTo(Circle)
-export class CirclePhysical extends CommandReceiver implements Circle, DynamicPhysical {
+export class CirclePhysical implements Circle, Physical {
+ readonly isInverted = false;
readonly canCollide = true;
readonly canMove = true;
- public velocity = vec2.create();
- public lastNormal = vec2.fromValues(0, 1);
+ private _isAirborne = true;
+ private velocity = vec2.create();
+
+ public get isAirborne(): boolean {
+ return this._isAirborne;
+ }
private _boundingBox: BoundingBox;
- protected commandExecutors: CommandExecutors = {
- [ReactToCollisionCommand.type]: this.onCollision.bind(this),
- };
-
constructor(
private _center: vec2,
private _radius: number,
public owner: GameObject,
private readonly container: PhysicalContainer,
- // Public + readonly so a CirclePhysical structurally satisfies the shared
- // PhysicsBody interface the movement simulation operates on.
- public readonly restitution = 0,
) {
- super();
this._boundingBox = new BoundingBox();
this.recalculateBoundingBox();
}
@@ -55,10 +45,6 @@ export class CirclePhysical extends CommandReceiver implements Circle, DynamicPh
this.recalculateBoundingBox();
}
- public onCollision(c: ReactToCollisionCommand) {
- this.owner.handleCommand(c);
- }
-
public get gameObject(): GameObject {
return this.owner;
}
@@ -76,6 +62,31 @@ export class CirclePhysical extends CommandReceiver implements Circle, DynamicPh
return vec2.distance(target, this.center) - this.radius;
}
+ public distanceBetween(target: Circle): number {
+ return vec2.distance(target.center, this.center) - this.radius - target.radius;
+ }
+
+ public areIntersecting(other: Physical): boolean {
+ return other.distance(this.center) < this.radius;
+ }
+
+ public isInside(other: Physical): boolean {
+ return other.distance(this.center) < -this.radius;
+ }
+
+ public getPerimeterPoints(count: number): Array {
+ const result: Array = [];
+ for (let i = 0; i < count; i++) {
+ result.push(
+ vec2.fromValues(
+ Math.cos((2 * Math.PI * i) / count) * this.radius + this.center.x,
+ Math.sin((2 * Math.PI * i) / count) * this.radius + this.center.y,
+ ),
+ );
+ }
+ return result;
+ }
+
private recalculateBoundingBox() {
this._boundingBox.xMin = this.center.x - this._radius;
this._boundingBox.xMax = this.center.x + this._radius;
@@ -89,51 +100,48 @@ export class CirclePhysical extends CommandReceiver implements Circle, DynamicPh
this.velocity,
vec2.scale(vec2.create(), force, timeInSeconds),
);
+
+ vec2.set(
+ this.velocity,
+ clamp(this.velocity.x, -settings.maxVelocityX, settings.maxVelocityX),
+ clamp(this.velocity.y, -settings.maxVelocityY, settings.maxVelocityY),
+ );
}
- // Position-resolution for one tick. Delegates to the shared
- // resolveCircleMovement so the server integrates a body with the exact same
- // geometry the client predictor runs (shared/physics) — no parallel copy to
- // keep in sync. The onHit callback dispatches the collision reactions at the
- // same points the old inline move-circle did (both the initial march and the
- // post-bounce slide). `possibleIntersectors`, when supplied, lets a caller
- // that already broadphased (e.g. a projectile's gravity query) avoid a second
- // container query; otherwise it is self-gathered from the swept bounding box.
- public stepManually(
- deltaTimeInSeconds: number,
- possibleIntersectors?: Array,
- ): {
- hitObject: GameObject | undefined;
- velocity: vec2;
- } {
- const intersecting = (
- possibleIntersectors ?? this.sweptBroadphase(deltaTimeInSeconds)
- ).filter((b) => b.gameObject !== this.gameObject && b.canCollide);
-
- const { hitObject, velocity } = resolveCircleMovement(
- this,
- deltaTimeInSeconds,
- intersecting,
- (intersected) => {
- const physical = intersected as Physical;
- physical.handleCommand(new ReactToCollisionCommand(this.gameObject));
- this.handleCommand(new ReactToCollisionCommand(physical.gameObject));
- },
- );
-
- return { hitObject: (hitObject as Physical | undefined)?.gameObject, velocity };
+ public resetVelocity() {
+ this.velocity = vec2.create();
}
- // Query the container with the bounding box grown by this tick's travel, so a
- // fast-moving body still sees what it is about to sweep into.
- private sweptBroadphase(deltaTimeInSeconds: number): Array {
- const sweep = vec2.length(
- vec2.scale(vec2.create(), this.velocity, deltaTimeInSeconds),
+ public step(deltaTimeInSeconds: number): boolean {
+ vec2.scale(
+ this.velocity,
+ this.velocity,
+ Math.pow(settings.velocityAttenuation, deltaTimeInSeconds),
);
- this.radius += sweep;
- const intersecting = this.container.findIntersecting(this.boundingBox);
- this.radius -= sweep;
- return intersecting;
+
+ const distance = vec2.scale(vec2.create(), this.velocity, deltaTimeInSeconds);
+
+ const distanceLength = vec2.length(distance);
+ const stepCount = Math.ceil(distanceLength / settings.physicsMaxStep);
+ vec2.scale(distance, distance, 1 / stepCount);
+
+ let wasHit = false;
+
+ for (let i = 0; i < stepCount; i++) {
+ const { tangent, hitSurface } = moveCircle(
+ this,
+ vec2.clone(distance),
+ this.container.findIntersecting(this.boundingBox),
+ );
+
+ if (hitSurface) {
+ vec2.scale(this.velocity, tangent!, vec2.dot(tangent!, this.velocity));
+ wasHit = true;
+ }
+ }
+
+ this._isAirborne = !wasHit;
+ return wasHit;
}
public toArray(): Array {
diff --git a/backend/src/objects/lamp-physical.ts b/backend/src/objects/lamp-physical.ts
index 591b17c..f93e9d9 100644
--- a/backend/src/objects/lamp-physical.ts
+++ b/backend/src/objects/lamp-physical.ts
@@ -2,11 +2,13 @@ import { vec2, vec3 } from 'gl-matrix';
import { LampBase, settings, id, serializesTo } from 'shared';
import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
-import { StaticPhysical } from '../physics/physicals/static-physical';
+
+import { Physical } from '../physics/physical';
@serializesTo(LampBase)
-export class LampPhysical extends LampBase implements StaticPhysical {
+export class LampPhysical extends LampBase implements Physical {
public readonly canCollide = false;
+ public readonly isInverted = false;
public readonly canMove = false;
constructor(center: vec2, color: vec3, lightness: number) {
@@ -28,15 +30,12 @@ export class LampPhysical extends LampBase implements StaticPhysical {
return this._boundingBox;
}
- public get gameObject(): this {
+ public get gameObject(): LampPhysical {
return this;
}
- public queueSetLight(color: vec3, lightness: number) {
- this.remoteCall('setLight', color, lightness);
- }
-
- public distance(target: vec2): number {
- return vec2.distance(this.center, target);
+ // todo
+ public distance(_: vec2): number {
+ return 0;
}
}
diff --git a/backend/src/objects/planet-physical.ts b/backend/src/objects/planet-physical.ts
deleted file mode 100644
index 4305b18..0000000
--- a/backend/src/objects/planet-physical.ts
+++ /dev/null
@@ -1,334 +0,0 @@
-import { vec2 } from 'gl-matrix';
-
-import {
- clamp,
- clamp01,
- id,
- mix,
- Random,
- serializesTo,
- settings,
- PlanetBase,
- CharacterTeam,
- PropertyUpdatesForObject,
- UpdatePropertyCommand,
- CommandExecutors,
- CommandReceiver,
-} from 'shared';
-import { GeneratePointsCommand } from '../commands/generate-points';
-import { AnnounceCommand } from '../commands/announce';
-import { StepCommand } from '../commands/step';
-
-import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
-import { StaticPhysical } from '../physics/physicals/static-physical';
-import { LampPhysical } from './lamp-physical';
-import type { CharacterPhysical } from './character-physical';
-
-@serializesTo(PlanetBase)
-export class PlanetPhysical extends PlanetBase implements StaticPhysical {
- public readonly canCollide = true;
- public readonly canMove = false;
- // Marks this as standable ground for the shared movement simulation (a body
- // landing on it latches it as currentPlanet). See shared GroundSurface.
- public readonly isGround = true;
-
- public readonly sizePointMultiplier: number;
-
- // Planets slowly spin. The angle is authoritative here and streamed to the
- // client (see getPropertyUpdates), so the rendered outline and this collision
- // polygon turn as one rigid body. cos/sin are memoised per angle because
- // distance() is called many times per tick by the raymarcher and SDF sampling.
- private rotation = 0;
- private readonly rotationSpeed: number;
- private cachedRotation = Number.NaN;
- private cosRotation = 1;
- private sinRotation = 0;
-
- private _boundingBox?: ImmutableBoundingBox;
-
- private readonly lamps: Array = [];
-
- private lastTeam: CharacterTeam = CharacterTeam.neutral;
-
- // Characters standing on the planet this tick. Filled by registerPresence as
- // each grounded character steps, drained when the planet resolves capture in
- // its own step(). Drives the head-count tug-of-war.
- private presentCharacters: Array = [];
- private isContested = false;
-
- protected commandExecutors: CommandExecutors = {
- [StepCommand.type]: this.step.bind(this),
- };
-
- public addLamp(lamp: LampPhysical) {
- this.lamps.push(lamp);
- }
-
- constructor(vertices: Array, isKeystone = false) {
- super(id(), vertices, 0.5, isKeystone);
-
- const sizeClass = clamp01(
- (this.radius - settings.planetMinReferenceRadius) /
- (settings.planetMaxReferenceRadius - settings.planetMinReferenceRadius),
- );
-
- this.sizePointMultiplier = mix(1, settings.planetSizePointMultiplierMax, sizeClass);
-
- this.rotationSpeed =
- (0.05 + Random.getRandom() * 0.07) * (Random.getRandom() < 0.5 ? -1 : 1);
- }
-
- // A grounded character announces itself each tick so the planet can resolve
- // contested capture from the net head-count.
- public registerPresence(character: CharacterPhysical) {
- this.presentCharacters.push(character);
- }
-
- public distance(target: vec2): number {
- // Evaluate the SDF in the planet's own rotating frame so this collision
- // outline turns in lockstep with the rendered planet (see planet-shape.ts).
- const local = this.toLocalFrame(target);
-
- const startEnd = this.vertices[0];
- let vb = startEnd;
-
- let d = vec2.dist(local, vb);
- let sign = 1;
-
- for (let i = 1; i <= this.vertices.length; i++) {
- const va = vb;
- vb = i === this.vertices.length ? startEnd : this.vertices[i];
- const targetFromDelta = vec2.subtract(vec2.create(), local, va);
- const toFromDelta = vec2.subtract(vec2.create(), vb, va);
- const h = clamp01(
- vec2.dot(targetFromDelta, toFromDelta) / vec2.squaredLength(toFromDelta),
- );
-
- const ds = vec2.fromValues(
- vec2.dist(targetFromDelta, vec2.scale(vec2.create(), toFromDelta, h)),
- toFromDelta.x * targetFromDelta.y - toFromDelta.y * targetFromDelta.x,
- );
-
- if (
- (local.y >= va.y && local.y < vb.y && ds.y > 0) ||
- (local.y < va.y && local.y >= vb.y && ds.y <= 0)
- ) {
- sign *= -1;
- }
-
- d = Math.min(d, ds.x);
- }
-
- return sign * d;
- }
-
- // Rotate a world point by -rotation about the centre, matching the shader's
- // `localTarget = center + R(rotation) * (target - center)` transform exactly.
- private toLocalFrame(target: vec2): vec2 {
- if (this.rotation !== this.cachedRotation) {
- this.cachedRotation = this.rotation;
- this.cosRotation = Math.cos(this.rotation);
- this.sinRotation = Math.sin(this.rotation);
- }
-
- const dx = target.x - this.center.x;
- const dy = target.y - this.center.y;
-
- return vec2.fromValues(
- this.center.x + this.cosRotation * dx - this.sinRotation * dy,
- this.center.y + this.sinRotation * dx + this.cosRotation * dy,
- );
- }
-
- // Signed angular velocity in rad/s, exposed so a character standing on the
- // planet can ride its spin (see carryWithRotatingPlanet in shared).
- public get angularVelocity(): number {
- return this.rotationSpeed;
- }
-
- public get team(): CharacterTeam {
- return Math.abs(this.ownership - 0.5) < settings.planetControlThreshold
- ? CharacterTeam.neutral
- : this.ownership < 0.5
- ? CharacterTeam.blue
- : CharacterTeam.red;
- }
-
- private timeSinceLastPointGeneration = 0;
- private getPoints(game: CommandReceiver) {
- if (this.timeSinceLastPointGeneration > settings.planetPointGenerationInterval) {
- this.timeSinceLastPointGeneration = 0;
-
- const value = Math.round(
- settings.planetPointGenerationValue * this.sizePointMultiplier,
- );
- game.handleCommand(
- new GeneratePointsCommand(
- this.team === CharacterTeam.blue ? value : 0,
- this.team === CharacterTeam.red ? value : 0,
- ),
- );
- }
- }
-
- private step({ deltaTimeInSeconds, game }: StepCommand) {
- this.rotation += deltaTimeInSeconds * this.rotationSpeed;
- this.timeSinceLastPointGeneration += deltaTimeInSeconds;
-
- // In reverse order, so that teams can achieve a 100% control.
- this.getPoints(game);
- this.resolveCapture(deltaTimeInSeconds);
- this.detectFlip(game);
-
- this.presentCharacters = [];
- }
-
- // One capture step per tick driven by the net team head-count, so grouping up
- // pays off and an equal standoff freezes the planet (contested) instead of
- // both sides silently cancelling with no feedback.
- private resolveCapture(deltaTime: number) {
- let blue = 0;
- let red = 0;
- for (const c of this.presentCharacters) {
- if (c.team === CharacterTeam.blue) {
- blue++;
- } else if (c.team === CharacterTeam.red) {
- red++;
- }
- }
- const net = red - blue;
- const occupied = blue + red > 0;
-
- if (net !== 0) {
- const lead = Math.min(Math.abs(net), settings.maxContestLeadMultiplier);
- this.takeControl(
- net > 0 ? CharacterTeam.red : CharacterTeam.blue,
- deltaTime * lead,
- );
- } else if (!occupied) {
- // Empty planets drift back to neutral; the keystone drifts much slower so
- // it lingers as a live flashpoint.
- this.takeControl(
- CharacterTeam.neutral,
- this.isKeystone ? deltaTime / settings.keystoneLoseControlScale : deltaTime,
- );
- }
- // occupied tie -> frozen tug-of-war: no ownership change, ring pulses.
-
- const contested = occupied && net === 0;
- if (contested !== this.isContested) {
- this.isContested = contested;
- this.remoteCall('setContested', contested);
- }
- }
-
- private detectFlip(game: CommandReceiver) {
- const currentTeam = this.team;
- if (currentTeam === this.lastTeam) {
- return;
- }
- this.lastTeam = currentTeam;
-
- if (currentTeam !== CharacterTeam.neutral) {
- const reward = Math.round(
- settings.captureFlipPointReward * this.sizePointMultiplier,
- );
- this.remoteCall('generatedPoints', reward);
- game.handleCommand(
- new GeneratePointsCommand(
- currentTeam === CharacterTeam.blue ? reward : 0,
- currentTeam === CharacterTeam.red ? reward : 0,
- ),
- );
-
- if (this.isKeystone) {
- game.handleCommand(
- new AnnounceCommand(
- `Team ${currentTeam} captured the Heart`,
- ),
- );
- }
- }
-
- const control = Math.abs(this.ownership - 0.5) / 0.5;
- const lightness = mix(settings.lampMinLightness, settings.lampMaxLightness, control);
- const color = settings.palette[settings.colorIndices[currentTeam]];
-
- this.lamps.forEach((lamp) => lamp.queueSetLight(color, lightness));
-
- this.remoteCall('onFlipped', currentTeam);
- }
-
- public getPropertyUpdates(): PropertyUpdatesForObject {
- return new PropertyUpdatesForObject(this.id, [
- new UpdatePropertyCommand('ownership', this.ownership, 0),
- // Stream the spin rate as the rate-of-change so the client can keep the
- // angle moving when snapshots run late (see planet-view.ts).
- new UpdatePropertyCommand('rotation', this.rotation, this.rotationSpeed),
- ]);
- }
-
- public takeControl(team: CharacterTeam, deltaTime: number) {
- if (team === CharacterTeam.blue) {
- this.ownership -= (0.5 / settings.takeControlTimeInSeconds) * deltaTime;
- } else if (team === CharacterTeam.red) {
- this.ownership += (0.5 / settings.takeControlTimeInSeconds) * deltaTime;
- } else {
- const previous = this.ownership;
- this.ownership +=
- -Math.sign(this.ownership - 0.5) *
- (0.5 / settings.loseControlTimeInSeconds) *
- deltaTime;
- if (
- (previous < 0.5 && this.ownership > 0.5) ||
- (previous > 0.5 && this.ownership < 0.5)
- ) {
- this.ownership = 0.5;
- }
- }
-
- this.ownership = clamp01(this.ownership);
- }
-
- public get boundingBox(): ImmutableBoundingBox {
- if (!this._boundingBox) {
- // The polygon spins about its centre (see distance), so this static box
- // has to cover every orientation, not just the spawn-time one: take the
- // circumscribed circle around the rotation centre.
- const maxVertexDistance = this.vertices.reduce(
- (max, vertex) => Math.max(max, vec2.distance(this.center, vertex)),
- 0,
- );
-
- this._boundingBox = new ImmutableBoundingBox(
- this.center.x - maxVertexDistance,
- this.center.x + maxVertexDistance,
- this.center.y - maxVertexDistance,
- this.center.y + maxVertexDistance,
- );
- }
-
- return this._boundingBox;
- }
-
- public getForce(position: vec2): vec2 {
- const diff = vec2.subtract(vec2.create(), this.center, position);
- const dist = Math.max(settings.minGravityDistance, vec2.length(diff) - this.radius);
- vec2.normalize(diff, diff);
- const scale = clamp(
- settings.maxGravityQ * ((settings.maxGravityDistance / dist) ** 1.5 - 1),
- 0,
- settings.maxGravityStrength,
- );
- return vec2.scale(diff, diff, scale);
- }
-
- // GroundSurface alias the shared movement simulation calls for gravity.
- public gravityAt(position: vec2): vec2 {
- return this.getForce(position);
- }
-
- public get gameObject(): this {
- return this;
- }
-}
diff --git a/backend/src/objects/projectile-physical.ts b/backend/src/objects/projectile-physical.ts
index 8a967f1..bca9efb 100644
--- a/backend/src/objects/projectile-physical.ts
+++ b/backend/src/objects/projectile-physical.ts
@@ -1,88 +1,41 @@
import { vec2 } from 'gl-matrix';
import {
id,
+ StepCommand,
settings,
+ CommandExecutors,
serializesTo,
ProjectileBase,
- CharacterTeam,
- PropertyUpdatesForObject,
- UpdatePropertyCommand,
- CommandExecutors,
- Circle,
- marchCircle,
} from 'shared';
import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
import { CirclePhysical } from './circle-physical';
-import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
+import { Physical } from '../physics/physical';
import { PhysicalContainer } from '../physics/containers/physical-container';
-import { CharacterPhysical } from './character-physical';
-import { forceAtPosition } from '../physics/functions/force-at-position';
-import { getBoundingBoxOfCircle } from '../physics/functions/get-bounding-box-of-circle';
-import { StepCommand } from '../commands/step';
-import { ReactToCollisionCommand } from '../commands/react-to-collision';
@serializesTo(ProjectileBase)
-export class ProjectilePhysical extends ProjectileBase implements DynamicPhysical {
+export class ProjectilePhysical extends ProjectileBase implements Physical {
public readonly canCollide = true;
+ public readonly isInverted = false;
public readonly canMove = true;
- private isDestroyed = false;
- private bounceCount = 0;
- private _boundingBox?: ImmutableBoundingBox;
-
public object: CirclePhysical;
protected commandExecutors: CommandExecutors = {
- [StepCommand.type]: this.handleStep.bind(this),
- [ReactToCollisionCommand.type]: this.onCollision.bind(this),
+ [StepCommand.type]: this.step.bind(this),
};
constructor(
center: vec2,
radius: number,
- public strength: number,
- team: CharacterTeam,
- private velocity: vec2,
- public readonly originator: CharacterPhysical,
+ startingForce: vec2,
readonly container: PhysicalContainer,
- // Normalised charge (0..1) of the shot that fired this, used by the victim
- // to scale hit/kill feedback and the death fling.
- public readonly charge: number = 0,
) {
- super(id(), center, radius, team, strength);
- this.object = new CirclePhysical(center, radius, this, container, 0.9);
-
- this.moveOutsideOfObject();
+ super(id(), center, radius);
+ this.object = new CirclePhysical(center, radius, this, container);
+ this.object.applyForce(startingForce, 1000);
}
- public get isAlive(): boolean {
- return !this.isDestroyed;
- }
-
- public get direction(): vec2 {
- const direction = vec2.clone(this.velocity);
- return vec2.length(direction) > 0
- ? vec2.normalize(direction, direction)
- : vec2.fromValues(0, -1);
- }
-
- private moveOutsideOfObject() {
- let wasCollision = true;
- const delta = vec2.scale(
- vec2.create(),
- vec2.normalize(vec2.create(), this.velocity),
- 10,
- );
- while (wasCollision) {
- const intersecting = this.container
- .findIntersecting(this.boundingBox)
- .filter((g) => g instanceof CharacterPhysical && g.team === this.team);
- const { hitSurface } = marchCircle(this.object, delta, intersecting, true);
- wasCollision = hitSurface;
- }
- vec2.add(this.center, this.center, delta);
- vec2.add(this.center, this.center, delta);
- }
+ private _boundingBox?: ImmutableBoundingBox;
public get boundingBox(): ImmutableBoundingBox {
if (!this._boundingBox) {
@@ -100,61 +53,9 @@ export class ProjectilePhysical extends ProjectileBase implements DynamicPhysica
return this.object.distance(target);
}
- public destroy() {
- if (!this.isDestroyed) {
- this.isDestroyed = true;
- this.container.removeObject(this);
- }
- }
-
- public onCollision({ other }: ReactToCollisionCommand) {
- if (
- !(other instanceof CharacterPhysical && other.team === this.team) &&
- this.bounceCount++ === settings.projectileMaxBounceCount
- ) {
- this.destroy();
- }
- }
-
- public getPropertyUpdates(): PropertyUpdatesForObject {
- return new PropertyUpdatesForObject(this.id, [
- new UpdatePropertyCommand('center', this.center, this.velocity),
- ]);
- }
-
- private handleStep({ deltaTimeInSeconds }: StepCommand) {
- super.step(deltaTimeInSeconds);
-
- if (this.strength <= 0) {
- this.destroy();
- return;
- }
-
- // Curveball: the same planetary gravity that pulls on a free-falling
- // character bends the shot, so slower (charged) shots arc and can be lobbed
- // over a planet's horizon. Scale is tiny — near-surface gravity is huge.
- // This single broadphase is reused for the step below: the gravity radius
- // (maxGravityDistance) dwarfs one tick's travel, so the set is a superset of
- // the swept-collision box and the step needn't query the container again.
- const intersecting = settings.projectileGravityEnabled
- ? this.container.findIntersecting(
- getBoundingBoxOfCircle(
- new Circle(this.center, this.object.radius + settings.maxGravityDistance),
- ),
- )
- : undefined;
-
- if (intersecting) {
- vec2.scaleAndAdd(
- this.velocity,
- this.velocity,
- forceAtPosition(this.center, intersecting),
- settings.projectileGravityScale * deltaTimeInSeconds,
- );
- }
-
- vec2.copy(this.object.velocity, this.velocity);
- const { velocity } = this.object.stepManually(deltaTimeInSeconds, intersecting);
- vec2.copy(this.velocity, velocity);
+ public step(c: StepCommand) {
+ const deltaTime = c.deltaTimeInMiliseconds / 1000;
+ this.object.applyForce(settings.gravitationalForce, deltaTime);
+ this.object.step(deltaTime);
}
}
diff --git a/backend/src/objects/spring.ts b/backend/src/objects/spring.ts
new file mode 100644
index 0000000..91f121b
--- /dev/null
+++ b/backend/src/objects/spring.ts
@@ -0,0 +1,37 @@
+import { vec2 } from 'gl-matrix';
+import { Circle } from 'shared';
+import { CirclePhysical } from './circle-physical';
+
+export class Spring {
+ constructor(
+ private a: CirclePhysical | Circle,
+ private b: CirclePhysical | Circle,
+ private distance: number,
+ private strength: number,
+ ) {}
+
+ public step(deltaTimeInSeconds: number) {
+ Spring.step(this.a, this.b, this.distance, this.strength, deltaTimeInSeconds);
+ }
+
+ public static step(
+ a: CirclePhysical | Circle,
+ b: CirclePhysical | Circle,
+ distance: number,
+ strength: number,
+ deltaTimeInSeconds: number,
+ ) {
+ const length = vec2.dist(a.center, b.center) - distance;
+
+ const abDirection = vec2.subtract(vec2.create(), b.center, a.center);
+ vec2.normalize(abDirection, abDirection);
+ const force = vec2.scale(abDirection, abDirection, strength * length);
+ if (a instanceof CirclePhysical) {
+ a.applyForce(force, deltaTimeInSeconds);
+ }
+ if (b instanceof CirclePhysical) {
+ vec2.scale(force, force, -1);
+ b.applyForce(force, deltaTimeInSeconds);
+ }
+ }
+}
diff --git a/backend/src/objects/tunnel-physical.ts b/backend/src/objects/tunnel-physical.ts
new file mode 100644
index 0000000..54042f7
--- /dev/null
+++ b/backend/src/objects/tunnel-physical.ts
@@ -0,0 +1,48 @@
+import { vec2 } from 'gl-matrix';
+import { clamp01, mix, TunnelBase, id, serializesTo } from 'shared';
+
+import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
+import { StaticPhysical } from '../physics/containers/static-physical-object';
+
+@serializesTo(TunnelBase)
+export class TunnelPhysical extends TunnelBase implements StaticPhysical {
+ public readonly canCollide = true;
+ public readonly isInverted = true;
+ public readonly canMove = false;
+
+ private _boundingBox?: ImmutableBoundingBox;
+
+ constructor(from: vec2, to: vec2, fromRadius: number, toRadius: number) {
+ super(id(), from, to, fromRadius, toRadius);
+ }
+
+ public distance(target: vec2): number {
+ const toFromDelta = vec2.subtract(vec2.create(), this.to, this.from);
+ const targetFromDelta = vec2.subtract(vec2.create(), target, this.from);
+
+ const h = clamp01(
+ vec2.dot(targetFromDelta, toFromDelta) / vec2.dot(toFromDelta, toFromDelta),
+ );
+
+ return (
+ vec2.distance(targetFromDelta, vec2.scale(vec2.create(), toFromDelta, h)) -
+ mix(this.fromRadius, this.toRadius, h)
+ );
+ }
+
+ public get boundingBox(): ImmutableBoundingBox {
+ if (!this._boundingBox) {
+ const xMin = Math.min(this.from.x - this.fromRadius, this.to.x - this.toRadius);
+ const yMin = Math.min(this.from.y - this.fromRadius, this.to.y - this.toRadius);
+ const xMax = Math.max(this.from.x + this.fromRadius, this.to.x + this.toRadius);
+ const yMax = Math.max(this.from.y + this.fromRadius, this.to.y + this.toRadius);
+ this._boundingBox = new ImmutableBoundingBox(xMin, xMax, yMin, yMax);
+ }
+
+ return this._boundingBox;
+ }
+
+ public get gameObject(): TunnelPhysical {
+ return this;
+ }
+}
diff --git a/backend/src/options.ts b/backend/src/options.ts
deleted file mode 100644
index ba28c16..0000000
--- a/backend/src/options.ts
+++ /dev/null
@@ -1,8 +0,0 @@
-export interface Options {
- port: number;
- name: string;
- playerLimit: number;
- scoreLimit: number;
- npcCount: number;
- seed: number;
-}
diff --git a/backend/src/physics/bounding-boxes/bounding-box-base.ts b/backend/src/physics/bounding-boxes/bounding-box-base.ts
index 91946c9..8bb1c1b 100644
--- a/backend/src/physics/bounding-boxes/bounding-box-base.ts
+++ b/backend/src/physics/bounding-boxes/bounding-box-base.ts
@@ -1,7 +1,6 @@
import { vec2 } from 'gl-matrix';
-// axis-aligned
-export abstract class BoundingBoxBase {
+export class BoundingBoxBase {
constructor(
protected _xMin: number = 0,
protected _xMax: number = 0,
@@ -9,8 +8,6 @@ export abstract class BoundingBoxBase {
protected _yMax: number = 0,
) {}
- [key: number]: number | undefined;
-
public get 0(): number {
return this._xMin;
}
diff --git a/backend/src/physics/containers/bounding-box-list.ts b/backend/src/physics/containers/bounding-box-list.ts
index 4311f62..df48c07 100644
--- a/backend/src/physics/containers/bounding-box-list.ts
+++ b/backend/src/physics/containers/bounding-box-list.ts
@@ -1,25 +1,21 @@
-import { DynamicPhysical } from '../physicals/dynamic-physical';
+import { Physical } from '../physical';
import { BoundingBoxBase } from '../bounding-boxes/bounding-box-base';
export class BoundingBoxList {
- constructor(private objects: Array = []) {}
+ constructor(private objects: Array = []) {}
- public insert(object: DynamicPhysical) {
+ public insert(object: Physical) {
this.objects.push(object);
}
- public remove(object: DynamicPhysical) {
+ public remove(object: Physical) {
this.objects.splice(
this.objects.findIndex((i) => i === object),
1,
);
}
- public forEach(func: (object: DynamicPhysical) => unknown) {
- this.objects.forEach(func);
- }
-
- public findIntersecting(boundingBox: BoundingBoxBase): Array {
+ public findIntersecting(boundingBox: BoundingBoxBase): Array {
return this.objects.filter((b) => b.boundingBox.intersects(boundingBox));
}
}
diff --git a/backend/src/physics/containers/bounding-box-tree.ts b/backend/src/physics/containers/bounding-box-tree.ts
index 39981ff..3821033 100644
--- a/backend/src/physics/containers/bounding-box-tree.ts
+++ b/backend/src/physics/containers/bounding-box-tree.ts
@@ -1,18 +1,15 @@
import { BoundingBoxBase } from '../bounding-boxes/bounding-box-base';
-import { StaticPhysical } from '../physicals/static-physical';
-
+import { StaticPhysical } from './static-physical-object';
// source: https://github.com/ubilabs/kd-tree-javascript/blob/master/kdTree.js
+
class Node {
- public left: Node | null = null;
- public right: Node | null = null;
- constructor(
- public object: StaticPhysical,
- public parent: Node | null,
- ) {}
+ public left?: Node = null;
+ public right?: Node = null;
+ constructor(public object: StaticPhysical, public parent: Node) {}
}
export class BoundingBoxTree {
- root?: Node | null;
+ root?: Node;
constructor(objects: Array = []) {
this.build(objects);
@@ -25,8 +22,8 @@ export class BoundingBoxTree {
private buildRecursive(
objects: Array,
depth: number,
- parent: Node | null,
- ): Node | null {
+ parent: Node,
+ ): Node {
if (objects.length === 0) {
return null;
}
@@ -37,7 +34,7 @@ export class BoundingBoxTree {
const dimension = depth % 4;
- objects.sort((a, b) => a.boundingBox[dimension]! - b.boundingBox[dimension]!);
+ objects.sort((a, b) => a.boundingBox[dimension] - b.boundingBox[dimension]);
const median = Math.floor(objects.length / 2);
@@ -57,9 +54,7 @@ export class BoundingBoxTree {
const node = new Node(object, insertPosition);
const dimension = depth % 4;
- if (
- object.boundingBox[dimension]! < insertPosition.object.boundingBox[dimension]!
- ) {
+ if (object.boundingBox[dimension] < insertPosition.object.boundingBox[dimension]) {
insertPosition.left = node;
} else {
insertPosition.right = node;
@@ -68,14 +63,14 @@ export class BoundingBoxTree {
}
public findIntersecting(boundingBox: BoundingBoxBase): Array {
- const maybeResults = this.findMaybeIntersecting(boundingBox, this.root!, 0);
+ const maybeResults = this.findMaybeIntersecting(boundingBox, this.root, 0);
const results = maybeResults.filter((b) => b.boundingBox.intersects(boundingBox));
return results;
}
private findMaybeIntersecting(
boundingBox: BoundingBoxBase,
- node: Node | null,
+ node: Node,
depth: number,
): Array {
if (node === null) {
@@ -107,17 +102,17 @@ export class BoundingBoxTree {
private findParent(
object: StaticPhysical,
- node: Node | null | undefined,
+ node: Node,
depth: number,
- parent: Node | null,
- ): [Node | null, number] {
- if (!node) {
+ parent: Node,
+ ): [Node, number] {
+ if (node === null) {
return [parent, depth - 1];
}
const dimension = depth % 4;
- if (object.boundingBox[dimension]! < node.object.boundingBox[dimension]!) {
+ if (object.boundingBox[dimension] < node.object.boundingBox[dimension]) {
return this.findParent(object, node.left, depth + 1, node);
}
diff --git a/backend/src/physics/containers/physical-container.ts b/backend/src/physics/containers/physical-container.ts
index 604672e..ab34fda 100644
--- a/backend/src/physics/containers/physical-container.ts
+++ b/backend/src/physics/containers/physical-container.ts
@@ -1,30 +1,39 @@
+import { GameObject, Id } from 'shared';
import { BoundingBoxBase } from '../bounding-boxes/bounding-box-base';
+
import { BoundingBoxList } from './bounding-box-list';
import { BoundingBoxTree } from './bounding-box-tree';
-import { Physical } from '../physicals/physical';
-import { StaticPhysical } from '../physicals/static-physical';
-import { DynamicPhysical } from '../physicals/dynamic-physical';
-import { Command, CommandReceiver } from 'shared';
+import { Command } from 'shared';
+import { Physical } from '../physical';
+import { StaticPhysical } from './static-physical-object';
-export class PhysicalContainer extends CommandReceiver {
+export class PhysicalContainer {
private isTreeInitialized = false;
private staticBoundingBoxesWaitList: Array = [];
private staticBoundingBoxes = new BoundingBoxTree();
private dynamicBoundingBoxes = new BoundingBoxList();
- private objects: Array = [];
- protected defaultCommandExecutor(c: Command) {
- this.objects.forEach((o) => o.handleCommand(c));
- }
+ protected objects: Map = new Map();
+ private objectsGroupedByAbilities: Map> = new Map();
public initialize() {
this.staticBoundingBoxes.build(this.staticBoundingBoxesWaitList);
this.isTreeInitialized = true;
}
- public addObject(physical: Physical) {
- this.objects.push(physical);
+ public addObject(object: Physical) {
+ this.objects.set(object.gameObject.id, object.gameObject);
+ for (const command of this.objectsGroupedByAbilities.keys()) {
+ if (object.gameObject.reactsToCommand(command)) {
+ this.objectsGroupedByAbilities.get(command).push(object.gameObject);
+ }
+ }
+
+ this.addPhysical(object);
+ }
+
+ public addPhysical(physical: Physical) {
if (physical.canMove) {
this.dynamicBoundingBoxes.insert(physical);
} else {
@@ -36,13 +45,39 @@ export class PhysicalContainer extends CommandReceiver {
}
}
- public removeObject(object: DynamicPhysical) {
- this.objects = this.objects.filter((p) => p !== object);
+ public removeObject(object: Physical) {
+ this.objects.delete(object.gameObject.id);
+
+ for (const command of this.objectsGroupedByAbilities.keys()) {
+ if (object.gameObject.reactsToCommand(command)) {
+ const array = this.objectsGroupedByAbilities.get(command);
+ array.splice(
+ array.findIndex((i) => i.id == object.gameObject.id),
+ 1,
+ );
+ }
+ }
+
this.dynamicBoundingBoxes.remove(object);
}
- public resetRemoteCalls() {
- this.objects.forEach((o) => o.gameObject.resetRemoteCalls());
+ public sendCommand(e: Command) {
+ if (!this.objectsGroupedByAbilities.has(e.type)) {
+ this.createGroupForCommand(e.type);
+ }
+
+ this.objectsGroupedByAbilities.get(e.type).forEach((o, _) => o.sendCommand(e));
+ }
+
+ private createGroupForCommand(commandType: string) {
+ const objectsReactingToCommand = [];
+ this.objects.forEach((o, _) => {
+ if (o.reactsToCommand(commandType)) {
+ objectsReactingToCommand.push(o);
+ }
+ });
+
+ this.objectsGroupedByAbilities.set(commandType, objectsReactingToCommand);
}
public findIntersecting(box: BoundingBoxBase): Array {
diff --git a/backend/src/physics/physicals/static-physical.ts b/backend/src/physics/containers/static-physical-object.ts
similarity index 50%
rename from backend/src/physics/physicals/static-physical.ts
rename to backend/src/physics/containers/static-physical-object.ts
index eef168b..2ad7303 100644
--- a/backend/src/physics/physicals/static-physical.ts
+++ b/backend/src/physics/containers/static-physical-object.ts
@@ -1,7 +1,6 @@
-import { PhysicalBase } from './physical-base';
+import { Physical } from '../physical';
import { ImmutableBoundingBox } from '../bounding-boxes/immutable-bounding-box';
-export interface StaticPhysical extends PhysicalBase {
- readonly canMove: false;
+export interface StaticPhysical extends Physical {
readonly boundingBox: ImmutableBoundingBox;
}
diff --git a/backend/src/physics/functions/force-at-position.ts b/backend/src/physics/functions/force-at-position.ts
deleted file mode 100644
index 85bf2e3..0000000
--- a/backend/src/physics/functions/force-at-position.ts
+++ /dev/null
@@ -1,12 +0,0 @@
-import { vec2 } from 'gl-matrix';
-import { PlanetPhysical } from '../../objects/planet-physical';
-import { Physical } from '../physicals/physical';
-
-export const forceAtPosition = (position: vec2, objects: Array) =>
- objects
- .filter((o) => o instanceof PlanetPhysical)
- .reduce(
- (sum: vec2, o: Physical) =>
- vec2.add(sum, sum, (o as PlanetPhysical).getForce(position)),
- vec2.create(),
- );
diff --git a/backend/src/physics/functions/get-bounding-box-of-circle.ts b/backend/src/physics/functions/get-bounding-box-of-circle.ts
deleted file mode 100644
index 9c5b2eb..0000000
--- a/backend/src/physics/functions/get-bounding-box-of-circle.ts
+++ /dev/null
@@ -1,11 +0,0 @@
-import { Circle } from 'shared';
-import { BoundingBoxBase } from '../bounding-boxes/bounding-box-base';
-import { ImmutableBoundingBox } from '../bounding-boxes/immutable-bounding-box';
-
-export const getBoundingBoxOfCircle = (circle: Circle): BoundingBoxBase =>
- new ImmutableBoundingBox(
- circle.center.x - circle.radius,
- circle.center.x + circle.radius,
- circle.center.y - circle.radius,
- circle.center.y + circle.radius,
- );
diff --git a/backend/src/physics/functions/is-circle-intersecting.ts b/backend/src/physics/functions/is-circle-intersecting.ts
deleted file mode 100644
index 203eb1d..0000000
--- a/backend/src/physics/functions/is-circle-intersecting.ts
+++ /dev/null
@@ -1,7 +0,0 @@
-import { Circle, evaluateSdf } from 'shared';
-import { PhysicalBase } from '../physicals/physical-base';
-
-export const isCircleIntersecting = (
- circle: Circle,
- intersectors: Array,
-): boolean => evaluateSdf(circle.center, intersectors) < circle.radius;
diff --git a/backend/src/physics/move-circle.ts b/backend/src/physics/move-circle.ts
new file mode 100644
index 0000000..234a814
--- /dev/null
+++ b/backend/src/physics/move-circle.ts
@@ -0,0 +1,59 @@
+import { vec2 } from 'gl-matrix';
+import { Circle, rotate90Deg } from 'shared';
+import { CirclePhysical } from '../objects/circle-physical';
+import { Physical } from './physical';
+
+export const moveCircle = (
+ circle: CirclePhysical,
+ delta: vec2,
+ possibleIntersectors: Array,
+): {
+ realDelta: vec2;
+ hitSurface: boolean;
+ normal?: vec2;
+ tangent?: vec2;
+} => {
+ const nextCircle = new Circle(vec2.clone(circle.center), circle.radius);
+ vec2.add(nextCircle.center, nextCircle.center, delta);
+
+ possibleIntersectors = possibleIntersectors.filter(
+ (b) => b.gameObject !== circle.gameObject && b.canCollide,
+ );
+
+ const getSdfAtPoint = (point: vec2): number => {
+ const sdf = possibleIntersectors
+ .filter((i) => i.isInverted)
+ .reduce((min, i) => (min = Math.max(min, -i.distance(point))), -1000);
+
+ return possibleIntersectors
+ .filter((i) => !i.isInverted)
+ .reduce((min, i) => (min = Math.min(min, i.distance(point))), sdf);
+ };
+
+ const sdfAtCenter = getSdfAtPoint(nextCircle.center);
+
+ if (sdfAtCenter > nextCircle.radius) {
+ circle.center = vec2.add(circle.center, circle.center, delta);
+ return {
+ realDelta: delta,
+ hitSurface: false,
+ };
+ }
+
+ const dx =
+ getSdfAtPoint(vec2.add(vec2.create(), nextCircle.center, vec2.fromValues(1, 0))) -
+ sdfAtCenter;
+ const dy =
+ getSdfAtPoint(vec2.add(vec2.create(), nextCircle.center, vec2.fromValues(0, 1))) -
+ sdfAtCenter;
+ const normal = vec2.fromValues(dx, dy);
+
+ vec2.normalize(normal, normal);
+
+ return {
+ realDelta: delta,
+ hitSurface: true,
+ normal,
+ tangent: rotate90Deg(normal),
+ };
+};
diff --git a/backend/src/physics/physicals/physical-base.ts b/backend/src/physics/physical.ts
similarity index 53%
rename from backend/src/physics/physicals/physical-base.ts
rename to backend/src/physics/physical.ts
index ab41eac..0948fd3 100644
--- a/backend/src/physics/physicals/physical-base.ts
+++ b/backend/src/physics/physical.ts
@@ -1,8 +1,9 @@
import { vec2 } from 'gl-matrix';
-import { CommandReceiver, GameObject } from 'shared';
-import { BoundingBoxBase } from '../bounding-boxes/bounding-box-base';
+import { GameObject } from 'shared';
+import { BoundingBoxBase } from './bounding-boxes/bounding-box-base';
-export interface PhysicalBase extends CommandReceiver {
+export interface Physical {
+ readonly isInverted: boolean;
readonly canCollide: boolean;
readonly canMove: boolean;
readonly boundingBox: BoundingBoxBase;
diff --git a/backend/src/physics/physicals/dynamic-physical.ts b/backend/src/physics/physicals/dynamic-physical.ts
deleted file mode 100644
index d72cd9d..0000000
--- a/backend/src/physics/physicals/dynamic-physical.ts
+++ /dev/null
@@ -1,5 +0,0 @@
-import { PhysicalBase } from './physical-base';
-
-export interface DynamicPhysical extends PhysicalBase {
- readonly canMove: true;
-}
diff --git a/backend/src/physics/physicals/physical.ts b/backend/src/physics/physicals/physical.ts
deleted file mode 100644
index 2e3189b..0000000
--- a/backend/src/physics/physicals/physical.ts
+++ /dev/null
@@ -1,4 +0,0 @@
-import { DynamicPhysical } from './dynamic-physical';
-import { StaticPhysical } from './static-physical';
-
-export type Physical = StaticPhysical | DynamicPhysical;
diff --git a/backend/src/players/npc.ts b/backend/src/players/npc.ts
deleted file mode 100644
index 655ade7..0000000
--- a/backend/src/players/npc.ts
+++ /dev/null
@@ -1,414 +0,0 @@
-import { vec2 } from 'gl-matrix';
-import {
- PlayerInformation,
- settings,
- Circle,
- Random,
- MoveActionCommand,
- CharacterTeam,
- Id,
-} from 'shared';
-import { PhysicalContainer } from '../physics/containers/physical-container';
-import { PlayerContainer } from './player-container';
-import { PlayerBase } from './player-base';
-import { getBoundingBoxOfCircle } from '../physics/functions/get-bounding-box-of-circle';
-import { CharacterPhysical } from '../objects/character-physical';
-import { PlanetPhysical } from '../objects/planet-physical';
-import { ProjectilePhysical } from '../objects/projectile-physical';
-import { Physical } from '../physics/physicals/physical';
-
-const npcTuning = {
- planIntervalSeconds: 1,
- shootIntervalSeconds: 1.5,
- reactionIntervalSeconds: 1 / 10,
- reactionObserveRadius: 1400,
- planScanRadius: 3500,
-
- aggressionMin: 0.25,
- aggressionMax: 1,
-
- wanderReconsiderSeconds: 5,
- wanderProbability: 0.4,
- wanderTurn: 0.3,
-
- fleeBaseRange: 240,
- fleeAggressionFalloff: 1.4,
-
- chaseBaseRange: 700,
- chaseAggressionRange: 1600,
- captureHoldEnemyDistance: 500,
-
- dodgeThreatRange: 450,
- dodgeApproachDot: 0.6,
-
- dodgeBaseChance: 0.25,
- dodgeAggressionChance: 0.35,
- dodgeCommitSeconds: 0.35,
- dodgeCooldownSeconds: 0.5,
-
- lineOfSightClearance: 20,
- lineOfSightStartOffset: 100,
-
- fireBaseChance: 0.45,
- fireAggressionChance: 0.45,
-
- chargeRangeThreshold: 500,
- chargeBaseChance: 0.3,
- chargeAggressionChance: 0.4,
- chargeMin: 0.6,
-
- spreadBase: 60,
- spreadPerDistance: 0.08,
- spreadAggressionFalloff: 1.3,
-
- // Per-second chance to hop while grounded and on the move, so bots use the
- // leap verb too instead of being grounded targets.
- leapChancePerSecond: 0.35,
-};
-
-export class NPC extends PlayerBase {
- private direction = vec2.fromValues(Random.getRandom() - 0.5, Random.getRandom() - 0.5);
- private timeSinceLastPlan = 10000;
- private timeSinceLastShoot = 10000;
- private isWandering = false;
- private timeSinceLastWanderingConsideration = 0;
- private isComingBack = false;
-
- private readonly aggression = Random.getRandomInRange(
- npcTuning.aggressionMin,
- npcTuning.aggressionMax,
- );
-
- private aimTargetId: Id = null;
- private readonly aimTargetLastPosition = vec2.create();
-
- private readonly dodgeDirection = vec2.create();
- private dodgeCommitRemaining = 0;
- private dodgeCooldownRemaining = 0;
-
- private timeSinceObserve = npcTuning.reactionIntervalSeconds;
- private nearObjects: Array = [];
-
- constructor(
- playerInfo: PlayerInformation,
- playerContainer: PlayerContainer,
- objectContainer: PhysicalContainer,
- team: CharacterTeam,
- ) {
- super(playerInfo, playerContainer, objectContainer, team);
- this.createCharacter();
- this.step(0);
- }
-
- private timeUntilRespawn = 0;
- public step(deltaTimeInSeconds: number) {
- if (this.character) {
- this.center = this.character.center;
-
- if (!this.character.isAlive) {
- this.sumDeaths++;
- this.sumKills = this.character.killCount;
- this.character = null;
- this.timeUntilRespawn = settings.playerDiedTimeout;
- return;
- }
- } else {
- if ((this.timeUntilRespawn -= deltaTimeInSeconds) < 0) {
- this.createCharacter();
- this.center = this.character!.center;
- }
- return;
- }
-
- if (
- (this.timeSinceLastWanderingConsideration += deltaTimeInSeconds) >
- npcTuning.wanderReconsiderSeconds
- ) {
- this.timeSinceLastWanderingConsideration = 0;
- this.isWandering = Random.getRandom() < npcTuning.wanderProbability;
- }
-
- if ((this.timeSinceLastPlan += deltaTimeInSeconds) > npcTuning.planIntervalSeconds) {
- this.timeSinceLastPlan = 0;
- this.plan();
- }
-
- if (
- (this.timeSinceObserve += deltaTimeInSeconds) > npcTuning.reactionIntervalSeconds
- ) {
- this.timeSinceObserve = 0;
- this.nearObjects = this.observe(npcTuning.reactionObserveRadius);
- }
-
- this.dodgeCommitRemaining -= deltaTimeInSeconds;
- this.dodgeCooldownRemaining -= deltaTimeInSeconds;
- const movement = this.decideMovement(this.nearObjects);
- this.character.handleMovementAction(new MoveActionCommand(movement));
-
- if (
- !this.isComingBack &&
- this.character.groundPlanet &&
- vec2.length(movement) > 0 &&
- Random.getRandom() <
- npcTuning.leapChancePerSecond * this.aggression * deltaTimeInSeconds
- ) {
- this.character.leap();
- }
-
- if (
- (this.timeSinceLastShoot += deltaTimeInSeconds) > npcTuning.shootIntervalSeconds
- ) {
- this.timeSinceLastShoot = 0;
- this.tryShoot(this.nearObjects);
- }
- }
-
- private plan() {
- const distanceFromCentre = vec2.length(this.center);
- if (
- (!this.isComingBack && distanceFromCentre > settings.worldRadius) ||
- (this.isComingBack && distanceFromCentre > settings.worldRadius / 2)
- ) {
- this.isComingBack = true;
- vec2.negate(this.direction, this.center);
- return;
- }
- this.isComingBack = false;
-
- const nearObjects = this.observe(npcTuning.planScanRadius);
- const enemies = this.enemiesByDistance(nearObjects);
-
- if (enemies.length > 0) {
- const nearest = enemies[0];
- const fleeRange =
- npcTuning.fleeBaseRange * (npcTuning.fleeAggressionFalloff - this.aggression);
- if (nearest.distance < fleeRange) {
- vec2.subtract(this.direction, this.center, nearest.character.center);
- return;
- }
- }
-
- if (enemies.length > 0) {
- const nearest = enemies[0];
- const chaseRange =
- npcTuning.chaseBaseRange + npcTuning.chaseAggressionRange * this.aggression;
- if (nearest.distance < chaseRange) {
- vec2.subtract(this.direction, nearest.character.center, this.center);
- return;
- }
- }
-
- if (!this.isWandering) {
- const planet = this.capturablePlanetsByDistance(nearObjects)[0];
- if (planet) {
- vec2.subtract(this.direction, planet.planet.center, this.center);
- return;
- }
- }
-
- vec2.rotate(
- this.direction,
- this.direction,
- vec2.create(),
- Random.getRandomInRange(-npcTuning.wanderTurn, npcTuning.wanderTurn),
- );
- }
-
- private decideMovement(nearObjects: Array): vec2 {
- if (this.dodgeCommitRemaining > 0) {
- return vec2.clone(this.dodgeDirection);
- }
- if (this.dodgeCooldownRemaining <= 0) {
- const dodge = this.dodgeVector(nearObjects);
- if (dodge) {
- if (
- Random.getRandom() <
- npcTuning.dodgeBaseChance + npcTuning.dodgeAggressionChance * this.aggression
- ) {
- vec2.copy(this.dodgeDirection, dodge);
- this.dodgeCommitRemaining = npcTuning.dodgeCommitSeconds;
- return vec2.clone(this.dodgeDirection);
- }
- this.dodgeCooldownRemaining = npcTuning.dodgeCooldownSeconds;
- }
- }
-
- const planet = this.character!.groundPlanet;
- if (planet && planet.team !== this.team) {
- const enemies = this.enemiesByDistance(nearObjects);
- if (
- enemies.length === 0 ||
- enemies[0].distance > npcTuning.captureHoldEnemyDistance
- ) {
- return vec2.create();
- }
- }
-
- return vec2.normalize(vec2.create(), this.direction);
- }
-
- private dodgeVector(nearObjects: Array): vec2 | undefined {
- let threat: ProjectilePhysical | undefined;
- let threatDistance = Infinity;
-
- for (const o of nearObjects) {
- const p = o.gameObject;
- if (!(p instanceof ProjectilePhysical) || p.team === this.team || !p.isAlive) {
- continue;
- }
- const toMe = vec2.subtract(vec2.create(), this.center, p.center);
- const distance = vec2.length(toMe);
- if (distance > npcTuning.dodgeThreatRange || distance === 0) {
- continue;
- }
- vec2.normalize(toMe, toMe);
- if (
- vec2.dot(p.direction, toMe) > npcTuning.dodgeApproachDot &&
- distance < threatDistance
- ) {
- threatDistance = distance;
- threat = p;
- }
- }
-
- if (!threat) {
- return undefined;
- }
-
- const perpendicular = vec2.fromValues(-threat.direction.y, threat.direction.x);
- const toMe = vec2.subtract(vec2.create(), this.center, threat.center);
- if (vec2.dot(perpendicular, toMe) < 0) {
- vec2.negate(perpendicular, perpendicular);
- }
- vec2.normalize(perpendicular, perpendicular);
-
- return perpendicular;
- }
-
- private tryShoot(nearObjects: Array) {
- const enemies = this.enemiesByDistance(nearObjects);
- const visible = enemies.find((e) =>
- this.hasLineOfSightTo(e.character.center, nearObjects),
- );
- if (!visible) {
- this.aimTargetId = null;
- return;
- }
-
- const target = visible.character;
- const distance = visible.distance;
-
- const velocity = vec2.create();
- if (this.aimTargetId === target.id) {
- vec2.subtract(velocity, target.center, this.aimTargetLastPosition);
- vec2.scale(velocity, velocity, 1 / npcTuning.shootIntervalSeconds);
- }
- this.aimTargetId = target.id;
- vec2.copy(this.aimTargetLastPosition, target.center);
-
- if (
- Random.getRandom() >
- npcTuning.fireBaseChance + npcTuning.fireAggressionChance * this.aggression
- ) {
- return;
- }
-
- const charge =
- distance > npcTuning.chargeRangeThreshold &&
- Random.getRandom() <
- npcTuning.chargeBaseChance + npcTuning.chargeAggressionChance * this.aggression
- ? Random.getRandomInRange(npcTuning.chargeMin, 1)
- : 0;
-
- const projectileSpeed =
- charge > 0 ? settings.chargeShotSpeedMax : settings.chargeShotSpeedMin;
- const leadTime = distance / projectileSpeed;
- const aim = vec2.scaleAndAdd(vec2.create(), target.center, velocity, leadTime);
-
- const spread =
- (npcTuning.spreadBase + distance * npcTuning.spreadPerDistance) *
- (npcTuning.spreadAggressionFalloff - this.aggression);
- aim.x += Random.getRandomInRange(-spread, spread);
- aim.y += Random.getRandomInRange(-spread, spread);
-
- this.character!.shootTowards(aim, charge);
- }
-
- private hasLineOfSightTo(target: vec2, nearObjects: Array): boolean {
- const planets: Array = [];
- for (const o of nearObjects) {
- if (o.gameObject instanceof PlanetPhysical) {
- planets.push(o.gameObject);
- }
- }
- if (planets.length === 0) {
- return true;
- }
-
- const direction = vec2.subtract(vec2.create(), target, this.center);
- const totalDistance = vec2.length(direction);
- if (totalDistance <= npcTuning.lineOfSightStartOffset) {
- return true;
- }
- vec2.normalize(direction, direction);
-
- let traveled = npcTuning.lineOfSightStartOffset;
- const position = vec2.scaleAndAdd(vec2.create(), this.center, direction, traveled);
- while (traveled < totalDistance) {
- let sdf = Infinity;
- for (const planet of planets) {
- sdf = Math.min(sdf, planet.distance(position));
- }
- if (sdf < npcTuning.lineOfSightClearance) {
- return false;
- }
- traveled += sdf;
- vec2.scaleAndAdd(position, position, direction, sdf);
- }
- return true;
- }
-
- private observe(radius: number): Array {
- return this.objectContainer.findIntersecting(
- getBoundingBoxOfCircle(new Circle(this.center, radius)),
- );
- }
-
- private enemiesByDistance(
- nearObjects: Array,
- ): Array<{ character: CharacterPhysical; distance: number }> {
- const seen = new Set();
- const enemies: Array<{ character: CharacterPhysical; distance: number }> = [];
- for (const o of nearObjects) {
- const c = o.gameObject;
- if (
- c instanceof CharacterPhysical &&
- c !== this.character &&
- c.isAlive &&
- c.team !== this.team &&
- !seen.has(c)
- ) {
- seen.add(c);
- enemies.push({ character: c, distance: vec2.distance(this.center, c.center) });
- }
- }
- enemies.sort((a, b) => a.distance - b.distance);
- return enemies;
- }
-
- private capturablePlanetsByDistance(
- nearObjects: Array,
- ): Array<{ planet: PlanetPhysical; distance: number }> {
- const planets = nearObjects
- .filter(
- (o): o is Physical =>
- o.gameObject instanceof PlanetPhysical && o.gameObject.team !== this.team,
- )
- .map((o) => ({
- planet: o.gameObject as PlanetPhysical,
- distance: vec2.distance(this.center, (o.gameObject as PlanetPhysical).center),
- }));
- planets.sort((a, b) => a.distance - b.distance);
- return planets;
- }
-}
diff --git a/backend/src/players/player-base.ts b/backend/src/players/player-base.ts
deleted file mode 100644
index 6de34cd..0000000
--- a/backend/src/players/player-base.ts
+++ /dev/null
@@ -1,104 +0,0 @@
-import { vec2 } from 'gl-matrix';
-import {
- CommandReceiver,
- Circle,
- PlayerInformation,
- CharacterTeam,
- Random,
- settings,
-} from 'shared';
-import { PhysicalContainer } from '../physics/containers/physical-container';
-import { getBoundingBoxOfCircle } from '../physics/functions/get-bounding-box-of-circle';
-import { isCircleIntersecting } from '../physics/functions/is-circle-intersecting';
-import { CharacterPhysical } from '../objects/character-physical';
-import { PlanetPhysical } from '../objects/planet-physical';
-import { PlayerContainer } from './player-container';
-
-export abstract class PlayerBase extends CommandReceiver {
- public character?: CharacterPhysical | null;
- public center: vec2 = vec2.create();
-
- protected sumKills = 0;
- protected sumDeaths = 0;
-
- constructor(
- protected readonly playerInfo: PlayerInformation,
- protected readonly playerContainer: PlayerContainer,
- protected readonly objectContainer: PhysicalContainer,
- public readonly team: CharacterTeam,
- ) {
- super();
- }
-
- protected createCharacter() {
- this.character = new CharacterPhysical(
- this.playerInfo.name.slice(0, 20),
- this.sumKills,
- this.sumDeaths,
- this.team,
- this.objectContainer,
- this.findEmptyPositionForPlayer(this.findSpawnCenter()),
- );
-
- this.objectContainer.addObject(this.character);
- }
-
- public abstract step(deltaTimeInSeconds: number): void;
-
- private findSpawnCenter(): vec2 {
- const planets = this.objectContainer
- .findIntersecting(
- getBoundingBoxOfCircle(new Circle(vec2.create(), settings.worldRadius * 2)),
- )
- .filter((o): o is PlanetPhysical => o instanceof PlanetPhysical);
-
- 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));
-
- // candidates is non-empty here, so choose() always returns a planet.
- return vec2.clone(Random.choose(safe.length ? safe : candidates)!.center);
- }
-
- protected findEmptyPositionForPlayer(preferredCenter: vec2): vec2 {
- let rotation = 0;
- let radius = 0;
- for (;;) {
- const playerPosition = vec2.fromValues(
- radius * Math.cos(rotation) + preferredCenter.x,
- radius * Math.sin(rotation) + preferredCenter.y,
- );
-
- const playerBoundingCircle = new Circle(
- playerPosition,
- CharacterPhysical.boundRadius,
- );
-
- const playerBoundingBox = getBoundingBoxOfCircle(playerBoundingCircle);
- const possibleIntersectors =
- this.objectContainer.findIntersecting(playerBoundingBox);
- if (!isCircleIntersecting(playerBoundingCircle, possibleIntersectors)) {
- return playerPosition;
- }
-
- rotation += Math.PI / 8;
- radius += 30;
- }
- }
-
- public destroy() {
- this.character?.onDie();
- }
-}
diff --git a/backend/src/players/player-container.ts b/backend/src/players/player-container.ts
deleted file mode 100644
index 01a1c96..0000000
--- a/backend/src/players/player-container.ts
+++ /dev/null
@@ -1,102 +0,0 @@
-import { CharacterTeam, PlayerInformation, Random, settings, Command } from 'shared';
-import { Socket } from 'socket.io';
-import { PhysicalContainer } from '../physics/containers/physical-container';
-import { NPC } from './npc';
-import { Player } from './player';
-import { PlayerBase } from './player-base';
-
-export class PlayerContainer {
- private _players: Array = [];
- private _npcs: Array = [];
-
- constructor(
- private readonly objects: PhysicalContainer,
- private readonly playerMaxCount: number,
- private readonly npcMaxCount: number,
- ) {
- this.createNPCs();
- }
-
- public createNPCs() {
- const newNpcCount = Math.min(
- this.playerMaxCount - this._players.length - this._npcs.length,
- this.npcMaxCount - this._npcs.length,
- );
- for (let i = 0; i < newNpcCount; i++) {
- const name = `🤖 ${Random.choose(settings.npcNames)}`;
- this._npcs.push(
- new NPC({ name }, this, this.objects, this.getTeamOfNextPlayer(true)),
- );
- }
- }
-
- public createPlayer(playerInfo: PlayerInformation, socket: Socket): Player {
- if (this._players.length === this.playerMaxCount) {
- throw new Error('Too many players');
- }
-
- const team = this.getTeamOfNextPlayer();
- let npcToReplace = this._npcs.find((n) => n.team === team);
- if (!npcToReplace) {
- npcToReplace = this._npcs.find((n) => n.team !== team);
- }
- npcToReplace?.destroy();
- this._npcs = this._npcs.filter((n) => n !== npcToReplace);
-
- const player = new Player(playerInfo, this, this.objects, team, socket);
- this._players.push(player);
-
- return player;
- }
-
- public get players(): Array {
- return [...this._players, ...this._npcs];
- }
-
- public get count(): number {
- return this._players.length;
- }
-
- // Measured round-trip times (ms) of the real connected players, for
- // server-side latency stats. NPCs have no socket and are excluded.
- public get connectedPlayerRttsMs(): Array {
- return this._players.map((p) => p.rttMs);
- }
-
- public step(deltaTimeInSeconds: number) {
- this.players.forEach((p) => p.step(deltaTimeInSeconds));
- }
-
- public stepCommunication(deltaTimeInSeconds: number) {
- this._players.forEach((p) => p.stepCommunications(deltaTimeInSeconds));
- }
-
- public endGame(winner: CharacterTeam) {
- this._players.forEach((p) => p.onGameEnded(winner));
- }
-
- public queueCommandForEachClient(command: Command) {
- this._players.forEach((p) => p.queueCommandSend(command));
- }
-
- public sendQueuedCommands() {
- this._players.forEach((p) => p.sendQueuedCommandsToClient());
- }
-
- private getTeamOfNextPlayer(isNpc = false): CharacterTeam {
- const players = isNpc ? this.players : this._players;
- const blueCount = players.filter((p) => p.team === CharacterTeam.blue).length;
- const redCount = players.filter((p) => p.team === CharacterTeam.red).length;
-
- if ((blueCount === redCount && Random.getRandom() >= 0.5) || blueCount < redCount) {
- return CharacterTeam.blue;
- } else {
- return CharacterTeam.red;
- }
- }
-
- public deletePlayer(player: Player) {
- this._players = this._players.filter((p) => p !== player);
- this.createNPCs();
- }
-}
diff --git a/backend/src/players/player.ts b/backend/src/players/player.ts
index 923be65..9fc51c8 100644
--- a/backend/src/players/player.ts
+++ b/backend/src/players/player.ts
@@ -1,243 +1,144 @@
-import { performance } from 'perf_hooks';
import { vec2 } from 'gl-matrix';
import {
CommandExecutors,
+ CommandReceiver,
CreateObjectsCommand,
CreatePlayerCommand,
DeleteObjectsCommand,
MoveActionCommand,
serialize,
TransportEvents,
+ UpdateObjectsCommand,
+ StepCommand,
SetAspectRatioActionCommand,
calculateViewArea,
- settings,
- PlayerInformation,
- CharacterTeam,
- UpdateMinimap,
- GameObject,
- Command,
- MinimapPlayer,
- RemoteCallsForObject,
- RemoteCallsForObjects,
- ServerAnnouncement,
- PropertyUpdatesForObjects,
- PropertyUpdatesForObject,
- PrimaryActionCommand,
- LeapActionCommand,
- InputAcknowledgement,
+ SecondaryActionCommand,
} from 'shared';
-import { Socket } from 'socket.io';
+import { getTimeInMilliseconds } from '../helper/get-time-in-milliseconds';
+import { CharacterPhysical } from '../objects/character-physical';
+import { ProjectilePhysical } from '../objects/projectile-physical';
+
import { BoundingBox } from '../physics/bounding-boxes/bounding-box';
import { PhysicalContainer } from '../physics/containers/physical-container';
-import { PlayerContainer } from './player-container';
-import { PlayerBase } from './player-base';
+import { Physical } from '../physics/physical';
-// How often the server pings each client to measure round-trip time.
-const pingIntervalSeconds = 1;
-
-export class Player extends PlayerBase {
- // default, until the clients sends its real value
+export class Player extends CommandReceiver {
+ private character: CharacterPhysical;
private aspectRatio: number = 16 / 9;
- private timeUntilRespawn = 0;
- private timeSinceLastMessage = 0;
- private objectsPreviouslyInViewArea: Array = [];
- private lastInputClientTimeMs = 0;
- private lastLeapClientTimeMs = 0;
+ private isActive = true;
- // Measured round-trip time to this client (ms) — the latency primitive that
- // lag compensation, a latency HUD, and adaptive interpolation build on.
- public rttMs = 0;
- private timeSinceLastPing = 0;
- private lastPingSentMs = 0;
+ private objectsPreviouslyInViewArea: Array = [];
+ private objectsInViewArea: Array = [];
+
+ private pingTime?: number;
+ private _latency?: number;
+ public measureLatency() {
+ this.pingTime = getTimeInMilliseconds();
+ this.socket.emit(TransportEvents.Ping);
+ if (this.isActive) {
+ setTimeout(this.measureLatency.bind(this), 10000);
+ }
+ }
+
+ public get latency(): number | undefined {
+ return this._latency;
+ }
protected commandExecutors: CommandExecutors = {
+ [StepCommand.type]: this.sendObjects.bind(this),
[SetAspectRatioActionCommand.type]: (v: SetAspectRatioActionCommand) =>
(this.aspectRatio = v.aspectRatio),
- [MoveActionCommand.type]: (c: MoveActionCommand) => {
- // Remember how far into this client's input timeline we've consumed, to
- // echo back for client-side prediction reconciliation.
- this.lastInputClientTimeMs = c.clientTimeMs;
- this.character?.handleMovementAction(c);
- },
- [PrimaryActionCommand.type]: (c: PrimaryActionCommand) =>
- this.character?.shootTowards(c.position, c.charge),
- [LeapActionCommand.type]: (c: LeapActionCommand) => {
- // Record receipt (whether or not leap() accepts it): either way its effect
- // on bodyVelocity is now reflected in the streamed launch momentum, so the
- // predictor must stop replaying this leap.
- this.lastLeapClientTimeMs = c.clientTimeMs;
- this.character?.leap();
+ [MoveActionCommand.type]: (c: MoveActionCommand) => this.character.sendCommand(c),
+ [SecondaryActionCommand.type]: (c: SecondaryActionCommand) => {
+ const start = vec2.clone(this.character.center);
+ const direction = vec2.subtract(vec2.create(), c.position, start);
+ vec2.normalize(direction, direction);
+ vec2.add(start, start, vec2.scale(vec2.create(), direction, 100));
+ const force = vec2.scale(direction, direction, 1000);
+ const projectile = new ProjectilePhysical(start, 20, force, this.objects);
+ this.objects.addObject(projectile);
},
};
constructor(
- playerInfo: PlayerInformation,
- playerContainer: PlayerContainer,
- objectContainer: PhysicalContainer,
- team: CharacterTeam,
- private readonly socket: Socket,
+ private readonly objects: PhysicalContainer,
+ private readonly socket: SocketIO.Socket,
) {
- super(playerInfo, playerContainer, objectContainer, team);
- this.createCharacter();
- this.step(0);
+ super();
+ this.character = new CharacterPhysical(objects);
+ this.objectsPreviouslyInViewArea.push(this.character);
+ this.objectsInViewArea.push(this.character);
- // The client already echoes a Pong for every Ping (see game.ts). Only one
- // ping is ever in flight, so RTT is simply now − send-time; no payload
- // needed and no client change required.
- this.socket.on(TransportEvents.Pong, () => {
- if (this.lastPingSentMs > 0) {
- this.rttMs = performance.now() - this.lastPingSentMs;
- }
- });
+ this.objects.addObject(this.character);
+
+ socket.emit(
+ TransportEvents.ServerToPlayer,
+ serialize(new CreatePlayerCommand(this.character)),
+ );
+
+ socket.on(
+ TransportEvents.Pong,
+ () => (this._latency = getTimeInMilliseconds() - this.pingTime!),
+ );
+
+ this.measureLatency();
+ this.sendObjects();
}
- protected createCharacter() {
- super.createCharacter();
-
- this.objectsPreviouslyInViewArea.push(this.character!);
- this.queueCommandSend(new CreatePlayerCommand(this.character!));
- }
-
- private winnerTeam?: CharacterTeam;
- public onGameEnded(winnerTeam: CharacterTeam) {
- this.winnerTeam = winnerTeam;
- }
-
- public step(deltaTimeInSeconds: number) {
- if (this.character) {
- this.center = this.character?.center;
-
- if (!this.character.isAlive) {
- this.sumDeaths++;
- this.sumKills = this.character.killCount;
-
- this.character = null;
- this.timeUntilRespawn = settings.playerDiedTimeout;
- }
- } else {
- if ((this.timeUntilRespawn -= deltaTimeInSeconds) < 0) {
- this.createCharacter();
- this.center = this.character!.center;
- }
- }
- }
-
- private handleViewAreaUpdate() {
- const viewArea = calculateViewArea(this.center, this.aspectRatio, 1.2);
+ public sendObjects() {
+ const viewArea = calculateViewArea(this.character.center, this.aspectRatio, 1.5);
const bb = new BoundingBox();
bb.topLeft = viewArea.topLeft;
bb.size = viewArea.size;
- const objectsInViewArea = Array.from(
- new Set(this.objectContainer.findIntersecting(bb).map((o) => o.gameObject)),
- );
+ this.objectsInViewArea = this.objects.findIntersecting(bb);
- // The owning character must always be in its own snapshot, regardless of the
- // view-area query, so the client predictor never loses its authoritative
- // anchor (the body can ride a fast spinner to the very edge of the box).
- if (this.character && !objectsInViewArea.includes(this.character)) {
- objectsInViewArea.push(this.character);
- }
-
- const newlyIntersecting = objectsInViewArea.filter(
+ const newlyIntersecting = this.objectsInViewArea.filter(
(o) => !this.objectsPreviouslyInViewArea.includes(o),
);
const noLongerIntersecting = this.objectsPreviouslyInViewArea.filter(
- (o) => !objectsInViewArea.includes(o),
+ (o) => !this.objectsInViewArea.includes(o),
);
-
- this.objectsPreviouslyInViewArea = objectsInViewArea;
+ this.objectsPreviouslyInViewArea = this.objectsInViewArea;
if (noLongerIntersecting.length > 0) {
- this.queueCommandSend(
- new DeleteObjectsCommand(noLongerIntersecting.map((g) => g.id)),
+ this.socket.emit(
+ TransportEvents.ServerToPlayer,
+ serialize(
+ new DeleteObjectsCommand([
+ ...new Set(noLongerIntersecting.map((p) => p.gameObject.id)),
+ ]),
+ ),
);
}
if (newlyIntersecting.length > 0) {
- this.queueCommandSend(new CreateObjectsCommand(newlyIntersecting));
- }
-
- this.queueCommandSend(new UpdateMinimap(this.getMinimapPlayers()));
-
- this.queueCommandSend(
- new PropertyUpdatesForObjects(
- this.objectsPreviouslyInViewArea
- .map((o) => o.getPropertyUpdates())
- .filter((u) => u) as Array,
- performance.now() / 1000,
- ),
- );
-
- // Tell the client how much of its own input is reflected in the snapshot it
- // just received, so its predictor can replay the rest. Only while alive —
- // a dead player isn't predicting.
- if (this.character) {
- this.queueCommandSend(
- new InputAcknowledgement(
- this.lastInputClientTimeMs,
- this.character.launchMomentum,
- this.lastLeapClientTimeMs,
+ this.socket.emit(
+ TransportEvents.ServerToPlayer,
+ serialize(
+ new CreateObjectsCommand([
+ ...new Set(newlyIntersecting.map((p) => p.gameObject)),
+ ]),
),
);
}
+
+ this.socket.volatile.emit(
+ TransportEvents.ServerToPlayer,
+ serialize(
+ new UpdateObjectsCommand([
+ ...new Set(
+ this.objectsInViewArea.filter((p) => p.canMove).map((p) => p.gameObject),
+ ),
+ ]),
+ ),
+ );
}
- // Every living player except this one, reported by absolute world position so
- // the client can plot the whole circular arena on its minimap.
- private getMinimapPlayers(): Array {
- return this.playerContainer.players
- .filter((p) => p !== this && p.character?.isAlive)
- .map(
- (p) =>
- new MinimapPlayer(p.character!.id, vec2.clone(p.character!.center), p.team),
- );
- }
-
- private commandsToBeSent: Array = [];
- public queueCommandSend(command: Command) {
- this.commandsToBeSent.push(command);
- }
-
- public stepCommunications(deltaTime: number) {
- const remoteCalls = this.objectsPreviouslyInViewArea
- .map((g) => new RemoteCallsForObject(g.id, g.getRemoteCalls()))
- .filter((c) => c.calls.length > 0);
-
- if (remoteCalls.length > 0) {
- this.queueCommandSend(new RemoteCallsForObjects(remoteCalls));
- }
-
- if ((this.timeSinceLastPing += deltaTime) > pingIntervalSeconds) {
- this.timeSinceLastPing = 0;
- this.lastPingSentMs = performance.now();
- this.socket.emit(TransportEvents.Ping);
- }
-
- if ((this.timeSinceLastMessage += deltaTime) > settings.updateMessageInterval) {
- this.handleAnnouncements();
- this.handleViewAreaUpdate();
- this.sendQueuedCommandsToClient();
- this.timeSinceLastMessage = 0;
- }
- }
-
- public sendQueuedCommandsToClient() {
- this.socket.emit(TransportEvents.ServerToPlayer, serialize(this.commandsToBeSent));
- this.commandsToBeSent = [];
- }
-
- private handleAnnouncements() {
- let announcement = '';
- if (this.winnerTeam) {
- announcement = `Team ${this.winnerTeam} won 🎉`;
- } else if (!this.character) {
- announcement = `Reviving in ${Math.round(this.timeUntilRespawn)}…`;
- }
-
- if (announcement) {
- this.queueCommandSend(new ServerAnnouncement(announcement));
- }
+ public destroy() {
+ this.isActive = false;
+ this.character.destroy();
+ this.objects.removeObject(this.character);
}
}
diff --git a/backend/tsconfig.json b/backend/tsconfig.json
deleted file mode 100644
index e9e0884..0000000
--- a/backend/tsconfig.json
+++ /dev/null
@@ -1,18 +0,0 @@
-{
- "compilerOptions": {
- "outDir": "dist",
- "rootDir": "src",
- "skipLibCheck": true,
- "target": "es6",
- "esModuleInterop": true,
- "strict": true,
- "experimentalDecorators": true,
- "moduleResolution": "node",
- "ignoreDeprecations": "6.0",
- "module": "commonjs",
- "lib": ["dom", "es2017"],
- "typeRoots": ["./types", "./node_modules/@types"]
- },
- "include": ["src/**/*.ts"],
- "exclude": ["node_modules", "typings"]
-}
diff --git a/backend/types/socket.io-msgpack-parser/index.d.ts b/backend/types/socket.io-msgpack-parser/index.d.ts
deleted file mode 100644
index 4065a1e..0000000
--- a/backend/types/socket.io-msgpack-parser/index.d.ts
+++ /dev/null
@@ -1 +0,0 @@
-declare module 'socket.io-msgpack-parser';
diff --git a/backend/webpack.config.js b/backend/webpack.config.js
index 20e8a57..b0586e3 100644
--- a/backend/webpack.config.js
+++ b/backend/webpack.config.js
@@ -1,8 +1,8 @@
const path = require('path');
const { CleanWebpackPlugin } = require('clean-webpack-plugin');
const nodeExternals = require('webpack-node-externals');
+const { ESBuildPlugin } = require('esbuild-loader');
const TerserJSPlugin = require('terser-webpack-plugin');
-const webpack = require('webpack');
const PATHS = {
entryPoint: path.resolve(__dirname, 'src/main.ts'),
@@ -13,7 +13,6 @@ module.exports = (env, argv) => ({
entry: {
main: [PATHS.entryPoint],
},
-
externals: [
nodeExternals({
allowlist: [/(^shared)/],
@@ -32,9 +31,9 @@ module.exports = (env, argv) => ({
minimize: argv.mode !== 'development',
minimizer: [
new TerserJSPlugin({
+ sourceMap: false,
+ test: /\.js$/,
exclude: /node_modules/,
- // The custom serialization protocol keys on class names, so they must
- // survive minification (see shared/src/serialization).
terserOptions: {
keep_classnames: true,
},
@@ -42,7 +41,7 @@ module.exports = (env, argv) => ({
],
},
plugins: [
- new webpack.BannerPlugin({ banner: '#!/usr/bin/env node', raw: true }),
+ new ESBuildPlugin(),
new CleanWebpackPlugin({
protectWebpackAssets: false,
cleanAfterEveryBuildPatterns: [],
@@ -51,9 +50,21 @@ module.exports = (env, argv) => ({
module: {
rules: [
{
- test: /\.ts$/,
+ test: /\.html$/,
use: {
- loader: 'ts-loader',
+ loader: 'file-loader',
+ query: {
+ outputPath: '/',
+ name: '[name].[ext]',
+ },
+ },
+ },
+ {
+ test: /\.ts$/,
+ loader: 'esbuild-loader',
+ options: {
+ loader: 'ts',
+ target: 'es2015',
},
exclude: /node_modules/,
},
diff --git a/eslint.config.js b/eslint.config.js
deleted file mode 100644
index 84a6892..0000000
--- a/eslint.config.js
+++ /dev/null
@@ -1,32 +0,0 @@
-// Flat config (ESLint 9+/10). Ported from the former .eslintrc.json.
-const tseslint = require('typescript-eslint');
-const prettierRecommended = require('eslint-plugin-prettier/recommended');
-const unusedImports = require('eslint-plugin-unused-imports');
-
-module.exports = tseslint.config(
- {
- ignores: ['**/node_modules/**', '**/dist/**', '**/lib/**'],
- },
- ...tseslint.configs.recommended,
- prettierRecommended,
- {
- files: ['**/*.ts'],
- plugins: {
- 'unused-imports': unusedImports,
- },
- languageOptions: {
- sourceType: 'module',
- },
- rules: {
- 'no-unused-vars': 'off',
- 'unused-imports/no-unused-imports': 'error',
- '@typescript-eslint/no-unused-vars': ['warn', { argsIgnorePattern: '^_' }],
- '@typescript-eslint/no-explicit-any': 'off',
- '@typescript-eslint/explicit-module-boundary-types': 'off',
- '@typescript-eslint/no-non-null-assertion': 'off',
- '@typescript-eslint/no-empty-function': 'off',
- // Renamed from the former no-var-requires; keep require() allowed.
- '@typescript-eslint/no-require-imports': 'off',
- },
- },
-);
diff --git a/frontend/.firebaserc b/frontend/.firebaserc
new file mode 100644
index 0000000..2f95982
--- /dev/null
+++ b/frontend/.firebaserc
@@ -0,0 +1,5 @@
+{
+ "projects": {
+ "default": "decla-red
+ }
+}
\ No newline at end of file
diff --git a/frontend/firebase.json b/frontend/firebase.json
new file mode 100644
index 0000000..2c33c29
--- /dev/null
+++ b/frontend/firebase.json
@@ -0,0 +1,16 @@
+{
+ "hosting": {
+ "public": "dist",
+ "ignore": [
+ "firebase.json",
+ "**/.*",
+ "**/node_modules/**"
+ ],
+ "rewrites": [
+ {
+ "source": "**",
+ "destination": "/index.html"
+ }
+ ]
+ }
+}
diff --git a/frontend/package-lock.json b/frontend/package-lock.json
deleted file mode 100644
index bfa9f49..0000000
--- a/frontend/package-lock.json
+++ /dev/null
@@ -1,6758 +0,0 @@
-{
- "name": "doppler-frontend",
- "version": "0.0.0",
- "lockfileVersion": 3,
- "requires": true,
- "packages": {
- "": {
- "name": "doppler-frontend",
- "version": "0.0.0",
- "devDependencies": {
- "@plausible-analytics/tracker": "^0.4.5",
- "autoprefixer": "^10.5.0",
- "clean-webpack-plugin": "^4.0.0",
- "copy-webpack-plugin": "^14.0.0",
- "css-loader": "^7.1.4",
- "file-loader": "^6.2.0",
- "gl-matrix": "3.3.0",
- "html-inline-css-webpack-plugin": "^1.11.2",
- "html-webpack-plugin": "^5.6.7",
- "mini-css-extract-plugin": "^2.10.2",
- "postcss": "^8.5.15",
- "postcss-loader": "^8.2.1",
- "resize-observer-polyfill": "^1.5.1",
- "sass": "^1.100.0",
- "sass-loader": "^17.0.0",
- "sdf-2d": "file:../../sdf-2d",
- "shared": "file:../shared",
- "socket.io-client": "^4.8.3",
- "socket.io-msgpack-parser": "^3.0.2",
- "source-map-loader": "^5.0.0",
- "terser-webpack-plugin": "^5.6.1",
- "ts-loader": "^9.6.0",
- "typescript": "^6.0.3",
- "webpack": "^5.107.2",
- "webpack-cli": "^7.0.3",
- "webpack-dev-server": "^5.2.4"
- }
- },
- "../../sdf-2d": {
- "version": "0.7.6",
- "dev": true,
- "license": "ISC",
- "dependencies": {
- "gl-matrix": "^3.4.4",
- "resize-observer-polyfill": "^1.5.1"
- },
- "devDependencies": {
- "@eslint/js": "^10.0.1",
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diff --git a/frontend/package.json b/frontend/package.json
index 229f1e5..4e10c8b 100644
--- a/frontend/package.json
+++ b/frontend/package.json
@@ -1,55 +1,46 @@
{
- "name": "doppler-frontend",
- "version": "0.0.0",
- "description": "",
+ "name": "decla.red-frontend",
+ "private": true,
+ "description": "",
"keywords": [],
"author": "András Schmelczer (https://schmelczer.dev/)",
"sideEffects": [
"*.scss"
],
"main": "index.js",
- "engines": {
- "node": ">=20"
- },
"scripts": {
"build": "npx webpack --mode production",
- "dev": "npx webpack-dev-server --mode development",
+ "initialize": "npm install",
+ "start": "npx webpack-dev-server --mode development",
"try-build": "npm run build && cd dist && python3 -m http.server 8080"
},
"browserslist": [
"defaults"
],
+ "devDependencies": {
+ "clean-webpack-plugin": "^3.0.0",
+ "esbuild-loader": "^2.4.0",
+ "html-webpack-inline-source-plugin": "0.0.10",
+ "html-webpack-plugin": "^3.2.0",
+ "image-webpack-loader": "^6.0.0",
+ "mini-css-extract-plugin": "^0.9.0",
+ "optimize-css-assets-webpack-plugin": "^5.0.3",
+ "postcss-loader": "^3.0.0",
+ "raw-loader": "^4.0.1",
+ "resolve-url-loader": "^3.1.1",
+ "sass": "^1.26.3",
+ "sass-loader": "^9.0.2",
+ "svg-url-loader": "^6.0.0",
+ "terser-webpack-plugin": "^4.2.2",
+ "typescript": "^4.0.3",
+ "webpack": "^4.43.0",
+ "webpack-bundle-analyzer": "^3.9.0",
+ "webpack-cli": "^3.3.11",
+ "webpack-dev-server": "^3.10.3"
+ },
"postcss": {
"plugins": {
"autoprefixer": {}
}
- },
- "devDependencies": {
- "@plausible-analytics/tracker": "^0.4.5",
- "autoprefixer": "^10.5.0",
- "clean-webpack-plugin": "^4.0.0",
- "copy-webpack-plugin": "^14.0.0",
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- "file-loader": "^6.2.0",
- "gl-matrix": "3.3.0",
- "html-inline-css-webpack-plugin": "^1.11.2",
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- "mini-css-extract-plugin": "^2.10.2",
- "postcss": "^8.5.15",
- "postcss-loader": "^8.2.1",
- "resize-observer-polyfill": "^1.5.1",
- "sass": "^1.100.0",
- "sass-loader": "^17.0.0",
- "sdf-2d": "^0.8.0",
- "shared": "file:../shared",
- "socket.io-client": "^4.8.3",
- "socket.io-msgpack-parser": "^3.0.2",
- "source-map-loader": "^5.0.0",
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- "webpack": "^5.107.2",
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}
}
diff --git a/frontend/src/custom.d.ts b/frontend/src/custom.d.ts
deleted file mode 100644
index f053a20..0000000
--- a/frontend/src/custom.d.ts
+++ /dev/null
@@ -1,15 +0,0 @@
-declare module '*.mp3' {
- const content: string;
- export default content;
-}
-
-// Asset imports handled by webpack loaders. TypeScript 5.x+ requires ambient
-// declarations for side-effect imports of these, so declare them here.
-declare module '*.png';
-declare module '*.ico';
-declare module '*.svg';
-declare module '*.scss';
-
-// webpack's `mode` inlines `process.env.NODE_ENV` via DefinePlugin. Declare just
-// that one global so browser code can read it without pulling in all of @types/node.
-declare const process: { env: { NODE_ENV?: string } };
diff --git a/frontend/src/index.html b/frontend/src/index.html
index 0d4d201..c63c46c 100644
--- a/frontend/src/index.html
+++ b/frontend/src/index.html
@@ -1,125 +1,21 @@
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
-
-
-
+
+
- doppler
-
+ decla.red
+
-
-
+
+
+
+
+
-
-
-
-
-
-
-
-
-

-
-
-
-
-
-
-

-
-
-
+