decla-red/backend/src/objects/planet-physical.ts
schmelczerandras a4bab29d84 Fix issues
2020-11-09 10:33:20 +01:00

169 lines
4.9 KiB
TypeScript

import { vec2 } from 'gl-matrix';
import {
clamp,
clamp01,
id,
serializesTo,
settings,
PlanetBase,
CharacterTeam,
PropertyUpdatesForObject,
UpdatePropertyCommand,
CommandExecutors,
CommandReceiver,
} from 'shared';
import { GeneratePointsCommand } from '../commands/generate-points';
import { StepCommand } from '../commands/step';
import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
import { StaticPhysical } from '../physics/physicals/static-physical';
@serializesTo(PlanetBase)
export class PlanetPhysical extends PlanetBase implements StaticPhysical {
public readonly canCollide = true;
public readonly canMove = false;
private _boundingBox?: ImmutableBoundingBox;
protected commandExecutors: CommandExecutors = {
[StepCommand.type]: this.step.bind(this),
};
constructor(vertices: Array<vec2>) {
super(id(), vertices);
}
public distance(target: vec2): number {
const startEnd = this.vertices[0];
let vb = startEnd;
let d = vec2.squaredDistance(target, 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(), target, 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 (
(target.y >= va.y && target.y < vb.y && ds.y > 0) ||
(target.y < va.y && target.y >= vb.y && ds.y <= 0)
) {
sign *= -1;
}
d = Math.min(d, ds.x);
}
return sign * d;
}
public get team(): CharacterTeam {
return Math.abs(this.ownership - 0.5) < 0.1
? CharacterTeam.neutral
: this.ownership < 0.5
? CharacterTeam.decla
: CharacterTeam.red;
}
private timeSinceLastPointGeneration = 0;
private getPoints(game: CommandReceiver) {
if (this.timeSinceLastPointGeneration > settings.planetPointGenerationInterval) {
this.timeSinceLastPointGeneration = 0;
if (this.team !== CharacterTeam.neutral) {
this.remoteCall('generatedPoints', settings.planetPointGenerationValue);
}
game.handleCommand(
new GeneratePointsCommand(
this.team === CharacterTeam.decla ? settings.planetPointGenerationValue : 0,
this.team === CharacterTeam.red ? settings.planetPointGenerationValue : 0,
),
);
}
}
private step({ deltaTimeInSeconds, game }: StepCommand) {
this.timeSinceLastPointGeneration += deltaTimeInSeconds;
// In reverse order, so that teams can achieve a 100% control.
this.getPoints(game);
this.takeControl(CharacterTeam.neutral, deltaTimeInSeconds);
}
public getPropertyUpdates(): PropertyUpdatesForObject {
return new PropertyUpdatesForObject(this.id, [
new UpdatePropertyCommand('ownership', this.ownership, 0),
]);
}
public takeControl(team: CharacterTeam, deltaTime: number) {
if (team === CharacterTeam.decla) {
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) {
const { xMin, xMax, yMin, yMax } = this.vertices.reduce(
(extremities, vertex) => ({
xMin: Math.min(extremities.xMin, vertex.x),
xMax: Math.max(extremities.xMax, vertex.x),
yMin: Math.min(extremities.yMin, vertex.y),
yMax: Math.max(extremities.yMax, vertex.y),
}),
{
xMin: Infinity,
xMax: -Infinity,
yMin: Infinity,
yMax: -Infinity,
},
);
this._boundingBox = new ImmutableBoundingBox(xMin, xMax, yMin, yMax);
}
return this._boundingBox;
}
public getForce(position: vec2): vec2 {
const diff = vec2.subtract(vec2.create(), this.center, position);
const dist = Math.max(0, 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);
}
public get gameObject(): this {
return this;
}
}