501 lines
15 KiB
TypeScript
501 lines
15 KiB
TypeScript
import { vec2 } from 'gl-matrix';
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import {
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id,
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settings,
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MoveActionCommand,
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serializesTo,
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last,
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Circle,
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CharacterBase,
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CharacterTeam,
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PropertyUpdatesForObject,
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UpdatePropertyCommand,
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CommandExecutors,
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CommandReceiver,
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} from 'shared';
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import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
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import { CirclePhysical } from './circle-physical';
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import { PhysicalContainer } from '../physics/containers/physical-container';
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import { BoundingBoxBase } from '../physics/bounding-boxes/bounding-box-base';
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import { ProjectilePhysical } from './projectile-physical';
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import { interpolateAngles } from '../helper/interpolate-angles';
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import { forceAtPosition } from '../physics/functions/force-at-position';
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import { getBoundingBoxOfCircle } from '../physics/functions/get-bounding-box-of-circle';
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import { PlanetPhysical } from './planet-physical';
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import { StepCommand } from '../commands/step';
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import { ReactToCollisionCommand } from '../commands/react-to-collision';
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import { GeneratePointsCommand } from '../commands/generate-points';
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@serializesTo(CharacterBase)
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export class CharacterPhysical extends CharacterBase implements DynamicPhysical {
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public readonly canCollide = true;
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public readonly canMove = true;
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private static readonly headRadius = 50;
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private static readonly feetRadius = 20;
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private projectileStrength = settings.playerMaxStrength;
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// offsets are measured from (0, 0)
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private static readonly desiredHeadOffset = vec2.fromValues(0, 65);
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private static readonly desiredLeftFootOffset = vec2.fromValues(-20, 0);
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private static readonly desiredRightFootOffset = vec2.fromValues(20, 0);
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private static readonly centerOfMass = vec2.scale(
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vec2.create(),
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vec2.add(
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vec2.create(),
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vec2.add(
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vec2.create(),
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CharacterPhysical.desiredHeadOffset,
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CharacterPhysical.desiredLeftFootOffset,
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),
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CharacterPhysical.desiredRightFootOffset,
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),
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1 / 3,
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);
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private static readonly headOffset = vec2.subtract(
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vec2.create(),
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CharacterPhysical.desiredHeadOffset,
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CharacterPhysical.centerOfMass,
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);
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private static readonly leftFootOffset = vec2.subtract(
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vec2.create(),
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CharacterPhysical.desiredLeftFootOffset,
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CharacterPhysical.centerOfMass,
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);
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private static readonly rightFootOffset = vec2.subtract(
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vec2.create(),
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CharacterPhysical.desiredRightFootOffset,
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CharacterPhysical.centerOfMass,
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);
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public static readonly boundRadius =
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(CharacterPhysical.headRadius + CharacterPhysical.feetRadius * 2) * 2;
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private timeSinceDying = 0;
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private isDestroyed = false;
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private timeSinceBorn = 0;
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private hasJustBorn = true;
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private direction = 0;
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private currentPlanet?: PlanetPhysical;
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private secondsSinceOnSurface = 1000;
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public head: CirclePhysical;
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public leftFoot: CirclePhysical;
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public rightFoot: CirclePhysical;
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public bound: CirclePhysical;
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private movementActions: Array<MoveActionCommand> = [];
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private lastMovementAction: MoveActionCommand = new MoveActionCommand(vec2.create());
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private headVelocity = new Circle(vec2.create(), 0);
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private leftFootVelocity = new Circle(vec2.create(), 0);
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private rightFootVelocity = new Circle(vec2.create(), 0);
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protected commandExecutors: CommandExecutors = {
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[StepCommand.type]: this.step.bind(this),
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[ReactToCollisionCommand.type]: this.onCollision.bind(this),
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};
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constructor(
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name: string,
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killCount: number,
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deathCount: number,
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team: CharacterTeam,
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private readonly container: PhysicalContainer,
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startPosition: vec2,
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) {
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super(id(), name, killCount, deathCount, team, settings.playerMaxHealth);
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this.head = new CirclePhysical(
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vec2.add(vec2.create(), startPosition, CharacterPhysical.headOffset),
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CharacterPhysical.headRadius,
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this,
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container,
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);
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this.leftFoot = new CirclePhysical(
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vec2.add(vec2.create(), startPosition, CharacterPhysical.leftFootOffset),
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CharacterPhysical.feetRadius,
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this,
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container,
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);
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this.rightFoot = new CirclePhysical(
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vec2.add(vec2.create(), startPosition, CharacterPhysical.rightFootOffset),
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CharacterPhysical.feetRadius,
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this,
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container,
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);
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container.addObject(this.head);
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container.addObject(this.leftFoot);
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container.addObject(this.rightFoot);
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this.bound = new CirclePhysical(
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vec2.create(),
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CharacterPhysical.boundRadius,
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this,
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container,
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);
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}
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private hasGeneratedPoints = false;
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private getPoints(game: CommandReceiver) {
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if (!this.isAlive && !this.hasGeneratedPoints) {
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this.hasGeneratedPoints = true;
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const decla = this.team === CharacterTeam.decla ? 0 : settings.playerKillPoint;
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const red = this.team === CharacterTeam.red ? 0 : settings.playerKillPoint;
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game.handleCommand(new GeneratePointsCommand(decla, red));
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}
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}
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public get isAlive(): boolean {
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return !this.isDestroyed;
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}
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public handleMovementAction(c: MoveActionCommand) {
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this.movementActions.push(c);
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}
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public addKill() {
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this.killCount++;
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this.remoteCall('setKillCount', this.killCount);
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}
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public onCollision({ other }: ReactToCollisionCommand) {
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if (
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other instanceof ProjectilePhysical &&
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other.team !== this.team &&
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other.isAlive
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) {
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other.destroy();
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this.health -= other.strength;
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this.remoteCall('setHealth', this.health);
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if (this.health <= 0 && this.isAlive) {
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this.onDie();
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other.originator.addKill();
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}
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}
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}
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public shootTowards(position: vec2) {
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if (!this.isAlive) {
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return;
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}
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const direction = vec2.subtract(vec2.create(), position, this.center);
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vec2.normalize(direction, direction);
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const velocity = vec2.scale(direction, direction, settings.projectileSpeed);
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const strength = this.projectileStrength / 2;
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this.projectileStrength -= strength;
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const projectile = new ProjectilePhysical(
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vec2.clone(this.center),
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20,
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strength,
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this.team,
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velocity,
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this,
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this.container,
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);
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this.container.addObject(projectile);
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this.remoteCall('onShoot', strength);
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}
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public get boundingBox(): BoundingBoxBase {
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this.bound.center = this.head.center;
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return this.bound.boundingBox;
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}
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public get gameObject(): this {
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return this;
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}
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public get center(): vec2 {
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const bodyCenter = vec2.add(vec2.create(), this.head.center, this.leftFoot.center);
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vec2.add(bodyCenter, bodyCenter, this.rightFoot.center);
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return vec2.scale(bodyCenter, bodyCenter, 1 / 3);
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}
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public distance(target: vec2): number {
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return (
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Math.min(
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this.head.distance(target),
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this.leftFoot.distance(target),
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this.rightFoot.distance(target),
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) - 5
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);
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}
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private averageAndResetMovementActions(): vec2 {
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let direction: vec2;
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if (this.movementActions.length === 0) {
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direction = vec2.clone(this.lastMovementAction.direction);
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} else {
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direction = this.movementActions.reduce(
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(sum, current) => vec2.add(sum, sum, current.direction),
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vec2.create(),
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);
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vec2.scale(direction, direction, 1 / this.movementActions.length);
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this.lastMovementAction = last(this.movementActions)!;
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this.movementActions = [];
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}
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return vec2.length(direction) > 0
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? vec2.normalize(direction, direction)
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: vec2.create();
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}
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private animateScaling(q: number) {
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this.head.radius = CharacterPhysical.headRadius * q;
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this.leftFoot.radius = this.rightFoot.radius = CharacterPhysical.feetRadius * q;
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}
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public getPropertyUpdates(): PropertyUpdatesForObject {
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return new PropertyUpdatesForObject(this.id, [
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new UpdatePropertyCommand('head', this.head, this.headVelocity),
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new UpdatePropertyCommand('leftFoot', this.leftFoot, this.leftFootVelocity),
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new UpdatePropertyCommand('rightFoot', this.rightFoot, this.rightFootVelocity),
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]);
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}
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private setPropertyUpdates(
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oldHead: Circle,
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oldLeftFoot: Circle,
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oldRightFoot: Circle,
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deltaTime: number,
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) {
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this.headVelocity = new Circle(
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vec2.scale(
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oldHead.center,
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vec2.subtract(oldHead.center, this.head.center, oldHead.center),
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1 / deltaTime,
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),
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(this.head.radius - oldHead.radius) / deltaTime,
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);
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this.leftFootVelocity = new Circle(
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vec2.scale(
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oldLeftFoot.center,
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vec2.subtract(oldLeftFoot.center, this.leftFoot.center, oldLeftFoot.center),
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1 / deltaTime,
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),
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(this.leftFoot.radius - oldLeftFoot.radius) / deltaTime,
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);
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this.rightFootVelocity = new Circle(
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vec2.scale(
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oldRightFoot.center,
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vec2.subtract(oldRightFoot.center, this.rightFoot.center, oldRightFoot.center),
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1 / deltaTime,
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),
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(this.rightFoot.radius - oldRightFoot.radius) / deltaTime,
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);
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this.animateScaling(1);
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}
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private step({ deltaTimeInSeconds, game }: StepCommand) {
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this.getPoints(game);
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const oldHead = new Circle(vec2.clone(this.head.center), this.head.radius);
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const oldLeftFoot = new Circle(
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vec2.clone(this.leftFoot.center),
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this.leftFoot.radius,
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);
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const oldRightFoot = new Circle(
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vec2.clone(this.rightFoot.center),
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this.rightFoot.radius,
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);
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if (this.isDestroyed) {
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if ((this.timeSinceDying += deltaTimeInSeconds) > settings.spawnDespawnTime) {
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this.destroy();
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} else {
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this.animateScaling(1 - this.timeSinceDying / settings.spawnDespawnTime);
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}
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this.setPropertyUpdates(oldHead, oldLeftFoot, oldRightFoot, deltaTimeInSeconds);
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return;
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}
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if (this.hasJustBorn) {
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if ((this.timeSinceBorn += deltaTimeInSeconds) > settings.spawnDespawnTime) {
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this.hasJustBorn = false;
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} else {
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this.animateScaling(this.timeSinceBorn / settings.spawnDespawnTime);
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}
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this.setPropertyUpdates(oldHead, oldLeftFoot, oldRightFoot, deltaTimeInSeconds);
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return;
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}
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if ((this.secondsSinceOnSurface += deltaTimeInSeconds) > 0.5) {
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this.currentPlanet = undefined;
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}
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this.projectileStrength = Math.min(
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settings.playerMaxStrength,
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this.projectileStrength +
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settings.playerStrengthRegenerationPerSeconds * deltaTimeInSeconds,
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);
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this.currentPlanet?.takeControl(this.team, deltaTimeInSeconds);
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const intersectingWithForceField = this.container.findIntersecting(
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getBoundingBoxOfCircle(
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new Circle(
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this.center,
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CharacterPhysical.boundRadius + settings.maxGravityDistance,
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),
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),
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);
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const direction = this.averageAndResetMovementActions();
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const movementForce = vec2.scale(direction, direction, settings.maxAcceleration);
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this.applyForce(this.leftFoot, movementForce, deltaTimeInSeconds);
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this.applyForce(this.rightFoot, movementForce, deltaTimeInSeconds);
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if (!this.currentPlanet) {
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const leftFootGravity = forceAtPosition(
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this.leftFoot.center,
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intersectingWithForceField,
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);
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const rightFootGravity = forceAtPosition(
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this.rightFoot.center,
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intersectingWithForceField,
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);
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this.applyForce(this.leftFoot, leftFootGravity, deltaTimeInSeconds);
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this.applyForce(this.rightFoot, rightFootGravity, deltaTimeInSeconds);
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const sumForce = vec2.subtract(vec2.create(), leftFootGravity, movementForce);
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this.setDirection(vec2.length(sumForce) === 0 ? vec2.fromValues(0, -1) : sumForce);
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} else {
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const leftFootGravity = this.currentPlanet!.getForce(this.leftFoot.center);
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const rightFootGravity = this.currentPlanet!.getForce(this.rightFoot.center);
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vec2.add(leftFootGravity, leftFootGravity, rightFootGravity);
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const gravity = vec2.scale(leftFootGravity, leftFootGravity, 0.5);
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if (vec2.dot(movementForce, gravity) < -vec2.length(movementForce) * 0.8) {
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vec2.scale(gravity, gravity, 0.35);
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}
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const scaledLeftFootGravity = vec2.scale(
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vec2.create(),
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this.leftFoot.lastNormal,
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vec2.dot(this.leftFoot.lastNormal, gravity),
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);
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this.applyForce(this.leftFoot, scaledLeftFootGravity, deltaTimeInSeconds);
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const scaledRightFootGravity = vec2.scale(
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vec2.create(),
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this.rightFoot.lastNormal,
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vec2.dot(this.rightFoot.lastNormal, gravity),
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);
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this.applyForce(this.rightFoot, scaledRightFootGravity, deltaTimeInSeconds);
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if (vec2.length(gravity) <= 100) {
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this.currentPlanet = undefined;
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}
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this.setDirection(gravity);
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}
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this.keepPosture(deltaTimeInSeconds);
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this.stepBodyPart(this.leftFoot, deltaTimeInSeconds);
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this.stepBodyPart(this.rightFoot, deltaTimeInSeconds);
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this.stepBodyPart(this.head, deltaTimeInSeconds);
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this.setPropertyUpdates(oldHead, oldLeftFoot, oldRightFoot, deltaTimeInSeconds);
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}
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private setDirection(direction: vec2) {
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this.direction = interpolateAngles(
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this.direction,
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Math.atan2(direction.y, direction.x) + Math.PI / 2,
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0.2,
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);
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}
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private keepPosture(deltaTime: number) {
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const center = this.center;
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this.springMove(
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this.leftFoot,
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center,
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CharacterPhysical.leftFootOffset,
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deltaTime,
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3000,
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);
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this.springMove(
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this.rightFoot,
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center,
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CharacterPhysical.rightFootOffset,
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deltaTime,
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3000,
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);
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this.springMove(this.head, center, CharacterPhysical.headOffset, deltaTime, 7000);
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}
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private springMove(
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object: CirclePhysical,
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center: vec2,
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offset: vec2,
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deltaTime: number,
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strength: number,
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) {
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const desiredPosition = vec2.add(vec2.create(), center, offset);
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vec2.rotate(desiredPosition, desiredPosition, center, this.direction);
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const positionDelta = vec2.subtract(vec2.create(), desiredPosition, object.center);
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const positionDeltaLength = vec2.length(positionDelta);
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if (positionDeltaLength > 0) {
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const positionDeltaDirection = vec2.normalize(vec2.create(), positionDelta);
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vec2.scale(
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positionDelta,
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positionDeltaDirection,
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positionDeltaLength ** 2 * deltaTime * strength,
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);
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if (vec2.length(positionDelta) * deltaTime * deltaTime > positionDeltaLength) {
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vec2.scale(
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positionDelta,
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positionDelta,
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positionDeltaLength / (vec2.length(positionDelta) * deltaTime * deltaTime),
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);
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}
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object.applyForce(positionDelta, deltaTime);
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}
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}
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private stepBodyPart(part: CirclePhysical, deltaTime: number) {
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const { hitObject } = part.stepManually(deltaTime);
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if (hitObject instanceof PlanetPhysical) {
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this.secondsSinceOnSurface = 0;
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this.currentPlanet = hitObject;
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}
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}
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public applyForce(circle: CirclePhysical, force: vec2, timeInSeconds: number) {
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vec2.add(
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circle.velocity,
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circle.velocity,
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vec2.scale(vec2.create(), force, timeInSeconds),
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);
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}
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public onDie() {
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this.isDestroyed = true;
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this.remoteCall('onDie');
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}
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private destroy() {
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this.container.removeObject(this);
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this.container.removeObject(this.head);
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this.container.removeObject(this.leftFoot);
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this.container.removeObject(this.rightFoot);
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}
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}
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