From cd538bc4db26b29331e44eb3c2fb8a05c43f8d00 Mon Sep 17 00:00:00 2001 From: Dennis Postma Date: Sat, 17 Aug 2024 20:42:11 +0200 Subject: [PATCH] New move mechanic --- src/events/character/Move.ts | 71 ++++++++++++++++++++++-------------- 1 file changed, 43 insertions(+), 28 deletions(-) diff --git a/src/events/character/Move.ts b/src/events/character/Move.ts index c41af9f..86f865f 100644 --- a/src/events/character/Move.ts +++ b/src/events/character/Move.ts @@ -5,6 +5,7 @@ import prisma from '../../utilities/Prisma' import { AStar, type Node } from '../../utilities/Player/AStar' import Rotation from '../../utilities/Player/Rotation' import { ExtendedCharacter as Character } from '../../utilities/Types' +import { start } from 'node:repl' interface SocketResponse { position_x: number @@ -62,44 +63,58 @@ export default function setupCharacterMove(socket: TSocket, io: Server) { async function moveAlongPath(socket: TSocket, io: Server, path: Node[], grid: number[][], moveToken: Symbol) { if (!socket.character) return - for (let i = 0; i < path.length; i++) { - // Check if this movement has been cancelled - if (characterMoveTokens.get(socket.character.id) !== moveToken) { - console.log('Movement cancelled for character', socket.character.id) - return + const totalSteps = path.length + const updateInterval = 50 // milliseconds between updates + const totalDuration = totalSteps * 250 // total duration of movement + + for (let step = 0; step < totalSteps; step++) { + const startTime = Date.now() + + while (Date.now() - startTime < 250) { // 250ms per tile + if (characterMoveTokens.get(socket.character.id) !== moveToken) { + console.log('Movement cancelled for character', socket.character.id) + return + } + + const progress = (Date.now() - startTime) / 250 + const currentPosition = interpolatePosition(path[step], path[step + 1] || path[step], progress) + + if (isObstacle(currentPosition, grid)) { + console.log('Obstacle encountered at', currentPosition) + break + } + + const rotation = step < totalSteps - 1 + ? Rotation.calculate(path[step].x, path[step].y, path[step + 1].x, path[step + 1].y) + : socket.character.rotation + + await updateCharacterPosition(socket.character, currentPosition.x, currentPosition.y, rotation) + + ZoneManager.updateCharacterInZone(socket.character.zoneId, socket.character) + io.in(socket.character.zoneId.toString()).emit('character:moved', socket.character) + + await new Promise(resolve => setTimeout(resolve, updateInterval)) } - - const position = path[i] - if (isObstacle(position, grid)) { - console.log('Obstacle encountered at', position) - break - } - - // Calculate rotation based on the next position in the path - let rotation = socket.character.rotation - if (i < path.length - 1) { - const nextPosition = path[i + 1] - rotation = Rotation.calculate(position.x, position.y, nextPosition.x, nextPosition.y) - } - - await updateCharacterPosition(socket.character, position.x, position.y, rotation) - - ZoneManager.updateCharacterInZone(socket.character.zoneId, socket.character) - io.in(socket.character.zoneId.toString()).emit('character:moved', socket.character) - - // Add a small delay between moves to avoid overwhelming the server - await new Promise((resolve) => setTimeout(resolve, 250)) } - // Movement complete if (socket.character) { socket.character.isMoving = false io.in(socket.character.zoneId.toString()).emit('character:moved', socket.character) } } +function interpolatePosition(start: Node, end: Node, progress: number): Node { + return { + f: 0, g: 0, h: 0, + x: start.x + (end.x - start.x) * progress, + y: start.y + (end.y - start.y) * progress + } +} + function isObstacle(position: Node, grid: number[][]): boolean { - return grid[position.y][position.x] === 1 + const x = Math.floor(position.x) + const y = Math.floor(position.y) + return grid[y] && grid[y][x] === 1 } async function updateCharacterPosition(character: Character, x: number, y: number, rotation: number) {