forked from noxious/server
New move mechanic
This commit is contained in:
parent
fd3e503966
commit
cd538bc4db
@ -5,6 +5,7 @@ import prisma from '../../utilities/Prisma'
|
|||||||
import { AStar, type Node } from '../../utilities/Player/AStar'
|
import { AStar, type Node } from '../../utilities/Player/AStar'
|
||||||
import Rotation from '../../utilities/Player/Rotation'
|
import Rotation from '../../utilities/Player/Rotation'
|
||||||
import { ExtendedCharacter as Character } from '../../utilities/Types'
|
import { ExtendedCharacter as Character } from '../../utilities/Types'
|
||||||
|
import { start } from 'node:repl'
|
||||||
|
|
||||||
interface SocketResponse {
|
interface SocketResponse {
|
||||||
position_x: number
|
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) {
|
async function moveAlongPath(socket: TSocket, io: Server, path: Node[], grid: number[][], moveToken: Symbol) {
|
||||||
if (!socket.character) return
|
if (!socket.character) return
|
||||||
|
|
||||||
for (let i = 0; i < path.length; i++) {
|
const totalSteps = path.length
|
||||||
// Check if this movement has been cancelled
|
const updateInterval = 50 // milliseconds between updates
|
||||||
if (characterMoveTokens.get(socket.character.id) !== moveToken) {
|
const totalDuration = totalSteps * 250 // total duration of movement
|
||||||
console.log('Movement cancelled for character', socket.character.id)
|
|
||||||
return
|
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) {
|
if (socket.character) {
|
||||||
socket.character.isMoving = false
|
socket.character.isMoving = false
|
||||||
io.in(socket.character.zoneId.toString()).emit('character:moved', socket.character)
|
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 {
|
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) {
|
async function updateCharacterPosition(character: Character, x: number, y: number, rotation: number) {
|
||||||
|
Loading…
x
Reference in New Issue
Block a user