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forked from noxious/server

New move mechanic

This commit is contained in:
Dennis Postma 2024-08-17 20:42:11 +02:00
parent fd3e503966
commit cd538bc4db

View File

@ -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) {