Character move bug fix
If already walking and then select an invalid position, isMoving was kept true. This is fixed.
This commit is contained in:
parent
47be8597bf
commit
086c7cd6d6
@ -6,6 +6,7 @@ import MapCharacter from '@/models/mapCharacter'
|
||||
import MapEventTileRepository from '@/repositories/mapEventTileRepository'
|
||||
import CharacterService from '@/services/characterMoveService'
|
||||
import TeleportService from '@/services/characterTeleportService'
|
||||
import type {Character} from "@/entities/character";
|
||||
|
||||
export default class CharacterMove extends BaseEvent {
|
||||
private readonly characterService = CharacterService
|
||||
@ -41,8 +42,6 @@ export default class CharacterMove extends BaseEvent {
|
||||
const movementValidation = this.characterService.validateMovementDistance(currentX, currentY, this.lastKnownPosition, this.STEP_DELAY, mapCharacter.isMoving)
|
||||
|
||||
if (!movementValidation.isValid) {
|
||||
this.logger.warn(`Suspicious movement detected: ${this.socket.characterId}`)
|
||||
// Force position reset
|
||||
character.setPositionX(this.lastKnownPosition!.x).setPositionY(this.lastKnownPosition!.y)
|
||||
this.broadcastMovement(character, false)
|
||||
return
|
||||
@ -71,10 +70,9 @@ export default class CharacterMove extends BaseEvent {
|
||||
this.lastKnownPosition = { x: currentX, y: currentY }
|
||||
|
||||
// Calculate path to target position
|
||||
const path = await this.characterService.calculatePath(mapCharacter.character, Math.floor(positionX), Math.floor(positionY))
|
||||
const path = await this.characterService.calculatePath(character, Math.floor(positionX), Math.floor(positionY))
|
||||
|
||||
if (!path?.length) {
|
||||
this.io.in(mapCharacter.character.map.id).emit(SocketEvent.MAP_CHARACTER_MOVEERROR, 'No valid path found')
|
||||
return
|
||||
}
|
||||
|
||||
@ -105,6 +103,7 @@ export default class CharacterMove extends BaseEvent {
|
||||
try {
|
||||
for (let i = 0; i < path.length - 1; i++) {
|
||||
if (!mapCharacter.isMoving || mapCharacter.currentPath !== path) {
|
||||
this.broadcastMovement(character, false)
|
||||
return
|
||||
}
|
||||
|
||||
@ -118,8 +117,7 @@ export default class CharacterMove extends BaseEvent {
|
||||
nextTile = path[i + 1]
|
||||
|
||||
if (!currentTile || !nextTile || !this.isValidStep(currentTile, nextTile)) {
|
||||
this.logger.error('Invalid movement step detected')
|
||||
break
|
||||
return
|
||||
}
|
||||
|
||||
// Update character rotation and position in a single operation
|
||||
@ -139,7 +137,9 @@ export default class CharacterMove extends BaseEvent {
|
||||
}
|
||||
|
||||
// Broadcast movement
|
||||
this.broadcastMovement(character, true)
|
||||
if (mapCharacter.isMoving && mapCharacter.currentPath === path) {
|
||||
this.broadcastMovement(character, true)
|
||||
}
|
||||
|
||||
// Apply movement delay between steps
|
||||
if (i < path.length - 2) {
|
||||
@ -181,7 +181,7 @@ export default class CharacterMove extends BaseEvent {
|
||||
}
|
||||
}
|
||||
|
||||
private broadcastMovement(character: any, isMoving: boolean): void {
|
||||
private broadcastMovement(character: Character, isMoving: boolean): void {
|
||||
this.io.in(character.map.id).emit(SocketEvent.MAP_CHARACTER_MOVE, {
|
||||
characterId: character.id,
|
||||
positionX: character.getPositionX(),
|
||||
|
Loading…
x
Reference in New Issue
Block a user