Added logics for a* pathfinding , rotation calculation and anti cheat, npm update.
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@ -2,6 +2,8 @@ import { Server } from 'socket.io'
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import { TSocket } from '../../utilities/Types'
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import ZoneManager from '../../managers/ZoneManager'
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import prisma from '../../utilities/Prisma'
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import AStar from '../../utilities/Player/AStar'
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import Rotation from '../../utilities/Player/Rotation'
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type SocketResponseT = {
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position_x: number
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@ -18,24 +20,59 @@ export default function (socket: TSocket, io: Server) {
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return
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}
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socket.character.position_x = data.position_x
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socket.character.position_y = data.position_y
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const start = {
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x: socket.character.position_x,
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y: socket.character.position_y,
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g: 0,
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h: 0,
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f: 0
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}
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const end = {
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x: data.position_x,
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y: data.position_y,
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g: 0,
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h: 0,
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f: 0
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}
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await prisma.character.update({
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where: {
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id: socket.character.id
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},
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data: {
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position_x: data.position_x,
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position_y: data.position_y
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}
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})
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const grid = await ZoneManager.getGrid(socket.character.zoneId)
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ZoneManager.updateCharacterInZone(socket.character.zoneId, socket.character)
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console.log(socket.character)
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if (grid.length === 0) {
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console.log('character:move error', 'Grid not found')
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return
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}
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io.in(socket.character.zoneId.toString()).emit('character:moved', socket.character)
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} catch (error: any) {
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const path = AStar.findPath(start, end, grid)
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if (path.length > 0) {
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const finalPosition = path[path.length - 1]
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// Calculate the rotation
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const rotation = Rotation.calculate(socket.character.position_x, socket.character.position_y, finalPosition.x, finalPosition.y)
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socket.character.position_x = finalPosition.x
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socket.character.position_y = finalPosition.y
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socket.character.rotation = rotation // Assuming character has a rotation property
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await prisma.character.update({
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where: {
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id: socket.character.id
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},
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data: {
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position_x: finalPosition.x,
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position_y: finalPosition.y,
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rotation: rotation // Update the rotation in the database
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}
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})
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ZoneManager.updateCharacterInZone(socket.character.zoneId, socket.character)
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io.in(socket.character.zoneId.toString()).emit('character:moved', socket.character)
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console.log(socket.character)
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} else {
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console.log('character:move error', 'No valid path found')
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}
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} catch (error) {
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console.log('character:move error', error)
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}
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})
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