From 932fcaceb3addfeaa893b66487a324c2ddf095fd Mon Sep 17 00:00:00 2001 From: loplkc Date: Tue, 21 Jun 2022 10:59:31 -0400 Subject: [PATCH] More random changes to entity manager (IDK) ~ Just committing so I can revert changes later if I screw something up --- src/shared/EntityManager.ts | 179 ++++++++++++++++++++++-------------- 1 file changed, 109 insertions(+), 70 deletions(-) diff --git a/src/shared/EntityManager.ts b/src/shared/EntityManager.ts index cc1e6c9..8c58a2f 100644 --- a/src/shared/EntityManager.ts +++ b/src/shared/EntityManager.ts @@ -67,7 +67,6 @@ export interface entity { */ //} type entityTransformType = "heal" | "attack"; interface entityTransformTemplate { - thingus: entityTransformType; magnitude: number; affectsHealth: boolean; affectsBarrier: boolean; @@ -78,7 +77,7 @@ type entityTransformDeterminer = ( entityReceivingId: entityId, entityPerformingPuppet: puppet, entityReceivingPuppet: puppet, -) => entityTransformTemplate | false; +) => [entityTransformType, entityTransformTemplate] | false; interface ability { placeholder: entityTransformDeterminer; // TBA (Most abilities will not be a single instant of damage/heal) } @@ -100,27 +99,57 @@ interface ability { } return [onSameTeam] }*/ -function applyEntityToAttack( - entityModifiers: modifiers, - entityStatusEffects: statusEffect[], - magnitude: number, -): number { - const attack = applyModifiersToAttack(magnitude, entityModifiers); - // + Apply status effects of performing entity to attack (e.g. weaken) - return attack; -} + + /*function applyAttackToEntityStats() {//else if (transformType === "heal") { + // Apply receiver's status effects to incoming heal + const newEntityStatuses = applyHealToStatuses( + entityStats.statuses, // DRY alert + magnitude, + entityTransformTemplate.affectsHealth, + entityTransformTemplate.affectsBarrier, + maxStatuses, + ); + // + Add or remove status effects (don't compare against immunities) + return { + statuses: newEntityStatuses, + statusEffects: entityStats.statusEffects, // Placeholder + }; + }*/ function applyAttackToEntityStatuses( entityStatuses: statuses, + entityTransformTemplate: entityTransformTemplate, entityModifiers: modifiers, entityStatusEffects: statusEffect[], - attack: number, - affectsHealth: boolean, - affectsBarrier: boolean, ): statuses { - // Not sure if this should return a whole entity // + Apply status effects of receiving entity to damage (e.g. armor break) - const damage = applyModifiersToAttack(attack, entityModifiers); - const newStatuses = applyDamageToStatuses(entityStatuses, damage, affectsHealth, affectsBarrier); + const modifiedDamage = applyModifiersToDamage(entityTransformTemplate.magnitude, entityModifiers); + const newStatuses = applyDamageToStatuses(entityStatuses, modifiedDamage, entityTransformTemplate.affectsHealth, entityTransformTemplate.affectsBarrier); + return entityStatuses; +} + /*function applyHealToEntityStats() {//if (transformType === "attack") { + // Apply receiver's status effects to incoming damage + const incomingDamage = applyModifiersToDamage(magnitude, baseModifiers); + const newEntityStatuses = applyDamageToStatuses( + entityStats.statuses, + incomingDamage, + entityTransformTemplate.affectsHealth, + entityTransformTemplate.affectsBarrier, + ); + // + Add or remove status effects (compare against immunities) + return { + statuses: newEntityStatuses, + statusEffects: entityStats.statusEffects, // Placeholder + }; + } */ +function applyHealToEntityStatuses( + entityStatuses: statuses, + entityTransformTemplate: entityTransformTemplate, + entityModifiers: modifiers, + entityMaxStatuses: statuses, + entityStatusEffects: statusEffect[], +): statuses { + // + Apply status effects of receiving entity to damage (e.g. heal up) + const newStatuses = applyHealToStatuses(entityStatuses, entityTransformTemplate.magnitude, entityTransformTemplate.affectsHealth, entityTransformTemplate.affectsBarrier, entityMaxStatuses); return entityStatuses; } // ? Are you meant to pipe determineEntityTransform into the resulting function? @@ -131,53 +160,33 @@ function applyAttackToEntityStatuses( return false; // Placeholder } */ -function transformEntityStats( - entityPerformingTransform: entity, +function applyEntityToAttack( + entityModifiers: modifiers, + entityStatusEffects: statusEffect[], + entityTransformTemplate: entityTransformTemplate, +): entityTransformTemplate { + const outgoingAttack = applyModifiersToAttack(entityTransformTemplate.magnitude, entityModifiers); + // + Apply user's status effects to outgoing attack + // (Old; same thing) + Apply status effects of performing entity to attack (e.g. weaken) + entityTransformTemplate.magnitude = outgoingAttack; // Mutating is cringe, but the other parts of the transform need to be defined first + return entityTransformTemplate; +} +function applyEntityToHeal( + entityModifiers: modifiers, + entityStatusEffects: statusEffect[], + entityTransformTemplate: entityTransformTemplate, +): entityTransformTemplate { + // + Apply user's status effects to outgoing heal + return entityTransformTemplate // There could be a heal modifier later +} +/*function transformEntityStats( entityStats: entityStats, entityTransformTemplate: entityTransformTemplate, baseModifiers: modifiers, maxStatuses: statuses, ): entityStats { - const transformType = entityTransformTemplate.thingus; - if (transformType === "attack") { - const outgoingAttack = applyModifiersToAttack( - entityTransformTemplate.magnitude, - entityPerformingTransform.baseModifiers, - ); - // Apply user's status effects to outgoing attack - // Apply receiver's status effects to incoming damage - const incomingDamage = applyModifiersToDamage(outgoingAttack, baseModifiers); - const newEntityStatuses = applyDamageToStatuses( - entityStats.statuses, - incomingDamage, - entityTransformTemplate.affectsHealth, - entityTransformTemplate.affectsBarrier, - ); - // Add or remove status effects - return { - statuses: newEntityStatuses, - statusEffects: entityStats.statusEffects, // Placeholder - }; - } else if (transformType === "heal") { - const outgoingHeal = entityTransformTemplate.magnitude; // There could be a heal modifier later - // Apply user's status effects to outgoing heal - // Apply receiver's status effects to incoming heal - const newEntityStatuses = applyHealToStatuses( - entityStats.statuses, // DRY alert - outgoingHeal, - entityTransformTemplate.affectsHealth, - entityTransformTemplate.affectsBarrier, - maxStatuses, - ); - // Add or remove status effects - return { - statuses: newEntityStatuses, - statusEffects: entityStats.statusEffects, // Placeholder - }; - } else { - throw "Unknown entity transform type " + transformType; // Should be never - } -} + const magnitude = entityTransformTemplate.magnitude*/ +//} /*interface entityTransform extends entityTransformTemplate { specificEntity?: string, team: "players" | "enemies", @@ -303,22 +312,52 @@ function applyEntityTransformToEntityList( entityPerformingTransform: entity, aim: Vector3, ): [entity[], placeholder[]?] { + const entityPerformingTransformModifiers = entityPerformingTransform.baseModifiers + const entityPerformingTransformStatusEffects = entityPerformingTransform.stats.statusEffects // Not good const newEntityList = entityList.map(function (entityReceivingTransform: entity): entity { - const entityTransformTemplate = entityTransformDeterminer( + const entityTransform = entityTransformDeterminer( entityPerformingTransform.id, entityReceivingTransform.id, entityPerformingTransform.puppet, entityReceivingTransform.puppet, ); - const newEntityStats = entityTransformTemplate - ? transformEntityStats( - entityPerformingTransform, - entityReceivingTransform.stats, - entityTransformTemplate, - entityReceivingTransform.baseModifiers, - entityReceivingTransform.maxStatuses, - ) - : entityReceivingTransform.stats; + if (entityTransform) { + const entityStatuses = entityPerformingTransform.stats.statuses + const [entityTransformType, entityTransformTemplate] = entityTransform + if (entityTransformType === "attack") { + const outgoingTransformTemplate = applyEntityToAttack( + entityPerformingTransformModifiers, + entityPerformingTransformStatusEffects, + entityTransformTemplate + ); + const newEntityStatuses = outgoingTransformTemplate + ? applyAttackToEntityStatuses( + entityStatuses, + entityTransformTemplate, + entityReceivingTransform.baseModifiers, + entityReceivingTransform.stats.statusEffects, // This is also cringe + ) + : entityStatuses; // Also cringe + } else { + assert(entityTransformType === "heal") + const outgoingTransformTemplate = applyEntityToHeal( // Lots of DRY violations here + entityPerformingTransformModifiers, + entityPerformingTransformStatusEffects, + entityTransformTemplate + ); + const newEntityStatuses = outgoingTransformTemplate + ? applyHealToEntityStatuses( + entityStatuses, + entityTransformTemplate, + entityReceivingTransform.baseModifiers, + entityReceivingTransform.maxStatuses, + entityReceivingTransform.stats.statusEffects, // So much cringe + ) + : entityStatuses; + } + } else { + return entityReceivingTransform; + } }); return [newEntityList]; } @@ -386,4 +425,4 @@ class entityManager extends actorClass { export function initEntityManager() { return new entityManager(); } -*/ +*/ \ No newline at end of file