More random changes to entity manager (IDK)

~ Just committing so I can revert changes later if I screw something up
This commit is contained in:
loplkc loplkc 2022-06-21 10:59:31 -04:00
parent 894def692c
commit 932fcaceb3

View file

@ -67,7 +67,6 @@ export interface entity {
*/ //} */ //}
type entityTransformType = "heal" | "attack"; type entityTransformType = "heal" | "attack";
interface entityTransformTemplate { interface entityTransformTemplate {
thingus: entityTransformType;
magnitude: number; magnitude: number;
affectsHealth: boolean; affectsHealth: boolean;
affectsBarrier: boolean; affectsBarrier: boolean;
@ -78,7 +77,7 @@ type entityTransformDeterminer = (
entityReceivingId: entityId, entityReceivingId: entityId,
entityPerformingPuppet: puppet, entityPerformingPuppet: puppet,
entityReceivingPuppet: puppet, entityReceivingPuppet: puppet,
) => entityTransformTemplate | false; ) => [entityTransformType, entityTransformTemplate] | false;
interface ability { interface ability {
placeholder: entityTransformDeterminer; // TBA (Most abilities will not be a single instant of damage/heal) placeholder: entityTransformDeterminer; // TBA (Most abilities will not be a single instant of damage/heal)
} }
@ -100,27 +99,57 @@ interface ability {
} }
return [onSameTeam] return [onSameTeam]
}*/ }*/
function applyEntityToAttack(
entityModifiers: modifiers, /*function applyAttackToEntityStats() {//else if (transformType === "heal") {
entityStatusEffects: statusEffect[], // Apply receiver's status effects to incoming heal
magnitude: number, const newEntityStatuses = applyHealToStatuses(
): number { entityStats.statuses, // DRY alert
const attack = applyModifiersToAttack(magnitude, entityModifiers); magnitude,
// + Apply status effects of performing entity to attack (e.g. weaken) entityTransformTemplate.affectsHealth,
return attack; entityTransformTemplate.affectsBarrier,
} maxStatuses,
);
// + Add or remove status effects (don't compare against immunities)
return {
statuses: newEntityStatuses,
statusEffects: entityStats.statusEffects, // Placeholder
};
}*/
function applyAttackToEntityStatuses( function applyAttackToEntityStatuses(
entityStatuses: statuses, entityStatuses: statuses,
entityTransformTemplate: entityTransformTemplate,
entityModifiers: modifiers, entityModifiers: modifiers,
entityStatusEffects: statusEffect[], entityStatusEffects: statusEffect[],
attack: number,
affectsHealth: boolean,
affectsBarrier: boolean,
): statuses { ): statuses {
// Not sure if this should return a whole entity
// + Apply status effects of receiving entity to damage (e.g. armor break) // + Apply status effects of receiving entity to damage (e.g. armor break)
const damage = applyModifiersToAttack(attack, entityModifiers); const modifiedDamage = applyModifiersToDamage(entityTransformTemplate.magnitude, entityModifiers);
const newStatuses = applyDamageToStatuses(entityStatuses, damage, affectsHealth, affectsBarrier); 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; return entityStatuses;
} }
// ? Are you meant to pipe determineEntityTransform into the resulting function? // ? Are you meant to pipe determineEntityTransform into the resulting function?
@ -131,53 +160,33 @@ function applyAttackToEntityStatuses(
return false; // Placeholder return false; // Placeholder
} }
*/ */
function transformEntityStats( function applyEntityToAttack(
entityPerformingTransform: entity, 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, entityStats: entityStats,
entityTransformTemplate: entityTransformTemplate, entityTransformTemplate: entityTransformTemplate,
baseModifiers: modifiers, baseModifiers: modifiers,
maxStatuses: statuses, maxStatuses: statuses,
): entityStats { ): entityStats {
const transformType = entityTransformTemplate.thingus; const magnitude = entityTransformTemplate.magnitude*/
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
}
}
/*interface entityTransform extends entityTransformTemplate { /*interface entityTransform extends entityTransformTemplate {
specificEntity?: string, specificEntity?: string,
team: "players" | "enemies", team: "players" | "enemies",
@ -303,22 +312,52 @@ function applyEntityTransformToEntityList(
entityPerformingTransform: entity, entityPerformingTransform: entity,
aim: Vector3, aim: Vector3,
): [entity[], placeholder[]?] { ): [entity[], placeholder[]?] {
const entityPerformingTransformModifiers = entityPerformingTransform.baseModifiers
const entityPerformingTransformStatusEffects = entityPerformingTransform.stats.statusEffects // Not good
const newEntityList = entityList.map(function (entityReceivingTransform: entity): entity { const newEntityList = entityList.map(function (entityReceivingTransform: entity): entity {
const entityTransformTemplate = entityTransformDeterminer( const entityTransform = entityTransformDeterminer(
entityPerformingTransform.id, entityPerformingTransform.id,
entityReceivingTransform.id, entityReceivingTransform.id,
entityPerformingTransform.puppet, entityPerformingTransform.puppet,
entityReceivingTransform.puppet, entityReceivingTransform.puppet,
); );
const newEntityStats = entityTransformTemplate if (entityTransform) {
? transformEntityStats( const entityStatuses = entityPerformingTransform.stats.statuses
entityPerformingTransform, const [entityTransformType, entityTransformTemplate] = entityTransform
entityReceivingTransform.stats, 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, entityTransformTemplate,
entityReceivingTransform.baseModifiers, entityReceivingTransform.baseModifiers,
entityReceivingTransform.maxStatuses, entityReceivingTransform.maxStatuses,
entityReceivingTransform.stats.statusEffects, // So much cringe
) )
: entityReceivingTransform.stats; : entityStatuses;
}
} else {
return entityReceivingTransform;
}
}); });
return [newEntityList]; return [newEntityList];
} }