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8a9d5414f8
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8a9d5414f8 | |||
932fcaceb3 |
2 changed files with 165 additions and 117 deletions
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@ -1,18 +1,54 @@
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// "EntityManager": Create entity objects and apply transformations to them.
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// + Functions are here, as to avoid storing unecessary data in the server store.
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// A bold attempt at functional programming in a videogame entity system
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import { makePuppet, puppet, puppetEntry } from "./Puppetmaster";
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// import { ability } from "./AbilityManager";
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// I spent a lot of time thinking about the names for these types and they still suck
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type modifiers = readonly [power: number, speed: number, defense: number, resistance: number]; // values used for calculation, only modified by buffs and debuffs (the first group is additive, the second multiplicative)
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const entityTags = ["minion"] as const
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type modifiers = readonly [power: number, speed: number, defense: number, resistance: number]; // values used for calculation, only modified by buffs and debuffs
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type statuses = readonly [health: number, barrier: number]; // values used to store an entity's current status (more existential than stats)
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type statusEffect = readonly [string, modifiers, entityTransformTemplate, number];
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type entityTag = typeof entityTags[number]
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export interface entityId {
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readonly name: string;
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readonly team: "players" | "enemies";
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readonly tags: {
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[tagName in entityTag]: boolean;
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};
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}
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export interface entityProperties {
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readonly id: entityId,
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readonly baseModifiers: modifiers,
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readonly maxStatuses: statuses,
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readonly baseStatusEffects: statusEffect[],// Permanent immunities/status effects
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}
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export interface entityStatuses {
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readonly statuses: statuses; // Health and stuff that change constantly
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readonly statusEffects: statusEffect[]; // Burn, poison, etc.
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}
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type entityTransformType = "support" | "attack";
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type healthTransformValue = [magnitude: number, affectsHealth: boolean, affectsBarrier: boolean]
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interface entityTransformTemplate {
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healthTransformValue: healthTransformValue,
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statusEffectsGranted?: placeholder[]; // TBA (Stuff like burn, slow, stun, etc.)
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}
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type entityTransformDeterminer = (
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entityPerformingId: entityId,
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entityReceivingId: entityId,
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entityPerformingPuppet: puppet,
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entityReceivingPuppet: puppet,
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) => [entityTransformType, entityTransformTemplate] | false;
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interface ability {
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placeholder: entityTransformDeterminer; // TBA (Most abilities will not be a single instant of damage/heal)
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}
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// Immunities are just status effects that take the place of a damaging status effect (so ones of that type can't be added) but don't do anything
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// Status effects have a strength value that determines whether they can override another status effect of the same type (holy inferno can replace burn but burn can't replace holy inferno)
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export interface entityController {
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export interface entityController {//Deprecated
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setPosition: (location: Vector3) => void;
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useAbility: (abilityName: string, activating: boolean) => void;
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}
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export interface entityModifier {}
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export interface entityModifier {}// Deprecated
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/* Prototype
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entityTransform(setOfAllEntities: entity[], actingEntity: entity, ability destructured to {hitBoxList, modificationList})
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const entitiesEligible = getAffectedEntities(setOfAllEntities, actingEntity)
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@ -31,25 +67,6 @@ export interface entityModifier {}
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const ableToUse = completeAbility ? canUseAbility(now, completeAbility) : completeAbility // canUseAbility should return the first abilityPart
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return resultOfFirstAbilityPart = ableToUse ? useAbilityPart(ability.firstPart, setOfAllEntities, thisEntity) : [ableToUse]
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*/
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interface entityStats {
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statuses: statuses; // Health and stuff that change constantly
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/* immunities: {
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[statusEffectName: string]: boolean | undefined;
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};*/
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statusEffects: statusEffect[]; // Burn, poison, etc.
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}
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interface entityId {
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readonly name: string;
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readonly team: "players" | "enemies";
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readonly isMinion: boolean;
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}
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export interface entity {
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readonly id: entityId;
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stats: entityStats;
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baseModifiers: modifiers; // Base modifiers that change only when the player switches weapons or something
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maxStatuses: statuses;
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puppet: puppet;
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}
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// type entityTransform = (entity: entity) => entity;
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// interface entityTransformTemplate {
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@ -65,23 +82,6 @@ export interface entity {
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excludesSelf: boolean,
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affectsSameTeam: boolean,
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*/ //}
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type entityTransformType = "heal" | "attack";
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interface entityTransformTemplate {
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thingus: entityTransformType;
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magnitude: number;
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affectsHealth: boolean;
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affectsBarrier: boolean;
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statusEffectsGranted?: placeholder[]; // TBA (Stuff like burn, slow, stun, etc.)
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}
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type entityTransformDeterminer = (
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entityPerformingId: entityId,
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entityReceivingId: entityId,
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entityPerformingPuppet: puppet,
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entityReceivingPuppet: puppet,
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) => entityTransformTemplate | false;
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interface ability {
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placeholder: entityTransformDeterminer; // TBA (Most abilities will not be a single instant of damage/heal)
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}
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// type entityTransformTemplate = [entityTransformEligibilityTemplate, entityTransformApplicationTemplate]
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/*function isEligibleForTransform(entityPerformingTransform: entity, entityReceivingTransform: entity, eligibilityTemplate: entityTransformEligibilityTemplate): false | [boolean] { // This function sucks
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const entityReceivingId = entityReceivingTransform.id
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@ -100,27 +100,57 @@ interface ability {
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}
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return [onSameTeam]
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}*/
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function applyEntityToAttack(
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entityModifiers: modifiers,
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entityStatusEffects: statusEffect[],
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magnitude: number,
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): number {
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const attack = applyModifiersToAttack(magnitude, entityModifiers);
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// + Apply status effects of performing entity to attack (e.g. weaken)
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return attack;
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}
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/*function applyAttackToEntityStats() {//else if (transformType === "heal") {
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// Apply receiver's status effects to incoming heal
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const newEntityStatuses = applyHealToStatuses(
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entityStats.statuses, // DRY alert
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magnitude,
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entityTransformTemplate.affectsHealth,
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entityTransformTemplate.affectsBarrier,
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maxStatuses,
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);
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// + Add or remove status effects (don't compare against immunities)
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return {
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statuses: newEntityStatuses,
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statusEffects: entityStats.statusEffects, // Placeholder
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};
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}*/
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function applyAttackToEntityStatuses(
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entityStatuses: statuses,
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entityTransformTemplate: entityTransformTemplate,
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entityModifiers: modifiers,
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entityStatusEffects: statusEffect[],
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attack: number,
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affectsHealth: boolean,
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affectsBarrier: boolean,
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): statuses {
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// Not sure if this should return a whole entity
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// + Apply status effects of receiving entity to damage (e.g. armor break)
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const damage = applyModifiersToAttack(attack, entityModifiers);
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const newStatuses = applyDamageToStatuses(entityStatuses, damage, affectsHealth, affectsBarrier);
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const modifiedDamage = applyModifiersToDamage(entityTransformTemplate.magnitude, entityModifiers);
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const newStatuses = applyDamageToStatuses(entityStatuses, modifiedDamage, entityTransformTemplate.affectsHealth, entityTransformTemplate.affectsBarrier);
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return entityStatuses;
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}
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/*function applyHealToEntityStats() {//if (transformType === "attack") {
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// Apply receiver's status effects to incoming damage
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const incomingDamage = applyModifiersToDamage(magnitude, baseModifiers);
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const newEntityStatuses = applyDamageToStatuses(
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entityStats.statuses,
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incomingDamage,
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entityTransformTemplate.affectsHealth,
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entityTransformTemplate.affectsBarrier,
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);
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// + Add or remove status effects (compare against immunities)
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return {
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statuses: newEntityStatuses,
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statusEffects: entityStats.statusEffects, // Placeholder
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};
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} */
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function applyHealToEntityStatuses(
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entityStatuses: statuses,
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entityTransformTemplate: entityTransformTemplate,
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entityModifiers: modifiers,
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entityMaxStatuses: statuses,
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entityStatusEffects: statusEffect[],
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): statuses {
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// + Apply status effects of receiving entity to damage (e.g. heal up)
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const newStatuses = applyHealToStatuses(entityStatuses, entityTransformTemplate.magnitude, entityTransformTemplate.affectsHealth, entityTransformTemplate.affectsBarrier, entityMaxStatuses);
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return entityStatuses;
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}
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// ? Are you meant to pipe determineEntityTransform into the resulting function?
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@ -131,53 +161,33 @@ function applyAttackToEntityStatuses(
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return false; // Placeholder
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}
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*/
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function transformEntityStats(
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entityPerformingTransform: entity,
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function applyEntityToAttack(
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entityModifiers: modifiers,
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entityStatusEffects: statusEffect[],
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entityTransformTemplate: entityTransformTemplate,
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): entityTransformTemplate {
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const outgoingAttack = applyModifiersToAttack(entityTransformTemplate.magnitude, entityModifiers);
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// + Apply user's status effects to outgoing attack
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// (Old; same thing) + Apply status effects of performing entity to attack (e.g. weaken)
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entityTransformTemplate.magnitude = outgoingAttack; // Mutating is cringe, but the other parts of the transform need to be defined first
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return entityTransformTemplate;
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}
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function applyEntityToHeal(
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entityModifiers: modifiers,
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entityStatusEffects: statusEffect[],
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entityTransformTemplate: entityTransformTemplate,
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): entityTransformTemplate {
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// + Apply user's status effects to outgoing heal
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return entityTransformTemplate // There could be a heal modifier later
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}
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/*function transformEntityStats(
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entityStats: entityStats,
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entityTransformTemplate: entityTransformTemplate,
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baseModifiers: modifiers,
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maxStatuses: statuses,
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): entityStats {
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const transformType = entityTransformTemplate.thingus;
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if (transformType === "attack") {
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const outgoingAttack = applyModifiersToAttack(
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entityTransformTemplate.magnitude,
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entityPerformingTransform.baseModifiers,
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);
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// Apply user's status effects to outgoing attack
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// Apply receiver's status effects to incoming damage
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const incomingDamage = applyModifiersToDamage(outgoingAttack, baseModifiers);
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const newEntityStatuses = applyDamageToStatuses(
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entityStats.statuses,
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incomingDamage,
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entityTransformTemplate.affectsHealth,
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entityTransformTemplate.affectsBarrier,
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);
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// Add or remove status effects
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return {
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statuses: newEntityStatuses,
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statusEffects: entityStats.statusEffects, // Placeholder
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};
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} else if (transformType === "heal") {
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const outgoingHeal = entityTransformTemplate.magnitude; // There could be a heal modifier later
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// Apply user's status effects to outgoing heal
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// Apply receiver's status effects to incoming heal
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const newEntityStatuses = applyHealToStatuses(
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entityStats.statuses, // DRY alert
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outgoingHeal,
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entityTransformTemplate.affectsHealth,
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entityTransformTemplate.affectsBarrier,
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maxStatuses,
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);
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// Add or remove status effects
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return {
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statuses: newEntityStatuses,
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statusEffects: entityStats.statusEffects, // Placeholder
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};
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} else {
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throw "Unknown entity transform type " + transformType; // Should be never
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}
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}
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const magnitude = entityTransformTemplate.magnitude*/
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//}
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/*interface entityTransform extends entityTransformTemplate {
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specificEntity?: string,
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team: "players" | "enemies",
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@ -297,28 +307,61 @@ function getEntityByName(entityList: entity[], entityName: string): success<enti
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return [false, "Entity not found"];
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}
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function getAbility() {}
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function applyEntityTransformToEntityStatuses(entityTransform: entityTransformTemplate, statuses: statuses, maxStatuses: statuses) {
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}
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function applyEntityTransformToEntityList(
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entityList: entity[],
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entityTransformDeterminer: entityTransformDeterminer,
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entityPerformingTransform: entity,
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aim: Vector3,
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): [entity[], placeholder[]?] {
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const entityPerformingTransformModifiers = entityPerformingTransform.baseModifiers
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const entityPerformingTransformStatusEffects = entityPerformingTransform.stats.statusEffects // Not good
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const newEntityList = entityList.map(function (entityReceivingTransform: entity): entity {
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const entityTransformTemplate = entityTransformDeterminer(
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const entityTransform = entityTransformDeterminer(
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entityPerformingTransform.id,
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entityReceivingTransform.id,
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entityPerformingTransform.puppet,
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entityReceivingTransform.puppet,
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);
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const newEntityStats = entityTransformTemplate
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? transformEntityStats(
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entityPerformingTransform,
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entityReceivingTransform.stats,
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entityTransformTemplate,
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entityReceivingTransform.baseModifiers,
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entityReceivingTransform.maxStatuses,
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)
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: entityReceivingTransform.stats;
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if (entityTransform) {
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const entityStatuses = entityPerformingTransform.stats.statuses
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const [entityTransformType, entityTransformTemplate] = entityTransform
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if (entityTransformType === "attack") {
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const outgoingTransformTemplate = applyEntityToAttack(
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entityPerformingTransformModifiers,
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entityPerformingTransformStatusEffects,
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entityTransformTemplate
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);
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const newEntityStatuses = outgoingTransformTemplate
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? applyAttackToEntityStatuses(
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entityStatuses,
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entityTransformTemplate,
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entityReceivingTransform.baseModifiers,
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entityReceivingTransform.stats.statusEffects, // This is also cringe
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)
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: entityStatuses; // Also cringe
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} else {
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assert(entityTransformType === "heal")
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const outgoingTransformTemplate = applyEntityToHeal( // Lots of DRY violations here
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entityPerformingTransformModifiers,
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entityPerformingTransformStatusEffects,
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entityTransformTemplate
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);
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const newEntityStatuses = outgoingTransformTemplate
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? applyHealToEntityStatuses(
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entityStatuses,
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entityTransformTemplate,
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entityReceivingTransform.baseModifiers,
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entityReceivingTransform.maxStatuses,
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entityReceivingTransform.stats.statusEffects, // So much cringe
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)
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: entityStatuses;
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}
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} else {
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return entityReceivingTransform;
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}
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});
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return [newEntityList];
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}
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@ -386,4 +429,4 @@ class entityManager extends actorClass<entityManagerRequest> {
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export function initEntityManager() {
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return new entityManager();
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}
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*/
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*/
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@ -1,5 +1,5 @@
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// "The": Handle events.
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import { entity, getEntityByName/*entityManagerRequest /*makeEntity, entityController*/ } from "./EntityManager";
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import { entityId, entityProperties, entityStatuses/*entityManagerRequest /*makeEntity, entityController*/ } from "./EntityManager";
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import { applyRequestsToPlayerStorage, playerManagerRequest } from "./PlayerManager"
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export type sceneManagerRequest = [Player, "useAbility", Vector3] | [Player, "foo", "bar"]
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type endConditionFunction = (containedScenes: scene[], containedEntities: entity[], timeElapsed: number) => boolean
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@ -8,11 +8,16 @@ export interface sceneTemplate {
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readonly onCompletion: readonly playerManagerRequest[] // Requests to get sent out when the scene ends
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}
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export interface scene extends sceneTemplate {
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containedScenes?: {
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/*containedScenes?: {
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[sceneName: string]: scene | undefined
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}; // Scenes within this scene that are isolated from each other and can be run in parallel
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}; // Scenes within this scene that are isolated from each other and can be run in parallel
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// Not necessarily "A list of events that need to return true (in sequence) to complete this event", but such events would go there
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containedEntities: entity[]; // A list of entities that need to die to complete the event
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*///Scene nesting is currently cancelled
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containedEntities: string[]; // "A list of entities that need to die to complete the event" (not really but kinda)
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containedEntityProperties: {
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[entityName: string]: entityProperties
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}
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containedEntityStatuses
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players: {
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[userId: number]: [inThisScene: true] | [inThisScene: false, subScene: string] | undefined
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}
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@ -21,7 +26,7 @@ export interface scene extends sceneTemplate {
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export function runScene(scene: scene, now: number): success<[scene, playerManagerRequest[]]> {
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return [true, [scene, []]];
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}
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function getPlayerSceneName(scene: scene, userId: number): success<string | false> {
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/*function getPlayerSceneName(scene: scene, userId: number): success<string | false> {
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let playerSceneLocation = scene.players[userId];
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if (!playerSceneLocation) {
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return [false, "Player does not exist"]; // Some kind of error needs to go here
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|
@ -30,9 +35,9 @@ function getPlayerSceneName(scene: scene, userId: number): success<string | fals
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} else {
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return [true, playerSceneLocation[1]]
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}
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}
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}*/
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function applyRequestToScene(scene: scene, now: number, request: sceneManagerRequest): [scene, playerManagerRequest[]] {
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const playerSceneResult = getPlayerSceneName(scene, request[0].UserId)
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/*const playerSceneResult = getPlayerSceneName(scene, request[0].UserId)
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if (!playerSceneResult[0]) {
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return [scene, []]; // Some kind of error needs to go here
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}
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@ -53,7 +58,7 @@ function applyRequestToScene(scene: scene, now: number, request: sceneManagerReq
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containedScenes[playerSceneName] = sceneRequestResult[0] // This is questionably object-oriented
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scene.containedScenes = containedScenes
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return [scene, sceneRequestResult[1]]
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}
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}*/
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}
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export function applyRequestsToScene(scene: scene, now: number, requests: sceneManagerRequest[]): success<[scene, playerManagerRequest[]]> {
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try {
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