arena/src/game/combat/combat.js

853 lines
22 KiB
JavaScript

import Phaser from "phaser";
import {
ARENA,
FIGHTER,
COMBAT,
PERFORMANCE,
PROJECTILE,
} from "../../constants.js";
import {
getAttackSpeedMultiplier,
getMovementSpeedMultiplier,
} from "./combatSettings.js";
import {
ensureFighterTeamAnimation,
fighterAttackEffectAnimationKey,
fighterAttackEffectKey,
fighterProjectileKey,
healEffectAnimationKey,
healEffectKey,
} from "../fighter/fighterAssets.js";
import { getFighterStats } from "../fighter/fighterStats.js";
const TARGET_SCAN_INTERVAL_MS = 180;
const TARGET_SCAN_JITTER_MS = 90;
export function prepareCombatFrame(scene) {
scene.combatTargetIndex = createTargetSpatialIndex(scene.fighters ?? []);
}
export function updateFighter(scene, fighter, time, onWinner) {
if (!fighter.active || fighter.isDead || fighter.isFrostStunned || fighter.isLocked) {
fighter.body?.setVelocity(0, 0);
return;
}
const enemy = resolveTargetEnemy(scene, fighter, time);
if (!enemy) {
fighter.body?.setVelocity(0, 0);
return;
}
const deltaX = fighter.x - enemy.x;
const deltaY = fighter.y - enemy.y;
const distance = deltaX * deltaX + deltaY * deltaY;
const attackRange = getAttackRange(fighter);
fighter.setFlipX(enemy.x < fighter.x);
if (distance > attackRange * attackRange) {
scene.physics.moveToObject(
fighter,
enemy,
combatStatsFor(fighter).moveSpeed * fighterMovementSpeedMultiplier(fighter),
);
playIfNeeded(fighter, "walk");
return;
}
fighter.body.setVelocity(0, 0);
if (time >= fighter.nextAttackAt) {
beginAttack(scene, fighter, enemy, time, onWinner);
return;
}
playIfNeeded(fighter, "idle");
}
export function clearCombatObjects(scene) {
scene.combatObjects?.forEach((object) => {
object.cleanup?.();
object.destroy();
});
scene.combatObjects?.clear();
}
function beginAttack(scene, attacker, defender, time, onWinner) {
const attack = createAttackProfile(attacker);
attacker.nextAttackAt =
time + scaledAttackDelay(combatStatsFor(attacker).attackCooldown, attacker);
attacker.isLocked = true;
scene.observeCombat?.(attacker, defender);
scene.triggerFinalCombatSlowMotion?.(attacker, defender, attack.animation);
playAnimation(attacker, attack.animation, fighterAttackSpeedMultiplier(attacker));
switch (getCombatType(attacker)) {
case "projectile":
queueProjectile(scene, attacker, defender, onWinner, attack);
return;
case "instant-spell":
queueInstantSpell(scene, attacker, defender, onWinner, attack);
return;
default:
queueMeleeHit(scene, attacker, defender, onWinner, attack);
}
}
function queueMeleeHit(scene, attacker, defender, onWinner, attack) {
const matchId = scene.matchId;
scene.time.delayedCall(
scaledAttackDelay(combatStatsFor(attacker).windupDelay, attacker),
() => {
applyHit(scene, attacker, defender, onWinner, matchId, {
isCritical: attack.isCritical,
});
},
);
}
function queueProjectile(scene, attacker, defender, onWinner, attack) {
const matchId = scene.matchId;
scene.time.delayedCall(
scaledAttackDelay(combatStatsFor(attacker).windupDelay, attacker),
() => {
if (!isAttackValid(scene, attacker, defender, matchId)) {
return;
}
spawnProjectile(scene, attacker, defender, onWinner, matchId, attack);
},
);
}
function queueInstantSpell(scene, attacker, defender, onWinner, attack) {
const matchId = scene.matchId;
scene.time.delayedCall(
scaledAttackDelay(combatStatsFor(attacker).windupDelay, attacker),
() => {
if (!isAttackValid(scene, attacker, defender, matchId)) {
return;
}
spawnSpellEffect(scene, attacker, defender, onWinner, matchId, attack);
},
);
}
function spawnProjectile(scene, attacker, defender, onWinner, matchId, attack) {
const defenderHitPoint = fighterHitPoint(defender);
const projectileOrigin = projectileSpawnPoint(attacker, defenderHitPoint);
const projectile = scene.physics.add.image(
projectileOrigin.x,
projectileOrigin.y,
fighterProjectileKey(attacker.skin),
);
projectile.setDepth(3);
projectile.setScale(2);
projectile.body.setCircle(
PROJECTILE.HIT_RADIUS,
PROJECTILE.BODY_OFFSET,
PROJECTILE.BODY_OFFSET,
);
projectile.setRotation(
Phaser.Math.Angle.Between(
projectile.x,
projectile.y,
defenderHitPoint.x,
defenderHitPoint.y,
),
);
scene.physics.moveTo(
projectile,
defenderHitPoint.x,
defenderHitPoint.y,
combatStatsFor(attacker).projectileSpeed *
fighterAttackSpeedMultiplier(attacker),
);
trackCombatObject(scene, projectile);
projectile.lastHitCheckX = projectile.x;
projectile.lastHitCheckY = projectile.y;
const hitDefender = () => {
if (projectile.hasHit) {
return;
}
if (!isAttackValid(scene, attacker, defender, matchId)) {
disposeCombatObject(scene, projectile);
return;
}
projectile.hasHit = true;
disposeCombatObject(scene, projectile);
applyHit(scene, attacker, defender, onWinner, matchId, {
isCritical: attack.isCritical,
});
};
const overlap = scene.physics.add.overlap(projectile, defender, hitDefender);
const checkProjectilePath = () => {
if (!projectile.active || projectile.hasHit) {
return;
}
if (!isAttackValid(scene, attacker, defender, matchId)) {
disposeCombatObject(scene, projectile);
return;
}
if (projectilePathHitsDefender(projectile, defender)) {
hitDefender();
return;
}
projectile.lastHitCheckX = projectile.x;
projectile.lastHitCheckY = projectile.y;
};
scene.events.on(Phaser.Scenes.Events.UPDATE, checkProjectilePath);
projectile.cleanup = () => {
overlap.destroy();
scene.events.off(Phaser.Scenes.Events.UPDATE, checkProjectilePath);
};
scene.time.delayedCall(PROJECTILE.LIFETIME, () => {
disposeCombatObject(scene, projectile);
});
}
function spawnSpellEffect(scene, attacker, defender, onWinner, matchId, attack) {
const effect = scene.add.sprite(defender.x, defender.y, fighterAttackEffectKey(attacker.skin));
effect.setDepth(3);
effect.setScale(FIGHTER.SCALE);
effect.play(fighterAttackEffectAnimationKey(attacker.skin));
trackCombatObject(scene, effect);
effect.once(Phaser.Animations.Events.ANIMATION_COMPLETE, () => {
disposeCombatObject(scene, effect);
});
scene.time.delayedCall(
scaledAttackDelay(combatStatsFor(attacker).effectHitDelay, attacker),
() => {
applyHit(scene, attacker, defender, onWinner, matchId, {
isCritical: attack.isCritical,
});
},
);
}
function applyHit(scene, attacker, defender, onWinner, matchId, { isCritical = false } = {}) {
if (!isAttackValid(scene, attacker, defender, matchId)) {
return;
}
if (isCritical) {
spawnCriticalHitLabel(scene, defender);
}
const attackerStats = combatStatsFor(attacker);
defender.hp = isCritical
? 0
: Math.max(
0,
defender.hp - Phaser.Math.Between(attackerStats.damageMin, attackerStats.damageMax),
);
defender.body.setVelocity(0, 0);
if (defender.hp === 0) {
killFighter(defender, attacker, onWinner);
return;
}
defender.isLocked = true;
playAnimation(defender, "hurt");
}
export function applyWorldEffectDamage(scene, defender, damage) {
if (scene.matchOver || !defender?.active || defender.isDead) {
return false;
}
const resolvedDamage = Math.max(0, Math.round(Number(damage) || 0));
if (resolvedDamage === 0) {
return false;
}
defender.hp = Math.max(0, defender.hp - resolvedDamage);
defender.body?.setVelocity(0, 0);
if (defender.hp === 0) {
killFighter(defender);
return true;
}
defender.isLocked = true;
playAnimation(defender, "hurt");
return false;
}
function spawnCriticalHitLabel(scene, defender) {
const scaleRatio = Math.max(1, Math.abs(defender.scaleY) / FIGHTER.SCALE);
const label = scene.add
.text(defender.x, defender.y - 44 * scaleRatio - 24, "Critical!", {
color: "#ffe45c",
fontFamily: "Inter, Pretendard, sans-serif",
fontSize: "24px",
fontStyle: "900",
stroke: "#7b1b11",
strokeThickness: 5,
})
.setOrigin(0.5)
.setDepth(6);
label.cleanup = () => {
scene.tweens.killTweensOf(label);
};
trackCombatObject(scene, label);
scene.tweens.add({
targets: label,
y: label.y - 32,
alpha: 0,
scaleX: 1.12,
scaleY: 1.12,
duration: 520,
ease: "Cubic.Out",
onComplete: () => disposeCombatObject(scene, label),
});
}
function getAttackRange(fighter) {
return combatStatsFor(fighter).attackRange;
}
function getCombatType(fighter) {
return fighter.skin.combat?.type ?? "melee";
}
function createAttackProfile(attacker) {
const isCritical = Math.random() < getCriticalChance(attacker);
return {
animation:
isCritical && attacker.skin.animations.attack03 ? "attack03" : "attack",
isCritical,
};
}
function getCriticalChance(fighter) {
return combatStatsFor(fighter).criticalChance;
}
function isAttackValid(scene, attacker, defender, matchId) {
return (
!scene.matchOver &&
matchId === scene.matchId &&
attacker.active &&
defender.active &&
!attacker.isDead &&
!defender.isDead
);
}
function fighterHitPoint(fighter) {
if (!fighter.body) {
return { x: fighter.x, y: fighter.y };
}
return {
x: fighter.body.center.x,
y: fighter.body.center.y,
};
}
function projectileSpawnPoint(attacker, target) {
const direction = new Phaser.Math.Vector2(target.x - attacker.x, target.y - attacker.y);
if (direction.lengthSq() === 0) {
return { x: attacker.x, y: attacker.y };
}
direction.normalize();
return {
x: attacker.x + direction.x * PROJECTILE.SPAWN_DISTANCE,
y: attacker.y + direction.y * PROJECTILE.SPAWN_DISTANCE,
};
}
function projectilePathHitsDefender(projectile, defender) {
if (!defender.body) {
return false;
}
const projectilePath = new Phaser.Geom.Line(
projectile.lastHitCheckX,
projectile.lastHitCheckY,
projectile.x,
projectile.y,
);
const defenderHitArea = new Phaser.Geom.Rectangle(
defender.body.x - PROJECTILE.HIT_PADDING,
defender.body.y - PROJECTILE.HIT_PADDING,
defender.body.width + PROJECTILE.HIT_PADDING * 2,
defender.body.height + PROJECTILE.HIT_PADDING * 2,
);
return (
Phaser.Geom.Rectangle.Contains(defenderHitArea, projectile.x, projectile.y) ||
Phaser.Geom.Intersects.LineToRectangle(projectilePath, defenderHitArea)
);
}
function killFighter(defender, winner, onWinner) {
defender.isDead = true;
defender.isLocked = true;
defender.body.setVelocity(0, 0);
defender.body.enable = false;
defender.setDepth(FIGHTER.DEAD_DEPTH);
defender.disableInteractive();
defender.releaseHud?.();
playAnimation(defender, "death");
if (winner) {
winner.isLocked = false;
winner.body.setVelocity(0, 0);
playAnimation(winner, "idle");
winner.scene.recordKill?.(winner, defender);
applyKillReward(winner);
} else {
defender.scene.recordDeath?.(defender);
}
maybeSplitFighter(defender);
onWinner?.(winner);
scheduleDeadFighterDespawn(defender);
}
function scheduleDeadFighterDespawn(fighter) {
const scene = fighter.scene;
const delay = resolveDeadDespawnDelay(scene);
const matchId = scene.matchId;
fighter.deadDespawnTimer?.remove(false);
fighter.deadDespawnTween?.remove();
fighter.deadDespawnTween = null;
const despawn = () => {
const despawnTween = fighter.deadDespawnTween;
fighter.deadDespawnTimer = null;
fighter.deadDespawnTween = null;
despawnTween?.remove();
if (!fighter.active || !fighter.isDead || scene.matchId !== matchId) {
return;
}
if (scene.selectedFighter === fighter) {
scene.clearSelectedFighter?.();
}
removeFighterFromBattlefield(scene, fighter);
fighter.destroy();
};
if (delay === 0) {
despawn();
return;
}
fighter.deadDespawnTween = scene.tweens.add({
targets: fighter,
alpha: FIGHTER.DEAD_DESPAWN_ALPHA,
duration: delay,
ease: "Sine.easeIn",
});
const timer = scene.time.delayedCall(delay, despawn);
fighter.deadDespawnTimer = timer;
fighter.once("destroy", () => {
if (fighter.deadDespawnTimer === timer) {
fighter.deadDespawnTimer = null;
}
timer.remove(false);
fighter.deadDespawnTween?.remove();
fighter.deadDespawnTween = null;
});
}
function removeFighterFromBattlefield(scene, fighter) {
if (!Array.isArray(scene.fighters)) {
return;
}
scene.fighters = scene.fighters.filter((candidate) => candidate !== fighter);
}
function maybeSplitFighter(fighter) {
const splitOnDeath = fighter.canSplitOnDeath === false
? null
: fighter.skin.traits?.splitOnDeath;
if (!splitOnDeath || typeof fighter.scene.spawnSplitFighters !== "function") {
return;
}
const chance = Phaser.Math.Clamp(Number(splitOnDeath.chance ?? 1), 0, 1);
if (Math.random() >= chance) {
return;
}
fighter.scene.spawnSplitFighters(fighter, splitOnDeath);
}
function applyKillReward(winner) {
winner.killCount = (winner.killCount ?? 0) + 1;
const rewardMultiplier = Math.min(
COMBAT.KILL_GROWTH_MAX_MULTIPLIER,
COMBAT.KILL_GROWTH_MULTIPLIER ** winner.killCount,
);
const previousHp = winner.hp;
const nextHp = recoveredHealth(winner);
winner.killRewardMultiplier = rewardMultiplier;
winner.hp = nextHp;
const nextScaleX = (winner.baseScaleX ?? FIGHTER.SCALE) * rewardMultiplier;
const nextScaleY = (winner.baseScaleY ?? FIGHTER.SCALE) * rewardMultiplier;
if (nextHp > previousHp) {
spawnKillHealEffect(winner, Math.max(Math.abs(nextScaleX), Math.abs(nextScaleY)));
}
winner.scene.tweens.add({
targets: winner,
scaleX: nextScaleX,
scaleY: nextScaleY,
duration: COMBAT.KILL_GROWTH_TWEEN_DURATION,
ease: "Back.Out",
onUpdate: () => clampFighterInsideArena(winner),
onComplete: () => clampFighterInsideArena(winner),
});
}
function clampFighterInsideArena(fighter) {
if (!fighter?.active || !fighter.body) {
return;
}
const halfWidth = Math.min(
ARENA.SIZE / 2,
Math.max(Math.abs(fighter.displayWidth), fighter.body.width) / 2,
);
const halfHeight = Math.min(
ARENA.SIZE / 2,
Math.max(Math.abs(fighter.displayHeight), fighter.body.height) / 2,
);
const x = Phaser.Math.Clamp(fighter.x, halfWidth, ARENA.SIZE - halfWidth);
const y = Phaser.Math.Clamp(fighter.y, halfHeight, ARENA.SIZE - halfHeight);
fighter.setPosition(x, y);
fighter.body.updateFromGameObject?.();
}
function recoveredHealth(fighter) {
const maxHp = fighter.maxHp ?? combatStatsFor(fighter).maxHp;
const recovery = Math.ceil(fighter.hp * COMBAT.KILL_HEALTH_RECOVERY_RATIO);
return Math.min(maxHp, fighter.hp + recovery);
}
function spawnKillHealEffect(fighter, effectScale) {
const scene = fighter.scene;
const effect = scene.add
.sprite(fighter.x, fighter.y, healEffectKey())
.setDepth(fighter.depth + 1)
.setScale(effectScale);
const syncEffectPosition = () => {
if (!effect.active || !fighter.active) {
return;
}
effect.setPosition(fighter.x, fighter.y);
effect.setDepth(fighter.depth + 1);
};
effect.cleanup = () => {
scene.events.off(Phaser.Scenes.Events.UPDATE, syncEffectPosition);
};
scene.events.on(Phaser.Scenes.Events.UPDATE, syncEffectPosition);
effect.play(healEffectAnimationKey());
trackCombatObject(scene, effect);
effect.once(Phaser.Animations.Events.ANIMATION_COMPLETE, () => {
disposeCombatObject(scene, effect);
});
}
function resolveDeadDespawnDelay(scene) {
const fighterCount = scene.fighters?.length ?? 0;
const isLargeBattle =
fighterCount >= Math.max(1, PERFORMANCE.LARGE_BATTLE_FIGHTER_THRESHOLD);
const delay = isLargeBattle
? PERFORMANCE.LARGE_BATTLE_DEAD_DESPAWN_DELAY_MS
: FIGHTER.DEAD_DESPAWN_DELAY_MS;
return Math.max(0, Number(delay) || 0);
}
function createTargetSpatialIndex(fighters) {
const cellSize = Math.max(1, Number(PERFORMANCE.TARGET_GRID_CELL_SIZE) || ARENA.TILE_SIZE);
const maxCellX = Math.floor((ARENA.SIZE - 1) / cellSize);
const maxCellY = Math.floor((ARENA.SIZE - 1) / cellSize);
const cells = new Map();
const livingFighters = [];
fighters.forEach((fighter) => {
if (!fighter?.active || fighter.isDead) {
return;
}
const cellX = clampCell(fighter.x, cellSize, maxCellX);
const cellY = clampCell(fighter.y, cellSize, maxCellY);
const key = targetCellKey(cellX, cellY);
const cell = cells.get(key) ?? [];
cell.push(fighter);
cells.set(key, cell);
livingFighters.push(fighter);
});
return {
cellSize,
cells,
livingCount: livingFighters.length,
livingFighters,
maxCellX,
maxCellY,
maxSearchRing: Math.max(maxCellX, maxCellY) + 1,
};
}
function findNearestEnemy(scene, fighter) {
const targetIndex = scene.combatTargetIndex;
if (!targetIndex) {
return findNearestEnemyByFullScan(scene.fighters ?? [], fighter);
}
return findNearestEnemyBySpatialIndex(targetIndex, fighter);
}
function findNearestEnemyByFullScan(fighters, fighter) {
let nearestEnemy;
let nearestDistance = Number.POSITIVE_INFINITY;
fighters.forEach((candidate) => {
if (candidate === fighter || !isValidEnemyTarget(fighter, candidate)) {
return;
}
const deltaX = fighter.x - candidate.x;
const deltaY = fighter.y - candidate.y;
const distance = deltaX * deltaX + deltaY * deltaY;
if (distance < nearestDistance) {
nearestDistance = distance;
nearestEnemy = candidate;
}
});
return nearestEnemy;
}
function findNearestEnemyBySpatialIndex(targetIndex, fighter) {
const cellX = clampCell(fighter.x, targetIndex.cellSize, targetIndex.maxCellX);
const cellY = clampCell(fighter.y, targetIndex.cellSize, targetIndex.maxCellY);
let nearestEnemy;
let nearestDistance = Number.POSITIVE_INFINITY;
for (let ring = 0; ring <= targetIndex.maxSearchRing; ring += 1) {
forEachTargetCellInRing(targetIndex, cellX, cellY, ring, (candidate) => {
if (candidate === fighter || !isValidEnemyTarget(fighter, candidate)) {
return;
}
const deltaX = fighter.x - candidate.x;
const deltaY = fighter.y - candidate.y;
const distance = deltaX * deltaX + deltaY * deltaY;
if (distance < nearestDistance) {
nearestDistance = distance;
nearestEnemy = candidate;
}
});
if (
nearestEnemy
&& ring > 0
&& nearestDistance <= (ring * targetIndex.cellSize) ** 2
) {
break;
}
}
return nearestEnemy;
}
function forEachTargetCellInRing(targetIndex, cellX, cellY, ring, callback) {
if (ring === 0) {
forEachTargetCell(targetIndex, cellX, cellY, callback);
return;
}
for (let x = cellX - ring; x <= cellX + ring; x += 1) {
forEachTargetCell(targetIndex, x, cellY - ring, callback);
forEachTargetCell(targetIndex, x, cellY + ring, callback);
}
for (let y = cellY - ring + 1; y <= cellY + ring - 1; y += 1) {
forEachTargetCell(targetIndex, cellX - ring, y, callback);
forEachTargetCell(targetIndex, cellX + ring, y, callback);
}
}
function forEachTargetCell(targetIndex, cellX, cellY, callback) {
if (
cellX < 0
|| cellY < 0
|| cellX > targetIndex.maxCellX
|| cellY > targetIndex.maxCellY
) {
return;
}
const cell = targetIndex.cells.get(targetCellKey(cellX, cellY));
if (!cell) {
return;
}
cell.forEach(callback);
}
function targetCellKey(cellX, cellY) {
return `${cellX}:${cellY}`;
}
function clampCell(value, cellSize, maxCell) {
return Math.min(maxCell, Math.max(0, Math.floor(value / cellSize)));
}
function resolveTargetEnemy(scene, fighter, time) {
const now = Number.isFinite(time) ? time : scene.time?.now ?? 0;
if (
isValidEnemyTarget(fighter, fighter.targetEnemy)
&& now < (fighter.nextTargetScanAt ?? 0)
) {
return fighter.targetEnemy;
}
const enemy = findNearestEnemy(scene, fighter) ?? null;
fighter.targetEnemy = enemy;
scheduleNextTargetScan(fighter, now);
return enemy;
}
function scheduleNextTargetScan(fighter, now) {
fighter.nextTargetScanAt =
now
+ TARGET_SCAN_INTERVAL_MS
+ Phaser.Math.Between(0, TARGET_SCAN_JITTER_MS);
}
function isValidEnemyTarget(fighter, candidate) {
return Boolean(
candidate?.active
&& !candidate.isDead
&& candidate.team?.id !== fighter.team?.id,
);
}
function playIfNeeded(fighter, action) {
const key = resolveFighterAnimationKey(fighter, action);
if (fighter.anims.currentAnim?.key !== key) {
playResolvedAnimation(fighter, key);
}
}
function playAnimation(fighter, action, timeScale = 1) {
playResolvedAnimation(fighter, resolveFighterAnimationKey(fighter, action), timeScale);
}
function playResolvedAnimation(fighter, key, timeScale = 1) {
fighter.anims.timeScale = timeScale;
fighter.play(key, true);
}
function resolveFighterAnimationKey(fighter, action) {
const key = ensureFighterTeamAnimation(
fighter.scene,
fighter.skin,
action,
fighter.team?.color,
);
return key;
}
function scaledAttackDelay(duration, fighter) {
return duration / fighterAttackSpeedMultiplier(fighter);
}
function fighterAttackSpeedMultiplier(fighter) {
return (
getAttackSpeedMultiplier()
* (fighter.killRewardMultiplier ?? 1)
* (fighter.worldEffectSpeedMultiplier ?? 1)
);
}
function fighterMovementSpeedMultiplier(fighter) {
return (
getMovementSpeedMultiplier()
* (fighter.killRewardMultiplier ?? 1)
* (fighter.worldEffectSpeedMultiplier ?? 1)
);
}
function combatStatsFor(fighter) {
return fighter.combatStats ?? getFighterStats(fighter.skin);
}
export function trackCombatObject(scene, object) {
scene.combatObjects ??= new Set();
scene.combatObjects.add(object);
}
export function disposeCombatObject(scene, object) {
if (!object?.active) {
return;
}
object.cleanup?.();
scene.combatObjects?.delete(object);
object.destroy();
}