Apply player damage once per projectile
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parent
1a99e1c362
commit
564c6a82b5
@ -3,7 +3,7 @@ import './style.css';
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import airshipSheetUrl from './assets/airships.svg?url';
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import airshipSheetUrl from './assets/airships.svg?url';
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import explosionSheetUrl from './assets/explosions.svg?url';
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import explosionSheetUrl from './assets/explosions.svg?url';
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import { airshipLog, registerDebugSnapshot } from './diagnostics.js';
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import { airshipLog, registerDebugSnapshot } from './diagnostics.js';
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import { normalizePlayerDamage, reducePlayerVolleyHits } from './game-logic.js';
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import { normalizePlayerDamage, reducePlayerProjectileHits } from './game-logic.js';
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const WORLD_SIZE = 2400;
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const WORLD_SIZE = 2400;
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const PLAYER_MAX_SPEED = 180;
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const PLAYER_MAX_SPEED = 180;
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@ -18,7 +18,6 @@ const SHOT_LIFETIME = 900;
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const PLAYER_MAX_HULL = 100;
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const PLAYER_MAX_HULL = 100;
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const PIRATE_MAX_HULL = 120;
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const PIRATE_MAX_HULL = 120;
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const PIRATE_SHOT_DAMAGE = 6;
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const PIRATE_SHOT_DAMAGE = 6;
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const PLAYER_HIT_COOLDOWN_MS = 300;
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const MAX_PIRATES = 6;
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const MAX_PIRATES = 6;
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const AUTO_RESET_MS = 2200;
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const AUTO_RESET_MS = 2200;
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@ -44,10 +43,7 @@ class GameScene extends Phaser.Scene {
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this.playerHull = PLAYER_MAX_HULL;
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this.playerHull = PLAYER_MAX_HULL;
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this.gameState = 'playing';
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this.gameState = 'playing';
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this.lastPlayerShot = 0;
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this.lastPlayerShot = 0;
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this.lastPlayerHitAt = -Infinity;
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this.pendingPlayerHits = [];
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this.pendingPlayerHits = [];
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this.nextPirateVolleyId = 1;
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this.damagedPlayerVolleys = new Set();
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this.lastDiagnosticsAt = -Infinity;
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this.lastDiagnosticsAt = -Infinity;
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this.wave = 1;
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this.wave = 1;
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this.defeated = 0;
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this.defeated = 0;
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@ -461,7 +457,6 @@ class GameScene extends Phaser.Scene {
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fireBroadside(ship, side, group, texture, damage, velocityScale) {
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fireBroadside(ship, side, group, texture, damage, velocityScale) {
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if (!ship?.body) return;
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if (!ship?.body) return;
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const actor = group === this.pirateShots ? 'pirate' : 'player';
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const actor = group === this.pirateShots ? 'pirate' : 'player';
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const volleyId = actor === 'pirate' ? this.nextPirateVolleyId++ : null;
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const base = headingRad(ship) + side * Math.PI / 2;
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const base = headingRad(ship) + side * Math.PI / 2;
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airshipLog('combat:broadside-fired', {
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airshipLog('combat:broadside-fired', {
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@ -471,7 +466,6 @@ class GameScene extends Phaser.Scene {
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x: Math.round(ship.x),
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x: Math.round(ship.x),
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y: Math.round(ship.y),
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y: Math.round(ship.y),
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angle: Math.round(ship.angle),
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angle: Math.round(ship.angle),
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volleyId,
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}, 'debug');
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}, 'debug');
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const offsets = [-7, 0, 7];
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const offsets = [-7, 0, 7];
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@ -484,7 +478,6 @@ class GameScene extends Phaser.Scene {
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shot.body.setAllowGravity(false);
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shot.body.setAllowGravity(false);
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shot.setData('bornAt', this.time.now);
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shot.setData('bornAt', this.time.now);
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shot.setData('damage', damage);
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shot.setData('damage', damage);
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if (volleyId !== null) shot.setData('volleyId', volleyId);
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shot.setVelocity(
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shot.setVelocity(
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Math.cos(angle) * SHOT_SPEED * velocityScale + ship.body.velocity.x * 0.25,
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Math.cos(angle) * SHOT_SPEED * velocityScale + ship.body.velocity.x * 0.25,
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Math.sin(angle) * SHOT_SPEED * velocityScale + ship.body.velocity.y * 0.25,
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Math.sin(angle) * SHOT_SPEED * velocityScale + ship.body.velocity.y * 0.25,
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@ -541,14 +534,12 @@ class GameScene extends Phaser.Scene {
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this.pendingPlayerHits.push({
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this.pendingPlayerHits.push({
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shot,
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shot,
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damage,
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damage,
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volleyId: shot.getData('volleyId'),
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x: shot.x,
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x: shot.x,
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y: shot.y,
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y: shot.y,
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});
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});
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airshipLog('combat:player-hit-queued', {
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airshipLog('combat:player-hit-queued', {
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damage,
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damage,
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volleyId: shot.getData('volleyId'),
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pendingHits: this.pendingPlayerHits.length,
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pendingHits: this.pendingPlayerHits.length,
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shotAgeMs: this.time.now - (shot.getData('bornAt') || this.time.now),
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shotAgeMs: this.time.now - (shot.getData('bornAt') || this.time.now),
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hull: this.playerHull,
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hull: this.playerHull,
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@ -571,28 +562,25 @@ class GameScene extends Phaser.Scene {
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gameState: this.gameState,
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gameState: this.gameState,
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};
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};
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const result = reducePlayerVolleyHits({
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const result = reducePlayerProjectileHits({
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hull: this.playerHull,
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hull: this.playerHull,
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hits,
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hits,
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seenVolleyIds: this.damagedPlayerVolleys,
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maxHull: PLAYER_MAX_HULL,
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maxHull: PLAYER_MAX_HULL,
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fallbackDamage: PIRATE_SHOT_DAMAGE,
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fallbackDamage: PIRATE_SHOT_DAMAGE,
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});
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});
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this.damagedPlayerVolleys = result.seenVolleyIds;
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this.playerHull = result.hull;
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this.playerHull = result.hull;
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const { acceptedHits, ignoredHits, totalDamage, gameOver } = result;
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const { totalDamage, appliedHits, gameOver } = result;
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if (acceptedHits.length > 0) {
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if (appliedHits > 0) {
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const impact = acceptedHits[0];
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try {
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try {
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this.spawnExplosion(impact.x, impact.y, 0.32);
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for (const impact of hits) {
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this.spawnExplosion(impact.x, impact.y, 0.32);
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}
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this.flashShip(this.player, 0xffcccc);
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this.flashShip(this.player, 0xffcccc);
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airshipLog('combat:player-hit-fx', {
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airshipLog('combat:player-hit-fx', {
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x: Math.round(impact.x),
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impacts: hits.length,
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y: Math.round(impact.y),
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scale: 0.32,
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scale: 0.32,
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volleyId: impact.volleyId ?? null,
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}, 'debug');
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}, 'debug');
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} catch (error) {
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} catch (error) {
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airshipLog('combat:player-hit-fx-error', {
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airshipLog('combat:player-hit-fx-error', {
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@ -603,10 +591,8 @@ class GameScene extends Phaser.Scene {
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airshipLog('combat:player-hit-processed', {
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airshipLog('combat:player-hit-processed', {
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queuedHits: hits.length,
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queuedHits: hits.length,
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appliedHits: acceptedHits.length,
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appliedHits,
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ignoredHits: ignoredHits.length,
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ignoredHits: 0,
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acceptedVolleyIds: acceptedHits.map((hit) => hit.volleyId ?? null),
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ignoredVolleyIds: ignoredHits.map((hit) => hit.volleyId ?? null),
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damage: totalDamage,
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damage: totalDamage,
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hullBefore: beforeHull,
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hullBefore: beforeHull,
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hullAfter: this.playerHull,
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hullAfter: this.playerHull,
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