Apply player damage once per pirate broadside
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5ea729a3a8
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@ -46,6 +46,8 @@ class GameScene extends Phaser.Scene {
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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.nextPirateVolleyId = 1;
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this.damagedPlayerVolleys = new Set();
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this.lastDiagnosticsAt = -Infinity;
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this.wave = 1;
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this.defeated = 0;
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@ -459,6 +461,7 @@ class GameScene extends Phaser.Scene {
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fireBroadside(ship, side, group, texture, damage, velocityScale) {
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if (!ship?.body) return;
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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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airshipLog('combat:broadside-fired', {
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@ -468,6 +471,7 @@ class GameScene extends Phaser.Scene {
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x: Math.round(ship.x),
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y: Math.round(ship.y),
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angle: Math.round(ship.angle),
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volleyId,
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}, 'debug');
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const offsets = [-7, 0, 7];
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@ -480,6 +484,7 @@ class GameScene extends Phaser.Scene {
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shot.body.setAllowGravity(false);
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shot.setData('bornAt', this.time.now);
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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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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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@ -536,12 +541,14 @@ class GameScene extends Phaser.Scene {
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this.pendingPlayerHits.push({
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shot,
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damage,
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volleyId: shot.getData('volleyId'),
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x: shot.x,
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y: shot.y,
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});
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airshipLog('combat:player-hit-queued', {
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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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shotAgeMs: this.time.now - (shot.getData('bornAt') || this.time.now),
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hull: this.playerHull,
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@ -564,20 +571,33 @@ class GameScene extends Phaser.Scene {
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gameState: this.gameState,
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};
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const result = processQueuedPlayerHits({
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hull: this.playerHull,
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lastHitAt: this.lastPlayerHitAt,
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now: this.time.now,
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hits,
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cooldownMs: PLAYER_HIT_COOLDOWN_MS,
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maxHull: PLAYER_MAX_HULL,
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});
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const acceptedHits = [];
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const ignoredHits = [];
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this.playerHull = result.hull;
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this.lastPlayerHitAt = result.lastHitAt;
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for (const hit of hits) {
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const volleyId = hit.volleyId;
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if (volleyId != null && this.damagedPlayerVolleys.has(volleyId)) {
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ignoredHits.push(hit);
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continue;
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}
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if (result.appliedHits > 0) {
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const impact = hits[0];
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if (volleyId != null) {
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this.damagedPlayerVolleys.add(volleyId);
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if (this.damagedPlayerVolleys.size > 128) {
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const oldestVolleyId = this.damagedPlayerVolleys.values().next().value;
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this.damagedPlayerVolleys.delete(oldestVolleyId);
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}
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}
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acceptedHits.push(hit);
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}
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const totalDamage = acceptedHits.reduce((sum, hit) => sum + normalizePlayerDamage(hit.damage, PIRATE_SHOT_DAMAGE), 0);
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this.playerHull = Math.max(0, this.playerHull - totalDamage);
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const gameOver = this.playerHull <= 0;
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if (acceptedHits.length > 0) {
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const impact = acceptedHits[0];
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try {
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this.spawnExplosion(impact.x, impact.y, 0.32);
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this.flashShip(this.player, 0xffcccc);
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@ -585,6 +605,7 @@ class GameScene extends Phaser.Scene {
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x: Math.round(impact.x),
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y: Math.round(impact.y),
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scale: 0.32,
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volleyId: impact.volleyId ?? null,
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}, 'debug');
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} catch (error) {
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airshipLog('combat:player-hit-fx-error', {
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@ -595,12 +616,14 @@ class GameScene extends Phaser.Scene {
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airshipLog('combat:player-hit-processed', {
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queuedHits: hits.length,
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appliedHits: result.appliedHits,
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ignoredHits: result.ignoredHits,
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damage: result.totalDamage,
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appliedHits: acceptedHits.length,
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ignoredHits: ignoredHits.length,
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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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hullBefore: beforeHull,
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hullAfter: this.playerHull,
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gameOver: result.gameOver,
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gameOver,
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now: this.time.now,
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playerStateBefore,
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playerStateAfter: {
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@ -611,9 +634,9 @@ class GameScene extends Phaser.Scene {
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velocityY: this.player?.body?.velocity?.y ?? null,
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gameState: this.gameState,
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},
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}, result.gameOver ? 'warn' : 'info');
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}, gameOver ? 'warn' : 'info');
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if (result.gameOver) this.finishGame();
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if (gameOver) this.finishGame();
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}
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spawnExplosion(x, y, scale = 1) {
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