GGJ22/Engine/src/live/AnimalEntity.ts

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import * as planck from 'planck'
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import { AnimalDefinition, CreatureDefinition } from '../data/animals'
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import { playSong, playSound } from '../shared/audio'
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import { Action, adjustAction } from "./Action"
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import { Entity, Sensor } from "./Entity"
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import { GibletEntity } from './GibletEntity'
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import { PuddleEntity } from './PuddleEntity'
import { WorldContext } from './World'
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export class AnimalEntity extends Entity {
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action?: Action
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puddleTimer: number = 0
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isPlayer: boolean = false
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isMonster: boolean = false
thinkTimer: number = 0 // Time since last thought, used by AI.
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wanderTimer: number = 0 // Time since last wander.
nextWander: number = 100 // Time to next wander.
smelledTarget?: Entity
seenTarget?: Entity
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def: AnimalDefinition
mode: CreatureDefinition
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desiredActions: Action[] = []
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stepSoundElapsed: number = 0
lastYellElapsed: number = 0
nextYell: number = 1000
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dead: boolean = false
shouldGib: boolean = false
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constructor(def: AnimalDefinition) {
super(`${def.name}.animal.stand.west.0`)
this.def = def
this.mode = def.animal
this.maxSpeed = def.animal.maxSpeed
this.acceleration = def.animal.acceleration
this.turnRate = def.animal.turnRate
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}
act(actions: Action[]) {
this.action = actions.sort((a, b) => {
if (a.priority < b.priority) {
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return 1
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}
if (a.priority > b.priority) {
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return -1
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}
return 0
})[0]
}
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update(delta: number, ctx: WorldContext) {
super.update(delta)
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if (this.dead) {
if (this.shouldGib) {
this.gib(ctx)
this.shouldGib = false
}
this.shouldRemove = true
return
}
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this.lastYellElapsed += delta
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let waterZones = this.zones.filter(v=>v.type==='fluid')
if (waterZones.length) {
this.puddleTimer += delta
if (this.puddleTimer >= 600) {
if (ctx) {
let p = this.position
p[0] += (this.sprite.frame?.originX??0) + ((this.sprite.frame?.width??0)/2??0)
p[1] += (this.sprite.frame?.originY??0) + ((this.sprite.frame?.height??0)/2??0)
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ctx.addEntity(new PuddleEntity('effects.water.ripple.small.0'), 'ground', p[0]+4, p[1]+6)
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}
this.puddleTimer = 0
}
}
let shouldMove = false
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if (this.action) {
// FIXME: Use physics.
switch(this.action.type) {
case 'west':
if (this.direction !== 0) {
if (this.direction < 180) {
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this.direction -= this.mode.turnRate
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} else {
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this.direction += this.mode.turnRate
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}
}
shouldMove = true
break
case 'east':
if (this.direction !== 180) {
if (this.direction < 180) {
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this.direction += this.mode.turnRate
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} else {
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this.direction -= this.mode.turnRate
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}
}
shouldMove = true
break
case 'north':
if (this.direction !== 90) {
if (this.direction < 90 || this.direction > 270) {
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this.direction += this.mode.turnRate
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} else {
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this.direction -= this.mode.turnRate
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}
}
shouldMove = true
break
case 'south':
if (this.direction !== 270) {
if (this.direction > 90 && this.direction < 270) {
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this.direction += this.mode.turnRate
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} else {
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this.direction -= this.mode.turnRate
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}
}
shouldMove = true
break
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case 'attack':
this.yell(1)
break
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}
if (this.direction > 360) {
this.direction = 0
} else if (this.direction < 0) {
this.direction = 360
}
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}
if (shouldMove) {
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this.stepSoundElapsed += delta
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let r = this.direction * (Math.PI/180)
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if (Math.abs(this.velocity[0]) < this.mode.maxSpeed) {
this.velocity[0] -= Math.cos(r) * this.mode.acceleration
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}
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if (Math.abs(this.velocity[1]) < this.mode.maxSpeed) {
this.velocity[1] -= Math.sin(r) * this.mode.acceleration
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}
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let cardinal = this.getCardinal(this.direction)
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this.sprite.setKey = 'run'
if (this.sprite.subsetKey !== cardinal || this.sprite.subsetKey !== 'run') {
this.sprite.setCtor(`${this.sprite.spriteKey}.${this.sprite.animationKey}.${this.sprite.setKey}.${cardinal}.${this.sprite.frameIndex}`)
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}
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if (this.stepSoundElapsed >= 200) {
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let v = 1 + Math.floor(Math.random() * 3)
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playSound('action/footstep-tiny-v'+v, 0.5)
this.stepSoundElapsed = 0
}
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this.sprite.animate = true
} else {
this.sprite.animate = false
this.sprite.setKey = 'stand'
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this.sprite.setCtor(`${this.sprite.spriteKey}.${this.sprite.animationKey}.${this.sprite.setKey}.${this.getCardinal(this.direction)}.0`)
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}
//
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this.velocity[0] *= 0.65
this.velocity[1] *= 0.65
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// Eh... let's manually handle velocity
this.body?.setLinearVelocity(planck.Vec2(this.velocity[0], this.velocity[1]))
}
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getCardinal(direction: number): string {
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const degreesPerDirection = 360 / 4
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const angle = direction + degreesPerDirection / 2
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if (angle >= 0 * degreesPerDirection && angle < 1 * degreesPerDirection) {
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return 'west'
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} else if (angle >= 1 * degreesPerDirection && angle < 2 * degreesPerDirection) {
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return 'north'
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} else if (angle >= 2 * degreesPerDirection && angle < 3 * degreesPerDirection) {
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return 'east'
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}
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return 'south'
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}
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think(delta: number) {
this.thinkTimer += delta
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while (this.thinkTimer >= 100) {
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if (!this.isMonster) {
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if (this.seenTarget) {
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let r = Math.atan2(this.y-(this.seenTarget.y+10), this.x-this.seenTarget.x) // FIXME: 10 ain't right son
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let a = r * (180 / Math.PI)
if (a < 0) {
a += 360
}
a -= 180
if (a < 0) {
a = 360 - a
}
this.desiredActions = adjustAction([], this.getCardinal(a), 0.85)
this.desiredActions = adjustAction(this.desiredActions, this.getCardinal(Math.random()*360), Math.random())
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if (Math.random() > 1 - this.mode.erratic) {
this.desiredActions = adjustAction(this.desiredActions, this.getCardinal(Math.random()*360), 1)
}
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this.yell(1)
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} else if (this.smelledTarget) {
let r = Math.atan2(this.y-this.smelledTarget.y, this.x-this.smelledTarget.x)
let a = r * (180 / Math.PI)
if (a < 0) {
a += 360
}
a -= 180
if (a < 0) {
a = 360 - a
}
// 5% to walk away, otherwise just chill.
if (Math.random() > 0.95) {
this.desiredActions = adjustAction([], this.getCardinal(a), 0.85)
}
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} else {
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this.wanderTimer += delta
if (this.wanderTimer >= this.nextWander) {
this.nextWander = Math.max(10, Math.random() * 100)
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if (Math.random() > 1 - this.mode.laziness) {
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this.desiredActions = []
} else {
this.desiredActions = adjustAction([], this.getCardinal(Math.random()*360), 1)
}
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if (Math.random() > 1 - this.mode.noisiness) {
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this.yell(0.1)
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}
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this.wanderTimer = 0
}
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}
}
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this.thinkTimer -= 100
this.act(this.desiredActions)
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}
}
sense(sensor: Sensor, entity: AnimalEntity) {
if (this.isPlayer) return
if (sensor.type === 'long') {
this.smell(entity)
} else {
this.see(entity)
}
}
lost(sensor: Sensor, entity: AnimalEntity) {
if (this.isPlayer) return
if (sensor.type === 'long') {
this.unsmell(entity)
} else {
this.unsee(entity)
}
}
smell(entity: AnimalEntity) {
if (entity.isPlayer) {
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this.smelledTarget = entity
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}
}
unsmell(entity: AnimalEntity) {
if (entity.isPlayer) {
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this.smelledTarget = undefined
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}
}
see(entity: AnimalEntity) {
if (entity.isPlayer) {
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this.seenTarget = entity
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}
}
unsee(entity: AnimalEntity) {
if (entity.isPlayer) {
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this.seenTarget = undefined
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}
}
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yell(volume: number) {
if (this.lastYellElapsed > this.nextYell) {
this.nextYell = 500 + Math.random()*3000
this.lastYellElapsed = 0
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let v = 1 + Math.floor(Math.random() * 2)
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if (this.isMonster) {
playSound(`monsters/evil-${this.def.name}-v${v}`, volume)
} else {
playSound(`animals/${this.def.name}-v${v}`, volume)
}
}
}
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gib(ctx: WorldContext) {
let p = this.position
p[0] += this.sprite.container.width/2
p[1] += this.sprite.container.height/2
this.dead = true
let force = -1 + Math.random() * 2
let dir = Math.random() * 320
// 50% head gib
if (Math.random() > 0.5) {
ctx.addEntity(new GibletEntity(`giblets.${this.sprite.spriteKey}.head.default.0`, dir+Math.random()*40, force+Math.random()*10), 'objects', p[0], p[1])
}
// 44% leg gib per leg
for (let i = 0; i < 4; i++) {
if (Math.random() > 0.66) {
ctx.addEntity(new GibletEntity(`giblets.${this.sprite.spriteKey}.leg.default.0`, dir+Math.random()*40, force+Math.random()*10), 'objects', p[0], p[1])
}
}
// 35% extra gibs per 8
for (let i = 0; i < 8; i++) {
if (Math.random() > 0.65) {
ctx.addEntity(new GibletEntity(`giblets.any.chunk${Math.floor(1+Math.random()*4)}.default.0`, dir+Math.random()*40, force+Math.random()*10), 'objects', p[0], p[1])
}
}
playSound(`action/splat-v${1+Math.floor(Math.random()*7)}`, 0.5)
}
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}
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export function isAnimalEntity(o: any): o is AnimalEntity {
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return o.act
}