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survivors: chainBall now attacks the furthest away enemy within range
refactoring player stats a bit changing schedule the enemies are spawned
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@@ -162,12 +162,21 @@ export class PlayerStatus {
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}
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export class PlayerStats {
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constructor(private _speed: number,
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private _size: number,
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private _health: number,
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private _pullRange: number,
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private _weaponRange: number,
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private _weaponRangeFactor: number) {
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private _speed: number;
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private _size: number;
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private _health: number;
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private _pullRange: number;
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private _weaponRange: number;
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private _weaponRangeFactor: number;
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constructor() {
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this._speed = 3;
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this._size = 5;
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this._health = 10;
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this._pullRange = 150;
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this._weaponRange = 250;
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this._weaponRangeFactor = 1;
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}
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increaseLevel() {
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@@ -228,6 +237,6 @@ export class PlayerStats {
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}
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public static defaultPlayerStats(): PlayerStats {
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return new PlayerStats(3, 5, 10, 150, 250, 1);
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return new PlayerStats();
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}
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}
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@@ -90,6 +90,24 @@ export class World {
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return this.getClosestTargetToButNot(point, undefined, range)
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}
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getFarthestTargetButWithin(point: Vector, range?: number): [number, Placeable | undefined] | undefined {
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let currentTarget;
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let currentDistance = Number.MAX_SAFE_INTEGER;
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this._enemies.items.forEach(enemy => {
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let distance = point.distanceTo(enemy.getPosition());
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if(range && distance > range) {
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return;
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}
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if((range - distance) < currentDistance) {
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currentDistance = distance;
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currentTarget = enemy
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}
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})
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if(currentTarget) {
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return [currentDistance, currentTarget];
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}
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}
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getClosestTargetToButNot(point: Vector, placeable?: Placeable, range?: number): [number, Placeable | undefined] | undefined {
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return this.getClosestTargetToButNotArray(point, [placeable], range)
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}
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@@ -110,9 +110,12 @@ docReady(function () {
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setInterval(() => {
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BasicEnemy.spawnBasicEnemy(world)
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ShootingEnemy.spawnShootingEnemy(world)
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}, 1_000)
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setInterval(() => {
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ShootingEnemy.spawnShootingEnemy(world)
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}, 3_000)
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setInterval(() => {
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HealthEnemy.spawnHealthEnemy(world)
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}, 15_000)
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@@ -49,7 +49,6 @@ export abstract class Projectile implements Acting, Placeable {
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this.status.collisionCooldown.resetCooldown()
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}
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} else if(this.parent === this.world.player) {
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// TODO think why this was done, why do I need to calculate the newest target on _each_ act?
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let closestTargetTo = this.world.getClosestTargetToButNot(this.position, this.lastColliding);
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if(closestTargetTo !== undefined && closestTargetTo[1] !== undefined) {
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let target: Placeable = closestTargetTo[1]!;
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@@ -97,7 +97,7 @@ export class ChainBall extends MeleeWeapon {
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createProjectile(): boolean {
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let range = this.calculateRange()
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let closestTargetTo = this.world.getClosestTargetTo(this.world.player.position, range);
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let closestTargetTo = this.world.getFarthestTargetButWithin(this.world.player.position, range);
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if(closestTargetTo !== undefined && closestTargetTo[1] !== undefined) {
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let stats = new ProjectileStats()
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.withPiercings(1000)
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@@ -267,6 +267,11 @@ export class WeaponStats {
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constructor() {
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this._weaponRangeFactor = 1
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this._weaponRange = 0
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this._projectilePiercings = 0
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this._projectileSpeed = 100
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this._damage = 1
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this._shootInterval = 50
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}
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increase() {
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