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survivors: fixing homing projectiles behaving correctly after losing the target
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@@ -54,8 +54,12 @@ export class Vector {
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return (this._x * vector._x + this._y * vector._y) / Math.pow(vector.vecLength(), 2);
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}
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dotProduct2(vector: Vector): number {
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return (this._x * vector._x + this._y * vector._y)
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}
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angleTo(vector: Vector): number {
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return Math.acos(this.dotProduct(vector))
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return Math.acos(this.dotProduct2(vector) / (this.vecLength() * vector.vecLength()))
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}
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get x(): number {
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@@ -122,7 +122,7 @@ docReady(function () {
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}, 10_000)
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player.addWeapon(Pistol.generatePistol(world))
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player.addWeapon(HomingPistol.generatePistol(world))
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player.addWeapon(HomingPistol.generateHomingPistol(world))
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hud = new HUD(world);
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@@ -144,7 +144,7 @@ export class HomingProjectile extends Projectile {
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if(target.dead()) {
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let closestTargetTo = this.world.getClosestTargetTo(this.position)
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let newTargetDirection = Vector.createVector(this.target.getPosition(), this.position)
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let oldTargetDirection = Vector.createVector(this.target.getPosition(), this.position)
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let justMovedDirection = Vector.createVector(this.position, this.lastPosition).normalize()
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let olderMovedDirection: Vector;
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if(this.secondToLastPosition !== undefined) {
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@@ -155,8 +155,8 @@ export class HomingProjectile extends Projectile {
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if (closestTargetTo !== undefined && closestTargetTo[1] !== undefined) {
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let newTargetPosition = closestTargetTo[1]!.getPosition();
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let newDir = Vector.createVector(newTargetPosition, this.position)
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let newDirAngle = newDir.angleTo(newTargetDirection);
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if(Math.abs(newDirAngle) >= toRad(150)) {
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let newDirAngle = newDir.angleTo(oldTargetDirection);
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if(Math.abs(newDirAngle) <= toRad(30)) {
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this.target = closestTargetTo[1]!;
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} else {
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if(pointOnLineWithinLine(this.target.getPosition(), this.lastPosition, this.position)) {
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@@ -100,7 +100,7 @@ export class HomingPistol extends RangeWeapon {
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}
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}
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static generatePistol(world: World, offset?: Vector) {
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static generateHomingPistol(world: World, offset?: Vector) {
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if(!offset) {
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offset = new Vector(5, 5)
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}
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