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Manual changes saved
Browse files- index.html +70 -200
index.html
CHANGED
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@@ -332,8 +332,18 @@
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}
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// Populate world
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function populateWorld(){
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chests.length = 0; objects.length = 0; enemies.length = 0; pickups.length = 0;
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for (let i=0;i<260;i++){
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const x = rand(150, WORLD.width-150);
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const y = rand(150, WORLD.height-150);
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@@ -354,7 +364,9 @@
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for (let i=0;i<49;i++){
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const ex = rand(300, WORLD.width-300);
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const ey = rand(300, WORLD.height-300);
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-
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id:'e'+i, x:ex, y:ey, radius:14, angle:rand(0,Math.PI*2), speed:110+rand(-20,20),
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health: 80 + randInt(0,40), lastMelee:0, meleeRate:800 + randInt(-200,200),
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roamTimer: rand(0,3),
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@@ -374,7 +386,24 @@
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tempTarget: null,
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tempTargetExpiry: 0,
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prioritizeChestsUntil: 0
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-
}
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}
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updatePlayerCount();
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}
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@@ -559,67 +588,48 @@
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// Enemy helpers
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function enemyEquipBestWeapon(e){
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// prefer weapons that have ammo loaded or reserve; compute score and prefer loaded ones
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let bestIdx = -1;
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let bestScore = -Infinity;
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for (let i=0;i<5;i++){
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const it = e.inventory[i];
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if (it && it.type === 'weapon'){
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const
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const rate = (it.weapon && it.weapon.rate) ? it.weapon.rate : 300;
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let score = dmg / rate;
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// bonus if currently has ammo in mag
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if (typeof it.ammoInMag === 'number' && it.ammoInMag > 0) score += 0.5;
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if (typeof it.ammoReserve === 'number' && it.ammoReserve > 0) score += 0.2;
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if (score > bestScore){ bestScore = score; bestIdx = i; }
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}
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}
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if (bestIdx !== -1)
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-
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} else {
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e.equippedIndex = -1;
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}
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}
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-
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function normalizeWeaponPickup(p){
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// ensure fields exist and are numbers
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const w = p.weapon ? p.weapon : makeWeaponProto(p);
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const ammoInMag = (typeof p.ammoInMag === 'number') ? p.ammoInMag : (w.magSize || w.magSize || 12);
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const ammoReserve = (typeof p.ammoReserve === 'number') ? p.ammoReserve : (w.startReserve || (w.magSize*2) || 24);
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return { type:'weapon', weapon: w, ammoInMag: Math.max(0, Math.floor(ammoInMag)), ammoReserve: Math.max(0, Math.floor(ammoReserve)) };
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}
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function enemyPickupCollect(e, p){
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if (!e || !p) return;
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if (p.type === 'weapon'){
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const
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for (let s=0;s<5;s++){
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const it = e.inventory[s];
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if (it && it.type==='weapon' && it.weapon.name ===
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it.ammoReserve
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it.ammoInMag = Math.min(it.weapon.magSize, (it.ammoInMag || 0) +
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enemyEquipBestWeapon(e);
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// ensure they equip a loaded weapon if present
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if (it.ammoInMag > 0) e.equippedIndex = s;
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e.state = 'combat';
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e.lastAttackedTime = performance.now();
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return;
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}
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}
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// place into empty slot if available
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for (let s=0;s<5;s++){
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if (!e.inventory[s]){
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e.inventory[s] = { type:'weapon', weapon:
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enemyEquipBestWeapon(e);
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// equip this weapon if it has ammo or if no other better weapon
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if (e.inventory[s].ammoInMag > 0) e.equippedIndex = s;
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e.state = 'combat';
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e.lastAttackedTime = performance.now();
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return;
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}
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}
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// replace worst
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let worstIdx = -1, worstScore = Infinity;
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for (let s=0;s<5;s++){
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const it = e.inventory[s];
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@@ -628,14 +638,14 @@
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if (score < worstScore){ worstScore = score; worstIdx = s; }
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}
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}
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const pickupScore = (
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if (pickupScore > worstScore && worstIdx !== -1){
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e.inventory[worstIdx] = { type:'weapon', weapon:
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enemyEquipBestWeapon(e);
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e.state = 'combat';
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e.lastAttackedTime = performance.now();
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} else {
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e.materials += Math.floor((
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}
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} else if (p.type === 'medkit'){
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for (let s=0;s<5;s++){
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@@ -714,21 +724,17 @@
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else if (blocker.type === 'stone') br = 22;
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else if (blocker.type === 'wood') br = 16;
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else br = 18;
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// vector from blocker to from
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const vx = fromX - blocker.x;
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const vy = fromY - blocker.y;
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const len = Math.hypot(vx, vy) || 0.0001;
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// perp directions
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const px = -vy / len;
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const py = vx / len;
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const radius = br + padding + 8;
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const cand1 = { x: blocker.x + px * radius, y: blocker.y + py * radius };
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const cand2 = { x: blocker.x - px * radius, y: blocker.y - py * radius };
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-
// choose candidate that's closer to goal and not inside other solids (approx)
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const d1 = Math.hypot(cand1.x - goalX, cand1.y - goalY);
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const d2 = Math.hypot(cand2.x - goalX, cand2.y - goalY);
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const chosen = d1 < d2 ? cand1 : cand2;
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// clamp to world
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chosen.x = Math.max(16, Math.min(WORLD.width-16, chosen.x));
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chosen.y = Math.max(16, Math.min(WORLD.height-16, chosen.y));
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return chosen;
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@@ -805,42 +811,17 @@
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return best;
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}
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// Enemy AI (
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function updateEnemies(dt, now){
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const minSeparation = 20;
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for (const e of enemies){
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if (e.health <= 0) continue;
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if (!e.spawnSafeUntil) e.spawnSafeUntil = performance.now() + SPAWN_PROTECT_MS;
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// clear expired tempTarget
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if (e.tempTarget && now > (e.tempTargetExpiry || 0)) { e.tempTarget = null; e.tempTargetExpiry = 0; }
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-
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// If in storm move towards safe zone, using detours around blockers
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if (storm.active){
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const distToSafeCenter = Math.hypot(e.x - storm.centerX, e.y - storm.centerY);
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if (distToSafeCenter > storm.radius){
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e.state = 'toSafe';
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if (e.tempTarget){
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const td = Math.hypot(e.tempTarget.x - e.x, e.tempTarget.y - e.y);
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if (td > 8){
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e.angle = Math.atan2(e.tempTarget.y - e.y, e.tempTarget.x - e.x);
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const dx = Math.cos(e.angle) * e.speed * dt * 0.9;
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const dy = Math.sin(e.angle) * e.speed * dt * 0.9;
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moveEntityWithCollision(e, dx, dy, e.radius);
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continue;
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} else {
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e.tempTarget = null;
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e.tempTargetExpiry = 0;
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}
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}
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if (!hasLineOfSight(e.x, e.y, storm.centerX, storm.centerY)){
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const blocker = findBlockingObject(e.x, e.y, storm.centerX, storm.centerY);
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if (blocker){
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e.tempTarget = computeDetourWaypoint(e.x, e.y, blocker, storm.centerX, storm.centerY);
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e.tempTargetExpiry = now + 2500;
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if (e.tempTarget) { e.angle = Math.atan2(e.tempTarget.y - e.y, e.tempTarget.x - e.x); const dx = Math.cos(e.angle) * e.speed * dt * 0.95; const dy = Math.sin(e.angle) * e.speed * dt * 0.95; moveEntityWithCollision(e, dx, dy, e.radius); continue; }
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}
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}
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e.angle = Math.atan2(storm.centerY - e.y, storm.centerX - e.x);
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const dx = Math.cos(e.angle) * e.speed * dt * 0.95;
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const dy = Math.sin(e.angle) * e.speed * dt * 0.95;
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@@ -850,7 +831,9 @@
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}
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}
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-
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if (e.health < 60 && now >= (e.nextHealTime || 0)){
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let medIdx = -1;
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for (let s=0;s<5;s++){
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@@ -867,19 +850,13 @@
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}
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}
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// State transitions
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const hasUsefulWeapon = e.inventory.some(it => it && it.type === 'weapon' && (it.ammoInMag > 0 || it.ammoReserve > 0));
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if ((e.gatherTimeLeft <= 0 || e.materials >= 20 || hasUsefulWeapon) && e.state === 'gather') e.state = 'combat';
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if (e.state === 'gather') e.gatherTimeLeft -= dt;
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-
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// Early-game chest priority: force chest-seeking for first few seconds to equip weapons quickly
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const prioritizeChests = (e.prioritizeChestsUntil && now < e.prioritizeChestsUntil);
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if (e.state === 'gather'){
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if (now >= (e.spawnSafeUntil || 0)){
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// pickups nearby priority (quick ammo/weapon)
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let p = findNearestPickup(e, 240);
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if (p
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const angle = Math.atan2(p.y - e.y, p.x - e.x);
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e.angle = angle;
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const dx = Math.cos(e.angle) * e.speed * dt * 0.9;
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@@ -889,78 +866,40 @@
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enemyPickupCollect(e, p);
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const idx = pickups.indexOf(p);
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if (idx >= 0) pickups.splice(idx,1);
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// equip best weapon immediately if any
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enemyEquipBestWeapon(e);
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}
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continue;
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}
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}
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-
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let chestSearchRadius = prioritizeChests || !hasUsefulWeapon ? 1400 : 900;
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let chestTarget = findNearestChest(e, chestSearchRadius);
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if (chestTarget){
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const d = Math.hypot(chestTarget.x - e.x, chestTarget.y - e.y);
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if (d > 20){
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e.angle = Math.atan2(chestTarget.y - e.y, chestTarget.x - e.x);
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-
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-
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const blocker = findBlockingObject(e.x, e.y, chestTarget.x, chestTarget.y);
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if (blocker){
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if (!e.tempTarget){
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e.tempTarget = computeDetourWaypoint(e.x, e.y, blocker, chestTarget.x, chestTarget.y);
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e.tempTargetExpiry = now + 2500;
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}
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if (e.tempTarget){
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const td = Math.hypot(e.tempTarget.x - e.x, e.tempTarget.y - e.y);
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if (td > 8){
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e.angle = Math.atan2(e.tempTarget.y - e.y, e.tempTarget.x - e.x);
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const dx = Math.cos(e.angle) * e.speed * dt * 0.9;
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const dy = Math.sin(e.angle) * e.speed * dt * 0.9;
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moveEntityWithCollision(e, dx, dy, e.radius);
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continue;
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} else {
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e.tempTarget = null;
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e.tempTargetExpiry = 0;
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}
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}
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}
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}
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// If unobstructed or detour not set/needed, move directly
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const dx = Math.cos(e.angle) * e.speed * dt * 0.95;
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const dy = Math.sin(e.angle) * e.speed * dt * 0.95;
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moveEntityWithCollision(e, dx, dy, e.radius);
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} else {
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// open chest and collect
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if (!chestTarget.opened){
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chestTarget.opened = true;
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const loot = chestTarget.loot;
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if (loot.type === 'weapon') {
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enemyPickupCollect(e, wp);
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} else if (loot.type === 'medkit') enemyPickupCollect(e, { type:'medkit', amount: loot.amount || 1 });
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else if (loot.type === 'materials') enemyPickupCollect(e, { type:'materials', amount: loot.amount || 10 });
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// ensure equip
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enemyEquipBestWeapon(e);
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if (e.equippedIndex !== -1){
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const eq = e.inventory[e.equippedIndex];
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if (eq && eq.type==='weapon' && eq.ammoInMag <= 0 && eq.ammoReserve > 0){
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// immediate reload
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reloadItem(eq);
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}
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}
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// after opening chest, prioritize combat if weapon obtained
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if (e.inventory.some(it => it && it.type==='weapon')) {
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e.state = 'combat';
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e.lastAttackedTime = now;
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}
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}
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}
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continue;
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}
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let objTarget = findNearestHarvestable(e, 700);
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if (objTarget
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const d = Math.hypot(objTarget.x - e.x, objTarget.y - e.y);
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if (d > 26){
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e.angle = Math.atan2(objTarget.y - e.y, objTarget.x - e.x);
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continue;
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}
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-
// Combat
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if (e.equippedIndex === -1) enemyEquipBestWeapon(e);
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if (e.reloadPending){
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if (now >= e.reloadingUntil){
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@@ -1008,34 +947,6 @@
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}
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}
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// If equipped weapon is empty and no reserve, try to swap to another loaded weapon
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if (e.equippedIndex >= 0){
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const eq = e.inventory[e.equippedIndex];
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if (eq && eq.type === 'weapon' && eq.ammoInMag <= 0 && eq.ammoReserve <= 0){
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// try to find another weapon with ammo
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for (let i=0;i<5;i++){
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| 1017 |
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const it = e.inventory[i];
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| 1018 |
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if (it && it.type === 'weapon' && it.ammoInMag > 0){
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e.equippedIndex = i;
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break;
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| 1021 |
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}
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}
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-
// if still no mag ammo, pick weapon with reserve
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| 1024 |
-
if (e.equippedIndex === -1 || (e.inventory[e.equippedIndex] && e.inventory[e.equippedIndex].ammoInMag <= 0)){
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for (let i=0;i<5;i++){
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| 1026 |
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const it = e.inventory[i];
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| 1027 |
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if (it && it.type === 'weapon' && it.ammoReserve > 0){
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| 1028 |
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e.equippedIndex = i;
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| 1029 |
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// schedule reload
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| 1030 |
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e.reloadPending = true;
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| 1031 |
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e.reloadingUntil = now + 500 + rand(-80,80);
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| 1032 |
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break;
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| 1033 |
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}
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| 1034 |
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}
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| 1035 |
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}
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| 1036 |
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}
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| 1037 |
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}
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| 1038 |
-
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let target = player;
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| 1040 |
let bestDist = Math.hypot(player.x - e.x, player.y - e.y);
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if (bestDist > VIEW_RANGE){
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@@ -1078,7 +989,6 @@
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continue;
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}
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| 1081 |
-
// If a target exists but blocked, try detour waypoint instead of always breaking/shooting blocker
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const blocked = !hasLineOfSight(e.x, e.y, target.x, target.y);
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| 1083 |
if (blocked){
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const blocker = findBlockingObject(e.x, e.y, target.x, target.y);
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@@ -1096,27 +1006,10 @@
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| 1096 |
const angle = Math.atan2(blocker.y - e.y, blocker.x - e.x);
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shootBullet(e.x + Math.cos(angle)*12, e.y + Math.sin(angle)*12, blocker.x + (Math.random()-0.5)*6, blocker.y + (Math.random()-0.5)*6, eq, e.id);
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| 1098 |
}
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| 1099 |
-
}
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| 1100 |
-
if (!e.tempTarget){
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| 1101 |
-
const waypoint = computeDetourWaypoint(e.x, e.y, blocker, target.x, target.y);
|
| 1102 |
-
if (waypoint){
|
| 1103 |
-
e.tempTarget = waypoint;
|
| 1104 |
-
e.tempTargetExpiry = now + 3000;
|
| 1105 |
-
}
|
| 1106 |
-
}
|
| 1107 |
-
if (e.tempTarget){
|
| 1108 |
-
const td = Math.hypot(e.tempTarget.x - e.x, e.tempTarget.y - e.y);
|
| 1109 |
-
if (td > 8){
|
| 1110 |
-
e.angle = Math.atan2(e.tempTarget.y - e.y, e.tempTarget.x - e.x);
|
| 1111 |
-
moveEntityWithCollision(e, Math.cos(e.angle) * e.speed * dt * 0.8, Math.sin(e.angle) * e.speed * dt * 0.8, e.radius);
|
| 1112 |
-
} else {
|
| 1113 |
-
e.tempTarget = null;
|
| 1114 |
-
e.tempTargetExpiry = 0;
|
| 1115 |
-
}
|
| 1116 |
} else {
|
| 1117 |
e.angle = Math.atan2(blocker.y - e.y, blocker.x - e.x);
|
| 1118 |
-
e.x += Math.cos(e.angle) * e.speed * dt * 0.
|
| 1119 |
-
e.y += Math.sin(e.angle) * e.speed * dt * 0.
|
| 1120 |
}
|
| 1121 |
}
|
| 1122 |
continue;
|
|
@@ -1134,14 +1027,6 @@
|
|
| 1134 |
const eq = e.inventory[e.equippedIndex];
|
| 1135 |
if (eq && eq.type === 'weapon' && !e.reloadPending && now - (e.lastShot||0) > (eq.weapon.rate || 300)){
|
| 1136 |
if (eq.ammoInMag <= 0){
|
| 1137 |
-
// try reload or swap
|
| 1138 |
-
if (eq.ammoReserve > 0 && !e.reloadPending){
|
| 1139 |
-
e.reloadPending = true;
|
| 1140 |
-
e.reloadingUntil = now + 600 + rand(-100,100);
|
| 1141 |
-
} else {
|
| 1142 |
-
// swap to other weapon
|
| 1143 |
-
enemyEquipBestWeapon(e);
|
| 1144 |
-
}
|
| 1145 |
} else {
|
| 1146 |
if (hasLineOfSight(e.x, e.y, target.x, target.y)){
|
| 1147 |
e.lastShot = now;
|
|
@@ -1173,29 +1058,18 @@
|
|
| 1173 |
const idx = pickups.indexOf(target);
|
| 1174 |
if (idx >= 0) pickups.splice(idx,1);
|
| 1175 |
e.state = 'gather';
|
| 1176 |
-
enemyEquipBestWeapon(e);
|
| 1177 |
}
|
| 1178 |
} else if (target.hasOwnProperty('loot')){
|
| 1179 |
if (td > 20){
|
| 1180 |
e.angle = Math.atan2(target.y - e.y, target.x - e.x);
|
| 1181 |
moveEntityWithCollision(e, Math.cos(e.angle) * e.speed * dt * 0.9, Math.sin(e.angle) * e.speed * dt * 0.9, e.radius);
|
| 1182 |
} else {
|
| 1183 |
-
|
| 1184 |
-
|
| 1185 |
-
|
| 1186 |
-
|
| 1187 |
-
|
| 1188 |
-
|
| 1189 |
-
e.state = 'gather';
|
| 1190 |
-
enemyEquipBestWeapon(e);
|
| 1191 |
-
if (e.equippedIndex !== -1){
|
| 1192 |
-
const eq = e.inventory[e.equippedIndex];
|
| 1193 |
-
if (eq && eq.type==='weapon' && eq.ammoInMag <= 0 && eq.ammoReserve > 0){
|
| 1194 |
-
reloadItem(eq);
|
| 1195 |
-
}
|
| 1196 |
-
}
|
| 1197 |
-
if (e.inventory.some(it => it && it.type === 'weapon')){ e.state = 'combat'; e.lastAttackedTime = now; }
|
| 1198 |
-
}
|
| 1199 |
}
|
| 1200 |
} else if (target.hasOwnProperty('type') && (target.type === 'wood' || target.type === 'stone')){
|
| 1201 |
if (td > 26){
|
|
@@ -1300,7 +1174,7 @@
|
|
| 1300 |
}
|
| 1301 |
}
|
| 1302 |
|
| 1303 |
-
// Drawing world & entities
|
| 1304 |
function drawWorld(){
|
| 1305 |
const TILE = 600;
|
| 1306 |
const cols = Math.ceil(WORLD.width / TILE);
|
|
@@ -1721,23 +1595,19 @@
|
|
| 1721 |
initHUD();
|
| 1722 |
cameraUpdate();
|
| 1723 |
|
| 1724 |
-
// Set each enemy to prioritize chests for a short time so they grab weapons early, and reposition away from player spawn
|
| 1725 |
for (const e of enemies){
|
| 1726 |
if (Math.hypot(e.x - player.x, e.y - player.y) < 180){
|
| 1727 |
e.x += (Math.random()<0.5? -1:1) * rand(160,260);
|
| 1728 |
e.y += (Math.random()<0.5? -1:1) * rand(160,260);
|
| 1729 |
}
|
| 1730 |
-
e.inventory = [null,null,null,null,null];
|
| 1731 |
-
e.equippedIndex = -1;
|
| 1732 |
e.spawnSafeUntil = performance.now() + SPAWN_PROTECT_MS;
|
| 1733 |
e.state = 'gather';
|
| 1734 |
e.nextHealTime = 0;
|
| 1735 |
e.tempTarget = null;
|
| 1736 |
e.tempTargetExpiry = 0;
|
| 1737 |
-
|
| 1738 |
-
e.prioritizeChestsUntil = performance.now() + 6000 + rand(0,3000);
|
| 1739 |
-
// also slightly reduce gatherTimeLeft so they don't linger on harvesting
|
| 1740 |
-
e.gatherTimeLeft = Math.min(e.gatherTimeLeft, 6);
|
| 1741 |
}
|
| 1742 |
|
| 1743 |
gameTime = 300; storm.active = false; storm.radius = storm.maxRadius;
|
|
|
|
| 332 |
}
|
| 333 |
|
| 334 |
// Populate world
|
| 335 |
+
// Updated: enemies spawn already equipped with a weapon in inventory slot 0 (equipped)
|
| 336 |
function populateWorld(){
|
| 337 |
chests.length = 0; objects.length = 0; enemies.length = 0; pickups.length = 0;
|
| 338 |
+
|
| 339 |
+
// helper weapon pool for enemy spawns
|
| 340 |
+
const enemyWeapons = [
|
| 341 |
+
{ name:'Pistol', dmg:12, rate:320, color:'#ffd86b', magSize:12, startReserve:24 },
|
| 342 |
+
{ name:'SMG', dmg:6, rate:120, color:'#8ef0ff', magSize:30, startReserve:90 },
|
| 343 |
+
{ name:'Shotgun', dmg:22, rate:800, color:'#ff9fb8', magSize:6, startReserve:18 },
|
| 344 |
+
{ name:'Rifle', dmg:18, rate:400, color:'#c7ff9a', magSize:20, startReserve:60 }
|
| 345 |
+
];
|
| 346 |
+
|
| 347 |
for (let i=0;i<260;i++){
|
| 348 |
const x = rand(150, WORLD.width-150);
|
| 349 |
const y = rand(150, WORLD.height-150);
|
|
|
|
| 364 |
for (let i=0;i<49;i++){
|
| 365 |
const ex = rand(300, WORLD.width-300);
|
| 366 |
const ey = rand(300, WORLD.height-300);
|
| 367 |
+
|
| 368 |
+
// create enemy base
|
| 369 |
+
const enemy = {
|
| 370 |
id:'e'+i, x:ex, y:ey, radius:14, angle:rand(0,Math.PI*2), speed:110+rand(-20,20),
|
| 371 |
health: 80 + randInt(0,40), lastMelee:0, meleeRate:800 + randInt(-200,200),
|
| 372 |
roamTimer: rand(0,3),
|
|
|
|
| 386 |
tempTarget: null,
|
| 387 |
tempTargetExpiry: 0,
|
| 388 |
prioritizeChestsUntil: 0
|
| 389 |
+
};
|
| 390 |
+
|
| 391 |
+
// Give the enemy a weapon on spawn (random pick)
|
| 392 |
+
const w = enemyWeapons[randInt(0, enemyWeapons.length)];
|
| 393 |
+
const proto = makeWeaponProto(w);
|
| 394 |
+
enemy.inventory[0] = {
|
| 395 |
+
type: 'weapon',
|
| 396 |
+
weapon: proto,
|
| 397 |
+
ammoInMag: proto.magSize,
|
| 398 |
+
ammoReserve: proto.startReserve
|
| 399 |
+
};
|
| 400 |
+
enemy.equippedIndex = 0; // equip the weapon immediately
|
| 401 |
+
// Slightly bias them to seek chests early so they can refill/reload if needed
|
| 402 |
+
enemy.prioritizeChestsUntil = now + 4000 + rand(0,2000);
|
| 403 |
+
// Reduce gather time so they don't idle unnecessarily
|
| 404 |
+
enemy.gatherTimeLeft = Math.min(enemy.gatherTimeLeft, 6);
|
| 405 |
+
|
| 406 |
+
enemies.push(enemy);
|
| 407 |
}
|
| 408 |
updatePlayerCount();
|
| 409 |
}
|
|
|
|
| 588 |
|
| 589 |
// Enemy helpers
|
| 590 |
function enemyEquipBestWeapon(e){
|
|
|
|
| 591 |
let bestIdx = -1;
|
| 592 |
let bestScore = -Infinity;
|
| 593 |
for (let i=0;i<5;i++){
|
| 594 |
const it = e.inventory[i];
|
| 595 |
if (it && it.type === 'weapon'){
|
| 596 |
+
const score = (it.weapon.dmg || 1) / (it.weapon.rate || 300) + (it.ammoInMag > 0 ? 0.5 : 0);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 597 |
if (score > bestScore){ bestScore = score; bestIdx = i; }
|
| 598 |
}
|
| 599 |
}
|
| 600 |
+
if (bestIdx !== -1) e.equippedIndex = bestIdx;
|
| 601 |
+
else e.equippedIndex = -1;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 602 |
}
|
| 603 |
|
| 604 |
function enemyPickupCollect(e, p){
|
| 605 |
if (!e || !p) return;
|
| 606 |
if (p.type === 'weapon'){
|
| 607 |
+
const w = p.weapon ? p.weapon : makeWeaponProto(p);
|
| 608 |
+
const ammoInMag = (typeof p.ammoInMag === 'number') ? p.ammoInMag : (w.magSize || 12);
|
| 609 |
+
const ammoReserve = (typeof p.ammoReserve === 'number') ? p.ammoReserve : (w.startReserve || 24);
|
| 610 |
for (let s=0;s<5;s++){
|
| 611 |
const it = e.inventory[s];
|
| 612 |
+
if (it && it.type==='weapon' && it.weapon.name === w.name){
|
| 613 |
+
it.ammoReserve += ammoReserve;
|
| 614 |
+
it.ammoInMag = Math.min(it.weapon.magSize, (it.ammoInMag || 0) + ammoInMag);
|
| 615 |
enemyEquipBestWeapon(e);
|
|
|
|
| 616 |
if (it.ammoInMag > 0) e.equippedIndex = s;
|
| 617 |
e.state = 'combat';
|
| 618 |
e.lastAttackedTime = performance.now();
|
| 619 |
return;
|
| 620 |
}
|
| 621 |
}
|
|
|
|
| 622 |
for (let s=0;s<5;s++){
|
| 623 |
+
if (!e.inventory[s]) {
|
| 624 |
+
e.inventory[s] = { type:'weapon', weapon: w, ammoInMag: ammoInMag, ammoReserve: ammoReserve };
|
| 625 |
enemyEquipBestWeapon(e);
|
|
|
|
| 626 |
if (e.inventory[s].ammoInMag > 0) e.equippedIndex = s;
|
| 627 |
e.state = 'combat';
|
| 628 |
e.lastAttackedTime = performance.now();
|
| 629 |
return;
|
| 630 |
}
|
| 631 |
}
|
| 632 |
+
// replace worst if pickup is better
|
| 633 |
let worstIdx = -1, worstScore = Infinity;
|
| 634 |
for (let s=0;s<5;s++){
|
| 635 |
const it = e.inventory[s];
|
|
|
|
| 638 |
if (score < worstScore){ worstScore = score; worstIdx = s; }
|
| 639 |
}
|
| 640 |
}
|
| 641 |
+
const pickupScore = (w.dmg || 1) / (w.rate || 300);
|
| 642 |
if (pickupScore > worstScore && worstIdx !== -1){
|
| 643 |
+
e.inventory[worstIdx] = { type:'weapon', weapon: w, ammoInMag: ammoInMag, ammoReserve: ammoReserve };
|
| 644 |
enemyEquipBestWeapon(e);
|
| 645 |
e.state = 'combat';
|
| 646 |
e.lastAttackedTime = performance.now();
|
| 647 |
} else {
|
| 648 |
+
e.materials += Math.floor((ammoReserve || 0) / 2);
|
| 649 |
}
|
| 650 |
} else if (p.type === 'medkit'){
|
| 651 |
for (let s=0;s<5;s++){
|
|
|
|
| 724 |
else if (blocker.type === 'stone') br = 22;
|
| 725 |
else if (blocker.type === 'wood') br = 16;
|
| 726 |
else br = 18;
|
|
|
|
| 727 |
const vx = fromX - blocker.x;
|
| 728 |
const vy = fromY - blocker.y;
|
| 729 |
const len = Math.hypot(vx, vy) || 0.0001;
|
|
|
|
| 730 |
const px = -vy / len;
|
| 731 |
const py = vx / len;
|
| 732 |
const radius = br + padding + 8;
|
| 733 |
const cand1 = { x: blocker.x + px * radius, y: blocker.y + py * radius };
|
| 734 |
const cand2 = { x: blocker.x - px * radius, y: blocker.y - py * radius };
|
|
|
|
| 735 |
const d1 = Math.hypot(cand1.x - goalX, cand1.y - goalY);
|
| 736 |
const d2 = Math.hypot(cand2.x - goalX, cand2.y - goalY);
|
| 737 |
const chosen = d1 < d2 ? cand1 : cand2;
|
|
|
|
| 738 |
chosen.x = Math.max(16, Math.min(WORLD.width-16, chosen.x));
|
| 739 |
chosen.y = Math.max(16, Math.min(WORLD.height-16, chosen.y));
|
| 740 |
return chosen;
|
|
|
|
| 811 |
return best;
|
| 812 |
}
|
| 813 |
|
| 814 |
+
// Enemy AI (kept mostly same; enemies spawn equipped now)
|
| 815 |
function updateEnemies(dt, now){
|
| 816 |
const minSeparation = 20;
|
| 817 |
for (const e of enemies){
|
| 818 |
if (e.health <= 0) continue;
|
| 819 |
if (!e.spawnSafeUntil) e.spawnSafeUntil = performance.now() + SPAWN_PROTECT_MS;
|
| 820 |
|
|
|
|
|
|
|
|
|
|
|
|
|
| 821 |
if (storm.active){
|
| 822 |
const distToSafeCenter = Math.hypot(e.x - storm.centerX, e.y - storm.centerY);
|
| 823 |
if (distToSafeCenter > storm.radius){
|
| 824 |
e.state = 'toSafe';
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 825 |
e.angle = Math.atan2(storm.centerY - e.y, storm.centerX - e.x);
|
| 826 |
const dx = Math.cos(e.angle) * e.speed * dt * 0.95;
|
| 827 |
const dy = Math.sin(e.angle) * e.speed * dt * 0.95;
|
|
|
|
| 831 |
}
|
| 832 |
}
|
| 833 |
|
| 834 |
+
if (now - e.lastAttackedTime < 4000) e.state = 'combat';
|
| 835 |
+
if (e.state === 'gather') e.gatherTimeLeft -= dt;
|
| 836 |
+
|
| 837 |
if (e.health < 60 && now >= (e.nextHealTime || 0)){
|
| 838 |
let medIdx = -1;
|
| 839 |
for (let s=0;s<5;s++){
|
|
|
|
| 850 |
}
|
| 851 |
}
|
| 852 |
|
|
|
|
| 853 |
const hasUsefulWeapon = e.inventory.some(it => it && it.type === 'weapon' && (it.ammoInMag > 0 || it.ammoReserve > 0));
|
| 854 |
if ((e.gatherTimeLeft <= 0 || e.materials >= 20 || hasUsefulWeapon) && e.state === 'gather') e.state = 'combat';
|
| 855 |
|
|
|
|
|
|
|
|
|
|
|
|
|
| 856 |
if (e.state === 'gather'){
|
| 857 |
if (now >= (e.spawnSafeUntil || 0)){
|
|
|
|
| 858 |
let p = findNearestPickup(e, 240);
|
| 859 |
+
if (p){
|
| 860 |
const angle = Math.atan2(p.y - e.y, p.x - e.x);
|
| 861 |
e.angle = angle;
|
| 862 |
const dx = Math.cos(e.angle) * e.speed * dt * 0.9;
|
|
|
|
| 866 |
enemyPickupCollect(e, p);
|
| 867 |
const idx = pickups.indexOf(p);
|
| 868 |
if (idx >= 0) pickups.splice(idx,1);
|
|
|
|
|
|
|
| 869 |
}
|
| 870 |
continue;
|
| 871 |
}
|
| 872 |
}
|
| 873 |
|
| 874 |
+
let chestTarget = findNearestChest(e, 900);
|
|
|
|
|
|
|
| 875 |
if (chestTarget){
|
| 876 |
const d = Math.hypot(chestTarget.x - e.x, chestTarget.y - e.y);
|
| 877 |
if (d > 20){
|
| 878 |
e.angle = Math.atan2(chestTarget.y - e.y, chestTarget.x - e.x);
|
| 879 |
+
const dx = Math.cos(e.angle) * e.speed * dt * 0.9;
|
| 880 |
+
const dy = Math.sin(e.angle) * e.speed * dt * 0.9;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 881 |
moveEntityWithCollision(e, dx, dy, e.radius);
|
| 882 |
} else {
|
|
|
|
| 883 |
if (!chestTarget.opened){
|
| 884 |
chestTarget.opened = true;
|
| 885 |
const loot = chestTarget.loot;
|
| 886 |
+
if (loot.type === 'weapon') enemyPickupCollect(e, { type:'weapon', weapon: makeWeaponProto(loot.weapon), ammoInMag:loot.weapon.magSize||12, ammoReserve:loot.weapon.startReserve||24 });
|
| 887 |
+
else if (loot.type === 'medkit') enemyPickupCollect(e, { type:'medkit', amount: loot.amount || 1 });
|
|
|
|
|
|
|
| 888 |
else if (loot.type === 'materials') enemyPickupCollect(e, { type:'materials', amount: loot.amount || 10 });
|
|
|
|
| 889 |
enemyEquipBestWeapon(e);
|
| 890 |
if (e.equippedIndex !== -1){
|
| 891 |
const eq = e.inventory[e.equippedIndex];
|
| 892 |
if (eq && eq.type==='weapon' && eq.ammoInMag <= 0 && eq.ammoReserve > 0){
|
|
|
|
| 893 |
reloadItem(eq);
|
| 894 |
}
|
| 895 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 896 |
}
|
| 897 |
}
|
| 898 |
continue;
|
| 899 |
}
|
| 900 |
|
| 901 |
let objTarget = findNearestHarvestable(e, 700);
|
| 902 |
+
if (objTarget){
|
| 903 |
const d = Math.hypot(objTarget.x - e.x, objTarget.y - e.y);
|
| 904 |
if (d > 26){
|
| 905 |
e.angle = Math.atan2(objTarget.y - e.y, objTarget.x - e.x);
|
|
|
|
| 929 |
continue;
|
| 930 |
}
|
| 931 |
|
| 932 |
+
// Combat
|
| 933 |
if (e.equippedIndex === -1) enemyEquipBestWeapon(e);
|
| 934 |
if (e.reloadPending){
|
| 935 |
if (now >= e.reloadingUntil){
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|
| 947 |
}
|
| 948 |
}
|
| 949 |
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|
| 950 |
let target = player;
|
| 951 |
let bestDist = Math.hypot(player.x - e.x, player.y - e.y);
|
| 952 |
if (bestDist > VIEW_RANGE){
|
|
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|
| 989 |
continue;
|
| 990 |
}
|
| 991 |
|
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|
| 992 |
const blocked = !hasLineOfSight(e.x, e.y, target.x, target.y);
|
| 993 |
if (blocked){
|
| 994 |
const blocker = findBlockingObject(e.x, e.y, target.x, target.y);
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|
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|
| 1006 |
const angle = Math.atan2(blocker.y - e.y, blocker.x - e.x);
|
| 1007 |
shootBullet(e.x + Math.cos(angle)*12, e.y + Math.sin(angle)*12, blocker.x + (Math.random()-0.5)*6, blocker.y + (Math.random()-0.5)*6, eq, e.id);
|
| 1008 |
}
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|
| 1009 |
} else {
|
| 1010 |
e.angle = Math.atan2(blocker.y - e.y, blocker.x - e.x);
|
| 1011 |
+
e.x += Math.cos(e.angle) * e.speed * dt * 0.8;
|
| 1012 |
+
e.y += Math.sin(e.angle) * e.speed * dt * 0.8;
|
| 1013 |
}
|
| 1014 |
}
|
| 1015 |
continue;
|
|
|
|
| 1027 |
const eq = e.inventory[e.equippedIndex];
|
| 1028 |
if (eq && eq.type === 'weapon' && !e.reloadPending && now - (e.lastShot||0) > (eq.weapon.rate || 300)){
|
| 1029 |
if (eq.ammoInMag <= 0){
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|
| 1030 |
} else {
|
| 1031 |
if (hasLineOfSight(e.x, e.y, target.x, target.y)){
|
| 1032 |
e.lastShot = now;
|
|
|
|
| 1058 |
const idx = pickups.indexOf(target);
|
| 1059 |
if (idx >= 0) pickups.splice(idx,1);
|
| 1060 |
e.state = 'gather';
|
|
|
|
| 1061 |
}
|
| 1062 |
} else if (target.hasOwnProperty('loot')){
|
| 1063 |
if (td > 20){
|
| 1064 |
e.angle = Math.atan2(target.y - e.y, target.x - e.x);
|
| 1065 |
moveEntityWithCollision(e, Math.cos(e.angle) * e.speed * dt * 0.9, Math.sin(e.angle) * e.speed * dt * 0.9, e.radius);
|
| 1066 |
} else {
|
| 1067 |
+
target.opened = true;
|
| 1068 |
+
const loot = target.loot;
|
| 1069 |
+
if (loot.type === 'weapon') enemyPickupCollect(e, { type:'weapon', weapon: makeWeaponProto(loot.weapon), ammoInMag:loot.weapon.magSize||12, ammoReserve:loot.weapon.startReserve||24 });
|
| 1070 |
+
else if (loot.type === 'medkit') enemyPickupCollect(e, { type:'medkit', amount: loot.amount || 1 });
|
| 1071 |
+
else if (loot.type === 'materials') enemyPickupCollect(e, { type:'materials', amount: loot.amount || 10 });
|
| 1072 |
+
e.state = 'gather';
|
|
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|
|
|
|
|
| 1073 |
}
|
| 1074 |
} else if (target.hasOwnProperty('type') && (target.type === 'wood' || target.type === 'stone')){
|
| 1075 |
if (td > 26){
|
|
|
|
| 1174 |
}
|
| 1175 |
}
|
| 1176 |
|
| 1177 |
+
// Drawing world & entities (unchanged)
|
| 1178 |
function drawWorld(){
|
| 1179 |
const TILE = 600;
|
| 1180 |
const cols = Math.ceil(WORLD.width / TILE);
|
|
|
|
| 1595 |
initHUD();
|
| 1596 |
cameraUpdate();
|
| 1597 |
|
|
|
|
| 1598 |
for (const e of enemies){
|
| 1599 |
if (Math.hypot(e.x - player.x, e.y - player.y) < 180){
|
| 1600 |
e.x += (Math.random()<0.5? -1:1) * rand(160,260);
|
| 1601 |
e.y += (Math.random()<0.5? -1:1) * rand(160,260);
|
| 1602 |
}
|
| 1603 |
+
e.inventory = e.inventory || [null,null,null,null,null];
|
| 1604 |
+
e.equippedIndex = (e.inventory && e.inventory.findIndex(it => it && it.type === 'weapon') !== -1) ? e.inventory.findIndex(it => it && it.type === 'weapon') : -1;
|
| 1605 |
e.spawnSafeUntil = performance.now() + SPAWN_PROTECT_MS;
|
| 1606 |
e.state = 'gather';
|
| 1607 |
e.nextHealTime = 0;
|
| 1608 |
e.tempTarget = null;
|
| 1609 |
e.tempTargetExpiry = 0;
|
| 1610 |
+
e.prioritizeChestsUntil = e.prioritizeChestsUntil || (performance.now() + 6000 + rand(0,3000));
|
|
|
|
|
|
|
|
|
|
| 1611 |
}
|
| 1612 |
|
| 1613 |
gameTime = 300; storm.active = false; storm.radius = storm.maxRadius;
|