feat: backend state machine, Unity URL prod, simplify GameSetup
This commit is contained in:
@@ -1,154 +1,13 @@
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using UnityEngine;
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/// <summary>
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/// Global game setup applied at startup:
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/// - Application.runInBackground (physics continues on ALT-TAB)
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/// - Tall invisible arena barriers (prevent ball escape)
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/// - Visual enhancements: obstacle colors, floor tint, lighting contrast
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/// Attach to a persistent GameObject (e.g. NetworkManager).
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/// Global startup settings. Scene geometry and materials are set directly in the Editor.
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/// </summary>
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public class GameSetup : MonoBehaviour
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{
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[Header("Arena Boundaries")]
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public float arenaHalfSize = 45f;
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public float barrierHeight = 50f;
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public float barrierThickness = 1f;
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[Header("Visuals")]
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public bool enhanceVisuals = true;
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void Awake()
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{
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// --- Keep physics and network running on focus loss ---
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Application.runInBackground = true;
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Application.targetFrameRate = 60;
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// Barriers removed — respawn system handles falls (Y < -10)
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}
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void Start()
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{
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if (enhanceVisuals)
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EnhanceVisuals();
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}
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// --- Barrier creation ---
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private void CreateBarrier(string name, Vector3 position, Vector3 size)
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{
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var go = new GameObject(name);
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go.transform.position = position;
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var col = go.AddComponent<BoxCollider>();
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col.size = size;
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// No Renderer = invisible. Static collider = immovable wall.
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}
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// --- Visual enhancements ---
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private void EnhanceVisuals()
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{
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TintFloor();
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ColorObstacles();
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ColorWallsAndGrids();
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EnhanceLighting();
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}
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private void TintFloor()
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{
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var plane = GameObject.Find("Plane");
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if (plane == null) return;
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var rend = plane.GetComponent<Renderer>();
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if (rend == null) return;
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var mat = new Material(rend.sharedMaterial);
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// Soft blue-gray instead of flat white
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Color floorColor = new Color(0.70f, 0.74f, 0.82f, 1f);
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SetMatColor(mat, floorColor);
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rend.material = mat;
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}
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private void ColorObstacles()
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{
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Color[] palette =
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{
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new Color(0.42f, 0.55f, 0.75f), // Steel blue
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new Color(0.60f, 0.45f, 0.68f), // Muted purple
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new Color(0.48f, 0.68f, 0.55f), // Sage green
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new Color(0.74f, 0.52f, 0.42f), // Warm terracotta
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new Color(0.68f, 0.65f, 0.44f), // Sandy gold
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new Color(0.44f, 0.62f, 0.72f), // Slate teal
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};
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for (int i = 1; i <= 18; i++)
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{
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var obs = GameObject.Find($"Obs_{i}");
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if (obs == null) continue;
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var rend = obs.GetComponent<Renderer>();
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if (rend == null) continue;
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var mat = new Material(rend.sharedMaterial);
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SetMatColor(mat, palette[i % palette.Length]);
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rend.material = mat;
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}
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}
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private void ColorWallsAndGrids()
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{
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Color wallColor = new Color(0.50f, 0.54f, 0.62f);
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foreach (string name in new[] { "Wall_North", "Wall_South", "Wall_East", "Wall_West" })
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{
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var wall = GameObject.Find(name);
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if (wall == null) continue;
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var rend = wall.GetComponent<Renderer>();
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if (rend == null) continue;
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var mat = new Material(rend.sharedMaterial);
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SetMatColor(mat, wallColor);
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rend.material = mat;
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}
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Color gridColor = new Color(0.58f, 0.61f, 0.68f);
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for (int i = 1; i <= 4; i++)
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{
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foreach (string dir in new[] { "NS", "EW" })
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{
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var grid = GameObject.Find($"Grid_{dir}_{i}");
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if (grid == null) continue;
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var rend = grid.GetComponent<Renderer>();
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if (rend == null) continue;
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var mat = new Material(rend.sharedMaterial);
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SetMatColor(mat, gridColor);
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rend.material = mat;
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}
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}
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}
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private void EnhanceLighting()
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{
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// Directional light: warm white, stronger, soft shadows
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var lights = FindObjectsByType<Light>(FindObjectsSortMode.None);
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foreach (var light in lights)
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{
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if (light.type == LightType.Directional)
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{
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light.color = new Color(1f, 0.96f, 0.90f); // Warm white
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light.intensity = 1.6f;
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light.shadows = LightShadows.Soft;
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light.shadowStrength = 0.75f;
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}
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}
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// Ambient: cool tint for contrast with warm direct light
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RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Flat;
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RenderSettings.ambientLight = new Color(0.32f, 0.36f, 0.48f);
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}
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// --- Utility ---
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private static void SetMatColor(Material mat, Color color)
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{
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if (mat.HasProperty("_BaseColor"))
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mat.SetColor("_BaseColor", color);
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if (mat.HasProperty("_Color"))
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mat.color = color;
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}
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}
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@@ -67,11 +67,11 @@ public class DebugNetworkUI : MonoBehaviour
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string name = !string.IsNullOrEmpty(nm.LocalPlayerName) ? nm.LocalPlayerName : "\u2014";
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string room = !string.IsNullOrEmpty(nm.RoomId) ? nm.RoomId[..Mathf.Min(8, nm.RoomId.Length)] : "\u2014";
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string sess = !string.IsNullOrEmpty(nm.LocalSessionId) ? nm.LocalSessionId[..Mathf.Min(6, nm.LocalSessionId.Length)] : "\u2014";
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info = $" {dot} <b>{name}</b> | Room {room} | Sess {sess} | {nm.PlayerCount}P | {nm.serverURL} | {_currentFps:F0} FPS";
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info = $" {dot} <b>{name}</b> | Room {room} | Sess {sess} | {nm.PlayerCount}P | {"wss://rolld.io:2567"} | {_currentFps:F0} FPS";
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}
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else
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{
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info = $" {dot} {nm.ConnectionStatus} | {nm.serverURL} | {_currentFps:F0} FPS";
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info = $" {dot} {nm.ConnectionStatus} | {"wss://rolld.io:2567"} | {_currentFps:F0} FPS";
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}
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GUI.Label(new Rect(0, 0, Screen.width, h), info, ImGuiSkin.HudLabel);
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@@ -93,7 +93,7 @@ public class DebugNetworkUI : MonoBehaviour
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GUIStyle statusStyle = nm.IsConnected ? ImGuiSkin.StatusGreen : ImGuiSkin.StatusRed;
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GUILayout.Label($"\u25CF {nm.ConnectionStatus}", statusStyle);
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ImGuiSkin.DrawField("Server", nm.serverURL);
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ImGuiSkin.DrawField("Server", "wss://rolld.io:2567");
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ImGuiSkin.DrawField("Room ID", string.IsNullOrEmpty(nm.RoomId) ? "\u2014" : nm.RoomId);
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ImGuiSkin.DrawField("Session", string.IsNullOrEmpty(nm.LocalSessionId) ? "\u2014" : nm.LocalSessionId);
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ImGuiSkin.DrawField("Players", nm.PlayerCount.ToString());
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@@ -327,7 +327,7 @@ public class LobbyUI : MonoBehaviour
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if (_isConnecting && !NetworkManager.Instance.IsConnected)
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{
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_isConnecting = false;
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_statusMessage = "Erreur : Timeout de connexion. Vérifiez que le serveur est lancé.";
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_statusMessage = "Erreur : Impossible de joindre rolld.io. Réessayez dans quelques instants.";
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if (!string.IsNullOrEmpty(NetworkManager.Instance.LastError))
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{
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_statusMessage += $"\n{NetworkManager.Instance.LastError}";
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@@ -12,9 +12,7 @@ public class NetworkManager : MonoBehaviour
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{
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public static NetworkManager Instance { get; private set; }
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[Header("Connection")]
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[Tooltip("Colyseus server endpoint (overridden by frontend via SetServerURL)")]
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public string serverURL = "ws://localhost:2567";
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private const string serverURL = "wss://rolld.io:2567";
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[Header("Prefab")]
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[Tooltip("Prefab for remote players (must have RemotePlayerController)")]
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@@ -94,13 +92,6 @@ public class NetworkManager : MonoBehaviour
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}
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}
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/// <summary>Called from frontend JS via SendMessage to override the server URL.</summary>
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public void SetServerURL(string url)
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{
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serverURL = url;
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Debug.Log($"[Network] Server URL set to: {url}");
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}
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public NetworkPlayer GetLocalPlayerState()
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{
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if (_room == null || _room.State.players == null || string.IsNullOrEmpty(LocalSessionId)) return null;
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@@ -1,19 +1,35 @@
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const { Room } = require("@colyseus/core");
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const { GameState, Player } = require("../schema/GameState");
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const ROUND_MODES = ["race", "survival", "teams"];
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const LOBBY_TIMEOUT = 30; // seconds before auto-start
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const COUNTDOWN_DURATION = 3;
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const ROUND_END_DURATION = 5;
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const RACE_TIMEOUT = 180; // 3 min
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const SURVIVAL_START_DELAY = 20; // seconds before deathzone rises
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const SURVIVAL_RISE_RATE = 0.3; // units/sec
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const SURVIVAL_MAX_Y = 15;
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const TEAMS_DURATION = 90;
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const QUALIFY_RATIO = 0.6; // top 60% qualify in race
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class ArenaRoom extends Room {
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maxClients = 20;
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onCreate(options) {
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this.setState(new GameState());
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this.setPatchRate(16); // ~62.5 Hz state broadcast
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console.log(`[ArenaRoom] Room ${this.roomId} created (patchRate=16ms ~62Hz)`);
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this.setPatchRate(16); // ~62.5 Hz
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this._phaseTimer = null;
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this._survivalInterval = null;
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this._teamInterval = null;
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this._lobbyTimer = null;
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this._inZonePlayers = new Set(); // sessionIds currently in zone
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console.log(`[ArenaRoom] Room ${this.roomId} created`);
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// Handle position updates from clients
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this.onMessage("position", (client, data) => {
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const player = this.state.players.get(client.sessionId);
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if (!player) return;
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if (!player || player.isEliminated) return;
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player.x = data.x ?? player.x;
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player.y = data.y ?? player.y;
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player.z = data.z ?? player.z;
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@@ -30,90 +46,378 @@ class ArenaRoom extends Room {
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player.t = Date.now();
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});
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// Handle chat messages (optional, for future)
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this.onMessage("chat", (client, data) => {
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this.broadcast("chat", {
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sender: client.sessionId,
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name: this.state.players.get(client.sessionId)?.name || "???",
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message: data.message,
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this.onMessage("ready", (client) => {
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const player = this.state.players.get(client.sessionId);
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if (!player || this.state.phase !== "lobby") return;
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player.isReady = true;
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console.log(`[ArenaRoom] ${client.sessionId} ready`);
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this._checkAllReady();
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});
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this.onMessage("checkpointReached", (client, data) => {
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if (this.state.phase !== "playing" || this.state.gameMode !== "race") return;
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const player = this.state.players.get(client.sessionId);
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if (!player || player.isEliminated || player.isQualified) return;
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const expected = player.checkpointIndex;
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if (data.index !== expected) return; // must hit in order
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player.checkpointIndex = data.index + 1;
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// The last checkpoint (index 4 = finish) qualifies the player
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// CheckpointSystem sends index after increment, so finish = totalCheckpoints
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const TOTAL_CHECKPOINTS = 5;
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if (player.checkpointIndex >= TOTAL_CHECKPOINTS) {
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this._qualifyPlayer(client.sessionId, "finish");
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}
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});
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this.onMessage("deathZoneHit", (client) => {
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if (this.state.phase !== "playing" || this.state.gameMode !== "survival") return;
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this._eliminatePlayer(client.sessionId, "deathzone");
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});
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this.onMessage("inZone", (client, data) => {
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if (this.state.phase !== "playing" || this.state.gameMode !== "teams") return;
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const player = this.state.players.get(client.sessionId);
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if (!player || player.isEliminated) return;
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if (data.inZone) {
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this._inZonePlayers.add(client.sessionId);
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} else {
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this._inZonePlayers.delete(client.sessionId);
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}
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});
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}
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onJoin(client, options) {
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console.log(`[ArenaRoom] ${client.sessionId} joined (name: ${options.name || "anonymous"})`);
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console.log(`[ArenaRoom] ${client.sessionId} joined (${options.name || "anonymous"})`);
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const player = new Player();
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player.name = options.name || "Joueur";
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player.colorR = options.colorR ?? 1;
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player.colorG = options.colorG ?? 0.4;
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player.colorB = options.colorB ?? 0.2;
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// Find a spawn position away from other players
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const spawnPos = this._findSpawnPosition();
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player.x = spawnPos.x;
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player.y = spawnPos.y;
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player.z = spawnPos.z;
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const spawn = this._findSpawnPosition();
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player.x = spawn.x;
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player.y = spawn.y;
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player.z = spawn.z;
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player.t = Date.now();
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this.state.players.set(client.sessionId, player);
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this._updatePlayersAlive();
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// Auto-start lobby timer on first player
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if (this.state.players.size === 1 && this.state.phase === "lobby") {
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this._startLobbyTimer();
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}
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}
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onLeave(client, consented) {
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console.log(`[ArenaRoom] ${client.sessionId} left (consented: ${consented})`);
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console.log(`[ArenaRoom] ${client.sessionId} left`);
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this._inZonePlayers.delete(client.sessionId);
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this.state.players.delete(client.sessionId);
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this._updatePlayersAlive();
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if (this.state.phase === "playing") {
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this._checkRoundEndCondition();
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}
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}
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onDispose() {
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this._clearAllTimers();
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console.log(`[ArenaRoom] Room ${this.roomId} disposed`);
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}
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/**
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* Find a spawn position elevated and away from existing players.
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* Tries up to 10 random positions, picks the one farthest from others.
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* Falls back to random if no good spot found.
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*/
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_findSpawnPosition() {
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const MIN_DIST = 3.0;
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const SPAWN_Y = 5; // elevated spawn — ball drops naturally
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const RANGE = 20;
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let bestPos = { x: 0, y: SPAWN_Y, z: 0 };
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let bestMinDist = 0;
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// ─── Phase transitions ──────────────────────────────────────────────
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const existingPositions = [];
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this.state.players.forEach((p) => {
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existingPositions.push({ x: p.x, z: p.z });
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_startLobbyTimer() {
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if (this._lobbyTimer) return;
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this._lobbyTimer = setTimeout(() => this._startCountdown(), LOBBY_TIMEOUT * 1000);
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console.log(`[ArenaRoom] Lobby timer started (${LOBBY_TIMEOUT}s)`);
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}
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_checkAllReady() {
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if (this.state.players.size < 2) return;
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let allReady = true;
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this.state.players.forEach((p) => { if (!p.isReady) allReady = false; });
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if (allReady) {
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clearTimeout(this._lobbyTimer);
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this._lobbyTimer = null;
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this._startCountdown();
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}
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}
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_startCountdown() {
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if (this.state.phase !== "lobby") return;
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this.state.phase = "countdown";
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this.state.countdown = COUNTDOWN_DURATION;
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console.log(`[ArenaRoom] Countdown started`);
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const tick = () => {
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this.state.countdown -= 1;
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if (this.state.countdown <= 0) {
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this._startPlaying();
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} else {
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this._phaseTimer = setTimeout(tick, 1000);
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}
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};
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this._phaseTimer = setTimeout(tick, 1000);
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}
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_startPlaying() {
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const modeIndex = (this.state.roundNumber - 1) % ROUND_MODES.length;
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this.state.gameMode = ROUND_MODES[modeIndex];
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this.state.phase = "playing";
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this.state.countdown = 0;
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// Reset player state for new round
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let teamToggle = 0;
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this.state.players.forEach((p, id) => {
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p.isEliminated = false;
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p.isQualified = false;
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p.isReady = false;
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p.checkpointIndex = 0;
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if (this.state.gameMode === "teams") {
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p.team = (teamToggle++ % 2 === 0) ? 1 : 2;
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} else {
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p.team = 0;
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}
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});
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// If no existing players, just random
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if (existingPositions.length === 0) {
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return {
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x: (Math.random() - 0.5) * RANGE,
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y: SPAWN_Y,
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z: (Math.random() - 0.5) * RANGE,
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};
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this.state.deathZoneY = -50;
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this.state.teamScoreRed = 0;
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this.state.teamScoreBlue = 0;
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this._inZonePlayers.clear();
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this._updatePlayersAlive();
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this.broadcast("roundStart", {
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round: this.state.roundNumber,
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mode: this.state.gameMode,
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totalRounds: this.state.totalRounds,
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});
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console.log(`[ArenaRoom] Round ${this.state.roundNumber} started (mode: ${this.state.gameMode})`);
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if (this.state.gameMode === "race") {
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this._phaseTimer = setTimeout(() => this._endRaceTimeout(), RACE_TIMEOUT * 1000);
|
||||
} else if (this.state.gameMode === "survival") {
|
||||
this._phaseTimer = setTimeout(() => this._startSurvivalRise(), SURVIVAL_START_DELAY * 1000);
|
||||
} else if (this.state.gameMode === "teams") {
|
||||
this._startTeamsScoring();
|
||||
this._phaseTimer = setTimeout(() => this._endTeamsRound(), TEAMS_DURATION * 1000);
|
||||
}
|
||||
}
|
||||
|
||||
for (let attempt = 0; attempt < 10; attempt++) {
|
||||
_endRound() {
|
||||
if (this.state.phase !== "playing") return;
|
||||
this._clearAllTimers();
|
||||
this.state.phase = "roundEnd";
|
||||
this.broadcast("roundEnd", { round: this.state.roundNumber });
|
||||
console.log(`[ArenaRoom] Round ${this.state.roundNumber} ended`);
|
||||
|
||||
// Check if all rounds done
|
||||
if (this.state.roundNumber >= this.state.totalRounds) {
|
||||
this._phaseTimer = setTimeout(() => this._endGame(), ROUND_END_DURATION * 1000);
|
||||
} else {
|
||||
this._phaseTimer = setTimeout(() => this._nextRound(), ROUND_END_DURATION * 1000);
|
||||
}
|
||||
}
|
||||
|
||||
_nextRound() {
|
||||
this.state.roundNumber += 1;
|
||||
this.state.phase = "lobby";
|
||||
this.state.playersAlive = 0;
|
||||
this.state.players.forEach((p) => {
|
||||
if (!p.isEliminated) {
|
||||
p.isReady = false;
|
||||
const spawn = this._findSpawnPosition();
|
||||
p.x = spawn.x; p.y = spawn.y; p.z = spawn.z;
|
||||
}
|
||||
});
|
||||
this._updatePlayersAlive();
|
||||
this._lobbyTimer = null;
|
||||
this._startLobbyTimer();
|
||||
console.log(`[ArenaRoom] Lobby for round ${this.state.roundNumber}`);
|
||||
}
|
||||
|
||||
_endGame() {
|
||||
this.state.phase = "gameEnd";
|
||||
// Find winner: last qualified player, or player with most checkpoints
|
||||
let winner = "";
|
||||
let best = -1;
|
||||
this.state.players.forEach((p) => {
|
||||
const score = p.isQualified ? 1000 : p.checkpointIndex;
|
||||
if (score > best) { best = score; winner = p.name; }
|
||||
});
|
||||
this.state.winnerName = winner;
|
||||
this.broadcast("gameEnd", { winner });
|
||||
console.log(`[ArenaRoom] Game over — winner: ${winner}`);
|
||||
}
|
||||
|
||||
// ─── Race mode ──────────────────────────────────────────────────────
|
||||
|
||||
_endRaceTimeout() {
|
||||
// Eliminate anyone who hasn't qualified
|
||||
this.state.players.forEach((p, id) => {
|
||||
if (!p.isQualified && !p.isEliminated) {
|
||||
this._eliminatePlayer(id, "timeout");
|
||||
}
|
||||
});
|
||||
this._endRound();
|
||||
}
|
||||
|
||||
// ─── Survival mode ──────────────────────────────────────────────────
|
||||
|
||||
_startSurvivalRise() {
|
||||
console.log(`[ArenaRoom] DeathZone starts rising`);
|
||||
this._survivalInterval = setInterval(() => {
|
||||
this.state.deathZoneY += SURVIVAL_RISE_RATE * (16 / 1000);
|
||||
if (this.state.deathZoneY > SURVIVAL_MAX_Y) {
|
||||
this.state.deathZoneY = SURVIVAL_MAX_Y;
|
||||
}
|
||||
}, 16);
|
||||
}
|
||||
|
||||
// ─── Teams mode ─────────────────────────────────────────────────────
|
||||
|
||||
_startTeamsScoring() {
|
||||
this._teamInterval = setInterval(() => {
|
||||
let redInZone = 0;
|
||||
let blueInZone = 0;
|
||||
this._inZonePlayers.forEach((id) => {
|
||||
const p = this.state.players.get(id);
|
||||
if (!p || p.isEliminated) return;
|
||||
if (p.team === 1) redInZone++;
|
||||
else if (p.team === 2) blueInZone++;
|
||||
});
|
||||
if (redInZone > blueInZone) this.state.teamScoreRed = Math.min(this.state.teamScoreRed + 1, 32767);
|
||||
else if (blueInZone > redInZone) this.state.teamScoreBlue = Math.min(this.state.teamScoreBlue + 1, 32767);
|
||||
}, 1000);
|
||||
}
|
||||
|
||||
_endTeamsRound() {
|
||||
// Eliminate losing team
|
||||
const redWins = this.state.teamScoreRed >= this.state.teamScoreBlue;
|
||||
const losingTeam = redWins ? 2 : 1;
|
||||
this.state.players.forEach((p, id) => {
|
||||
if (p.team === losingTeam && !p.isEliminated) {
|
||||
this._eliminatePlayer(id, "teams_lost");
|
||||
} else if (!p.isEliminated) {
|
||||
this._qualifyPlayer(id, "teams_won");
|
||||
}
|
||||
});
|
||||
this._endRound();
|
||||
}
|
||||
|
||||
// ─── Elimination helpers ─────────────────────────────────────────────
|
||||
|
||||
_eliminatePlayer(sessionId, reason) {
|
||||
const player = this.state.players.get(sessionId);
|
||||
if (!player || player.isEliminated || player.isQualified) return;
|
||||
player.isEliminated = true;
|
||||
this._updatePlayersAlive();
|
||||
this.broadcast("eliminated", { sessionId, name: player.name, reason });
|
||||
console.log(`[ArenaRoom] ${player.name} (${sessionId}) eliminated: ${reason}`);
|
||||
this._checkRoundEndCondition();
|
||||
}
|
||||
|
||||
_qualifyPlayer(sessionId, reason) {
|
||||
const player = this.state.players.get(sessionId);
|
||||
if (!player || player.isQualified || player.isEliminated) return;
|
||||
player.isQualified = true;
|
||||
this._updatePlayersAlive();
|
||||
this.broadcast("qualified", { sessionId, name: player.name });
|
||||
console.log(`[ArenaRoom] ${player.name} (${sessionId}) qualified: ${reason}`);
|
||||
|
||||
if (this.state.gameMode === "race") {
|
||||
const aliveCount = this._getAliveCount();
|
||||
const totalActive = this._getActiveCount();
|
||||
const qualifiedCount = this._getQualifiedCount();
|
||||
// Eliminate once qualify_ratio reached
|
||||
const toQualify = Math.ceil(totalActive * QUALIFY_RATIO);
|
||||
if (qualifiedCount >= toQualify) {
|
||||
this.state.players.forEach((p, id) => {
|
||||
if (!p.isQualified && !p.isEliminated) {
|
||||
this._eliminatePlayer(id, "too_slow");
|
||||
}
|
||||
});
|
||||
this._endRound();
|
||||
}
|
||||
} else if (this.state.gameMode === "survival") {
|
||||
// In survival: only 1 qualifies (last one), rest get eliminated by zone
|
||||
this._checkRoundEndCondition();
|
||||
}
|
||||
}
|
||||
|
||||
_checkRoundEndCondition() {
|
||||
if (this.state.phase !== "playing") return;
|
||||
const alive = this._getAliveCount();
|
||||
const qualified = this._getQualifiedCount();
|
||||
const total = this._getActiveCount();
|
||||
|
||||
if (this.state.gameMode === "survival") {
|
||||
if (alive <= 1) {
|
||||
// Qualify the last survivor
|
||||
this.state.players.forEach((p, id) => {
|
||||
if (!p.isEliminated && !p.isQualified) {
|
||||
this._qualifyPlayer(id, "last_survivor");
|
||||
}
|
||||
});
|
||||
this._endRound();
|
||||
}
|
||||
} else if (alive === 0 || alive + qualified >= total) {
|
||||
this._endRound();
|
||||
}
|
||||
}
|
||||
|
||||
_getAliveCount() {
|
||||
let n = 0;
|
||||
this.state.players.forEach((p) => { if (!p.isEliminated && !p.isQualified) n++; });
|
||||
return n;
|
||||
}
|
||||
|
||||
_getQualifiedCount() {
|
||||
let n = 0;
|
||||
this.state.players.forEach((p) => { if (p.isQualified) n++; });
|
||||
return n;
|
||||
}
|
||||
|
||||
_getActiveCount() {
|
||||
return this.state.players.size;
|
||||
}
|
||||
|
||||
_updatePlayersAlive() {
|
||||
this.state.playersAlive = this._getAliveCount();
|
||||
}
|
||||
|
||||
_clearAllTimers() {
|
||||
if (this._phaseTimer) { clearTimeout(this._phaseTimer); this._phaseTimer = null; }
|
||||
if (this._lobbyTimer) { clearTimeout(this._lobbyTimer); this._lobbyTimer = null; }
|
||||
if (this._survivalInterval) { clearInterval(this._survivalInterval); this._survivalInterval = null; }
|
||||
if (this._teamInterval) { clearInterval(this._teamInterval); this._teamInterval = null; }
|
||||
}
|
||||
|
||||
// ─── Spawn helper ────────────────────────────────────────────────────
|
||||
|
||||
_findSpawnPosition() {
|
||||
const MIN_DIST = 3.0;
|
||||
const SPAWN_Y = 5;
|
||||
const RANGE = 20;
|
||||
const existing = [];
|
||||
this.state.players.forEach((p) => existing.push({ x: p.x, z: p.z }));
|
||||
|
||||
if (existing.length === 0) {
|
||||
return { x: (Math.random() - 0.5) * RANGE, y: SPAWN_Y, z: (Math.random() - 0.5) * RANGE };
|
||||
}
|
||||
|
||||
let best = { x: 0, y: SPAWN_Y, z: 0 };
|
||||
let bestDist = 0;
|
||||
for (let i = 0; i < 10; i++) {
|
||||
const cx = (Math.random() - 0.5) * RANGE;
|
||||
const cz = (Math.random() - 0.5) * RANGE;
|
||||
let minDist = Infinity;
|
||||
for (const p of existingPositions) {
|
||||
const dx = cx - p.x;
|
||||
const dz = cz - p.z;
|
||||
const d = Math.sqrt(dx * dx + dz * dz);
|
||||
if (d < minDist) minDist = d;
|
||||
let minD = Infinity;
|
||||
for (const p of existing) {
|
||||
const d = Math.sqrt((cx - p.x) ** 2 + (cz - p.z) ** 2);
|
||||
if (d < minD) minD = d;
|
||||
}
|
||||
if (minDist >= MIN_DIST) {
|
||||
return { x: cx, y: SPAWN_Y, z: cz };
|
||||
if (minD >= MIN_DIST) return { x: cx, y: SPAWN_Y, z: cz };
|
||||
if (minD > bestDist) { bestDist = minD; best = { x: cx, y: SPAWN_Y, z: cz }; }
|
||||
}
|
||||
if (minDist > bestMinDist) {
|
||||
bestMinDist = minDist;
|
||||
bestPos = { x: cx, y: SPAWN_Y, z: cz };
|
||||
}
|
||||
}
|
||||
|
||||
return bestPos;
|
||||
return best;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -21,6 +21,12 @@ class Player extends Schema {
|
||||
this.avx = 0;
|
||||
this.avy = 0;
|
||||
this.avz = 0;
|
||||
// Game state
|
||||
this.isEliminated = false;
|
||||
this.isQualified = false;
|
||||
this.isReady = false;
|
||||
this.team = 0;
|
||||
this.checkpointIndex = 0;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -43,17 +49,42 @@ defineTypes(Player, {
|
||||
avx: "float32",
|
||||
avy: "float32",
|
||||
avz: "float32",
|
||||
isEliminated: "boolean",
|
||||
isQualified: "boolean",
|
||||
isReady: "boolean",
|
||||
team: "int8",
|
||||
checkpointIndex: "int8",
|
||||
});
|
||||
|
||||
class GameState extends Schema {
|
||||
constructor() {
|
||||
super();
|
||||
this.players = new MapSchema();
|
||||
this.phase = "lobby";
|
||||
this.countdown = 0;
|
||||
this.roundNumber = 1;
|
||||
this.totalRounds = 3;
|
||||
this.playersAlive = 0;
|
||||
this.gameMode = "race";
|
||||
this.deathZoneY = -50;
|
||||
this.teamScoreRed = 0;
|
||||
this.teamScoreBlue = 0;
|
||||
this.winnerName = "";
|
||||
}
|
||||
}
|
||||
|
||||
defineTypes(GameState, {
|
||||
players: { map: Player },
|
||||
phase: "string",
|
||||
countdown: "float32",
|
||||
roundNumber: "int8",
|
||||
totalRounds: "int8",
|
||||
playersAlive: "int8",
|
||||
gameMode: "string",
|
||||
deathZoneY: "float32",
|
||||
teamScoreRed: "int16",
|
||||
teamScoreBlue: "int16",
|
||||
winnerName: "string",
|
||||
});
|
||||
|
||||
module.exports = { GameState, Player };
|
||||
|
||||
Reference in New Issue
Block a user