Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Fix dead players doing damage #1009

Merged
merged 5 commits into from
Jan 2, 2025
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
109 changes: 61 additions & 48 deletions apps/arena/lib/arena/game/skill.ex
Original file line number Diff line number Diff line change
Expand Up @@ -16,12 +16,20 @@ defmodule Arena.Game.Skill do
end)
end

def do_mechanic(
game_state,
entity,
%{type: "circle_hit"} = circle_hit,
%{skill_direction: skill_direction} = _skill_params
) do
def do_mechanic(game_state, entity, mechanic, skill_params) do
if entity.category == :player and not Player.alive?(entity) do
game_state
else
execute_mechanic(game_state, entity, mechanic, skill_params)
end
end

defp execute_mechanic(
game_state,
entity,
%{type: "circle_hit"} = circle_hit,
%{skill_direction: skill_direction} = _skill_params
) do
circle_center_position = get_position_with_offset(entity.position, skill_direction, circle_hit.offset)
circular_damage_area = Entities.make_circular_area(entity.id, circle_center_position, circle_hit.range)

Expand All @@ -37,12 +45,12 @@ defmodule Arena.Game.Skill do
|> maybe_move_player(entity, circle_hit[:move_by])
end

def do_mechanic(
game_state,
entity,
%{type: "cone_hit"} = cone_hit,
%{skill_direction: skill_direction} = _skill_params
) do
defp execute_mechanic(
game_state,
entity,
%{type: "cone_hit"} = cone_hit,
%{skill_direction: skill_direction} = _skill_params
) do
triangle_points =
Physics.calculate_triangle_vertices(
entity.position,
Expand All @@ -58,7 +66,7 @@ defmodule Arena.Game.Skill do
|> maybe_move_player(entity, cone_hit[:move_by])
end

def do_mechanic(game_state, entity, %{type: "multi_cone_hit"} = multi_cone_hit, skill_params) do
defp execute_mechanic(game_state, entity, %{type: "multi_cone_hit"} = multi_cone_hit, skill_params) do
Enum.each(1..(multi_cone_hit.amount - 1), fn i ->
mechanic = %{multi_cone_hit | type: "cone_hit"}

Expand All @@ -69,15 +77,15 @@ defmodule Arena.Game.Skill do
)
end)

do_mechanic(game_state, entity, %{multi_cone_hit | type: "cone_hit"}, skill_params)
execute_mechanic(game_state, entity, %{multi_cone_hit | type: "cone_hit"}, skill_params)
end

def do_mechanic(game_state, entity, %{type: "multi_circle_hit", amount: nil} = multi_circle_hit, skill_params) do
defp execute_mechanic(game_state, entity, %{type: "multi_circle_hit", amount: nil} = multi_circle_hit, skill_params) do
amount = div(multi_circle_hit.duration_ms, multi_circle_hit.interval_ms)
do_mechanic(game_state, entity, Map.put(multi_circle_hit, :amount, amount), skill_params)
execute_mechanic(game_state, entity, Map.put(multi_circle_hit, :amount, amount), skill_params)
end

def do_mechanic(game_state, entity, %{type: "multi_circle_hit"} = multi_circle_hit, skill_params) do
defp execute_mechanic(game_state, entity, %{type: "multi_circle_hit"} = multi_circle_hit, skill_params) do
Enum.each(1..(multi_circle_hit.amount - 1), fn i ->
mechanic = %{multi_circle_hit | type: "circle_hit"}

Expand All @@ -88,15 +96,15 @@ defmodule Arena.Game.Skill do
)
end)

do_mechanic(game_state, entity, %{multi_circle_hit | type: "circle_hit"}, skill_params)
execute_mechanic(game_state, entity, %{multi_circle_hit | type: "circle_hit"}, skill_params)
end

def do_mechanic(
game_state,
entity,
%{type: "dash", speed: speed, duration_ms: duration_ms},
%{skill_direction: skill_direction} = _skill_params
) do
defp execute_mechanic(
game_state,
entity,
%{type: "dash", speed: speed, duration_ms: duration_ms},
%{skill_direction: skill_direction} = _skill_params
) do
Process.send_after(self(), {:stop_dash, entity.id, entity.aditional_info.base_speed}, duration_ms)

## Modifying base_speed rather than speed because effects will reset the speed on game tick
Expand All @@ -113,7 +121,7 @@ defmodule Arena.Game.Skill do
%{game_state | players: players}
end

def do_mechanic(game_state, entity, %{type: "repeated_shot"} = repeated_shot, skill_params) do
defp execute_mechanic(game_state, entity, %{type: "repeated_shot"} = repeated_shot, skill_params) do
remaining_amount = repeated_shot.amount - 1

if remaining_amount > 0 do
Expand Down Expand Up @@ -152,12 +160,12 @@ defmodule Arena.Game.Skill do
|> put_in([:projectiles, projectile.id], projectile)
end

def do_mechanic(
game_state,
entity,
%{type: "multi_shoot"} = multishot,
%{skill_direction: skill_direction} = skill_params
) do
defp execute_mechanic(
game_state,
entity,
%{type: "multi_shoot"} = multishot,
%{skill_direction: skill_direction} = skill_params
) do
entity_player_owner = get_entity_player_owner(game_state, entity)

calculate_angle_directions(multishot.amount, multishot.angle_between, skill_direction)
Expand Down Expand Up @@ -187,12 +195,12 @@ defmodule Arena.Game.Skill do
end)
end

def do_mechanic(
game_state,
entity,
%{type: "simple_shoot"} = simple_shoot,
%{skill_direction: skill_direction, can_pick_destination: true} = skill_params
) do
defp execute_mechanic(
game_state,
entity,
%{type: "simple_shoot"} = simple_shoot,
%{skill_direction: skill_direction, can_pick_destination: true} = skill_params
) do
last_id = game_state.last_id + 1
entity_player_owner = get_entity_player_owner(game_state, entity)

Expand Down Expand Up @@ -233,12 +241,12 @@ defmodule Arena.Game.Skill do
|> put_in([:projectiles, projectile.id], projectile)
end

def do_mechanic(
game_state,
entity,
%{type: "simple_shoot"} = simple_shoot,
%{skill_direction: skill_direction} = skill_params
) do
defp execute_mechanic(
game_state,
entity,
%{type: "simple_shoot"} = simple_shoot,
%{skill_direction: skill_direction} = skill_params
) do
last_id = game_state.last_id + 1
entity_player_owner = get_entity_player_owner(game_state, entity)

Expand All @@ -264,7 +272,7 @@ defmodule Arena.Game.Skill do
|> put_in([:projectiles, projectile.id], projectile)
end

def do_mechanic(game_state, entity, %{type: "leap"} = leap, %{execution_duration: execution_duration}) do
defp execute_mechanic(game_state, entity, %{type: "leap"} = leap, %{execution_duration: execution_duration}) do
Process.send_after(
self(),
{:stop_leap, entity.id, entity.aditional_info.base_speed, leap.on_arrival_mechanic},
Expand All @@ -283,7 +291,7 @@ defmodule Arena.Game.Skill do
put_in(game_state, [:players, player.id], player)
end

def do_mechanic(game_state, entity, %{type: "teleport"}, %{skill_destination: skill_destination}) do
defp execute_mechanic(game_state, entity, %{type: "teleport"}, %{skill_destination: skill_destination}) do
entity =
entity
|> Map.put(:aditional_info, entity.aditional_info)
Expand All @@ -292,7 +300,12 @@ defmodule Arena.Game.Skill do
put_in(game_state, [:players, entity.id], entity)
end

def do_mechanic(game_state, %{category: :projectile} = entity, %{type: "spawn_pool"} = pool_params, skill_params) do
defp execute_mechanic(
game_state,
%{category: :projectile} = entity,
%{type: "spawn_pool"} = pool_params,
skill_params
) do
last_id = game_state.last_id + 1
entity_player_owner = get_entity_player_owner(game_state, entity)

Expand Down Expand Up @@ -324,7 +337,7 @@ defmodule Arena.Game.Skill do
|> put_in([:last_id], last_id)
end

def do_mechanic(game_state, player, %{type: "spawn_pool"} = pool_params, skill_params) do
defp execute_mechanic(game_state, player, %{type: "spawn_pool"} = pool_params, skill_params) do
last_id = game_state.last_id + 1
entity_player_owner = get_entity_player_owner(game_state, player)

Expand Down Expand Up @@ -356,7 +369,7 @@ defmodule Arena.Game.Skill do
|> put_in([:last_id], last_id)
end

def do_mechanic(game_state, entity, {:polygon_hit, polygon_hit}, _skill_params) do
defp execute_mechanic(game_state, entity, {:polygon_hit, polygon_hit}, _skill_params) do
polygon_damage_area = Entities.make_polygon_area(entity.id, polygon_hit.vertices)

entity_player_owner = get_entity_player_owner(game_state, entity)
Expand Down
Loading