.
This commit is contained in:
parent
66c949e47d
commit
8e68202b23
@ -49,6 +49,16 @@ class Player {
|
||||
this.homePosition = new Vector2(x, y);
|
||||
this.angle = 0;
|
||||
this.targetAngle = 0;
|
||||
|
||||
// Stuck detection and pathfinding
|
||||
this.stuckDetection = {
|
||||
lastPosition: new Vector2(x, y),
|
||||
stuckTimer: 0,
|
||||
isStuck: false,
|
||||
alternativeTarget: null,
|
||||
stuckThreshold: 500, // 500ms
|
||||
movementThreshold: 5 // minimum movement distance to not be considered stuck
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
@ -72,12 +82,21 @@ class Player {
|
||||
/**
|
||||
* Updates player physics including movement toward target, velocity limits, and collision bounds
|
||||
* Applies acceleration toward target position with deceleration when close
|
||||
* Includes stuck detection and alternative pathfinding when blocked
|
||||
* @param {number} deltaTime - Time elapsed since last frame in seconds
|
||||
* @param {Object} gameState - Current game state for boundary checking
|
||||
*/
|
||||
updateMovement(deltaTime, gameState) {
|
||||
const direction = this.targetPosition.subtract(this.position).normalize();
|
||||
const distance = this.position.distance(this.targetPosition);
|
||||
// Update stuck detection before movement
|
||||
this.updateStuckDetection(deltaTime);
|
||||
|
||||
// Choose target - either original or alternative if stuck
|
||||
const currentTarget = this.stuckDetection.isStuck && this.stuckDetection.alternativeTarget
|
||||
? this.stuckDetection.alternativeTarget
|
||||
: this.targetPosition;
|
||||
|
||||
const direction = currentTarget.subtract(this.position).normalize();
|
||||
const distance = this.position.distance(currentTarget);
|
||||
|
||||
if (distance > 10) {
|
||||
const force = direction.multiply(this.acceleration * deltaTime);
|
||||
@ -85,6 +104,11 @@ class Player {
|
||||
} else {
|
||||
// Slow down when close to target
|
||||
this.velocity = this.velocity.multiply(0.8);
|
||||
|
||||
// If we reached alternative target, clear stuck state
|
||||
if (this.stuckDetection.isStuck && this.stuckDetection.alternativeTarget) {
|
||||
this.clearStuckState();
|
||||
}
|
||||
}
|
||||
|
||||
this.velocity = this.velocity.limit(this.maxSpeed);
|
||||
@ -112,6 +136,98 @@ class Player {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates stuck detection system - tracks if player hasn't moved significantly
|
||||
* and triggers alternative pathfinding when stuck for more than threshold time
|
||||
* @param {number} deltaTime - Time elapsed since last frame in seconds
|
||||
*/
|
||||
updateStuckDetection(deltaTime) {
|
||||
const currentPosition = this.position;
|
||||
const deltaTimeMs = deltaTime * 1000;
|
||||
|
||||
// Calculate movement since last position check
|
||||
const movementDistance = currentPosition.distance(this.stuckDetection.lastPosition);
|
||||
|
||||
if (movementDistance < this.stuckDetection.movementThreshold) {
|
||||
// Player hasn't moved much, increment stuck timer
|
||||
this.stuckDetection.stuckTimer += deltaTimeMs;
|
||||
|
||||
if (this.stuckDetection.stuckTimer >= this.stuckDetection.stuckThreshold) {
|
||||
if (!this.stuckDetection.isStuck) {
|
||||
// Player just became stuck, find alternative path
|
||||
this.handleStuckState();
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Player moved significantly, reset stuck detection
|
||||
this.stuckDetection.stuckTimer = 0;
|
||||
if (this.stuckDetection.isStuck) {
|
||||
this.clearStuckState();
|
||||
}
|
||||
this.stuckDetection.lastPosition = currentPosition.copy();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles when a player becomes stuck - finds alternative pathfinding target
|
||||
* Creates waypoint around obstacles to reach the original target
|
||||
*/
|
||||
handleStuckState() {
|
||||
this.stuckDetection.isStuck = true;
|
||||
|
||||
// Find alternative target by trying different angles around the obstacle
|
||||
const originalTarget = this.targetPosition;
|
||||
const currentPos = this.position;
|
||||
const directionToTarget = originalTarget.subtract(currentPos).normalize();
|
||||
|
||||
// Try different angles (45°, 90°, -45°, -90°) to find a clear path
|
||||
const angles = [Math.PI / 4, Math.PI / 2, -Math.PI / 4, -Math.PI / 2];
|
||||
const wayPointDistance = 60; // Distance to create waypoint
|
||||
|
||||
for (let angle of angles) {
|
||||
const rotatedDirection = this.rotateVector(directionToTarget, angle);
|
||||
const wayPoint = currentPos.add(rotatedDirection.multiply(wayPointDistance));
|
||||
|
||||
// Simple bounds check for waypoint
|
||||
if (wayPoint.x > 50 && wayPoint.x < 950 &&
|
||||
wayPoint.y > 50 && wayPoint.y < 550) {
|
||||
this.stuckDetection.alternativeTarget = wayPoint;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// If no good waypoint found, try backing up slightly
|
||||
if (!this.stuckDetection.alternativeTarget) {
|
||||
const backupDirection = directionToTarget.multiply(-1);
|
||||
this.stuckDetection.alternativeTarget = currentPos.add(backupDirection.multiply(30));
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Clears stuck state and resets stuck detection variables
|
||||
*/
|
||||
clearStuckState() {
|
||||
this.stuckDetection.isStuck = false;
|
||||
this.stuckDetection.alternativeTarget = null;
|
||||
this.stuckDetection.stuckTimer = 0;
|
||||
this.stuckDetection.lastPosition = this.position.copy();
|
||||
}
|
||||
|
||||
/**
|
||||
* Rotates a 2D vector by the given angle
|
||||
* @param {Vector2} vector - Vector to rotate
|
||||
* @param {number} angle - Rotation angle in radians
|
||||
* @returns {Vector2} Rotated vector
|
||||
*/
|
||||
rotateVector(vector, angle) {
|
||||
const cos = Math.cos(angle);
|
||||
const sin = Math.sin(angle);
|
||||
return new Vector2(
|
||||
vector.x * cos - vector.y * sin,
|
||||
vector.x * sin + vector.y * cos
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Main AI decision making system - handles reaction timing, faceoffs, and behavioral switching
|
||||
* Delegates to specific behavior methods based on team puck possession
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user