@adatechnology/game-crowd 0.2.5 → 0.3.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +41 -0
- package/dist/index.d.ts +433 -15
- package/dist/index.global.js +2153 -77
- package/dist/index.global.js.map +1 -1
- package/dist/index.js +2088 -77
- package/dist/index.js.map +1 -1
- package/dist/physics-worker.js +580 -0
- package/dist/physics-worker.js.map +1 -0
- package/package.json +9 -9
package/dist/index.js
CHANGED
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@@ -161,6 +161,11 @@ function createDoors(grid, options) {
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// src/grid.ts
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var CELL = { FREE: 0, SOLID: 1, LOW_WALL: 2, OPEN_DOOR: 3, GLASS: 4, CLOSED_DOOR: 5 };
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+
var createCellOf = (half, cell, n) => (x, z) => {
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const gx = Math.floor((x + half) / cell);
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const gz = Math.floor((z + half) / cell);
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return gx < 0 || gz < 0 || gx >= n || gz >= n ? -1 : gz * n + gx;
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};
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var BORDER_WIDTH = 1;
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var BORDER_HEIGHT = 50;
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var LOS_STEP = 0.5;
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@@ -172,11 +177,7 @@ function createNavGrid(options = {}) {
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const n = size / cell;
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const occ = new Uint8Array(n * n);
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const occH = new Float32Array(n * n);
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-
const cellOf = (
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const gx = Math.floor((x + half) / cell);
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-
const gz = Math.floor((z + half) / cell);
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-
return gx < 0 || gz < 0 || gx >= n || gz >= n ? -1 : gz * n + gx;
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-
};
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const cellOf = createCellOf(half, cell, n);
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const solidAt = (x, z, y = 0.5) => {
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const c = cellOf(x, z);
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return c < 0 || occ[c] !== 0 && occ[c] !== 3 && occH[c] > y;
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@@ -230,6 +231,1859 @@ function createNavGrid(options = {}) {
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};
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}
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// src/identity.ts
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var mix32 = (value) => {
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let hash = value >>> 0;
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hash ^= hash >>> 16;
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hash = Math.imul(hash, 2246822507);
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hash ^= hash >>> 13;
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hash = Math.imul(hash, 3266489909);
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hash ^= hash >>> 16;
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return hash >>> 0;
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};
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var unit = (identity, step, salt) => (mix32(mix32(identity ^ salt) + Math.imul(step + 1, 2654435769) >>> 0) >>> 0) / 4294967296;
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var identityOf = (seed, serial) => mix32(seed ^ mix32(serial));
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var SALT = {
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FALL: 62481,
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TRIP: 29209,
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LIMB: 110848,
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REGION: 189968,
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JAW: 239536,
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CORPSE: 311518,
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SPIN: 364922,
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SPEED: 413981,
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REACTION: 466972,
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STABILITY: 569886,
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TRIP_FACTOR: 605021,
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DRIVE: 655571,
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CADENCE: 728142,
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AGGRESSION: 797335,
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IDLE: 867848,
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GAIT: 937753
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};
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// src/types.ts
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var STATE = {
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WANDER: 0,
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CHASE: 1,
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GRAB: 2,
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STUNNED: 3,
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CALLING: 4,
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AIRBORNE: 5,
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DORMANT: 6,
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SWELLING: 7,
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SWING: 8,
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EATING: 9,
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PILE_STEP: 10,
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SEEKING_SOUND: 12
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};
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var BALANCE = { STANDING: 0, STAGGERING: 1, FALLEN: 2, GETTING_UP: 3, THROWN: 4 };
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var FALL_CAUSE = { NONE: 0, PRESSURE: 1, SHOVE: 2, TRIP: 3, LANDING: 4, COLLAPSE: 5, BLAST: 6 };
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var MISSING = { SKULL: 1, ARM_L: 2, ARM_R: 4, LEG_L: 8, LEG_R: 16, ARM_L_BROKEN: 32, ARM_R_BROKEN: 64, LEG_L_BROKEN: 128, LEG_R_BROKEN: 256, JAW: 512 };
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// src/physics/balance.ts
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var GRAVITY_FORCE = 9.8;
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var GROUND_MASS_FACTOR = 3;
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var TRIP_MIN_SPEED = 0.5;
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var TRIP_REFERENCE_SPEED = 1.4;
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var TRIP_MOUND = 150;
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var TRIP_CLEARANCE = 0.1;
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var COLLAPSE_STAGGER = 0.6;
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var COLLAPSE_FALL = 1;
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var CAUSE_ORDER = [FALL_CAUSE.PRESSURE, FALL_CAUSE.SHOVE, FALL_CAUSE.TRIP, FALL_CAUSE.LANDING, FALL_CAUSE.COLLAPSE, FALL_CAUSE.BLAST];
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var CHAIN_WINDOW_STEPS = 240;
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var CARRY_STEPS = 24;
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var isCarried = (cause) => cause !== FALL_CAUSE.PRESSURE && cause !== FALL_CAUSE.TRIP;
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function createBalance(ctx) {
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const { store } = ctx;
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const requests = [];
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const balanceOptions = () => ctx.options.balance;
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const stabilityOf = (i) => (ctx.typeOf(i).balance?.stability ?? 1) * store.stability[i];
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const canFall = (i) => ctx.typeOf(i).balance?.canFall !== false;
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const criticalOf = (i) => balanceOptions().criticalFactor * store.mass[i] * GRAVITY_FORCE * stabilityOf(i);
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const requestFall = (i, cause, score) => {
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if (!canFall(i)) return;
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requests.push({ index: i, identity: store.identity[i], cause, score, born: ctx.step });
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};
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const stagger = (i) => {
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if (store.balance[i] !== BALANCE.STANDING || !canFall(i)) return;
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store.balance[i] = BALANCE.STAGGERING;
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store.balanceTimer[i] = 0;
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};
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const shove = (i, speed, cause) => {
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const options = balanceOptions();
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const knockSpeed = options.shoveFall * stabilityOf(i);
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if (store.balance[i] !== BALANCE.STANDING && store.balance[i] !== BALANCE.STAGGERING) return;
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if (speed > knockSpeed) requestFall(i, cause, speed / knockSpeed);
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else if (speed > options.shoveStagger) stagger(i);
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};
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const countsAsChainFall = (i, cause) => {
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if (cause === FALL_CAUSE.PRESSURE || cause === FALL_CAUSE.BLAST) return false;
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if (ctx.step - ctx.lastBlastStep > CHAIN_WINDOW_STEPS) return false;
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const direct = store.blastStep[i] === ctx.lastBlastStep ? store.directShove[i] : 0;
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return direct < balanceOptions().shoveStagger;
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};
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const goDown = (i, cause) => {
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ctx.stats.falls[CAUSE_ORDER.indexOf(cause)]++;
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if (countsAsChainFall(i, cause)) ctx.stats.fallsBeyondBlast++;
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if (store.state[i] === STATE.PILE_STEP) ctx.releasePileStep(i);
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store.balance[i] = BALANCE.FALLEN;
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store.balanceTimer[i] = 0;
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store.fallCause[i] = cause;
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store.vx[i] = store.vz[i] = 0;
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store.pushX[i] /= GROUND_MASS_FACTOR;
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store.pushZ[i] /= GROUND_MASS_FACTOR;
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store.aimX[i] = store.aimZ[i] = 0;
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const target = ctx.target();
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if (target && target.state.grabbedBy === i) target.release();
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ctx.emit("fall", { agent: i, cause, x: store.x[i], z: store.z[i], identity: store.identity[i] });
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};
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const flush = () => {
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if (!requests.length) return;
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const options = balanceOptions();
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requests.sort((a, b) => b.score - a.score || a.identity - b.identity);
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let fallen = ctx.stats.fallen;
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let fallsLeft = options.maxFallsPerStep;
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const waiting = [];
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for (const request of requests) {
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const i = request.index;
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if (i >= store.n || store.identity[i] !== request.identity) continue;
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const balance = store.balance[i];
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if (balance !== BALANCE.STANDING && balance !== BALANCE.STAGGERING) continue;
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if (fallsLeft > 0 && fallen < options.maxFallen) {
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goDown(i, request.cause);
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fallsLeft--;
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fallen++;
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continue;
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}
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stagger(i);
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if (isCarried(request.cause) && ctx.step - request.born < CARRY_STEPS) waiting.push(request);
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}
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requests.length = 0;
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requests.push(...waiting);
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};
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const hasBodyOnTop = (i) => {
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const cell = ctx.grid.cellOf(store.x[i], store.z[i]);
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if (cell < 0) return false;
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const options = ctx.options.mound;
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if (!options) return false;
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const top = store.y[i] + options.bodyThickness * store.build[i];
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return ctx.moundAt(cell) / 1e3 > top + 0.05 || ctx.weightOn(i) > 0;
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};
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const stepStanding = (i, ratio, contactShove, options) => {
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if (contactShove > options.shoveFall * stabilityOf(i)) return requestFall(i, FALL_CAUSE.SHOVE, contactShove / (options.shoveFall * stabilityOf(i)));
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375
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if (ratio > options.staggerEnter || contactShove > options.shoveStagger) stagger(i);
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376
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else tryTrip(i);
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};
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378
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const tryTrip = (i) => {
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379
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const cell = ctx.grid.cellOf(store.x[i], store.z[i]);
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380
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if (cell < 0 || cell === ctx.grid.cellOf(store.prevX[i], store.prevZ[i])) return;
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const mound = ctx.moundAt(cell);
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382
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if (mound < TRIP_MOUND || store.y[i] >= mound / 1e3 - TRIP_CLEARANCE) return;
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383
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const speed = Math.hypot(store.vx[i] + store.pushX[i], store.vz[i] + store.pushZ[i]);
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384
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if (speed <= TRIP_MIN_SPEED) return;
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385
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const chance = (ctx.typeOf(i).balance?.trip ?? 0.04) * store.tripFactor[i] * (speed / TRIP_REFERENCE_SPEED);
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386
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if (unit(store.identity[i], ctx.step, SALT.TRIP) < chance) requestFall(i, FALL_CAUSE.TRIP, 1);
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387
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};
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388
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const stepStaggering = (i, ratio, contactShove, options) => {
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389
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store.balanceTimer[i] += ctx.h;
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390
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if (contactShove > options.shoveFall * stabilityOf(i)) return requestFall(i, FALL_CAUSE.SHOVE, contactShove / (options.shoveFall * stabilityOf(i)));
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391
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if (ratio > 1 && unit(store.identity[i], ctx.step, SALT.FALL) < 1 - Math.exp(-options.fallRate * (ratio - 1) ** 2 * ctx.h)) return requestFall(i, FALL_CAUSE.PRESSURE, ratio);
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392
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if (ratio < options.staggerLeave && store.balanceTimer[i] >= options.staggerMin) {
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393
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store.balance[i] = BALANCE.STANDING;
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394
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store.balanceTimer[i] = 0;
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395
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}
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396
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};
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397
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const stepFallen = (i, ratio, options) => {
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398
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store.balanceTimer[i] += ctx.h;
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399
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if (store.balanceTimer[i] < options.fallenMin + store.reaction[i] || ratio >= options.releaseFactor || hasBodyOnTop(i)) return;
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400
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store.balance[i] = BALANCE.GETTING_UP;
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401
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store.balanceTimer[i] = 0;
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402
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};
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403
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const step = (options, contactShove) => {
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404
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const smoothing = 1 - Math.exp(-ctx.h / options.pressureTau);
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405
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let fallen = 0;
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406
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let staggering = 0;
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407
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for (let i = 0; i < store.n; i++) {
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408
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const state = store.balance[i];
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409
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if (state === BALANCE.THROWN) continue;
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410
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store.pressure[i] += (store.field[i] - store.pressure[i]) * smoothing;
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411
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const ratio = store.pressure[i] / criticalOf(i);
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412
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if (state === BALANCE.STANDING) stepStanding(i, ratio, contactShove[i], options);
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413
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else if (state === BALANCE.STAGGERING) stepStaggering(i, ratio, contactShove[i], options);
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414
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else if (state === BALANCE.FALLEN) stepFallen(i, ratio, options);
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415
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else if ((store.balanceTimer[i] += ctx.h) >= options.getUpSeconds) {
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416
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store.balance[i] = BALANCE.STANDING;
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417
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store.balanceTimer[i] = 0;
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418
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+
}
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419
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if (store.balance[i] === BALANCE.STAGGERING) staggering++;
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420
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else if (store.balance[i] === BALANCE.FALLEN || store.balance[i] === BALANCE.GETTING_UP) fallen++;
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421
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+
}
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422
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ctx.stats.fallen = fallen;
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423
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ctx.stats.staggering = staggering;
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424
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};
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425
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const landed = (i, height) => {
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426
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if (store.balance[i] !== BALANCE.STANDING && store.balance[i] !== BALANCE.STAGGERING) return;
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427
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if (height > COLLAPSE_FALL) requestFall(i, FALL_CAUSE.COLLAPSE, height / COLLAPSE_FALL);
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428
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else if (height > COLLAPSE_STAGGER) stagger(i);
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429
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};
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430
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return { requestFall, stagger, shove, step, flush, landed, pending: () => requests.length };
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431
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+
}
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432
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+
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433
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+
// src/physics/blast.ts
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434
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+
import { blastShove } from "@adatechnology/game-contracts";
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435
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+
var CENTRE_HEIGHT = 1;
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436
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+
var DISMEMBER_SHARE = 0.5;
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437
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var LIMB_CHANCE = 0.5;
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438
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+
var STUN_BASE = 0.45;
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439
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var BLOOD_PER_BODY = 60;
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440
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var LIMBS = [
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441
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{ bit: MISSING.ARM_L, region: 2 },
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442
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{ bit: MISSING.ARM_R, region: 3 },
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443
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{ bit: MISSING.LEG_L, region: 4 },
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444
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{ bit: MISSING.LEG_R, region: 5 }
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445
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+
];
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446
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+
function createBlasts(ctx, hooks) {
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447
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+
const { store } = ctx;
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448
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+
const options = ctx.options.blast;
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449
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+
const queue = [];
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450
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+
const emitLimb = (tally, i, region) => {
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451
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+
if (tally.limbEffects++ >= options.limbEffectsPerBlast) return;
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452
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+
ctx.emit("effect", { effect: "limb", point: [store.x[i], store.height[i] * 0.9, store.z[i]], agent: i, region, severed: true });
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453
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+
};
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454
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+
const emitBlood = (tally, i) => {
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455
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+
if (tally.bloodEffects++ >= options.bloodEffectsPerBlast) {
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456
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+
tally.bloodSum += BLOOD_PER_BODY;
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457
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+
return;
|
|
458
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+
}
|
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459
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+
ctx.emit("effect", { effect: "blood", point: [store.x[i], store.height[i] * 1.2, store.z[i]], agent: i, amount: BLOOD_PER_BODY, died: true });
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460
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+
};
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461
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+
const kill = (i, blast, distance, tally) => {
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462
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+
tally.killed++;
|
|
463
|
+
store.hp[i] = 0;
|
|
464
|
+
if (blast.lethalRadius !== void 0 && distance < DISMEMBER_SHARE * blast.lethalRadius) {
|
|
465
|
+
for (let k = 0; k < LIMBS.length; k++) {
|
|
466
|
+
if (unit(store.identity[i], ctx.step, SALT.LIMB + k) >= LIMB_CHANCE) continue;
|
|
467
|
+
store.missing[i] |= LIMBS[k].bit;
|
|
468
|
+
emitLimb(tally, i, LIMBS[k].region);
|
|
469
|
+
}
|
|
470
|
+
}
|
|
471
|
+
emitBlood(tally, i);
|
|
472
|
+
ctx.deferKill(i);
|
|
473
|
+
};
|
|
474
|
+
const hurt = (i, blast, distance, index) => {
|
|
475
|
+
const falloff = (1 - distance / blast.radius) ** 2;
|
|
476
|
+
const amount = blast.energy / 1e3 * options.pointsPerKilojoule * falloff;
|
|
477
|
+
const draw = (salt) => () => unit(store.identity[i], ctx.step, salt);
|
|
478
|
+
if (ctx.damage(i, { region: 1, amount, distance, cut: falloff }, draw(SALT.JAW + index)).died) return true;
|
|
479
|
+
const region = Math.floor(unit(store.identity[i], ctx.step, SALT.REGION + index) * 6);
|
|
480
|
+
return ctx.damage(i, { region, amount: amount / 2, distance, cut: falloff }, draw(SALT.JAW + 8 + index)).died;
|
|
481
|
+
};
|
|
482
|
+
const shoveOf = (i, blasts) => {
|
|
483
|
+
const position = [store.x[i], store.y[i] + CENTRE_HEIGHT * store.height[i], store.z[i]];
|
|
484
|
+
let vx = 0;
|
|
485
|
+
let vy = 0;
|
|
486
|
+
let vz = 0;
|
|
487
|
+
let falloff = 0;
|
|
488
|
+
for (const blast of blasts) {
|
|
489
|
+
const shove = blastShove({ point: blast.point, energy: blast.energy, radius: blast.radius }, { position, mass: store.mass[i] }, options.shove);
|
|
490
|
+
if (!shove) continue;
|
|
491
|
+
vx += shove.speed * shove.direction[0];
|
|
492
|
+
vy += shove.speed * shove.direction[1];
|
|
493
|
+
vz += shove.speed * shove.direction[2];
|
|
494
|
+
falloff = Math.max(falloff, shove.falloff);
|
|
495
|
+
}
|
|
496
|
+
return vx || vy || vz ? { vx, vy, vz, falloff } : void 0;
|
|
497
|
+
};
|
|
498
|
+
const distanceTo = (i, blast) => Math.hypot(store.x[i] - blast.point[0], store.y[i] + CENTRE_HEIGHT * store.height[i] - blast.point[1], store.z[i] - blast.point[2]);
|
|
499
|
+
const applyShove = (i, shove, candidates, tallies, blasts) => {
|
|
500
|
+
const horizontal = Math.hypot(shove.vx, shove.vz);
|
|
501
|
+
const speed = Math.hypot(horizontal, shove.vy);
|
|
502
|
+
store.directShove[i] = horizontal;
|
|
503
|
+
store.blastStep[i] = ctx.step;
|
|
504
|
+
const { balance, thrown } = hooks;
|
|
505
|
+
if (thrown && speed >= options.throwSpeed && (store.x[i] - ctx.centre.x) ** 2 + (store.z[i] - ctx.centre.z) ** 2 <= ctx.options.thrown.radius ** 2) {
|
|
506
|
+
candidates.push({ index: i, speed, vx: shove.vx, vy: shove.vy, vz: shove.vz, distance: Math.hypot(store.x[i] - ctx.centre.x, store.z[i] - ctx.centre.z) });
|
|
507
|
+
return;
|
|
508
|
+
}
|
|
509
|
+
if (store.hp[i] <= 0) return;
|
|
510
|
+
if (!balance) {
|
|
511
|
+
store.state[i] = STATE.STUNNED;
|
|
512
|
+
store.stateTimer[i] = STUN_BASE + shove.falloff;
|
|
513
|
+
store.vx[i] = shove.vx;
|
|
514
|
+
store.vz[i] = shove.vz;
|
|
515
|
+
return;
|
|
516
|
+
}
|
|
517
|
+
store.pushX[i] += shove.vx;
|
|
518
|
+
store.pushZ[i] += shove.vz;
|
|
519
|
+
balance.shove(i, horizontal, FALL_CAUSE.BLAST);
|
|
520
|
+
for (let b = 0; b < blasts.length; b++) if (distanceTo(i, blasts[b]) <= blasts[b].radius && horizontal > ctx.options.balance.shoveFall) tallies[b].fallen++;
|
|
521
|
+
};
|
|
522
|
+
const affect = (i, blasts, tallies, candidates) => {
|
|
523
|
+
let dead = store.hp[i] <= 0;
|
|
524
|
+
for (let b = 0; b < blasts.length && !dead; b++) {
|
|
525
|
+
const blast = blasts[b];
|
|
526
|
+
const distance = distanceTo(i, blast);
|
|
527
|
+
if (distance > blast.radius) continue;
|
|
528
|
+
tallies[b].reached++;
|
|
529
|
+
if (blast.lethalRadius !== void 0 && distance < blast.lethalRadius) kill(i, blast, distance, tallies[b]);
|
|
530
|
+
else if (hurt(i, blast, distance, b)) tallies[b].killed++;
|
|
531
|
+
dead = store.hp[i] <= 0 || dead;
|
|
532
|
+
}
|
|
533
|
+
const shove = shoveOf(i, blasts);
|
|
534
|
+
if (shove) applyShove(i, shove, candidates, tallies, blasts);
|
|
535
|
+
};
|
|
536
|
+
const resolve = () => {
|
|
537
|
+
if (!queue.length) return;
|
|
538
|
+
const blasts = queue.splice(0, options.maxBlastsPerStep);
|
|
539
|
+
const tallies = blasts.map(() => ({ reached: 0, killed: 0, fallen: 0, limbEffects: 0, bloodEffects: 0, bloodSum: 0 }));
|
|
540
|
+
const candidates = [];
|
|
541
|
+
ctx.lastBlastStep = ctx.step;
|
|
542
|
+
ctx.stats.blastChecks = store.n * blasts.length;
|
|
543
|
+
for (let i = 0; i < store.n; i++) if (store.balance[i] !== BALANCE.THROWN) affect(i, blasts, tallies, candidates);
|
|
544
|
+
const thrown = hooks.thrown?.assign(candidates) ?? 0;
|
|
545
|
+
blasts.forEach((blast, b) => {
|
|
546
|
+
const tally = tallies[b];
|
|
547
|
+
if (tally.bloodSum > 0) ctx.emit("effect", { effect: "blood", point: [blast.point[0], blast.point[1], blast.point[2]], amount: tally.bloodSum, died: true });
|
|
548
|
+
hooks.pileBlast(blast.point[0], blast.point[2], blast.radius);
|
|
549
|
+
ctx.emit("blasted", {
|
|
550
|
+
point: [blast.point[0], blast.point[1], blast.point[2]],
|
|
551
|
+
radius: blast.radius,
|
|
552
|
+
reached: tally.reached,
|
|
553
|
+
killed: tally.killed,
|
|
554
|
+
thrown: b === 0 ? thrown : 0,
|
|
555
|
+
fallen: tally.fallen,
|
|
556
|
+
...blast.chain === void 0 ? {} : { chain: blast.chain }
|
|
557
|
+
});
|
|
558
|
+
if (blast.chain !== void 0) ctx.stats.chainLinks++;
|
|
559
|
+
});
|
|
560
|
+
};
|
|
561
|
+
return { enqueue: (blast) => void queue.push(blast), resolve, pending: () => queue.length };
|
|
562
|
+
}
|
|
563
|
+
|
|
564
|
+
// src/physics/contact.ts
|
|
565
|
+
var GROUND_MASS_FACTOR2 = 3;
|
|
566
|
+
var PAIR_MARGIN = 0.15;
|
|
567
|
+
var MAX_LEVEL_GAP = 0.15;
|
|
568
|
+
var PAIRS_PER_AGENT = 12;
|
|
569
|
+
var MIN_DISTANCE = 1e-6;
|
|
570
|
+
var createContactWorkspace = (capacity, grid) => ({
|
|
571
|
+
head: new Int32Array(Math.floor(grid.size) ** 2).fill(-1),
|
|
572
|
+
next: new Int32Array(capacity),
|
|
573
|
+
touched: new Int32Array(capacity),
|
|
574
|
+
touchedCount: 0,
|
|
575
|
+
pairI: new Int32Array(capacity * PAIRS_PER_AGENT),
|
|
576
|
+
pairJ: new Int32Array(capacity * PAIRS_PER_AGENT),
|
|
577
|
+
pairCount: 0,
|
|
578
|
+
deltaX: new Float32Array(capacity),
|
|
579
|
+
deltaZ: new Float32Array(capacity),
|
|
580
|
+
count: new Uint8Array(capacity),
|
|
581
|
+
pushBeforeX: new Float32Array(capacity),
|
|
582
|
+
pushBeforeZ: new Float32Array(capacity),
|
|
583
|
+
shove: new Float32Array(capacity),
|
|
584
|
+
takesPart: new Uint8Array(capacity),
|
|
585
|
+
radiusOf: new Float64Array(capacity),
|
|
586
|
+
massOf: new Float64Array(capacity),
|
|
587
|
+
pairReach: new Float64Array(capacity * PAIRS_PER_AGENT),
|
|
588
|
+
pairDistance: new Float64Array(capacity * PAIRS_PER_AGENT),
|
|
589
|
+
pairNormalX: new Float64Array(capacity * PAIRS_PER_AGENT),
|
|
590
|
+
pairNormalZ: new Float64Array(capacity * PAIRS_PER_AGENT)
|
|
591
|
+
});
|
|
592
|
+
var createContactView = (store, grid) => ({ n: 0, store, grid, workspace: createContactWorkspace(store.x.length, grid) });
|
|
593
|
+
var takesPartInContact = (store, i) => store.band[i] === 0 && store.balance[i] !== BALANCE.THROWN && store.state[i] !== STATE.PILE_STEP && store.state[i] !== STATE.DORMANT;
|
|
594
|
+
var isOnGround = (store, i) => store.balance[i] === BALANCE.FALLEN || store.balance[i] === BALANCE.GETTING_UP;
|
|
595
|
+
var effectiveMass = (store, i) => store.mass[i] * (isOnGround(store, i) ? GROUND_MASS_FACTOR2 : 1);
|
|
596
|
+
var bodyRadius = (store, i, radius) => radius * store.build[i];
|
|
597
|
+
function readBodies(view, radius) {
|
|
598
|
+
const { store, workspace } = view;
|
|
599
|
+
const { takesPart, radiusOf, massOf } = workspace;
|
|
600
|
+
for (let i = 0; i < view.n; i++) {
|
|
601
|
+
const takes = takesPartInContact(store, i);
|
|
602
|
+
takesPart[i] = takes ? 1 : 0;
|
|
603
|
+
radiusOf[i] = bodyRadius(store, i, radius);
|
|
604
|
+
massOf[i] = effectiveMass(store, i);
|
|
605
|
+
}
|
|
606
|
+
}
|
|
607
|
+
function rebuildHash(view) {
|
|
608
|
+
const { store, grid, workspace } = view;
|
|
609
|
+
const side = Math.floor(grid.size);
|
|
610
|
+
for (let k = 0; k < workspace.touchedCount; k++) workspace.head[workspace.touched[k]] = -1;
|
|
611
|
+
workspace.touchedCount = 0;
|
|
612
|
+
for (let i = 0; i < view.n; i++) {
|
|
613
|
+
if (!workspace.takesPart[i]) continue;
|
|
614
|
+
const hx = Math.floor(store.x[i] + grid.half);
|
|
615
|
+
const hz = Math.floor(store.z[i] + grid.half);
|
|
616
|
+
if (hx < 0 || hz < 0 || hx >= side || hz >= side) continue;
|
|
617
|
+
const cell = hz * side + hx;
|
|
618
|
+
if (workspace.head[cell] === -1) workspace.touched[workspace.touchedCount++] = cell;
|
|
619
|
+
workspace.next[i] = workspace.head[cell];
|
|
620
|
+
workspace.head[cell] = i;
|
|
621
|
+
}
|
|
622
|
+
}
|
|
623
|
+
var FORWARD_CELLS = [1, 0, -1, 1, 0, 1, 1, 1];
|
|
624
|
+
function addPairsOfCell(view, i, cell, sameCell) {
|
|
625
|
+
const { store, workspace } = view;
|
|
626
|
+
const { head, next, radiusOf, pairI, pairJ } = workspace;
|
|
627
|
+
const { x, z, y } = store;
|
|
628
|
+
const xi = x[i];
|
|
629
|
+
const zi = z[i];
|
|
630
|
+
const yi = y[i];
|
|
631
|
+
const reachBase = radiusOf[i] + PAIR_MARGIN;
|
|
632
|
+
for (let j = head[cell]; j !== -1; j = next[j]) {
|
|
633
|
+
if (sameCell && j <= i || Math.abs(yi - y[j]) > MAX_LEVEL_GAP) continue;
|
|
634
|
+
const reach = reachBase + radiusOf[j];
|
|
635
|
+
const ex = x[j] - xi;
|
|
636
|
+
const ez = z[j] - zi;
|
|
637
|
+
if (ex * ex + ez * ez >= reach * reach || workspace.pairCount >= pairI.length) continue;
|
|
638
|
+
pairI[workspace.pairCount] = i;
|
|
639
|
+
pairJ[workspace.pairCount++] = j;
|
|
640
|
+
}
|
|
641
|
+
}
|
|
642
|
+
function collectPairs(view) {
|
|
643
|
+
const { store, grid, workspace } = view;
|
|
644
|
+
const side = Math.floor(grid.size);
|
|
645
|
+
workspace.pairCount = 0;
|
|
646
|
+
for (let i = 0; i < view.n; i++) {
|
|
647
|
+
if (!workspace.takesPart[i]) continue;
|
|
648
|
+
const hx = Math.floor(store.x[i] + grid.half);
|
|
649
|
+
const hz = Math.floor(store.z[i] + grid.half);
|
|
650
|
+
if (hx < 0 || hz < 0 || hx >= side || hz >= side) continue;
|
|
651
|
+
addPairsOfCell(view, i, hz * side + hx, true);
|
|
652
|
+
for (let k = 0; k < FORWARD_CELLS.length; k += 2) {
|
|
653
|
+
const qx = hx + FORWARD_CELLS[k];
|
|
654
|
+
const qz = hz + FORWARD_CELLS[k + 1];
|
|
655
|
+
if (qx >= 0 && qz >= 0 && qx < side && qz < side) addPairsOfCell(view, i, qz * side + qx, false);
|
|
656
|
+
}
|
|
657
|
+
}
|
|
658
|
+
}
|
|
659
|
+
function measurePairs(view) {
|
|
660
|
+
const { store, workspace } = view;
|
|
661
|
+
const { pairI, pairJ, radiusOf, pairReach, pairDistance, pairNormalX, pairNormalZ } = workspace;
|
|
662
|
+
const { x, z, identity } = store;
|
|
663
|
+
for (let p = 0; p < workspace.pairCount; p++) {
|
|
664
|
+
const i = pairI[p];
|
|
665
|
+
const j = pairJ[p];
|
|
666
|
+
const reach = radiusOf[i] + radiusOf[j];
|
|
667
|
+
const ex = x[i] - x[j];
|
|
668
|
+
const ez = z[i] - z[j];
|
|
669
|
+
const distance = Math.sqrt(ex * ex + ez * ez);
|
|
670
|
+
pairReach[p] = reach;
|
|
671
|
+
pairDistance[p] = distance;
|
|
672
|
+
if (distance >= reach) continue;
|
|
673
|
+
if (distance > MIN_DISTANCE) {
|
|
674
|
+
pairNormalX[p] = ex / distance;
|
|
675
|
+
pairNormalZ[p] = ez / distance;
|
|
676
|
+
continue;
|
|
677
|
+
}
|
|
678
|
+
const angle = 2 * Math.PI * unit(identity[i] ^ identity[j], 0, SALT.SPIN);
|
|
679
|
+
pairNormalX[p] = Math.cos(angle);
|
|
680
|
+
pairNormalZ[p] = Math.sin(angle);
|
|
681
|
+
}
|
|
682
|
+
}
|
|
683
|
+
function solveImpulse(store, workspace, p) {
|
|
684
|
+
if (workspace.pairDistance[p] >= workspace.pairReach[p]) return;
|
|
685
|
+
const i = workspace.pairI[p];
|
|
686
|
+
const j = workspace.pairJ[p];
|
|
687
|
+
const nx = workspace.pairNormalX[p];
|
|
688
|
+
const nz = workspace.pairNormalZ[p];
|
|
689
|
+
const { vx, vz, pushX, pushZ } = store;
|
|
690
|
+
const closing = (vx[i] + pushX[i] - vx[j] - pushX[j]) * nx + (vz[i] + pushZ[i] - vz[j] - pushZ[j]) * nz;
|
|
691
|
+
if (closing >= 0) return;
|
|
692
|
+
const massI = workspace.massOf[i];
|
|
693
|
+
const massJ = workspace.massOf[j];
|
|
694
|
+
const impulse = -closing * massI * massJ / (massI + massJ);
|
|
695
|
+
pushX[i] += impulse * nx / massI;
|
|
696
|
+
pushZ[i] += impulse * nz / massI;
|
|
697
|
+
pushX[j] -= impulse * nx / massJ;
|
|
698
|
+
pushZ[j] -= impulse * nz / massJ;
|
|
699
|
+
}
|
|
700
|
+
function accumulateCorrection(workspace, p, relaxation) {
|
|
701
|
+
const distance = workspace.pairDistance[p];
|
|
702
|
+
const reach = workspace.pairReach[p];
|
|
703
|
+
if (distance >= reach) return;
|
|
704
|
+
const i = workspace.pairI[p];
|
|
705
|
+
const j = workspace.pairJ[p];
|
|
706
|
+
const massI = workspace.massOf[i];
|
|
707
|
+
const massJ = workspace.massOf[j];
|
|
708
|
+
const move = relaxation * (reach - distance);
|
|
709
|
+
const nx = workspace.pairNormalX[p];
|
|
710
|
+
const nz = workspace.pairNormalZ[p];
|
|
711
|
+
workspace.deltaX[i] += move * nx * (massJ / (massI + massJ));
|
|
712
|
+
workspace.deltaZ[i] += move * nz * (massJ / (massI + massJ));
|
|
713
|
+
workspace.deltaX[j] -= move * nx * (massI / (massI + massJ));
|
|
714
|
+
workspace.deltaZ[j] -= move * nz * (massI / (massI + massJ));
|
|
715
|
+
workspace.count[i]++;
|
|
716
|
+
workspace.count[j]++;
|
|
717
|
+
}
|
|
718
|
+
var isOpen = (grid, x, z) => {
|
|
719
|
+
const cell = grid.cellOf(x, z);
|
|
720
|
+
return cell >= 0 && (grid.occ[cell] === 0 || grid.occ[cell] === 3);
|
|
721
|
+
};
|
|
722
|
+
function applyCorrection(view, agent, params) {
|
|
723
|
+
const { store, grid, workspace } = view;
|
|
724
|
+
const count = workspace.count[agent];
|
|
725
|
+
if (!count) return;
|
|
726
|
+
workspace.count[agent] = 0;
|
|
727
|
+
const cap = params.maxCorrection;
|
|
728
|
+
const dx = Math.max(-cap, Math.min(cap, workspace.deltaX[agent] / count));
|
|
729
|
+
const dz = Math.max(-cap, Math.min(cap, workspace.deltaZ[agent] / count));
|
|
730
|
+
if (isOpen(grid, store.x[agent] + dx, store.z[agent])) store.x[agent] += dx;
|
|
731
|
+
if (isOpen(grid, store.x[agent], store.z[agent] + dz)) store.z[agent] += dz;
|
|
732
|
+
}
|
|
733
|
+
function resetCorrection(workspace, agent) {
|
|
734
|
+
workspace.deltaX[agent] = 0;
|
|
735
|
+
workspace.deltaZ[agent] = 0;
|
|
736
|
+
workspace.count[agent] = 0;
|
|
737
|
+
}
|
|
738
|
+
function correctPositions(view, params) {
|
|
739
|
+
const { workspace } = view;
|
|
740
|
+
for (let p = 0; p < workspace.pairCount; p++) {
|
|
741
|
+
resetCorrection(workspace, workspace.pairI[p]);
|
|
742
|
+
resetCorrection(workspace, workspace.pairJ[p]);
|
|
743
|
+
}
|
|
744
|
+
for (let p = 0; p < workspace.pairCount; p++) accumulateCorrection(workspace, p, params.relaxation);
|
|
745
|
+
for (let p = 0; p < workspace.pairCount; p++) {
|
|
746
|
+
applyCorrection(view, workspace.pairI[p], params);
|
|
747
|
+
applyCorrection(view, workspace.pairJ[p], params);
|
|
748
|
+
}
|
|
749
|
+
}
|
|
750
|
+
function measureOverlaps(view, out) {
|
|
751
|
+
const { store, workspace } = view;
|
|
752
|
+
for (let p = 0; p < workspace.pairCount; p++) {
|
|
753
|
+
const i = workspace.pairI[p];
|
|
754
|
+
const j = workspace.pairJ[p];
|
|
755
|
+
if (isOnGround(store, i) && isOnGround(store, j)) continue;
|
|
756
|
+
const reach = workspace.radiusOf[i] + workspace.radiusOf[j];
|
|
757
|
+
const overlap = reach - Math.hypot(store.x[i] - store.x[j], store.z[i] - store.z[j]);
|
|
758
|
+
if (overlap <= 0) continue;
|
|
759
|
+
out.contacts++;
|
|
760
|
+
out.overlapSum += overlap;
|
|
761
|
+
if (overlap > out.maxOverlap) out.maxOverlap = overlap;
|
|
762
|
+
}
|
|
763
|
+
}
|
|
764
|
+
function dampPush(view, params) {
|
|
765
|
+
const { store, workspace } = view;
|
|
766
|
+
const lambda = Math.exp(-params.friction * params.h);
|
|
767
|
+
for (let i = 0; i < view.n; i++) {
|
|
768
|
+
workspace.shove[i] = Math.hypot(store.pushX[i] - workspace.pushBeforeX[i], store.pushZ[i] - workspace.pushBeforeZ[i]);
|
|
769
|
+
store.pushX[i] *= lambda;
|
|
770
|
+
store.pushZ[i] *= lambda;
|
|
771
|
+
const speed = Math.hypot(store.pushX[i], store.pushZ[i]);
|
|
772
|
+
if (speed <= params.maxPush) continue;
|
|
773
|
+
store.pushX[i] *= params.maxPush / speed;
|
|
774
|
+
store.pushZ[i] *= params.maxPush / speed;
|
|
775
|
+
}
|
|
776
|
+
}
|
|
777
|
+
function prepareHash(view, radius) {
|
|
778
|
+
readBodies(view, radius);
|
|
779
|
+
rebuildHash(view);
|
|
780
|
+
}
|
|
781
|
+
function contactStep(view, params, out) {
|
|
782
|
+
const { store, workspace } = view;
|
|
783
|
+
out.contacts = 0;
|
|
784
|
+
out.maxOverlap = 0;
|
|
785
|
+
out.overlapSum = 0;
|
|
786
|
+
for (let i = 0; i < view.n; i++) {
|
|
787
|
+
workspace.pushBeforeX[i] = store.pushX[i];
|
|
788
|
+
workspace.pushBeforeZ[i] = store.pushZ[i];
|
|
789
|
+
}
|
|
790
|
+
readBodies(view, params.radius);
|
|
791
|
+
rebuildHash(view);
|
|
792
|
+
collectPairs(view);
|
|
793
|
+
for (let iteration = 0; iteration < params.iterations; iteration++) {
|
|
794
|
+
measurePairs(view);
|
|
795
|
+
for (let p = 0; p < workspace.pairCount; p++) solveImpulse(store, workspace, p);
|
|
796
|
+
for (let p = workspace.pairCount - 1; p >= 0; p--) solveImpulse(store, workspace, p);
|
|
797
|
+
correctPositions(view, params);
|
|
798
|
+
}
|
|
799
|
+
measureOverlaps(view, out);
|
|
800
|
+
dampPush(view, params);
|
|
801
|
+
}
|
|
802
|
+
|
|
803
|
+
// src/physics/context.ts
|
|
804
|
+
var createPhysicsStats = () => ({
|
|
805
|
+
contacts: 0,
|
|
806
|
+
maxOverlap: 0,
|
|
807
|
+
meanOverlap: 0,
|
|
808
|
+
falls: [0, 0, 0, 0, 0, 0],
|
|
809
|
+
fallsBeyondBlast: 0,
|
|
810
|
+
fallen: 0,
|
|
811
|
+
staggering: 0,
|
|
812
|
+
climbers: 0,
|
|
813
|
+
moundMax: 0,
|
|
814
|
+
thrownActive: 0,
|
|
815
|
+
thrownPeak: 0,
|
|
816
|
+
blastChecks: 0,
|
|
817
|
+
chainLinks: 0,
|
|
818
|
+
fieldMax: 0,
|
|
819
|
+
playerPressure: 0
|
|
820
|
+
});
|
|
821
|
+
|
|
822
|
+
// src/physics/density.ts
|
|
823
|
+
var DECISION_STEPS = 12;
|
|
824
|
+
var FAR_BAND = 1;
|
|
825
|
+
function createDensity(ctx, options) {
|
|
826
|
+
const { store, grid } = ctx;
|
|
827
|
+
const side = Math.ceil(grid.size / options.cell);
|
|
828
|
+
const bodies = new Uint16Array(side * side);
|
|
829
|
+
const touched = [];
|
|
830
|
+
const half = grid.half;
|
|
831
|
+
const cellOf = (i) => {
|
|
832
|
+
const gx = Math.floor((store.x[i] + half) / options.cell);
|
|
833
|
+
const gz = Math.floor((store.z[i] + half) / options.cell);
|
|
834
|
+
return gx < 0 || gz < 0 || gx >= side || gz >= side ? -1 : gz * side + gx;
|
|
835
|
+
};
|
|
836
|
+
const isWalking = (i) => store.band[i] === FAR_BAND && (store.balance[i] === BALANCE.STANDING || store.balance[i] === BALANCE.STAGGERING) && store.state[i] !== STATE.PILE_STEP && store.state[i] !== STATE.DORMANT;
|
|
837
|
+
const count = () => {
|
|
838
|
+
for (let k = 0; k < touched.length; k++) bodies[touched[k]] = 0;
|
|
839
|
+
touched.length = 0;
|
|
840
|
+
for (let i = 0; i < store.n; i++) {
|
|
841
|
+
if (!isWalking(i)) continue;
|
|
842
|
+
const cell = cellOf(i);
|
|
843
|
+
if (cell < 0) continue;
|
|
844
|
+
if (bodies[cell] === 0) touched.push(cell);
|
|
845
|
+
bodies[cell]++;
|
|
846
|
+
}
|
|
847
|
+
};
|
|
848
|
+
const step = () => {
|
|
849
|
+
if (ctx.step % DECISION_STEPS === 0) count();
|
|
850
|
+
if (!touched.length) return;
|
|
851
|
+
for (let i = 0; i < store.n; i++) {
|
|
852
|
+
if (!isWalking(i)) continue;
|
|
853
|
+
const cell = cellOf(i);
|
|
854
|
+
const around = cell < 0 ? 0 : bodies[cell];
|
|
855
|
+
store.field[i] = around > options.capacity ? (around - options.capacity) * options.pressurePerBody : 0;
|
|
856
|
+
}
|
|
857
|
+
};
|
|
858
|
+
const bodiesAround = (i) => {
|
|
859
|
+
const cell = cellOf(i);
|
|
860
|
+
return cell < 0 ? 0 : bodies[cell];
|
|
861
|
+
};
|
|
862
|
+
const slowdown = (i, band) => {
|
|
863
|
+
if (band !== FAR_BAND) return 1;
|
|
864
|
+
const around = bodiesAround(i);
|
|
865
|
+
return around > options.capacity ? options.capacity / around : 1;
|
|
866
|
+
};
|
|
867
|
+
return { step, slowdown, bodiesAround };
|
|
868
|
+
}
|
|
869
|
+
|
|
870
|
+
// src/physics/mound.ts
|
|
871
|
+
var CELLS_PER_BODY = 3;
|
|
872
|
+
var BODY_PART_SPACING = 0.5;
|
|
873
|
+
var CLIMB_HEIGHT = 0.25;
|
|
874
|
+
var ELEVATED = 0.05;
|
|
875
|
+
var NEUTRAL_MASS = 70;
|
|
876
|
+
var NEIGHBOURS = [-1, 1, -1, 0, -1, -1, 0, -1, 0, 1, 1, -1, 1, 0, 1, 1];
|
|
877
|
+
var BODY_IDENTITY_SCALE = 1e6;
|
|
878
|
+
function createMound(ctx, extraBodies, height) {
|
|
879
|
+
const { store, grid } = ctx;
|
|
880
|
+
const options = ctx.options.mound;
|
|
881
|
+
const balance = ctx.options.balance;
|
|
882
|
+
const cellCount = grid.n * grid.n;
|
|
883
|
+
const touched = new Int32Array((store.capacity + extraBodies) * CELLS_PER_BODY * 2);
|
|
884
|
+
let touchedCount = 0;
|
|
885
|
+
const entryCapacity = (store.capacity + extraBodies) * CELLS_PER_BODY;
|
|
886
|
+
const entries = { count: 0, cell: new Int32Array(entryCapacity), thickness: new Uint16Array(entryCapacity), identity: new Uint32Array(entryCapacity), agent: new Int32Array(entryCapacity) };
|
|
887
|
+
const standMass = new Float32Array(cellCount);
|
|
888
|
+
const standTouched = new Int32Array(store.capacity);
|
|
889
|
+
let standTouchedCount = 0;
|
|
890
|
+
const maxMillimetres = Math.round(options.maxHeight * 1e3);
|
|
891
|
+
const cells = [0, 0, 0];
|
|
892
|
+
const cellsOfBody = (x, z, yaw) => {
|
|
893
|
+
const sin = Math.sin(yaw);
|
|
894
|
+
const cos = Math.cos(yaw);
|
|
895
|
+
for (let part2 = 0; part2 < CELLS_PER_BODY; part2++) {
|
|
896
|
+
const offset = (part2 - 1) * BODY_PART_SPACING;
|
|
897
|
+
cells[part2] = grid.cellOf(x + sin * offset, z + cos * offset);
|
|
898
|
+
}
|
|
899
|
+
};
|
|
900
|
+
const addBody = (x, z, yaw, millimetres, identity, agent) => {
|
|
901
|
+
cellsOfBody(x, z, yaw);
|
|
902
|
+
for (const cell of cells) {
|
|
903
|
+
if (cell < 0) continue;
|
|
904
|
+
if (height[cell] === 0) touched[touchedCount++] = cell;
|
|
905
|
+
height[cell] += millimetres;
|
|
906
|
+
const index = entries.count++;
|
|
907
|
+
entries.cell[index] = cell;
|
|
908
|
+
entries.thickness[index] = millimetres;
|
|
909
|
+
entries.identity[index] = identity;
|
|
910
|
+
entries.agent[index] = agent;
|
|
911
|
+
}
|
|
912
|
+
};
|
|
913
|
+
const sumBodies = () => {
|
|
914
|
+
for (let k = 0; k < touchedCount; k++) height[touched[k]] = 0;
|
|
915
|
+
touchedCount = 0;
|
|
916
|
+
entries.count = 0;
|
|
917
|
+
for (let i = 0; i < store.n; i++) {
|
|
918
|
+
const state = store.balance[i];
|
|
919
|
+
if (store.band[i] !== 0 || state !== BALANCE.FALLEN && state !== BALANCE.GETTING_UP) continue;
|
|
920
|
+
addBody(store.x[i], store.z[i], store.renderYaw[i], Math.round(options.bodyThickness * store.build[i] * 1e3), store.identity[i], i);
|
|
921
|
+
}
|
|
922
|
+
const reach = options.corpseRadius * options.corpseRadius;
|
|
923
|
+
for (const { data } of ctx.corpseList()) {
|
|
924
|
+
if ((data.x - ctx.centre.x) ** 2 + (data.z - ctx.centre.z) ** 2 > reach) continue;
|
|
925
|
+
addBody(data.x, data.z, data.yaw, Math.round(options.corpseThickness * data.build * 1e3), mix32(Math.floor(data.seed * BODY_IDENTITY_SCALE)), -1);
|
|
926
|
+
}
|
|
927
|
+
};
|
|
928
|
+
const isOpenCell = (cell) => grid.occ[cell] === 0 || grid.occ[cell] === 3;
|
|
929
|
+
const lowestNeighbour = (cell, millimetres) => {
|
|
930
|
+
const cx = cell % grid.n;
|
|
931
|
+
const cz = Math.floor(cell / grid.n);
|
|
932
|
+
let best = -1;
|
|
933
|
+
for (let k = 0; k < NEIGHBOURS.length; k += 2) {
|
|
934
|
+
const nx = cx + NEIGHBOURS[k];
|
|
935
|
+
const nz = cz + NEIGHBOURS[k + 1];
|
|
936
|
+
if (nx < 0 || nz < 0 || nx >= grid.n || nz >= grid.n) continue;
|
|
937
|
+
const neighbour = nz * grid.n + nx;
|
|
938
|
+
if (!isOpenCell(neighbour) || height[neighbour] + millimetres > maxMillimetres) continue;
|
|
939
|
+
if (best < 0 || height[neighbour] < height[best] || height[neighbour] === height[best] && neighbour < best) best = neighbour;
|
|
940
|
+
}
|
|
941
|
+
return best;
|
|
942
|
+
};
|
|
943
|
+
const slideEntry = (index) => {
|
|
944
|
+
const cell = entries.cell[index];
|
|
945
|
+
const target = lowestNeighbour(cell, entries.thickness[index]);
|
|
946
|
+
if (target < 0) return;
|
|
947
|
+
if (height[target] === 0) touched[touchedCount++] = target;
|
|
948
|
+
height[target] += entries.thickness[index];
|
|
949
|
+
height[cell] -= entries.thickness[index];
|
|
950
|
+
entries.cell[index] = target;
|
|
951
|
+
const agent = entries.agent[index];
|
|
952
|
+
if (agent < 0) return;
|
|
953
|
+
store.x[agent] += (target % grid.n - cell % grid.n) * grid.cell;
|
|
954
|
+
store.z[agent] += (Math.floor(target / grid.n) - Math.floor(cell / grid.n)) * grid.cell;
|
|
955
|
+
};
|
|
956
|
+
const capHeights = () => {
|
|
957
|
+
let over = false;
|
|
958
|
+
for (let k = 0; k < touchedCount && !over; k++) over = height[touched[k]] > maxMillimetres;
|
|
959
|
+
if (!over) return;
|
|
960
|
+
const order = Array.from({ length: entries.count }, (_, index) => index).sort((a, b) => entries.cell[a] - entries.cell[b] || entries.identity[a] - entries.identity[b] || a - b);
|
|
961
|
+
let current = -1;
|
|
962
|
+
let running = 0;
|
|
963
|
+
for (const index of order) {
|
|
964
|
+
const cell = entries.cell[index];
|
|
965
|
+
if (cell !== current) {
|
|
966
|
+
current = cell;
|
|
967
|
+
running = 0;
|
|
968
|
+
}
|
|
969
|
+
if (height[cell] <= maxMillimetres) continue;
|
|
970
|
+
if (running + entries.thickness[index] <= maxMillimetres) running += entries.thickness[index];
|
|
971
|
+
else slideEntry(index);
|
|
972
|
+
}
|
|
973
|
+
for (let k = 0; k < touchedCount; k++) if (height[touched[k]] > maxMillimetres) height[touched[k]] = maxMillimetres;
|
|
974
|
+
};
|
|
975
|
+
const seatFallen = () => {
|
|
976
|
+
let top = 0;
|
|
977
|
+
for (let k = 0; k < touchedCount; k++) top = Math.max(top, height[touched[k]]);
|
|
978
|
+
ctx.stats.moundMax = top / 1e3;
|
|
979
|
+
for (let i = 0; i < store.n; i++) {
|
|
980
|
+
const state = store.balance[i];
|
|
981
|
+
if (store.band[i] !== 0 || state !== BALANCE.FALLEN && state !== BALANCE.GETTING_UP) continue;
|
|
982
|
+
const cell = grid.cellOf(store.x[i], store.z[i]);
|
|
983
|
+
if (cell >= 0) store.y[i] = Math.max(0, height[cell] / 1e3 - options.bodyThickness * store.build[i]);
|
|
984
|
+
}
|
|
985
|
+
};
|
|
986
|
+
const weighStanding = () => {
|
|
987
|
+
for (let k = 0; k < standTouchedCount; k++) standMass[standTouched[k]] = 0;
|
|
988
|
+
standTouchedCount = 0;
|
|
989
|
+
let climbers = 0;
|
|
990
|
+
for (let i = 0; i < store.n; i++) {
|
|
991
|
+
const state = store.balance[i];
|
|
992
|
+
if (store.band[i] !== 0 || store.state[i] === STATE.PILE_STEP || state !== BALANCE.STANDING && state !== BALANCE.STAGGERING) continue;
|
|
993
|
+
if (store.y[i] >= CLIMB_HEIGHT) climbers++;
|
|
994
|
+
if (store.y[i] <= ELEVATED) continue;
|
|
995
|
+
const cell = grid.cellOf(store.x[i], store.z[i]);
|
|
996
|
+
if (cell < 0) continue;
|
|
997
|
+
if (standMass[cell] === 0) standTouched[standTouchedCount++] = cell;
|
|
998
|
+
standMass[cell] += store.mass[i];
|
|
999
|
+
}
|
|
1000
|
+
ctx.stats.climbers = climbers;
|
|
1001
|
+
};
|
|
1002
|
+
const trample = () => {
|
|
1003
|
+
if (!standTouchedCount) return;
|
|
1004
|
+
for (let i = 0; i < store.n; i++) {
|
|
1005
|
+
const state = store.balance[i];
|
|
1006
|
+
if (store.band[i] !== 0 || state !== BALANCE.FALLEN && state !== BALANCE.GETTING_UP) continue;
|
|
1007
|
+
const mass = weightOn(i);
|
|
1008
|
+
if (!mass) continue;
|
|
1009
|
+
store.hp[i] -= balance.trampleDps * (mass / NEUTRAL_MASS) * ctx.h;
|
|
1010
|
+
if (store.hp[i] <= 0) ctx.deferKill(i);
|
|
1011
|
+
}
|
|
1012
|
+
};
|
|
1013
|
+
const step = () => {
|
|
1014
|
+
sumBodies();
|
|
1015
|
+
capHeights();
|
|
1016
|
+
seatFallen();
|
|
1017
|
+
weighStanding();
|
|
1018
|
+
trample();
|
|
1019
|
+
};
|
|
1020
|
+
const weightOn = (i) => {
|
|
1021
|
+
cellsOfBody(store.x[i], store.z[i], store.renderYaw[i]);
|
|
1022
|
+
let mass = 0;
|
|
1023
|
+
for (const cell of cells) if (cell >= 0) mass += standMass[cell];
|
|
1024
|
+
return mass;
|
|
1025
|
+
};
|
|
1026
|
+
return { height, step, weightOn };
|
|
1027
|
+
}
|
|
1028
|
+
|
|
1029
|
+
// src/physics/offload/default-worker.ts
|
|
1030
|
+
function createDefaultWorkerFactory() {
|
|
1031
|
+
if (typeof Worker === "undefined") return null;
|
|
1032
|
+
let url;
|
|
1033
|
+
try {
|
|
1034
|
+
url = new URL("./physics-worker.js", import.meta.url);
|
|
1035
|
+
} catch {
|
|
1036
|
+
return null;
|
|
1037
|
+
}
|
|
1038
|
+
return () => {
|
|
1039
|
+
const worker = new Worker(url, { type: "module" });
|
|
1040
|
+
return {
|
|
1041
|
+
postMessage: (message, transfer) => worker.postMessage(message, transfer ?? []),
|
|
1042
|
+
onMessage: (listener) => worker.addEventListener("message", (event) => listener(event.data)),
|
|
1043
|
+
terminate: () => worker.terminate()
|
|
1044
|
+
};
|
|
1045
|
+
};
|
|
1046
|
+
}
|
|
1047
|
+
|
|
1048
|
+
// src/physics/offload/frame.ts
|
|
1049
|
+
var F32_INPUTS = ["x", "z", "y", "vx", "vz", "pushX", "pushZ", "mass", "build", "aimX", "aimZ", "driveFactor", "fieldPrev"];
|
|
1050
|
+
var U8_INPUTS = ["band", "balance", "state", "type"];
|
|
1051
|
+
var F32_OUTPUTS = ["deltaX", "deltaZ", "deltaPushX", "deltaPushZ", "deltaVx", "deltaVz", "field", "shove", "doorLoad"];
|
|
1052
|
+
var HEADER = { n: 0, h: 1, playerOn: 2, playerX: 3, playerZ: 4, contacts: 5, maxOverlap: 6, overlapSum: 7, playerLoad: 8, drivers: 9, fieldMax: 10, size: 16 };
|
|
1053
|
+
var align8 = (bytes) => Math.ceil(bytes / 8) * 8;
|
|
1054
|
+
var frameBytes = ({ capacity, cells }) => HEADER.size * 8 + (F32_INPUTS.length + F32_OUTPUTS.length + 2) * align8(capacity * 4) + U8_INPUTS.length * align8(capacity) + align8(cells);
|
|
1055
|
+
function createFrame(buffer, shape) {
|
|
1056
|
+
const { capacity, cells } = shape;
|
|
1057
|
+
let offset = 0;
|
|
1058
|
+
const take = (make, bytesPerElement, length) => {
|
|
1059
|
+
const view = make(buffer, offset, length);
|
|
1060
|
+
offset += align8(length * bytesPerElement);
|
|
1061
|
+
return view;
|
|
1062
|
+
};
|
|
1063
|
+
const f64 = (b, o, l) => new Float64Array(b, o, l);
|
|
1064
|
+
const f32 = (b, o, l) => new Float32Array(b, o, l);
|
|
1065
|
+
const u8 = (b, o, l) => new Uint8Array(b, o, l);
|
|
1066
|
+
const header = take(f64, 8, HEADER.size);
|
|
1067
|
+
const floats = {};
|
|
1068
|
+
for (const key of [...F32_INPUTS, ...F32_OUTPUTS]) floats[key] = take(f32, 4, capacity);
|
|
1069
|
+
const identity = take((b, o, l) => new Uint32Array(b, o, l), 4, capacity);
|
|
1070
|
+
const doorCell = take((b, o, l) => new Int32Array(b, o, l), 4, capacity);
|
|
1071
|
+
const bytes = {};
|
|
1072
|
+
for (const key of U8_INPUTS) bytes[key] = take(u8, 1, capacity);
|
|
1073
|
+
const occ = take(u8, 1, cells);
|
|
1074
|
+
return { header, f32: floats, u8: bytes, identity, doorCell, occ };
|
|
1075
|
+
}
|
|
1076
|
+
var INPUT_KEYS = { f32: F32_INPUTS, u8: U8_INPUTS };
|
|
1077
|
+
|
|
1078
|
+
// src/physics/offload/offload.ts
|
|
1079
|
+
var isOpen2 = (grid, x, z) => {
|
|
1080
|
+
const cell = grid.cellOf(x, z);
|
|
1081
|
+
return cell >= 0 && (grid.occ[cell] === 0 || grid.occ[cell] === 3);
|
|
1082
|
+
};
|
|
1083
|
+
function writeSnapshot(frame, source, h, player) {
|
|
1084
|
+
const { store, grid } = source;
|
|
1085
|
+
const n = store.n;
|
|
1086
|
+
for (const key of INPUT_KEYS.f32) frame.f32[key].set(store[key].subarray(0, n));
|
|
1087
|
+
for (const key of INPUT_KEYS.u8) frame.u8[key].set(store[key].subarray(0, n));
|
|
1088
|
+
frame.identity.set(store.identity.subarray(0, n));
|
|
1089
|
+
frame.occ.set(grid.occ);
|
|
1090
|
+
frame.header[HEADER.n] = n;
|
|
1091
|
+
frame.header[HEADER.h] = h;
|
|
1092
|
+
frame.header[HEADER.playerOn] = player ? 1 : 0;
|
|
1093
|
+
frame.header[HEADER.playerX] = player?.x ?? 0;
|
|
1094
|
+
frame.header[HEADER.playerZ] = player?.z ?? 0;
|
|
1095
|
+
}
|
|
1096
|
+
function createOffload(runner, host, latency = 1) {
|
|
1097
|
+
const { store, grid, stats, contact } = host;
|
|
1098
|
+
const queue = [];
|
|
1099
|
+
const spare = Array.from({ length: latency }, () => ({ count: 0, origin: null, originBuffer: new Int32Array(store.capacity) }));
|
|
1100
|
+
const result = { playerLoad: 0 };
|
|
1101
|
+
const apply = (frame, pending) => {
|
|
1102
|
+
const { f32, header } = frame;
|
|
1103
|
+
const { origin, count } = pending;
|
|
1104
|
+
for (let agent = 0; agent < store.n; agent++) {
|
|
1105
|
+
const from = origin ? origin[agent] : agent < count ? agent : -1;
|
|
1106
|
+
if (from < 0) {
|
|
1107
|
+
contact.workspace.shove[agent] = 0;
|
|
1108
|
+
continue;
|
|
1109
|
+
}
|
|
1110
|
+
const dx = f32.deltaX[from];
|
|
1111
|
+
const dz = f32.deltaZ[from];
|
|
1112
|
+
if (dx !== 0 && isOpen2(grid, store.x[agent] + dx, store.z[agent])) store.x[agent] += dx;
|
|
1113
|
+
if (dz !== 0 && isOpen2(grid, store.x[agent], store.z[agent] + dz)) store.z[agent] += dz;
|
|
1114
|
+
store.pushX[agent] += f32.deltaPushX[from];
|
|
1115
|
+
store.pushZ[agent] += f32.deltaPushZ[from];
|
|
1116
|
+
store.vx[agent] += f32.deltaVx[from];
|
|
1117
|
+
store.vz[agent] += f32.deltaVz[from];
|
|
1118
|
+
store.field[agent] = f32.field[from];
|
|
1119
|
+
store.fieldPrev[agent] = f32.field[from];
|
|
1120
|
+
contact.workspace.shove[agent] = f32.shove[from];
|
|
1121
|
+
const cell = frame.doorCell[from];
|
|
1122
|
+
if (cell >= 0) host.addDoorLoad(cell, f32.doorLoad[from]);
|
|
1123
|
+
}
|
|
1124
|
+
stats.contacts = header[HEADER.contacts];
|
|
1125
|
+
stats.maxOverlap = header[HEADER.maxOverlap];
|
|
1126
|
+
stats.meanOverlap = header[HEADER.contacts] ? header[HEADER.overlapSum] / header[HEADER.contacts] : 0;
|
|
1127
|
+
stats.fieldMax = header[HEADER.fieldMax];
|
|
1128
|
+
result.playerLoad = header[HEADER.playerLoad];
|
|
1129
|
+
};
|
|
1130
|
+
const step = (h, player) => {
|
|
1131
|
+
result.playerLoad = 0;
|
|
1132
|
+
if (queue.length >= latency) {
|
|
1133
|
+
const frame2 = runner.settle();
|
|
1134
|
+
if (frame2) {
|
|
1135
|
+
const pending = queue.shift();
|
|
1136
|
+
apply(frame2, pending);
|
|
1137
|
+
pending.origin = null;
|
|
1138
|
+
spare.push(pending);
|
|
1139
|
+
}
|
|
1140
|
+
}
|
|
1141
|
+
const frame = runner.frame();
|
|
1142
|
+
if (frame && spare.length) {
|
|
1143
|
+
writeSnapshot(frame, { store, grid }, h, player);
|
|
1144
|
+
runner.submit();
|
|
1145
|
+
const pending = spare.shift();
|
|
1146
|
+
pending.count = store.n;
|
|
1147
|
+
queue.push(pending);
|
|
1148
|
+
}
|
|
1149
|
+
return result;
|
|
1150
|
+
};
|
|
1151
|
+
const remap = (removed, moved) => {
|
|
1152
|
+
queue.forEach((pending) => {
|
|
1153
|
+
if (!pending.origin) {
|
|
1154
|
+
pending.origin = pending.originBuffer.fill(-1);
|
|
1155
|
+
for (let agent = 0; agent < pending.count; agent++) pending.origin[agent] = agent;
|
|
1156
|
+
}
|
|
1157
|
+
pending.origin[removed] = removed === moved ? -1 : pending.origin[moved];
|
|
1158
|
+
if (removed !== moved) pending.origin[moved] = -1;
|
|
1159
|
+
});
|
|
1160
|
+
};
|
|
1161
|
+
return { step, remap, dispose: () => runner.dispose() };
|
|
1162
|
+
}
|
|
1163
|
+
|
|
1164
|
+
// src/physics/pressure.ts
|
|
1165
|
+
var TOUCH_SLACK = 0.08;
|
|
1166
|
+
var WALL_PROBE = 0.12;
|
|
1167
|
+
var PLAYER_REACH = 1.3;
|
|
1168
|
+
var PLAYER_RADIUS_SQUARED = PLAYER_REACH * PLAYER_REACH;
|
|
1169
|
+
var createPressureWorkspace = (capacity, pairCapacity) => ({
|
|
1170
|
+
weightSum: new Float32Array(capacity),
|
|
1171
|
+
pressing: new Uint8Array(capacity),
|
|
1172
|
+
wallKind: new Uint8Array(capacity),
|
|
1173
|
+
wallDoor: new Int32Array(capacity),
|
|
1174
|
+
playerWeight: new Float32Array(capacity),
|
|
1175
|
+
cutExcess: new Float32Array(capacity),
|
|
1176
|
+
cutX: new Float32Array(capacity),
|
|
1177
|
+
cutZ: new Float32Array(capacity),
|
|
1178
|
+
pairWeightForward: new Float32Array(pairCapacity),
|
|
1179
|
+
pairWeightBackward: new Float32Array(pairCapacity),
|
|
1180
|
+
canPress: new Uint8Array(capacity)
|
|
1181
|
+
});
|
|
1182
|
+
var isPressing = (store, i) => takesPartInContact(store, i) && (store.balance[i] === BALANCE.STANDING || store.balance[i] === BALANCE.STAGGERING);
|
|
1183
|
+
function readPressing(view, workspace) {
|
|
1184
|
+
for (let i = 0; i < view.n; i++) workspace.canPress[i] = isPressing(view.store, i) ? 1 : 0;
|
|
1185
|
+
}
|
|
1186
|
+
var frontWeight = (alignment, cone) => alignment > cone ? (alignment - cone) / (1 - cone) : 0;
|
|
1187
|
+
var hasAim = (store, i) => store.aimX[i] !== 0 || store.aimZ[i] !== 0;
|
|
1188
|
+
function noteCut(store, workspace, i, j, nx, nz) {
|
|
1189
|
+
const excess = (store.vx[i] - store.vx[j]) * nx + (store.vz[i] - store.vz[j]) * nz;
|
|
1190
|
+
if (excess <= workspace.cutExcess[i]) return;
|
|
1191
|
+
workspace.cutExcess[i] = excess;
|
|
1192
|
+
workspace.cutX[i] = nx;
|
|
1193
|
+
workspace.cutZ[i] = nz;
|
|
1194
|
+
}
|
|
1195
|
+
function weighPairs(view, workspace, params) {
|
|
1196
|
+
const { store } = view;
|
|
1197
|
+
for (let p = 0; p < view.workspace.pairCount; p++) {
|
|
1198
|
+
workspace.pairWeightForward[p] = 0;
|
|
1199
|
+
workspace.pairWeightBackward[p] = 0;
|
|
1200
|
+
const i = view.workspace.pairI[p];
|
|
1201
|
+
const j = view.workspace.pairJ[p];
|
|
1202
|
+
if (!workspace.canPress[i] || !workspace.canPress[j]) continue;
|
|
1203
|
+
const ex = store.x[j] - store.x[i];
|
|
1204
|
+
const ez = store.z[j] - store.z[i];
|
|
1205
|
+
const distance = Math.sqrt(ex * ex + ez * ez);
|
|
1206
|
+
if (distance < 1e-6 || distance > (store.build[i] + store.build[j]) * params.radius + TOUCH_SLACK) continue;
|
|
1207
|
+
const nx = ex / distance;
|
|
1208
|
+
const nz = ez / distance;
|
|
1209
|
+
const forward = frontWeight(store.aimX[i] * nx + store.aimZ[i] * nz, params.frontCone);
|
|
1210
|
+
const backward = frontWeight(-(store.aimX[j] * nx + store.aimZ[j] * nz), params.frontCone);
|
|
1211
|
+
if (forward > 0) {
|
|
1212
|
+
workspace.pressing[i] = 1;
|
|
1213
|
+
noteCut(store, workspace, i, j, nx, nz);
|
|
1214
|
+
}
|
|
1215
|
+
if (backward > 0) {
|
|
1216
|
+
workspace.pressing[j] = 1;
|
|
1217
|
+
noteCut(store, workspace, j, i, -nx, -nz);
|
|
1218
|
+
}
|
|
1219
|
+
if (forward > 0 && backward > 0) continue;
|
|
1220
|
+
workspace.pairWeightForward[p] = forward;
|
|
1221
|
+
workspace.pairWeightBackward[p] = backward;
|
|
1222
|
+
workspace.weightSum[i] += forward;
|
|
1223
|
+
workspace.weightSum[j] += backward;
|
|
1224
|
+
}
|
|
1225
|
+
}
|
|
1226
|
+
function weighWalls(view, workspace, params, doorAt) {
|
|
1227
|
+
const { store, grid } = view;
|
|
1228
|
+
for (let i = 0; i < view.n; i++) {
|
|
1229
|
+
if (!workspace.canPress[i] || !hasAim(store, i)) continue;
|
|
1230
|
+
const reach = store.build[i] * params.radius + WALL_PROBE;
|
|
1231
|
+
const cell = grid.cellOf(store.x[i] + store.aimX[i] * reach, store.z[i] + store.aimZ[i] * reach);
|
|
1232
|
+
if (cell >= 0 && (grid.occ[cell] === 0 || grid.occ[cell] === 3)) continue;
|
|
1233
|
+
workspace.wallKind[i] = 1;
|
|
1234
|
+
workspace.wallDoor[i] = cell >= 0 && grid.occ[cell] === 5 ? doorAt(cell) : -1;
|
|
1235
|
+
workspace.pressing[i] = 1;
|
|
1236
|
+
workspace.weightSum[i] += 1;
|
|
1237
|
+
}
|
|
1238
|
+
}
|
|
1239
|
+
function weighPlayer(view, workspace, params, player) {
|
|
1240
|
+
const { store } = view;
|
|
1241
|
+
for (let i = 0; i < view.n; i++) {
|
|
1242
|
+
if (!workspace.canPress[i]) continue;
|
|
1243
|
+
const ex = player.x - store.x[i];
|
|
1244
|
+
const ez = player.z - store.z[i];
|
|
1245
|
+
const squared = ex * ex + ez * ez;
|
|
1246
|
+
if (squared > PLAYER_RADIUS_SQUARED || squared < 1e-6) continue;
|
|
1247
|
+
const distance = Math.sqrt(squared);
|
|
1248
|
+
const weight = hasAim(store, i) ? frontWeight((store.aimX[i] * ex + store.aimZ[i] * ez) / distance, params.frontCone) : 1;
|
|
1249
|
+
workspace.playerWeight[i] = weight;
|
|
1250
|
+
if (weight > 0) workspace.pressing[i] = 1;
|
|
1251
|
+
workspace.weightSum[i] += weight;
|
|
1252
|
+
}
|
|
1253
|
+
}
|
|
1254
|
+
function clearWorkspace(view, workspace) {
|
|
1255
|
+
const { store } = view;
|
|
1256
|
+
for (let i = 0; i < view.n; i++) {
|
|
1257
|
+
workspace.weightSum[i] = 0;
|
|
1258
|
+
workspace.pressing[i] = 0;
|
|
1259
|
+
workspace.wallKind[i] = 0;
|
|
1260
|
+
workspace.playerWeight[i] = 0;
|
|
1261
|
+
workspace.cutExcess[i] = 0;
|
|
1262
|
+
store.field[i] = 0;
|
|
1263
|
+
}
|
|
1264
|
+
}
|
|
1265
|
+
function ownDrive(store, context, workspace, i) {
|
|
1266
|
+
if (!hasAim(store, i) || !workspace.pressing[i]) return 0;
|
|
1267
|
+
return context.driveForceOfType[store.type[i]] * store.driveFactor[i];
|
|
1268
|
+
}
|
|
1269
|
+
function spreadField(view, workspace, params, context, out) {
|
|
1270
|
+
const { store } = view;
|
|
1271
|
+
for (let i = 0; i < view.n; i++) {
|
|
1272
|
+
if (!workspace.canPress[i]) continue;
|
|
1273
|
+
store.field[i] = ownDrive(store, context, workspace, i);
|
|
1274
|
+
if (store.field[i] > 0) out.drivers++;
|
|
1275
|
+
}
|
|
1276
|
+
for (let p = 0; p < view.workspace.pairCount; p++) {
|
|
1277
|
+
const i = view.workspace.pairI[p];
|
|
1278
|
+
const j = view.workspace.pairJ[p];
|
|
1279
|
+
const forward = workspace.pairWeightForward[p];
|
|
1280
|
+
const backward = workspace.pairWeightBackward[p];
|
|
1281
|
+
if (forward > 0) store.field[j] += params.transmission * store.fieldPrev[i] * forward * forward / workspace.weightSum[i];
|
|
1282
|
+
if (backward > 0) store.field[i] += params.transmission * store.fieldPrev[j] * backward * backward / workspace.weightSum[j];
|
|
1283
|
+
}
|
|
1284
|
+
for (let i = 0; i < view.n; i++) {
|
|
1285
|
+
if (!workspace.canPress[i]) continue;
|
|
1286
|
+
const passed = params.transmission * store.fieldPrev[i] / (workspace.weightSum[i] || 1);
|
|
1287
|
+
if (workspace.wallKind[i] && workspace.wallDoor[i] >= 0) {
|
|
1288
|
+
if (context.doorOut) {
|
|
1289
|
+
context.doorOut.cell[i] = workspace.wallDoor[i];
|
|
1290
|
+
context.doorOut.load[i] = passed * params.h;
|
|
1291
|
+
} else context.doorLoad[workspace.wallDoor[i]] += passed * params.h;
|
|
1292
|
+
}
|
|
1293
|
+
if (workspace.playerWeight[i] > 0) out.playerLoad += passed * workspace.playerWeight[i] * workspace.playerWeight[i];
|
|
1294
|
+
if (store.field[i] > params.cap) store.field[i] = params.cap;
|
|
1295
|
+
}
|
|
1296
|
+
}
|
|
1297
|
+
function applyCuts(view, workspace) {
|
|
1298
|
+
const { store } = view;
|
|
1299
|
+
for (let i = 0; i < view.n; i++) {
|
|
1300
|
+
const excess = workspace.cutExcess[i];
|
|
1301
|
+
if (excess <= 0) continue;
|
|
1302
|
+
store.vx[i] -= excess * workspace.cutX[i];
|
|
1303
|
+
store.vz[i] -= excess * workspace.cutZ[i];
|
|
1304
|
+
}
|
|
1305
|
+
}
|
|
1306
|
+
function pressureStep(view, workspace, params, context, out) {
|
|
1307
|
+
out.playerLoad = 0;
|
|
1308
|
+
out.drivers = 0;
|
|
1309
|
+
clearWorkspace(view, workspace);
|
|
1310
|
+
readPressing(view, workspace);
|
|
1311
|
+
weighPairs(view, workspace, params);
|
|
1312
|
+
weighWalls(view, workspace, params, context.doorAt);
|
|
1313
|
+
if (context.player) weighPlayer(view, workspace, params, context.player);
|
|
1314
|
+
spreadField(view, workspace, params, context, out);
|
|
1315
|
+
applyCuts(view, workspace);
|
|
1316
|
+
for (let i = 0; i < view.n; i++) view.store.fieldPrev[i] = view.store.field[i];
|
|
1317
|
+
}
|
|
1318
|
+
|
|
1319
|
+
// src/physics/offload/kernel.ts
|
|
1320
|
+
var PAIRS_PER_AGENT2 = 12;
|
|
1321
|
+
var STORE_KEYS = ["x", "z", "y", "vx", "vz", "pushX", "pushZ", "mass", "build", "aimX", "aimZ", "driveFactor", "fieldPrev"];
|
|
1322
|
+
function createKernel(setup) {
|
|
1323
|
+
const { capacity } = setup;
|
|
1324
|
+
const side = Math.floor(setup.gridSize / setup.gridCell);
|
|
1325
|
+
const half = setup.gridSize / 2;
|
|
1326
|
+
const before = { x: new Float32Array(capacity), z: new Float32Array(capacity), pushX: new Float32Array(capacity), pushZ: new Float32Array(capacity), vx: new Float32Array(capacity), vz: new Float32Array(capacity) };
|
|
1327
|
+
const driveForceOfType = Float32Array.from(setup.driveForceOfType);
|
|
1328
|
+
const contactResult = { contacts: 0, maxOverlap: 0, overlapSum: 0 };
|
|
1329
|
+
const pressureResult = { playerLoad: 0, drivers: 0 };
|
|
1330
|
+
const workspace = setup.pressure ? createPressureWorkspace(capacity, capacity * PAIRS_PER_AGENT2) : null;
|
|
1331
|
+
const cellOf = createCellOf(half, setup.gridCell, side);
|
|
1332
|
+
const doorLoadUnused = new Float32Array(0);
|
|
1333
|
+
const store = {};
|
|
1334
|
+
const grid = { size: setup.gridSize, half, occ: new Uint8Array(0), cellOf };
|
|
1335
|
+
const view = { n: 0, store, grid, workspace: createContactWorkspace(capacity, grid) };
|
|
1336
|
+
const bind = (frame) => {
|
|
1337
|
+
Object.assign(store, frame.u8, { identity: frame.identity, field: frame.f32.field });
|
|
1338
|
+
for (const key of STORE_KEYS) store[key] = frame.f32[key];
|
|
1339
|
+
grid.occ = frame.occ;
|
|
1340
|
+
return view;
|
|
1341
|
+
};
|
|
1342
|
+
const run = (frame) => {
|
|
1343
|
+
const { header } = frame;
|
|
1344
|
+
const n = header[HEADER.n];
|
|
1345
|
+
const contact = bind(frame);
|
|
1346
|
+
contact.n = n;
|
|
1347
|
+
for (let i = 0; i < n; i++) {
|
|
1348
|
+
before.x[i] = frame.f32.x[i];
|
|
1349
|
+
before.z[i] = frame.f32.z[i];
|
|
1350
|
+
before.pushX[i] = frame.f32.pushX[i];
|
|
1351
|
+
before.pushZ[i] = frame.f32.pushZ[i];
|
|
1352
|
+
before.vx[i] = frame.f32.vx[i];
|
|
1353
|
+
before.vz[i] = frame.f32.vz[i];
|
|
1354
|
+
}
|
|
1355
|
+
const h = header[HEADER.h];
|
|
1356
|
+
const params = { ...setup.contact, h };
|
|
1357
|
+
contactStep(contact, params, contactResult);
|
|
1358
|
+
header[HEADER.contacts] = contactResult.contacts;
|
|
1359
|
+
header[HEADER.maxOverlap] = contactResult.maxOverlap;
|
|
1360
|
+
header[HEADER.overlapSum] = contactResult.overlapSum;
|
|
1361
|
+
frame.doorCell.fill(-1, 0, n);
|
|
1362
|
+
frame.f32.doorLoad.fill(0, 0, n);
|
|
1363
|
+
if (workspace && setup.pressure) {
|
|
1364
|
+
const player = header[HEADER.playerOn] ? { x: header[HEADER.playerX], z: header[HEADER.playerZ] } : void 0;
|
|
1365
|
+
const doorOut = { cell: frame.doorCell, load: frame.f32.doorLoad };
|
|
1366
|
+
pressureStep(contact, workspace, { ...setup.pressure, h, radius: setup.contact.radius }, { driveForceOfType, doorAt: (cell) => cell, doorLoad: doorLoadUnused, player, doorOut }, pressureResult);
|
|
1367
|
+
let top = 0;
|
|
1368
|
+
for (let i = 0; i < n; i++) top = Math.max(top, frame.f32.field[i]);
|
|
1369
|
+
header[HEADER.fieldMax] = top;
|
|
1370
|
+
} else header[HEADER.fieldMax] = 0;
|
|
1371
|
+
header[HEADER.playerLoad] = pressureResult.playerLoad;
|
|
1372
|
+
header[HEADER.drivers] = pressureResult.drivers;
|
|
1373
|
+
const { f32 } = frame;
|
|
1374
|
+
for (let i = 0; i < n; i++) {
|
|
1375
|
+
f32.deltaX[i] = f32.x[i] - before.x[i];
|
|
1376
|
+
f32.deltaZ[i] = f32.z[i] - before.z[i];
|
|
1377
|
+
f32.deltaPushX[i] = f32.pushX[i] - before.pushX[i];
|
|
1378
|
+
f32.deltaPushZ[i] = f32.pushZ[i] - before.pushZ[i];
|
|
1379
|
+
f32.deltaVx[i] = f32.vx[i] - before.vx[i];
|
|
1380
|
+
f32.deltaVz[i] = f32.vz[i] - before.vz[i];
|
|
1381
|
+
f32.shove[i] = contact.workspace.shove[i];
|
|
1382
|
+
}
|
|
1383
|
+
};
|
|
1384
|
+
return { run };
|
|
1385
|
+
}
|
|
1386
|
+
|
|
1387
|
+
// src/physics/offload/worker-host.ts
|
|
1388
|
+
var CONTROL = { IDLE: 0, SUBMITTED: 1, DONE: 2, STOP: 3 };
|
|
1389
|
+
function attachPhysicsWorker(port) {
|
|
1390
|
+
let kernel = null;
|
|
1391
|
+
let shape = null;
|
|
1392
|
+
port.onMessage((data) => {
|
|
1393
|
+
const message = data;
|
|
1394
|
+
if (message.type === "init") {
|
|
1395
|
+
kernel = createKernel(message.setup);
|
|
1396
|
+
shape = message.shape;
|
|
1397
|
+
if (message.frames && message.control) runShared(kernel, message.frames.map((buffer) => createFrame(buffer, message.shape)), new Int32Array(message.control));
|
|
1398
|
+
return;
|
|
1399
|
+
}
|
|
1400
|
+
if (!kernel || !shape) return;
|
|
1401
|
+
const frame = createFrame(message.buffer, shape);
|
|
1402
|
+
kernel.run(frame);
|
|
1403
|
+
port.postMessage({ type: "done", buffer: message.buffer }, [message.buffer]);
|
|
1404
|
+
});
|
|
1405
|
+
}
|
|
1406
|
+
function runShared(kernel, frames, control) {
|
|
1407
|
+
for (let turn = 0; ; turn++) {
|
|
1408
|
+
const slot = turn % frames.length;
|
|
1409
|
+
for (; ; ) {
|
|
1410
|
+
const state = Atomics.load(control, slot);
|
|
1411
|
+
if (state === CONTROL.STOP) return;
|
|
1412
|
+
if (state === CONTROL.SUBMITTED) break;
|
|
1413
|
+
Atomics.wait(control, slot, state);
|
|
1414
|
+
}
|
|
1415
|
+
kernel.run(frames[slot]);
|
|
1416
|
+
Atomics.store(control, slot, CONTROL.DONE);
|
|
1417
|
+
Atomics.notify(control, slot);
|
|
1418
|
+
}
|
|
1419
|
+
}
|
|
1420
|
+
|
|
1421
|
+
// src/physics/offload/runner.ts
|
|
1422
|
+
var WAIT_LIMIT_MS = 5e3;
|
|
1423
|
+
var canBlock = (() => {
|
|
1424
|
+
try {
|
|
1425
|
+
Atomics.wait(new Int32Array(new SharedArrayBuffer(4)), 0, 1, 0);
|
|
1426
|
+
return true;
|
|
1427
|
+
} catch {
|
|
1428
|
+
return false;
|
|
1429
|
+
}
|
|
1430
|
+
})();
|
|
1431
|
+
var isSharedAvailable = () => typeof SharedArrayBuffer !== "undefined" && globalThis.crossOriginIsolated !== false;
|
|
1432
|
+
function createInlineRunner(setup, shape, slots = 1) {
|
|
1433
|
+
const kernel = createKernel(setup);
|
|
1434
|
+
const frames = Array.from({ length: slots }, () => createFrame(new ArrayBuffer(frameBytes(shape)), shape));
|
|
1435
|
+
let submitted = 0;
|
|
1436
|
+
let settled = 0;
|
|
1437
|
+
const runner = {
|
|
1438
|
+
transport: "inline",
|
|
1439
|
+
get inFlight() {
|
|
1440
|
+
return submitted - settled;
|
|
1441
|
+
},
|
|
1442
|
+
frame: () => submitted - settled < slots ? frames[submitted % slots] : null,
|
|
1443
|
+
submit: () => kernel.run(frames[submitted++ % slots]),
|
|
1444
|
+
settle: () => submitted > settled ? frames[settled++ % slots] : null,
|
|
1445
|
+
dispose: () => void 0
|
|
1446
|
+
};
|
|
1447
|
+
return runner;
|
|
1448
|
+
}
|
|
1449
|
+
function createSharedRunner(setup, shape, factory, slots = 1) {
|
|
1450
|
+
const buffers = Array.from({ length: slots }, () => new SharedArrayBuffer(frameBytes(shape)));
|
|
1451
|
+
const control = new Int32Array(new SharedArrayBuffer(4 * slots));
|
|
1452
|
+
const frames = buffers.map((buffer) => createFrame(buffer, shape));
|
|
1453
|
+
const worker = factory();
|
|
1454
|
+
worker.postMessage({ type: "init", setup, shape, frames: buffers, control: control.buffer });
|
|
1455
|
+
let submitted = 0;
|
|
1456
|
+
let settled = 0;
|
|
1457
|
+
return {
|
|
1458
|
+
transport: "shared",
|
|
1459
|
+
get inFlight() {
|
|
1460
|
+
return submitted - settled;
|
|
1461
|
+
},
|
|
1462
|
+
frame: () => submitted - settled < slots ? frames[submitted % slots] : null,
|
|
1463
|
+
submit: () => {
|
|
1464
|
+
const slot = submitted++ % slots;
|
|
1465
|
+
Atomics.store(control, slot, CONTROL.SUBMITTED);
|
|
1466
|
+
Atomics.notify(control, slot);
|
|
1467
|
+
},
|
|
1468
|
+
settle: () => {
|
|
1469
|
+
if (submitted === settled) return null;
|
|
1470
|
+
const slot = settled++ % slots;
|
|
1471
|
+
const started = Date.now();
|
|
1472
|
+
while (Atomics.load(control, slot) !== CONTROL.DONE) {
|
|
1473
|
+
if (Date.now() - started > WAIT_LIMIT_MS) throw new Error("crowd physics worker did not answer");
|
|
1474
|
+
if (canBlock) Atomics.wait(control, slot, CONTROL.SUBMITTED, 50);
|
|
1475
|
+
}
|
|
1476
|
+
Atomics.store(control, slot, CONTROL.IDLE);
|
|
1477
|
+
return frames[slot];
|
|
1478
|
+
},
|
|
1479
|
+
dispose: () => {
|
|
1480
|
+
for (let slot = 0; slot < slots; slot++) {
|
|
1481
|
+
Atomics.store(control, slot, CONTROL.STOP);
|
|
1482
|
+
Atomics.notify(control, slot);
|
|
1483
|
+
}
|
|
1484
|
+
worker.terminate();
|
|
1485
|
+
}
|
|
1486
|
+
};
|
|
1487
|
+
}
|
|
1488
|
+
function createTransferRunner(setup, shape, factory, slots = 1) {
|
|
1489
|
+
const worker = factory();
|
|
1490
|
+
const free = Array.from({ length: slots }, () => new ArrayBuffer(frameBytes(shape)));
|
|
1491
|
+
const done = [];
|
|
1492
|
+
const views = /* @__PURE__ */ new WeakMap();
|
|
1493
|
+
const viewOf = (buffer) => {
|
|
1494
|
+
let view = views.get(buffer);
|
|
1495
|
+
if (!view) views.set(buffer, view = createFrame(buffer, shape));
|
|
1496
|
+
return view;
|
|
1497
|
+
};
|
|
1498
|
+
let inFlight = 0;
|
|
1499
|
+
worker.postMessage({ type: "init", setup, shape });
|
|
1500
|
+
worker.onMessage((data) => {
|
|
1501
|
+
const message = data;
|
|
1502
|
+
if (message.type === "done") done.push(message.buffer);
|
|
1503
|
+
});
|
|
1504
|
+
return {
|
|
1505
|
+
transport: "transfer",
|
|
1506
|
+
get inFlight() {
|
|
1507
|
+
return inFlight;
|
|
1508
|
+
},
|
|
1509
|
+
frame: () => free.length ? viewOf(free[0]) : null,
|
|
1510
|
+
submit: () => {
|
|
1511
|
+
const buffer = free.shift();
|
|
1512
|
+
if (!buffer) return;
|
|
1513
|
+
worker.postMessage({ type: "frame", buffer }, [buffer]);
|
|
1514
|
+
inFlight++;
|
|
1515
|
+
},
|
|
1516
|
+
settle: () => {
|
|
1517
|
+
const buffer = done.shift();
|
|
1518
|
+
if (!buffer) return null;
|
|
1519
|
+
inFlight--;
|
|
1520
|
+
free.push(buffer);
|
|
1521
|
+
return viewOf(buffer);
|
|
1522
|
+
},
|
|
1523
|
+
dispose: () => worker.terminate()
|
|
1524
|
+
};
|
|
1525
|
+
}
|
|
1526
|
+
|
|
1527
|
+
// src/physics/player-pressure.ts
|
|
1528
|
+
var KNOCK_SECONDS = 1.5;
|
|
1529
|
+
var KNOCK_COOLDOWN = 2;
|
|
1530
|
+
var CRUSH_BLOW_EVERY = 0.25;
|
|
1531
|
+
function createPlayerPressure(ctx) {
|
|
1532
|
+
const options = ctx.options.playerPressure;
|
|
1533
|
+
const tau = ctx.options.balance?.pressureTau ?? 0.3;
|
|
1534
|
+
let knockCooldown = 0;
|
|
1535
|
+
let crushed = 0;
|
|
1536
|
+
let crushClock = 0;
|
|
1537
|
+
const crush = (excess) => {
|
|
1538
|
+
crushed += options.crushDamagePerSecond * excess * ctx.h;
|
|
1539
|
+
crushClock += ctx.h;
|
|
1540
|
+
if (crushClock < CRUSH_BLOW_EVERY) return;
|
|
1541
|
+
crushClock = 0;
|
|
1542
|
+
if (crushed <= 0) return;
|
|
1543
|
+
ctx.target()?.hurt(crushed);
|
|
1544
|
+
crushed = 0;
|
|
1545
|
+
};
|
|
1546
|
+
const step = (load) => {
|
|
1547
|
+
ctx.stats.playerPressure += (load - ctx.stats.playerPressure) * (1 - Math.exp(-ctx.h / tau));
|
|
1548
|
+
if (!options.enabled) return;
|
|
1549
|
+
const target = ctx.target();
|
|
1550
|
+
knockCooldown = Math.max(0, knockCooldown - ctx.h);
|
|
1551
|
+
if (!target || !target.state.alive || ctx.stats.playerPressure <= options.knockThreshold) {
|
|
1552
|
+
crushed = 0;
|
|
1553
|
+
return;
|
|
1554
|
+
}
|
|
1555
|
+
if (knockCooldown === 0) {
|
|
1556
|
+
target.knock(KNOCK_SECONDS);
|
|
1557
|
+
knockCooldown = KNOCK_COOLDOWN;
|
|
1558
|
+
}
|
|
1559
|
+
crush(ctx.stats.playerPressure / options.knockThreshold - 1);
|
|
1560
|
+
};
|
|
1561
|
+
return { step };
|
|
1562
|
+
}
|
|
1563
|
+
|
|
1564
|
+
// src/physics/thrown.ts
|
|
1565
|
+
var FREE_SLOT = -2;
|
|
1566
|
+
var CARRIED_BODY = -1;
|
|
1567
|
+
var MAX_SPIN = 8;
|
|
1568
|
+
var SWEEP_DISTANCE = 0.25;
|
|
1569
|
+
var LANDING_DAMAGE_SPEED = 6;
|
|
1570
|
+
var CENTRE_HEIGHT2 = 1;
|
|
1571
|
+
var MAX_POOL = 127;
|
|
1572
|
+
var createThrownPool = (size) => {
|
|
1573
|
+
const f32 = () => new Float32Array(size);
|
|
1574
|
+
const pool = {
|
|
1575
|
+
size,
|
|
1576
|
+
agent: new Int32Array(size).fill(FREE_SLOT),
|
|
1577
|
+
identity: new Uint32Array(size),
|
|
1578
|
+
corpse: Array.from({ length: size }, () => null),
|
|
1579
|
+
x: f32(),
|
|
1580
|
+
y: f32(),
|
|
1581
|
+
z: f32(),
|
|
1582
|
+
prevX: f32(),
|
|
1583
|
+
prevY: f32(),
|
|
1584
|
+
prevZ: f32(),
|
|
1585
|
+
vx: f32(),
|
|
1586
|
+
vy: f32(),
|
|
1587
|
+
vz: f32(),
|
|
1588
|
+
pitch: f32(),
|
|
1589
|
+
roll: f32(),
|
|
1590
|
+
spinPitch: f32(),
|
|
1591
|
+
spinRoll: f32(),
|
|
1592
|
+
active: () => pool.agent.reduce((count, agent) => count + (agent === FREE_SLOT ? 0 : 1), 0)
|
|
1593
|
+
};
|
|
1594
|
+
return pool;
|
|
1595
|
+
};
|
|
1596
|
+
var byFastest = (a, b, identityOf2) => b.speed - a.speed || identityOf2(a.index) - identityOf2(b.index);
|
|
1597
|
+
var byNearest = (a, b, identityOf2) => a.distance - b.distance || identityOf2(a.index) - identityOf2(b.index);
|
|
1598
|
+
function chooseCandidates(candidates, free, options, identityOf2) {
|
|
1599
|
+
if (candidates.length <= free) return candidates;
|
|
1600
|
+
if (options.priority === "fastest") return candidates.sort((a, b) => byFastest(a, b, identityOf2)).slice(0, free);
|
|
1601
|
+
if (options.priority === "nearest") return candidates.sort((a, b) => byNearest(a, b, identityOf2)).slice(0, free);
|
|
1602
|
+
const fast = Math.round(free * options.mixedRatio);
|
|
1603
|
+
const sorted = candidates.sort((a, b) => byFastest(a, b, identityOf2));
|
|
1604
|
+
const rest = sorted.slice(fast).sort((a, b) => byNearest(a, b, identityOf2));
|
|
1605
|
+
return [...sorted.slice(0, fast), ...rest.slice(0, free - fast)];
|
|
1606
|
+
}
|
|
1607
|
+
function createThrown(ctx) {
|
|
1608
|
+
const { store, grid } = ctx;
|
|
1609
|
+
const options = ctx.options.thrown;
|
|
1610
|
+
const size = Math.min(MAX_POOL, options.pool);
|
|
1611
|
+
const pool = createThrownPool(size);
|
|
1612
|
+
const identityOf2 = (i) => store.identity[i];
|
|
1613
|
+
const assign = (candidates) => {
|
|
1614
|
+
let free = 0;
|
|
1615
|
+
for (let slot2 = 0; slot2 < size; slot2++) if (pool.agent[slot2] === FREE_SLOT) free++;
|
|
1616
|
+
const chosen = chooseCandidates(candidates, free, options, identityOf2);
|
|
1617
|
+
let slot = 0;
|
|
1618
|
+
for (const candidate of chosen) {
|
|
1619
|
+
while (pool.agent[slot] !== FREE_SLOT) slot++;
|
|
1620
|
+
const i = candidate.index;
|
|
1621
|
+
pool.agent[slot] = i;
|
|
1622
|
+
pool.identity[slot] = store.identity[i];
|
|
1623
|
+
pool.corpse[slot] = null;
|
|
1624
|
+
pool.x[slot] = pool.prevX[slot] = store.x[i];
|
|
1625
|
+
pool.y[slot] = pool.prevY[slot] = store.y[i] + CENTRE_HEIGHT2 * store.height[i];
|
|
1626
|
+
pool.z[slot] = pool.prevZ[slot] = store.z[i];
|
|
1627
|
+
pool.vx[slot] = candidate.vx;
|
|
1628
|
+
pool.vy[slot] = candidate.vy;
|
|
1629
|
+
pool.vz[slot] = candidate.vz;
|
|
1630
|
+
pool.pitch[slot] = pool.roll[slot] = 0;
|
|
1631
|
+
pool.spinPitch[slot] = (unit(store.identity[i], ctx.step, SALT.SPIN) * 2 - 1) * MAX_SPIN;
|
|
1632
|
+
pool.spinRoll[slot] = (unit(store.identity[i], ctx.step, SALT.SPIN + 1) * 2 - 1) * MAX_SPIN;
|
|
1633
|
+
if (store.state[i] === STATE.PILE_STEP) ctx.releasePileStep(i);
|
|
1634
|
+
store.balance[i] = BALANCE.THROWN;
|
|
1635
|
+
store.thrown[i] = slot;
|
|
1636
|
+
store.vx[i] = store.vz[i] = store.pushX[i] = store.pushZ[i] = 0;
|
|
1637
|
+
store.aimX[i] = store.aimZ[i] = 0;
|
|
1638
|
+
}
|
|
1639
|
+
return chosen.length;
|
|
1640
|
+
};
|
|
1641
|
+
const remap = (removed, moved) => {
|
|
1642
|
+
var _a;
|
|
1643
|
+
for (let slot = 0; slot < size; slot++) {
|
|
1644
|
+
const agent = pool.agent[slot];
|
|
1645
|
+
if (agent === removed) {
|
|
1646
|
+
(_a = pool.corpse)[slot] ?? (_a[slot] = ctx.corpseOf(removed, unit(pool.identity[slot], ctx.step, SALT.CORPSE) * 10));
|
|
1647
|
+
pool.agent[slot] = CARRIED_BODY;
|
|
1648
|
+
} else if (agent === moved && moved !== removed) pool.agent[slot] = removed;
|
|
1649
|
+
}
|
|
1650
|
+
};
|
|
1651
|
+
const sweepWall = (x0, z0, x1, z1, y) => {
|
|
1652
|
+
const cell = grid.cell;
|
|
1653
|
+
let gx = Math.floor((x0 + grid.half) / cell);
|
|
1654
|
+
let gz = Math.floor((z0 + grid.half) / cell);
|
|
1655
|
+
const dx = x1 - x0;
|
|
1656
|
+
const dz = z1 - z0;
|
|
1657
|
+
const stepX = dx > 0 ? 1 : -1;
|
|
1658
|
+
const stepZ = dz > 0 ? 1 : -1;
|
|
1659
|
+
const deltaX = dx === 0 ? Infinity : Math.abs(cell / dx);
|
|
1660
|
+
const deltaZ = dz === 0 ? Infinity : Math.abs(cell / dz);
|
|
1661
|
+
let nextX = dx === 0 ? Infinity : ((dx > 0 ? gx + 1 : gx) * cell - grid.half - x0) / dx;
|
|
1662
|
+
let nextZ = dz === 0 ? Infinity : ((dz > 0 ? gz + 1 : gz) * cell - grid.half - z0) / dz;
|
|
1663
|
+
let t = 0;
|
|
1664
|
+
while (Math.min(nextX, nextZ) <= 1) {
|
|
1665
|
+
if (nextX < nextZ) {
|
|
1666
|
+
t = nextX;
|
|
1667
|
+
nextX += deltaX;
|
|
1668
|
+
gx += stepX;
|
|
1669
|
+
} else {
|
|
1670
|
+
t = nextZ;
|
|
1671
|
+
nextZ += deltaZ;
|
|
1672
|
+
gz += stepZ;
|
|
1673
|
+
}
|
|
1674
|
+
const hitX = x0 + dx * t;
|
|
1675
|
+
const hitZ = z0 + dz * t;
|
|
1676
|
+
if (grid.solidAt(hitX + Math.sign(dx) * 1e-4, hitZ + Math.sign(dz) * 1e-4, y)) return { x: x0 + dx * Math.max(0, t - 1e-3), z: z0 + dz * Math.max(0, t - 1e-3) };
|
|
1677
|
+
}
|
|
1678
|
+
return void 0;
|
|
1679
|
+
};
|
|
1680
|
+
const fly = (slot) => {
|
|
1681
|
+
pool.prevX[slot] = pool.x[slot];
|
|
1682
|
+
pool.prevY[slot] = pool.y[slot];
|
|
1683
|
+
pool.prevZ[slot] = pool.z[slot];
|
|
1684
|
+
pool.vy[slot] -= ctx.gravity * ctx.h;
|
|
1685
|
+
pool.pitch[slot] += pool.spinPitch[slot] * ctx.h;
|
|
1686
|
+
pool.roll[slot] += pool.spinRoll[slot] * ctx.h;
|
|
1687
|
+
const nx = pool.x[slot] + pool.vx[slot] * ctx.h;
|
|
1688
|
+
const nz = pool.z[slot] + pool.vz[slot] * ctx.h;
|
|
1689
|
+
const ny = pool.y[slot] + pool.vy[slot] * ctx.h;
|
|
1690
|
+
const speed = Math.hypot(pool.vx[slot], pool.vy[slot], pool.vz[slot]);
|
|
1691
|
+
const wall = speed * ctx.h > SWEEP_DISTANCE ? sweepWall(pool.x[slot], pool.z[slot], nx, nz, ny) : grid.solidAt(nx, nz, ny) ? { x: pool.x[slot], z: pool.z[slot] } : void 0;
|
|
1692
|
+
pool.x[slot] = wall ? wall.x : nx;
|
|
1693
|
+
pool.z[slot] = wall ? wall.z : nz;
|
|
1694
|
+
pool.y[slot] = ny;
|
|
1695
|
+
if (wall) pool.vx[slot] = pool.vz[slot] = 0;
|
|
1696
|
+
};
|
|
1697
|
+
const massOf = (slot) => {
|
|
1698
|
+
const agent = pool.agent[slot];
|
|
1699
|
+
if (agent >= 0) return store.mass[agent];
|
|
1700
|
+
const body = pool.corpse[slot];
|
|
1701
|
+
return ctx.options.contact.baseMass * body.height * body.build * body.build;
|
|
1702
|
+
};
|
|
1703
|
+
const knockNeighbours = (contact, balance, slot) => {
|
|
1704
|
+
const side = Math.floor(grid.size);
|
|
1705
|
+
const x = pool.x[slot];
|
|
1706
|
+
const z = pool.z[slot];
|
|
1707
|
+
const hx = Math.floor(x + grid.half);
|
|
1708
|
+
const hz = Math.floor(z + grid.half);
|
|
1709
|
+
const mass = massOf(slot);
|
|
1710
|
+
const speed = Math.hypot(pool.vx[slot], pool.vz[slot]);
|
|
1711
|
+
const reach = options.landingRadius * options.landingRadius;
|
|
1712
|
+
for (let oz = -1; oz <= 1; oz++)
|
|
1713
|
+
for (let ox = -1; ox <= 1; ox++) {
|
|
1714
|
+
if (hx + ox < 0 || hz + oz < 0 || hx + ox >= side || hz + oz >= side) continue;
|
|
1715
|
+
for (let j = contact.workspace.head[(hz + oz) * side + hx + ox]; j !== -1; j = contact.workspace.next[j]) {
|
|
1716
|
+
const ex = store.x[j] - x;
|
|
1717
|
+
const ez = store.z[j] - z;
|
|
1718
|
+
if (j === pool.agent[slot] || ex * ex + ez * ez > reach || !takesPartInContact(store, j)) continue;
|
|
1719
|
+
const away = Math.hypot(ex, ez);
|
|
1720
|
+
const along = away > 1e-6 ? [ex / away, ez / away] : [pool.vx[slot] / (speed || 1), pool.vz[slot] / (speed || 1)];
|
|
1721
|
+
const delta = mass / (mass + store.mass[j]) * speed;
|
|
1722
|
+
store.pushX[j] += delta * along[0];
|
|
1723
|
+
store.pushZ[j] += delta * along[1];
|
|
1724
|
+
balance.shove(j, delta, FALL_CAUSE.LANDING);
|
|
1725
|
+
}
|
|
1726
|
+
}
|
|
1727
|
+
};
|
|
1728
|
+
const land = (contact, balance, slot, ground) => {
|
|
1729
|
+
knockNeighbours(contact, balance, slot);
|
|
1730
|
+
const x = pool.x[slot];
|
|
1731
|
+
const z = pool.z[slot];
|
|
1732
|
+
ctx.emit("sound", { sound: "impact", volume: 1.2, position: [x, ground, z], distance: Math.hypot(x - ctx.centre.x, z - ctx.centre.z) });
|
|
1733
|
+
ctx.emit("effect", { effect: "dust", point: [x, ground, z], color: 9075302 });
|
|
1734
|
+
const agent = pool.agent[slot];
|
|
1735
|
+
if (agent >= 0) {
|
|
1736
|
+
store.balance[agent] = BALANCE.FALLEN;
|
|
1737
|
+
store.balanceTimer[agent] = 0;
|
|
1738
|
+
store.fallCause[agent] = FALL_CAUSE.BLAST;
|
|
1739
|
+
store.x[agent] = x;
|
|
1740
|
+
store.z[agent] = z;
|
|
1741
|
+
store.y[agent] = ground;
|
|
1742
|
+
store.vy[agent] = 0;
|
|
1743
|
+
store.thrown[agent] = -1;
|
|
1744
|
+
const amount = Math.max(0, -pool.vy[slot] - LANDING_DAMAGE_SPEED) * options.fallDamage;
|
|
1745
|
+
if (amount > 0) ctx.damage(agent, { region: 1, amount, distance: 0 }, () => unit(store.identity[agent], ctx.step, SALT.JAW));
|
|
1746
|
+
} else {
|
|
1747
|
+
ctx.emit("effect", { effect: "blood", point: [x, ground + 0.1, z], amount: 30, died: true });
|
|
1748
|
+
ctx.addCorpse({ ...pool.corpse[slot], x, z });
|
|
1749
|
+
}
|
|
1750
|
+
pool.agent[slot] = FREE_SLOT;
|
|
1751
|
+
pool.corpse[slot] = null;
|
|
1752
|
+
};
|
|
1753
|
+
const step = (contact, balance) => {
|
|
1754
|
+
let active = 0;
|
|
1755
|
+
for (let slot = 0; slot < size; slot++) {
|
|
1756
|
+
if (pool.agent[slot] === FREE_SLOT) continue;
|
|
1757
|
+
fly(slot);
|
|
1758
|
+
const cell = grid.cellOf(pool.x[slot], pool.z[slot]);
|
|
1759
|
+
const ground = cell < 0 ? 0 : ctx.groundAt(cell, pool.y[slot]);
|
|
1760
|
+
const agent = pool.agent[slot];
|
|
1761
|
+
if (pool.y[slot] <= ground) {
|
|
1762
|
+
land(contact, balance, slot, ground);
|
|
1763
|
+
continue;
|
|
1764
|
+
}
|
|
1765
|
+
active++;
|
|
1766
|
+
if (agent < 0) continue;
|
|
1767
|
+
store.x[agent] = pool.x[slot];
|
|
1768
|
+
store.z[agent] = pool.z[slot];
|
|
1769
|
+
store.y[agent] = Math.max(ground, pool.y[slot] - CENTRE_HEIGHT2 * store.height[agent]);
|
|
1770
|
+
}
|
|
1771
|
+
ctx.stats.thrownActive = active;
|
|
1772
|
+
ctx.stats.thrownPeak = Math.max(ctx.stats.thrownPeak, active);
|
|
1773
|
+
};
|
|
1774
|
+
return { pool, assign, step, remap };
|
|
1775
|
+
}
|
|
1776
|
+
|
|
1777
|
+
// src/physics/engine.ts
|
|
1778
|
+
var DEFAULT_DRIVE_FORCE = 250;
|
|
1779
|
+
var GRAVITY_FORCE2 = 9.8;
|
|
1780
|
+
var EXTRA_BODIES = 500;
|
|
1781
|
+
var PAIRS_PER_AGENT3 = 12;
|
|
1782
|
+
function createPhysics(base, options, stats = createPhysicsStats()) {
|
|
1783
|
+
const moundOn = options.mound !== null;
|
|
1784
|
+
const ctx = { ...base, options, stats, step: -1, h: 0, centre: { x: 0, z: 0 }, lastBlastStep: -1e3, moundAt: (cell) => moundOn ? base.moundHeight[cell] : 0, weightOn: () => 0 };
|
|
1785
|
+
const { store, grid } = base;
|
|
1786
|
+
const balance = options.balance ? createBalance(ctx) : null;
|
|
1787
|
+
const thrown = options.thrown ? createThrown(ctx) : null;
|
|
1788
|
+
const contact = options.contact ? createContactView(store, grid) : null;
|
|
1789
|
+
const pressure = options.pressure && contact ? createPressureWorkspace(store.capacity, store.capacity * PAIRS_PER_AGENT3) : null;
|
|
1790
|
+
const mound = options.mound ? createMound(ctx, Math.max(EXTRA_BODIES, base.corpsesMax), base.moundHeight) : null;
|
|
1791
|
+
if (mound) ctx.weightOn = mound.weightOn;
|
|
1792
|
+
const density = options.density && balance ? createDensity(ctx, options.density) : null;
|
|
1793
|
+
const playerPressure = pressure ? createPlayerPressure(ctx) : null;
|
|
1794
|
+
const blasts = createBlasts(ctx, { balance, thrown, pileBlast: base.pileBlast });
|
|
1795
|
+
const contactResult = { contacts: 0, maxOverlap: 0, overlapSum: 0 };
|
|
1796
|
+
const pressureResult = { playerLoad: 0, drivers: 0 };
|
|
1797
|
+
const driveForceOfType = Float32Array.from(base.types, (type) => type.balance?.driveForce ?? DEFAULT_DRIVE_FORCE);
|
|
1798
|
+
const offload = options.worker !== "off" && contact ? createOffloadFor() : null;
|
|
1799
|
+
let doorLoad = new Float32Array(0);
|
|
1800
|
+
let doorSince = new Float32Array(0);
|
|
1801
|
+
const keepPositions = options.contact !== null || options.deterministic;
|
|
1802
|
+
function createRunner() {
|
|
1803
|
+
const gridCells = grid.occ.length;
|
|
1804
|
+
const shape = { capacity: store.capacity, cells: gridCells };
|
|
1805
|
+
const setup = { capacity: store.capacity, gridSize: grid.size, gridCell: grid.cell, contact: options.contact, pressure: options.pressure, driveForceOfType: Array.from(driveForceOfType) };
|
|
1806
|
+
const transport = options.workerTransport ?? (isSharedAvailable() ? "shared" : "transfer");
|
|
1807
|
+
const slots = options.workerLatency;
|
|
1808
|
+
if (transport === "inline") return createInlineRunner(setup, shape, slots);
|
|
1809
|
+
const factory = options.workerFactory ?? createDefaultWorkerFactory();
|
|
1810
|
+
if (!factory) {
|
|
1811
|
+
if (options.worker === "on") throw new Error('crowd physics: worker "on" but no Worker can be made here (give physics.workerFactory)');
|
|
1812
|
+
return null;
|
|
1813
|
+
}
|
|
1814
|
+
return transport === "shared" ? createSharedRunner(setup, shape, factory, slots) : createTransferRunner(setup, shape, factory, slots);
|
|
1815
|
+
}
|
|
1816
|
+
function createOffloadFor() {
|
|
1817
|
+
const runner = createRunner();
|
|
1818
|
+
if (!runner) return null;
|
|
1819
|
+
const host = {
|
|
1820
|
+
store,
|
|
1821
|
+
grid,
|
|
1822
|
+
stats,
|
|
1823
|
+
contact,
|
|
1824
|
+
addDoorLoad: (cell, load) => {
|
|
1825
|
+
const door = ctx.doors.at(cell);
|
|
1826
|
+
if (door < 0) return;
|
|
1827
|
+
growDoorArrays();
|
|
1828
|
+
doorLoad[door] += load;
|
|
1829
|
+
}
|
|
1830
|
+
};
|
|
1831
|
+
return createOffload(runner, host, options.workerLatency);
|
|
1832
|
+
}
|
|
1833
|
+
const beginStep = (h, centre) => {
|
|
1834
|
+
ctx.step++;
|
|
1835
|
+
ctx.h = h;
|
|
1836
|
+
ctx.centre = { x: centre.x, z: centre.z };
|
|
1837
|
+
if (keepPositions) {
|
|
1838
|
+
for (let i = 0; i < store.n; i++) {
|
|
1839
|
+
store.prevX[i] = store.x[i];
|
|
1840
|
+
store.prevZ[i] = store.z[i];
|
|
1841
|
+
store.prevY[i] = store.y[i];
|
|
1842
|
+
}
|
|
1843
|
+
}
|
|
1844
|
+
blasts.resolve();
|
|
1845
|
+
};
|
|
1846
|
+
const hitDoors = () => {
|
|
1847
|
+
for (let door = 0; door < ctx.doors.list.length; door++) {
|
|
1848
|
+
if (doorLoad[door] <= 0) continue;
|
|
1849
|
+
doorSince[door] += ctx.h;
|
|
1850
|
+
if (doorSince[door] < ctx.attackEvery) continue;
|
|
1851
|
+
ctx.doors.hit(door, doorLoad[door] * options.doorPressureDamage);
|
|
1852
|
+
doorLoad[door] = 0;
|
|
1853
|
+
doorSince[door] = 0;
|
|
1854
|
+
}
|
|
1855
|
+
};
|
|
1856
|
+
const growDoorArrays = () => {
|
|
1857
|
+
if (doorLoad.length >= ctx.doors.list.length) return;
|
|
1858
|
+
const length = Math.max(64, ctx.doors.list.length * 2);
|
|
1859
|
+
doorLoad = Float32Array.from({ length }, (_, door) => doorLoad[door] ?? 0);
|
|
1860
|
+
doorSince = Float32Array.from({ length }, (_, door) => doorSince[door] ?? 0);
|
|
1861
|
+
};
|
|
1862
|
+
const runPressure = (view, workspace) => {
|
|
1863
|
+
growDoorArrays();
|
|
1864
|
+
const target = ctx.target();
|
|
1865
|
+
const player = options.playerPressure.enabled && target && target.state.alive ? { x: target.state.x, z: target.state.z } : void 0;
|
|
1866
|
+
pressureStep(view, workspace, { ...options.pressure, h: ctx.h, radius: options.contact.radius }, { driveForceOfType, doorAt: ctx.doors.at, doorLoad, player }, pressureResult);
|
|
1867
|
+
let top = 0;
|
|
1868
|
+
for (let i = 0; i < store.n; i++) top = Math.max(top, store.field[i]);
|
|
1869
|
+
stats.fieldMax = top;
|
|
1870
|
+
hitDoors();
|
|
1871
|
+
};
|
|
1872
|
+
const stepOffloaded = (running, view) => {
|
|
1873
|
+
growDoorArrays();
|
|
1874
|
+
const target = ctx.target();
|
|
1875
|
+
const player = options.playerPressure.enabled && target && target.state.alive ? { x: target.state.x, z: target.state.z } : void 0;
|
|
1876
|
+
const result = running.step(ctx.h, player);
|
|
1877
|
+
pressureResult.playerLoad = result.playerLoad;
|
|
1878
|
+
prepareHash(view, options.contact.radius);
|
|
1879
|
+
if (pressure) hitDoors();
|
|
1880
|
+
};
|
|
1881
|
+
const measureLean = () => {
|
|
1882
|
+
const maxPush = options.contact.maxPush;
|
|
1883
|
+
for (let i = 0; i < store.n; i++) {
|
|
1884
|
+
store.leanX[i] = store.pushX[i] / maxPush;
|
|
1885
|
+
store.leanZ[i] = store.pushZ[i] / maxPush;
|
|
1886
|
+
}
|
|
1887
|
+
};
|
|
1888
|
+
const endStep = () => {
|
|
1889
|
+
if (!contact) return;
|
|
1890
|
+
contact.n = store.n;
|
|
1891
|
+
if (offload) stepOffloaded(offload, contact);
|
|
1892
|
+
else {
|
|
1893
|
+
contactStep(contact, { ...options.contact, h: ctx.h }, contactResult);
|
|
1894
|
+
stats.contacts = contactResult.contacts;
|
|
1895
|
+
stats.maxOverlap = contactResult.maxOverlap;
|
|
1896
|
+
stats.meanOverlap = contactResult.contacts ? contactResult.overlapSum / contactResult.contacts : 0;
|
|
1897
|
+
if (pressure) runPressure(contact, pressure);
|
|
1898
|
+
}
|
|
1899
|
+
density?.step();
|
|
1900
|
+
measureLean();
|
|
1901
|
+
balance?.step(options.balance, contact.workspace.shove);
|
|
1902
|
+
mound?.step();
|
|
1903
|
+
thrown?.step(contact, balance);
|
|
1904
|
+
balance?.flush();
|
|
1905
|
+
playerPressure?.step(pressureResult.playerLoad);
|
|
1906
|
+
};
|
|
1907
|
+
const criticalOf = (i) => options.balance.criticalFactor * store.mass[i] * GRAVITY_FORCE2 * (base.typeOf(i).balance?.stability ?? 1) * store.stability[i];
|
|
1908
|
+
return {
|
|
1909
|
+
ctx,
|
|
1910
|
+
active: contact !== null,
|
|
1911
|
+
stats,
|
|
1912
|
+
blasts,
|
|
1913
|
+
thrown: thrown?.pool ?? createThrownPool(0),
|
|
1914
|
+
contact,
|
|
1915
|
+
balance,
|
|
1916
|
+
beginStep,
|
|
1917
|
+
endStep,
|
|
1918
|
+
remap: (removed, moved) => {
|
|
1919
|
+
thrown?.remap(removed, moved);
|
|
1920
|
+
offload?.remap(removed, moved);
|
|
1921
|
+
},
|
|
1922
|
+
dispose: () => offload?.dispose(),
|
|
1923
|
+
densitySlowdown: (i, band) => density?.slowdown(i, band) ?? 1,
|
|
1924
|
+
pressureRatio: (i) => options.balance ? store.pressure[i] / criticalOf(i) : 0
|
|
1925
|
+
};
|
|
1926
|
+
}
|
|
1927
|
+
|
|
1928
|
+
// src/physics/pile-column.ts
|
|
1929
|
+
var COLLAPSE_MARK = -7;
|
|
1930
|
+
function collapsePileColumns(store, columns, cellCount, release) {
|
|
1931
|
+
const owners = /* @__PURE__ */ new Map();
|
|
1932
|
+
for (let i = 0; i < store.n; i++) if (store.state[i] === STATE.PILE_STEP && store.stepCell[i] >= 0) owners.set(store.stepCell[i], i);
|
|
1933
|
+
for (const column of columns.splice(0)) {
|
|
1934
|
+
if (column.dir === 0) continue;
|
|
1935
|
+
for (let k = 1, cell = column.cell - column.dir; cell >= 0 && cell < cellCount; k++, cell = column.cell - column.dir * k) {
|
|
1936
|
+
const j = owners.get(cell);
|
|
1937
|
+
if (j === void 0) break;
|
|
1938
|
+
owners.delete(cell);
|
|
1939
|
+
release(j);
|
|
1940
|
+
store.state[j] = STATE.AIRBORNE;
|
|
1941
|
+
store.vy[j] = 0;
|
|
1942
|
+
store.stateTimer[j] = COLLAPSE_MARK;
|
|
1943
|
+
}
|
|
1944
|
+
}
|
|
1945
|
+
}
|
|
1946
|
+
|
|
1947
|
+
// src/personality.ts
|
|
1948
|
+
var GAIT_WEIGHTS = [6, 1, 1, 1, 1, 2];
|
|
1949
|
+
var triangular = (identity, salt, range) => range[0] + (range[1] - range[0]) * ((unit(identity, 0, salt) + unit(identity, 1, salt)) / 2);
|
|
1950
|
+
var weighted = (identity, salt, weights) => {
|
|
1951
|
+
const total = weights.reduce((sum, weight) => sum + weight, 0);
|
|
1952
|
+
let pick = unit(identity, 0, salt) * total;
|
|
1953
|
+
for (let index = 0; index < weights.length; index++) {
|
|
1954
|
+
pick -= weights[index];
|
|
1955
|
+
if (pick < 0) return index;
|
|
1956
|
+
}
|
|
1957
|
+
return weights.length - 1;
|
|
1958
|
+
};
|
|
1959
|
+
function applyNeutralPersonality(store, i) {
|
|
1960
|
+
store.stability[i] = store.tripFactor[i] = store.driveFactor[i] = store.cadenceFactor[i] = store.aggression[i] = 1;
|
|
1961
|
+
store.reaction[i] = 0;
|
|
1962
|
+
store.idle[i] = 0;
|
|
1963
|
+
store.gaitStyle[i] = 0;
|
|
1964
|
+
}
|
|
1965
|
+
function applyPersonality(store, i, options) {
|
|
1966
|
+
const identity = store.identity[i];
|
|
1967
|
+
const speed = triangular(identity, SALT.SPEED, options.speed);
|
|
1968
|
+
store.chaseSpeed[i] *= speed;
|
|
1969
|
+
store.wanderSpeed[i] *= speed;
|
|
1970
|
+
store.reaction[i] = triangular(identity, SALT.REACTION, options.reaction);
|
|
1971
|
+
store.stability[i] = triangular(identity, SALT.STABILITY, options.stability);
|
|
1972
|
+
store.tripFactor[i] = triangular(identity, SALT.TRIP_FACTOR, options.trip);
|
|
1973
|
+
store.driveFactor[i] = triangular(identity, SALT.DRIVE, options.drive);
|
|
1974
|
+
store.cadenceFactor[i] = triangular(identity, SALT.CADENCE, options.cadence);
|
|
1975
|
+
store.aggression[i] = triangular(identity, SALT.AGGRESSION, options.aggression);
|
|
1976
|
+
store.idle[i] = weighted(identity, SALT.IDLE, options.idle);
|
|
1977
|
+
store.gaitStyle[i] = weighted(identity, SALT.GAIT, GAIT_WEIGHTS);
|
|
1978
|
+
}
|
|
1979
|
+
|
|
1980
|
+
// src/physics/seat.ts
|
|
1981
|
+
function seatPhysics(store, i, born) {
|
|
1982
|
+
store.identity[i] = identityOf(born.seed, born.serial);
|
|
1983
|
+
store.mass[i] = born.baseMass * store.height[i] * store.build[i] ** 2;
|
|
1984
|
+
store.balance[i] = BALANCE.STANDING;
|
|
1985
|
+
store.balanceTimer[i] = store.pushX[i] = store.pushZ[i] = store.pressure[i] = store.field[i] = store.fieldPrev[i] = store.aimX[i] = store.aimZ[i] = store.directShove[i] = store.leanX[i] = store.leanZ[i] = 0;
|
|
1986
|
+
store.fallCause[i] = 0;
|
|
1987
|
+
store.blastStep[i] = -1;
|
|
1988
|
+
store.thrown[i] = -1;
|
|
1989
|
+
store.wounds[i] = 0;
|
|
1990
|
+
store.stepDir[i] = 0;
|
|
1991
|
+
store.prevX[i] = store.x[i];
|
|
1992
|
+
store.prevZ[i] = store.z[i];
|
|
1993
|
+
store.prevY[i] = 0;
|
|
1994
|
+
if (born.personality) applyPersonality(store, i, born.personality);
|
|
1995
|
+
else applyNeutralPersonality(store, i);
|
|
1996
|
+
}
|
|
1997
|
+
|
|
1998
|
+
// src/physics/options.ts
|
|
1999
|
+
var CONTACT_DEFAULTS = { radius: 0.25, iterations: 2, friction: 6, maxPush: 3, maxCorrection: 0.1, relaxation: 1, baseMass: 70, separationMax: 1.5 };
|
|
2000
|
+
var PRESSURE_DEFAULTS = { transmission: 0.97, cap: 6e3, frontCone: 0.5, staggerSpeed: 0.35 };
|
|
2001
|
+
var BALANCE_DEFAULTS = {
|
|
2002
|
+
criticalFactor: 2,
|
|
2003
|
+
staggerEnter: 0.7,
|
|
2004
|
+
staggerLeave: 0.4,
|
|
2005
|
+
staggerMin: 0.5,
|
|
2006
|
+
fallRate: 1.5,
|
|
2007
|
+
shoveStagger: 1.2,
|
|
2008
|
+
shoveFall: 2.5,
|
|
2009
|
+
fallenMin: 1.5,
|
|
2010
|
+
releaseFactor: 0.3,
|
|
2011
|
+
getUpSeconds: 1.2,
|
|
2012
|
+
pressureTau: 0.3,
|
|
2013
|
+
maxFallsPerStep: 8,
|
|
2014
|
+
maxFallen: 300,
|
|
2015
|
+
trampleDps: 6
|
|
2016
|
+
};
|
|
2017
|
+
var MOUND_DEFAULTS = { bodyThickness: 0.28, corpseThickness: 0.25, maxHeight: 1.6, corpseRadius: 35 };
|
|
2018
|
+
var THROWN_DEFAULTS = { pool: 32, radius: 30, landingRadius: 1.2, fallDamage: 8, priority: "mixed", mixedRatio: 0.5 };
|
|
2019
|
+
var DENSITY_DEFAULTS = { cell: 2, capacity: 4, pressurePerBody: 150 };
|
|
2020
|
+
var BLAST_DEFAULTS = { pointsPerKilojoule: 0.6, throwSpeed: 4, maxBlastsPerStep: 8, limbEffectsPerBlast: 24, bloodEffectsPerBlast: 32, shove: {} };
|
|
2021
|
+
var PERSONALITY_DEFAULTS = {
|
|
2022
|
+
speed: [0.9, 1.1],
|
|
2023
|
+
reaction: [0.05, 0.35],
|
|
2024
|
+
stability: [0.75, 1.25],
|
|
2025
|
+
trip: [0.5, 1.5],
|
|
2026
|
+
drive: [0.7, 1.3],
|
|
2027
|
+
cadence: [0.85, 1.15],
|
|
2028
|
+
aggression: [0.8, 1.2],
|
|
2029
|
+
idle: [3, 2, 2, 1]
|
|
2030
|
+
};
|
|
2031
|
+
var PLAYER_PRESSURE_DEFAULTS = { enabled: false, knockThreshold: 1500, crushDamagePerSecond: 6 };
|
|
2032
|
+
var DOOR_PRESSURE_DAMAGE = 4e-3;
|
|
2033
|
+
var DETERMINISTIC_FLOW_CELLS = 2e4;
|
|
2034
|
+
var CROWD_PHYSICS_DEFAULTS = {
|
|
2035
|
+
contact: CONTACT_DEFAULTS,
|
|
2036
|
+
pressure: PRESSURE_DEFAULTS,
|
|
2037
|
+
balance: BALANCE_DEFAULTS,
|
|
2038
|
+
mound: MOUND_DEFAULTS,
|
|
2039
|
+
thrown: THROWN_DEFAULTS,
|
|
2040
|
+
density: DENSITY_DEFAULTS,
|
|
2041
|
+
blast: BLAST_DEFAULTS,
|
|
2042
|
+
personality: PERSONALITY_DEFAULTS,
|
|
2043
|
+
door: { pressureDamage: DOOR_PRESSURE_DAMAGE },
|
|
2044
|
+
playerPressure: PLAYER_PRESSURE_DEFAULTS,
|
|
2045
|
+
deterministic: true
|
|
2046
|
+
};
|
|
2047
|
+
var part = (option, defaults) => {
|
|
2048
|
+
if (option === void 0 || option === false) return null;
|
|
2049
|
+
return option === true ? defaults : { ...defaults, ...option };
|
|
2050
|
+
};
|
|
2051
|
+
function resolvePhysics(physics = {}) {
|
|
2052
|
+
const contact = part(physics.contact, CONTACT_DEFAULTS);
|
|
2053
|
+
const pressure = part(physics.pressure, PRESSURE_DEFAULTS);
|
|
2054
|
+
const balance = part(physics.balance, BALANCE_DEFAULTS);
|
|
2055
|
+
const mound = part(physics.mound, MOUND_DEFAULTS);
|
|
2056
|
+
const thrown = part(physics.thrown, THROWN_DEFAULTS);
|
|
2057
|
+
const density = part(physics.density, DENSITY_DEFAULTS);
|
|
2058
|
+
const playerPressure = { ...PLAYER_PRESSURE_DEFAULTS, ...physics.playerPressure };
|
|
2059
|
+
const missing = [];
|
|
2060
|
+
if (!contact && pressure) missing.push("pressure needs contact");
|
|
2061
|
+
if (!contact && balance) missing.push("balance needs contact");
|
|
2062
|
+
if (!balance && mound) missing.push("mound needs balance");
|
|
2063
|
+
if (!balance && thrown) missing.push("thrown needs balance");
|
|
2064
|
+
if (!balance && density) missing.push("density needs balance");
|
|
2065
|
+
if (!pressure && playerPressure.enabled) missing.push("playerPressure needs pressure");
|
|
2066
|
+
if (!contact && physics.worker === "on") missing.push("worker needs contact");
|
|
2067
|
+
if (missing.length) throw new Error(`crowd physics: ${missing.join("; ")}`);
|
|
2068
|
+
return {
|
|
2069
|
+
contact,
|
|
2070
|
+
pressure,
|
|
2071
|
+
balance,
|
|
2072
|
+
mound,
|
|
2073
|
+
thrown,
|
|
2074
|
+
density,
|
|
2075
|
+
blast: { ...BLAST_DEFAULTS, ...physics.blast },
|
|
2076
|
+
personality: part(physics.personality, PERSONALITY_DEFAULTS),
|
|
2077
|
+
doorPressureDamage: physics.door?.pressureDamage ?? DOOR_PRESSURE_DAMAGE,
|
|
2078
|
+
playerPressure,
|
|
2079
|
+
deterministic: physics.deterministic ?? false,
|
|
2080
|
+
worker: physics.worker ?? "off",
|
|
2081
|
+
workerFactory: physics.workerFactory,
|
|
2082
|
+
workerTransport: physics.workerTransport,
|
|
2083
|
+
workerLatency: physics.workerLatency ?? 1
|
|
2084
|
+
};
|
|
2085
|
+
}
|
|
2086
|
+
|
|
233
2087
|
// src/rng.ts
|
|
234
2088
|
function createRng(seed) {
|
|
235
2089
|
let state = seed >>> 0;
|
|
@@ -302,7 +2156,38 @@ var createStore = (capacity) => {
|
|
|
302
2156
|
lod: u8(),
|
|
303
2157
|
variant: u8(),
|
|
304
2158
|
attackPose: u8(),
|
|
305
|
-
arms: f32()
|
|
2159
|
+
arms: f32(),
|
|
2160
|
+
stepDir: new Int32Array(capacity),
|
|
2161
|
+
// physics (CrowdOptions.physics): they exist with it off, so the store keeps its shape; the game replays never read them
|
|
2162
|
+
pushX: f32(),
|
|
2163
|
+
pushZ: f32(),
|
|
2164
|
+
mass: f32(),
|
|
2165
|
+
pressure: f32(),
|
|
2166
|
+
field: f32(),
|
|
2167
|
+
fieldPrev: f32(),
|
|
2168
|
+
aimX: f32(),
|
|
2169
|
+
aimZ: f32(),
|
|
2170
|
+
directShove: f32(),
|
|
2171
|
+
blastStep: new Int32Array(capacity),
|
|
2172
|
+
balance: u8(),
|
|
2173
|
+
balanceTimer: f32(),
|
|
2174
|
+
fallCause: u8(),
|
|
2175
|
+
identity: new Uint32Array(capacity),
|
|
2176
|
+
stability: f32(),
|
|
2177
|
+
tripFactor: f32(),
|
|
2178
|
+
driveFactor: f32(),
|
|
2179
|
+
reaction: f32(),
|
|
2180
|
+
cadenceFactor: f32(),
|
|
2181
|
+
aggression: f32(),
|
|
2182
|
+
idle: u8(),
|
|
2183
|
+
gaitStyle: u8(),
|
|
2184
|
+
wounds: new Uint16Array(capacity),
|
|
2185
|
+
leanX: f32(),
|
|
2186
|
+
leanZ: f32(),
|
|
2187
|
+
thrown: new Int8Array(capacity),
|
|
2188
|
+
prevX: f32(),
|
|
2189
|
+
prevZ: f32(),
|
|
2190
|
+
prevY: f32()
|
|
306
2191
|
};
|
|
307
2192
|
};
|
|
308
2193
|
var AGENT_FIELDS = [
|
|
@@ -358,26 +2243,39 @@ var AGENT_FIELDS = [
|
|
|
358
2243
|
"lod",
|
|
359
2244
|
"variant",
|
|
360
2245
|
"attackPose",
|
|
361
|
-
"arms"
|
|
2246
|
+
"arms",
|
|
2247
|
+
"stepDir",
|
|
2248
|
+
"pushX",
|
|
2249
|
+
"pushZ",
|
|
2250
|
+
"mass",
|
|
2251
|
+
"pressure",
|
|
2252
|
+
"field",
|
|
2253
|
+
"fieldPrev",
|
|
2254
|
+
"aimX",
|
|
2255
|
+
"aimZ",
|
|
2256
|
+
"directShove",
|
|
2257
|
+
"blastStep",
|
|
2258
|
+
"balance",
|
|
2259
|
+
"balanceTimer",
|
|
2260
|
+
"fallCause",
|
|
2261
|
+
"identity",
|
|
2262
|
+
"stability",
|
|
2263
|
+
"tripFactor",
|
|
2264
|
+
"driveFactor",
|
|
2265
|
+
"reaction",
|
|
2266
|
+
"cadenceFactor",
|
|
2267
|
+
"aggression",
|
|
2268
|
+
"idle",
|
|
2269
|
+
"gaitStyle",
|
|
2270
|
+
"wounds",
|
|
2271
|
+
"leanX",
|
|
2272
|
+
"leanZ",
|
|
2273
|
+
"thrown",
|
|
2274
|
+
"prevX",
|
|
2275
|
+
"prevZ",
|
|
2276
|
+
"prevY"
|
|
362
2277
|
];
|
|
363
2278
|
|
|
364
|
-
// src/types.ts
|
|
365
|
-
var STATE = {
|
|
366
|
-
WANDER: 0,
|
|
367
|
-
CHASE: 1,
|
|
368
|
-
GRAB: 2,
|
|
369
|
-
STUNNED: 3,
|
|
370
|
-
CALLING: 4,
|
|
371
|
-
AIRBORNE: 5,
|
|
372
|
-
DORMANT: 6,
|
|
373
|
-
SWELLING: 7,
|
|
374
|
-
SWING: 8,
|
|
375
|
-
EATING: 9,
|
|
376
|
-
PILE_STEP: 10,
|
|
377
|
-
SEEKING_SOUND: 12
|
|
378
|
-
};
|
|
379
|
-
var MISSING = { SKULL: 1, ARM_L: 2, ARM_R: 4, LEG_L: 8, LEG_R: 16, ARM_L_BROKEN: 32, ARM_R_BROKEN: 64, LEG_L_BROKEN: 128, LEG_R_BROKEN: 256, JAW: 512 };
|
|
380
|
-
|
|
381
2279
|
// src/crowd.ts
|
|
382
2280
|
var CROWD_DEFAULTS = {
|
|
383
2281
|
sources: defaults_default.sources,
|
|
@@ -385,6 +2283,7 @@ var CROWD_DEFAULTS = {
|
|
|
385
2283
|
numbers: defaults_default.numbers
|
|
386
2284
|
};
|
|
387
2285
|
var clamp = (v, a, b) => v < a ? a : v > b ? b : v;
|
|
2286
|
+
var NO_TRAITS = {};
|
|
388
2287
|
var TAU_APPROX = 6.2832;
|
|
389
2288
|
var TURN = 6.28;
|
|
390
2289
|
function createCrowd(options) {
|
|
@@ -406,10 +2305,25 @@ function createCrowd(options) {
|
|
|
406
2305
|
const HALF = grid.half;
|
|
407
2306
|
const GC = grid.cell;
|
|
408
2307
|
const FW = grid.n;
|
|
2308
|
+
const physics = resolvePhysics(options.physics);
|
|
2309
|
+
const flowCells = options.flow?.cellsPerStep ?? (physics.deterministic ? DETERMINISTIC_FLOW_CELLS : void 0);
|
|
2310
|
+
const seed32 = (options.seed ?? 1) >>> 0;
|
|
2311
|
+
let serial = 0;
|
|
2312
|
+
const moundHeight = new Uint16Array(physics.mound ? FW * FW : 0);
|
|
2313
|
+
const moundOn = physics.mound !== null;
|
|
2314
|
+
const balanceOn = physics.balance !== null;
|
|
2315
|
+
const staggerSpeed = physics.pressure?.staggerSpeed ?? 1;
|
|
2316
|
+
const separationMax = physics.contact?.separationMax ?? Infinity;
|
|
2317
|
+
const RESERVED_SLOTS = 2;
|
|
2318
|
+
const WALK_DOWN = 0.6;
|
|
2319
|
+
const ATTACK_ENTER = 2.56;
|
|
2320
|
+
const ATTACK_LEAVE = 4.84;
|
|
409
2321
|
const HC = N.hashCell;
|
|
410
2322
|
const HN = Math.floor(grid.size / HC);
|
|
411
|
-
const hHead = new Int32Array(HN * HN);
|
|
2323
|
+
const hHead = new Int32Array(HN * HN).fill(-1);
|
|
412
2324
|
const hNext = new Int32Array(Z.capacity);
|
|
2325
|
+
const hashTouched = new Int32Array(Z.capacity);
|
|
2326
|
+
let hashTouchedN = 0;
|
|
413
2327
|
const pile = new Float32Array(FW * FW);
|
|
414
2328
|
let pileN = 0;
|
|
415
2329
|
const flow = {
|
|
@@ -442,7 +2356,7 @@ function createCrowd(options) {
|
|
|
442
2356
|
}
|
|
443
2357
|
const typeIndexById = new Map(types.map((type, index) => [type.id, index]));
|
|
444
2358
|
const noises = [];
|
|
445
|
-
const stats = { bands: [0, 0, 0, 0], slots: 0, kills: 0, heads: 0 };
|
|
2359
|
+
const stats = { bands: [0, 0, 0, 0], slots: 0, kills: 0, heads: 0, physics: createPhysicsStats() };
|
|
446
2360
|
const corpses = createCorpseLedger({ max: N.corpsesMax, seconds: N.corpseSeconds });
|
|
447
2361
|
const trail = [];
|
|
448
2362
|
let trailLast = { x: 1e9, z: 1e9 };
|
|
@@ -477,7 +2391,7 @@ function createCrowd(options) {
|
|
|
477
2391
|
return list[0];
|
|
478
2392
|
};
|
|
479
2393
|
const T = (i) => types[Z.type[i]];
|
|
480
|
-
const traits = (i) => T(i).traits ??
|
|
2394
|
+
const traits = (i) => T(i).traits ?? NO_TRAITS;
|
|
481
2395
|
const special = (i) => {
|
|
482
2396
|
const tr = traits(i);
|
|
483
2397
|
Z.y[i] = 0;
|
|
@@ -560,13 +2474,18 @@ function createCrowd(options) {
|
|
|
560
2474
|
Z.wz[i] = z;
|
|
561
2475
|
Z.color[i] = RO.color || pack.palette[Math.floor(R() * pack.palette.length)];
|
|
562
2476
|
Z.skin[i] = R();
|
|
2477
|
+
seatPhysics(Z, i, { seed: seed32, serial: serial++, baseMass: physics.contact?.baseMass ?? 70, personality: physics.personality });
|
|
563
2478
|
special(i);
|
|
564
2479
|
emit("spawn", { agent: i, type: C.id });
|
|
565
2480
|
return i;
|
|
566
2481
|
};
|
|
567
2482
|
const remove = (i) => {
|
|
568
|
-
if (Z.state[i] === STATE.PILE_STEP)
|
|
2483
|
+
if (Z.state[i] === STATE.PILE_STEP) {
|
|
2484
|
+
if (engine.active) releasePileStep(i);
|
|
2485
|
+
else stepRelease(i);
|
|
2486
|
+
}
|
|
569
2487
|
const j = --Z.n;
|
|
2488
|
+
engine.remap(i, j);
|
|
570
2489
|
if (i === j) {
|
|
571
2490
|
emit("remove", { agent: i, moved: -1 });
|
|
572
2491
|
return;
|
|
@@ -600,9 +2519,10 @@ function createCrowd(options) {
|
|
|
600
2519
|
flow.c = 0;
|
|
601
2520
|
flow.t = 0;
|
|
602
2521
|
};
|
|
603
|
-
const flowStep = (budget) => {
|
|
2522
|
+
const flowStep = (budget, cellsPerStep) => {
|
|
604
2523
|
if (!flow.phase) return;
|
|
605
2524
|
const t0 = clock();
|
|
2525
|
+
let cellsLeft = cellsPerStep ?? Infinity;
|
|
606
2526
|
const D = flow.dist;
|
|
607
2527
|
const Q = flow.q;
|
|
608
2528
|
const F = flow.back;
|
|
@@ -613,6 +2533,7 @@ function createCrowd(options) {
|
|
|
613
2533
|
flow.phase = 2;
|
|
614
2534
|
break;
|
|
615
2535
|
}
|
|
2536
|
+
if (--cellsLeft < 0) return;
|
|
616
2537
|
const c = Q[flow.qh++];
|
|
617
2538
|
const cx = c % FW;
|
|
618
2539
|
const cz = c / FW | 0;
|
|
@@ -632,13 +2553,14 @@ function createCrowd(options) {
|
|
|
632
2553
|
if (flow.qt < Q.length) Q[flow.qt++] = k;
|
|
633
2554
|
}
|
|
634
2555
|
}
|
|
635
|
-
if ((++n & 2047) === 0 && clock() - t0 > budget) {
|
|
2556
|
+
if (cellsPerStep === void 0 && (++n & 2047) === 0 && clock() - t0 > budget) {
|
|
636
2557
|
flow.t += clock() - t0;
|
|
637
2558
|
return;
|
|
638
2559
|
}
|
|
639
2560
|
}
|
|
640
2561
|
const ww = W[2] - W[0] + 1;
|
|
641
2562
|
while (flow.phase === 2) {
|
|
2563
|
+
if (--cellsLeft < 0) return;
|
|
642
2564
|
const j = flow.c++;
|
|
643
2565
|
if (j >= ww * (W[3] - W[1] + 1)) {
|
|
644
2566
|
const tmp = flow.dir;
|
|
@@ -675,7 +2597,7 @@ function createCrowd(options) {
|
|
|
675
2597
|
}
|
|
676
2598
|
F[c * 2] = bx;
|
|
677
2599
|
F[c * 2 + 1] = bz;
|
|
678
|
-
if ((j & 8191) === 0 && clock() - t0 > budget) {
|
|
2600
|
+
if (cellsPerStep === void 0 && (j & 8191) === 0 && clock() - t0 > budget) {
|
|
679
2601
|
flow.t += clock() - t0;
|
|
680
2602
|
return;
|
|
681
2603
|
}
|
|
@@ -686,14 +2608,14 @@ function createCrowd(options) {
|
|
|
686
2608
|
if (c < 0) return 0;
|
|
687
2609
|
const k = occ[c];
|
|
688
2610
|
if (k === 2 || k === 1 && occH[c] <= _y + 0.05) return occH[c];
|
|
689
|
-
return pile[c];
|
|
2611
|
+
return moundOn ? pile[c] + moundHeight[c] / 1e3 : pile[c];
|
|
690
2612
|
};
|
|
691
2613
|
const blockedAt = (i, x, z) => {
|
|
692
2614
|
const c = cellOf(x, z);
|
|
693
2615
|
if (c < 0) return true;
|
|
694
2616
|
const k = occ[c];
|
|
695
2617
|
const y = Z.y[i];
|
|
696
|
-
if (k === 0 || k === 3) return pile[c] > y + 0.5 && Z.state[i] !== STATE.AIRBORNE;
|
|
2618
|
+
if (k === 0 || k === 3) return (moundOn ? pile[c] + moundHeight[c] / 1e3 : pile[c]) > y + 0.5 && Z.state[i] !== STATE.AIRBORNE;
|
|
697
2619
|
if (k === 2 && y + 0.5 >= occH[c]) return false;
|
|
698
2620
|
if (Z.state[i] === STATE.AIRBORNE && occH[c] <= y) return false;
|
|
699
2621
|
return true;
|
|
@@ -713,6 +2635,7 @@ function createCrowd(options) {
|
|
|
713
2635
|
pileN++;
|
|
714
2636
|
Z.state[i] = STATE.PILE_STEP;
|
|
715
2637
|
Z.stepCell[i] = c;
|
|
2638
|
+
Z.stepDir[i] = dir;
|
|
716
2639
|
Z.vx[i] = Z.vz[i] = 0;
|
|
717
2640
|
Z.y[i] = h - N.pileStep;
|
|
718
2641
|
Z.stateTimer[i] = 6 + R() * 6;
|
|
@@ -736,6 +2659,11 @@ function createCrowd(options) {
|
|
|
736
2659
|
Z.stateTimer[i] = 1.2;
|
|
737
2660
|
}
|
|
738
2661
|
};
|
|
2662
|
+
const pileColumns = [];
|
|
2663
|
+
const releasePileStep = (i) => {
|
|
2664
|
+
if (Z.stepCell[i] >= 0) pileColumns.push({ cell: Z.stepCell[i], dir: Z.stepDir[i] });
|
|
2665
|
+
stepRelease(i);
|
|
2666
|
+
};
|
|
739
2667
|
const voice = (i) => traits(i).voice ?? "groan";
|
|
740
2668
|
const groan = (i, d) => {
|
|
741
2669
|
const r2 = N.alertRadius * N.alertRadius;
|
|
@@ -769,9 +2697,9 @@ function createCrowd(options) {
|
|
|
769
2697
|
const attack = (i, d, tdt) => {
|
|
770
2698
|
Z.attackTimer[i] -= tdt;
|
|
771
2699
|
if (Z.attackTimer[i] > 0) return;
|
|
772
|
-
Z.attackTimer[i] = N.attackEvery;
|
|
2700
|
+
Z.attackTimer[i] = N.attackEvery / Z.aggression[i];
|
|
773
2701
|
const C = T(i);
|
|
774
|
-
const tr = C.traits ??
|
|
2702
|
+
const tr = C.traits ?? NO_TRAITS;
|
|
775
2703
|
if (tr.heavySwing && R() < tr.heavySwing.chance) {
|
|
776
2704
|
Z.state[i] = STATE.SWING;
|
|
777
2705
|
Z.stateTimer[i] = tr.heavySwing.windUp;
|
|
@@ -780,7 +2708,7 @@ function createCrowd(options) {
|
|
|
780
2708
|
const noJaw = Z.missing[i] & 512;
|
|
781
2709
|
const noArms = (Z.missing[i] & 6) === 6;
|
|
782
2710
|
const P = target;
|
|
783
|
-
if (P.state.grabbedBy < 0 && !noArms && !Z.crawl[i] && R() < C.bite * (P.state.crouch ? N.crouchBite : 1)) {
|
|
2711
|
+
if (P.state.grabbedBy < 0 && !noArms && !Z.crawl[i] && R() < C.bite * (P.state.crouch ? N.crouchBite : 1) * Z.aggression[i]) {
|
|
784
2712
|
P.grab(i, !!noJaw, !!tr.drownGrab && water(P.state.x, P.state.z));
|
|
785
2713
|
Z.state[i] = STATE.GRAB;
|
|
786
2714
|
} else {
|
|
@@ -791,7 +2719,7 @@ function createCrowd(options) {
|
|
|
791
2719
|
};
|
|
792
2720
|
const effect = (payload) => emit("effect", payload);
|
|
793
2721
|
const blood = (x, y, z, age, amount, died, agent) => effect({ effect: "blood", point: [x, y, z], age, amount, died, ...agent === void 0 ? {} : { agent } });
|
|
794
|
-
const
|
|
2722
|
+
const damageWith = (i, hit, draw, deferDeath = false) => {
|
|
795
2723
|
const C = T(i);
|
|
796
2724
|
const A = pack.ages[Z.age[i]];
|
|
797
2725
|
const RO = pack.outfits[Z.outfit[i]];
|
|
@@ -818,7 +2746,7 @@ function createCrowd(options) {
|
|
|
818
2746
|
} else {
|
|
819
2747
|
Z.hp[i] -= dano * 3;
|
|
820
2748
|
Z.headHp[i] -= dano;
|
|
821
|
-
if (dano > N.jawDamage &&
|
|
2749
|
+
if (dano > N.jawDamage && draw() < N.jawChance) Z.missing[i] |= 512;
|
|
822
2750
|
}
|
|
823
2751
|
} else if (regiao === 1) {
|
|
824
2752
|
let m = C.multipliers.torso;
|
|
@@ -848,7 +2776,8 @@ function createCrowd(options) {
|
|
|
848
2776
|
if (Z.hp[i] <= 0) morreu = true;
|
|
849
2777
|
blood(Z.x[i], regiao === 0 ? Z.height[i] * 1.65 : regiao === 1 ? Z.height[i] * 1.2 : Z.height[i] * 0.7, Z.z[i], Z.age[i], regiao === 0 ? 120 : 30, morreu, i);
|
|
850
2778
|
if (morreu) {
|
|
851
|
-
|
|
2779
|
+
if (deferDeath) deferKill(i);
|
|
2780
|
+
else kill(i, headshot, draw);
|
|
852
2781
|
return { died: morreu, headshot };
|
|
853
2782
|
}
|
|
854
2783
|
const st = Z.state[i];
|
|
@@ -865,14 +2794,15 @@ function createCrowd(options) {
|
|
|
865
2794
|
}
|
|
866
2795
|
return { died: morreu };
|
|
867
2796
|
};
|
|
868
|
-
|
|
2797
|
+
const damage = (i, hit) => damageWith(i, hit, R);
|
|
2798
|
+
function kill(i, headshot = false, draw = R) {
|
|
869
2799
|
stats.kills++;
|
|
870
2800
|
if (headshot) stats.heads++;
|
|
871
2801
|
const tr = traits(i);
|
|
872
2802
|
if (tr.burst) burstAt(i, Z.x[i], Z.z[i]);
|
|
873
2803
|
const C = T(i);
|
|
874
2804
|
emit("kill", { agent: i, type: C.id, headshot, x: Z.x[i], z: Z.z[i] });
|
|
875
|
-
corpseAdd(i);
|
|
2805
|
+
if (Z.balance[i] !== BALANCE.THROWN) corpseAdd(i, draw);
|
|
876
2806
|
if (target && target.state.grabbedBy === i) target.release();
|
|
877
2807
|
remove(i);
|
|
878
2808
|
}
|
|
@@ -891,24 +2821,23 @@ function createCrowd(options) {
|
|
|
891
2821
|
}
|
|
892
2822
|
emitNoise(x, z, b.noise);
|
|
893
2823
|
};
|
|
894
|
-
const
|
|
895
|
-
|
|
896
|
-
|
|
897
|
-
|
|
898
|
-
|
|
899
|
-
|
|
900
|
-
|
|
901
|
-
|
|
902
|
-
|
|
903
|
-
|
|
904
|
-
|
|
905
|
-
|
|
906
|
-
|
|
907
|
-
|
|
908
|
-
};
|
|
2824
|
+
const corpseOf = (i, seed) => ({
|
|
2825
|
+
x: Z.x[i],
|
|
2826
|
+
z: Z.z[i],
|
|
2827
|
+
yaw: Z.renderYaw[i],
|
|
2828
|
+
height: Z.height[i],
|
|
2829
|
+
build: Z.build[i],
|
|
2830
|
+
named: Z.named[i],
|
|
2831
|
+
missing: Z.missing[i],
|
|
2832
|
+
color: Z.color[i],
|
|
2833
|
+
variant: Z.variant[i],
|
|
2834
|
+
skin: Z.skin[i],
|
|
2835
|
+
seed
|
|
2836
|
+
});
|
|
2837
|
+
const corpseAdd = (i, draw = R) => void corpses.add(corpseOf(i, draw() * 10));
|
|
909
2838
|
const ability = (i, d, dx, dz, tdt, b, alive) => {
|
|
910
2839
|
const C = T(i);
|
|
911
|
-
const tr = C.traits ??
|
|
2840
|
+
const tr = C.traits ?? NO_TRAITS;
|
|
912
2841
|
const st = Z.state[i];
|
|
913
2842
|
const P = target;
|
|
914
2843
|
if (st === STATE.DORMANT) {
|
|
@@ -1114,6 +3043,7 @@ function createCrowd(options) {
|
|
|
1114
3043
|
if (tr.submerged && water(Z.x[i], Z.z[i])) return tr.submerged.swim;
|
|
1115
3044
|
return Z.chaseSpeed[i];
|
|
1116
3045
|
};
|
|
3046
|
+
const physicsDraw = (i, salt) => engine.active ? () => unit(Z.identity[i], engine.ctx.step, salt) : R;
|
|
1117
3047
|
const hurtOther = (j, amount) => {
|
|
1118
3048
|
Z.hp[j] -= amount;
|
|
1119
3049
|
blood(Z.x[j], Z.height[j] * 1.2, Z.z[j], Z.age[j], 30, false, j);
|
|
@@ -1125,7 +3055,7 @@ function createCrowd(options) {
|
|
|
1125
3055
|
const killQFlush = () => {
|
|
1126
3056
|
if (!killQ.length) return;
|
|
1127
3057
|
killQ.sort((a, b) => b - a);
|
|
1128
|
-
for (const j of killQ) if (j < Z.n) kill(j, false);
|
|
3058
|
+
for (const j of killQ) if (j < Z.n) kill(j, false, physicsDraw(j, SALT.CORPSE));
|
|
1129
3059
|
killQ.length = 0;
|
|
1130
3060
|
};
|
|
1131
3061
|
const frame = (i, dt, d, alive) => {
|
|
@@ -1148,9 +3078,14 @@ function createCrowd(options) {
|
|
|
1148
3078
|
Z.hp[i] *= tr.waterWeak.keep;
|
|
1149
3079
|
effect({ effect: "cloud", point: [Z.x[i], 0, Z.z[i]], radius: 1.5, color: tr.waterWeak.cloud, amount: 3, agent: i });
|
|
1150
3080
|
}
|
|
3081
|
+
if (engine.active && (Z.balance[i] === BALANCE.FALLEN || Z.balance[i] === BALANCE.GETTING_UP)) return;
|
|
1151
3082
|
const c = cellOf(Z.x[i], Z.z[i]);
|
|
1152
3083
|
const gy = groundAt(c, Z.y[i]);
|
|
1153
3084
|
if (st === STATE.DORMANT || Z.floorLocked[i]) return;
|
|
3085
|
+
if (engine.active && st !== STATE.AIRBORNE && Z.vy[i] === 0 && Z.y[i] > gy + 0.02 && Z.y[i] - gy <= WALK_DOWN) {
|
|
3086
|
+
Z.y[i] = Math.max(gy, Z.y[i] - N.climbSpeed * dt);
|
|
3087
|
+
return;
|
|
3088
|
+
}
|
|
1154
3089
|
if (st === STATE.AIRBORNE || Z.y[i] > gy + 0.02 || Z.vy[i] > 0) {
|
|
1155
3090
|
Z.vy[i] -= N.gravity * dt;
|
|
1156
3091
|
Z.y[i] += Z.vy[i] * dt;
|
|
@@ -1158,6 +3093,9 @@ function createCrowd(options) {
|
|
|
1158
3093
|
const fall = -Z.vy[i];
|
|
1159
3094
|
Z.y[i] = gy;
|
|
1160
3095
|
Z.vy[i] = 0;
|
|
3096
|
+
const collapsed = st === STATE.AIRBORNE && Z.stateTimer[i] === COLLAPSE_MARK;
|
|
3097
|
+
if (collapsed) Z.stateTimer[i] = 0;
|
|
3098
|
+
if (engine.active && balanceOn && (st !== STATE.AIRBORNE || collapsed)) engine.balance.landed(i, fall * fall / (2 * N.gravity));
|
|
1161
3099
|
if (st === STATE.AIRBORNE) {
|
|
1162
3100
|
Z.state[i] = STATE.CHASE;
|
|
1163
3101
|
if (tr.pounce && alive && d < tr.pounce.landRange && target) {
|
|
@@ -1181,6 +3119,9 @@ function createCrowd(options) {
|
|
|
1181
3119
|
const pz = P ? P.state.z : context.flowTarget?.[1] ?? 0;
|
|
1182
3120
|
const alive = !!P && P.state.alive && !P.state.turned;
|
|
1183
3121
|
viewYaw = context.viewYaw ?? (P ? P.state.yaw - Math.PI : 0);
|
|
3122
|
+
const bandX = context.bandCentre?.[0] ?? px;
|
|
3123
|
+
const bandZ = context.bandCentre?.[1] ?? pz;
|
|
3124
|
+
engine.beginStep(dt, { x: bandX, z: bandZ });
|
|
1184
3125
|
const fx0 = context.flowTarget?.[0] ?? px;
|
|
1185
3126
|
const fz0 = context.flowTarget?.[1] ?? pz;
|
|
1186
3127
|
const pc = cellOf(fx0, fz0);
|
|
@@ -1192,14 +3133,18 @@ function createCrowd(options) {
|
|
|
1192
3133
|
flowStart(fx0, fz0);
|
|
1193
3134
|
flow.cell = pc;
|
|
1194
3135
|
}
|
|
1195
|
-
flowStep(N.flowBudgetMs);
|
|
1196
|
-
|
|
3136
|
+
flowStep(N.flowBudgetMs, flowCells);
|
|
3137
|
+
if (engine.active) {
|
|
3138
|
+
for (let k = 0; k < hashTouchedN; k++) hHead[hashTouched[k]] = -1;
|
|
3139
|
+
hashTouchedN = 0;
|
|
3140
|
+
} else hHead.fill(-1);
|
|
1197
3141
|
for (let i = 0; i < Z.n; i++) {
|
|
1198
|
-
if (Z.band[i] !== 0) continue;
|
|
3142
|
+
if (Z.band[i] !== 0 || engine.active && Z.balance[i] === BALANCE.THROWN) continue;
|
|
1199
3143
|
const hx = Math.floor(Z.x[i] + HALF);
|
|
1200
3144
|
const hz = Math.floor(Z.z[i] + HALF);
|
|
1201
3145
|
if (hx < 0 || hz < 0 || hx >= HN || hz >= HN) continue;
|
|
1202
3146
|
const h = hz * HN + hx;
|
|
3147
|
+
if (engine.active && hHead[h] === -1) hashTouched[hashTouchedN++] = h;
|
|
1203
3148
|
hNext[i] = hHead[h];
|
|
1204
3149
|
hHead[h] = i;
|
|
1205
3150
|
}
|
|
@@ -1211,13 +3156,16 @@ function createCrowd(options) {
|
|
|
1211
3156
|
const dx = Z.x[i] - px;
|
|
1212
3157
|
const dz = Z.z[i] - pz;
|
|
1213
3158
|
const d = Math.sqrt(dx * dx + dz * dz);
|
|
3159
|
+
const bandD = context.bandCentre ? Math.hypot(Z.x[i] - bandX, Z.z[i] - bandZ) : d;
|
|
1214
3160
|
let b = Z.band[i];
|
|
1215
|
-
while (b > 0 &&
|
|
1216
|
-
while (b < 3 &&
|
|
3161
|
+
while (b > 0 && bandD < BANDS[b - 1].max - HYST) b--;
|
|
3162
|
+
while (b < 3 && bandD > BANDS[b].max + HYST) b++;
|
|
1217
3163
|
Z.band[i] = b;
|
|
1218
3164
|
B[b]++;
|
|
3165
|
+
if (engine.active && Z.balance[i] === BALANCE.THROWN) continue;
|
|
3166
|
+
const grounded = engine.active && balanceOn && (Z.balance[i] === BALANCE.FALLEN || Z.balance[i] === BALANCE.GETTING_UP);
|
|
1219
3167
|
const C = T(i);
|
|
1220
|
-
const tr = C.traits ??
|
|
3168
|
+
const tr = C.traits ?? NO_TRAITS;
|
|
1221
3169
|
if (Z.state[i] === STATE.STUNNED) {
|
|
1222
3170
|
Z.stateTimer[i] -= dt;
|
|
1223
3171
|
if (Z.stateTimer[i] <= 0) Z.state[i] = STATE.CHASE;
|
|
@@ -1241,8 +3189,12 @@ function createCrowd(options) {
|
|
|
1241
3189
|
Z.lost[i] = 0;
|
|
1242
3190
|
}
|
|
1243
3191
|
}
|
|
1244
|
-
Z.next[i] -= dt;
|
|
1245
|
-
|
|
3192
|
+
if (!grounded) Z.next[i] -= dt;
|
|
3193
|
+
else {
|
|
3194
|
+
Z.vx[i] = Z.vz[i] = Z.dvx[i] = Z.dvz[i] = Z.aimX[i] = Z.aimZ[i] = 0;
|
|
3195
|
+
Z.steering[i] = 0;
|
|
3196
|
+
}
|
|
3197
|
+
if (Z.next[i] <= 0 && !grounded) {
|
|
1246
3198
|
const tdt = BANDS[b].dt;
|
|
1247
3199
|
Z.next[i] += tdt;
|
|
1248
3200
|
if (alive && b <= 1 && Z.state[i] <= 1) {
|
|
@@ -1289,6 +3241,7 @@ function createCrowd(options) {
|
|
|
1289
3241
|
Z.stateTimer[i] = tr.caller.windUp;
|
|
1290
3242
|
}
|
|
1291
3243
|
Z.steering[i] = 0;
|
|
3244
|
+
Z.aimX[i] = Z.aimZ[i] = 0;
|
|
1292
3245
|
if (!ability(i, d, dx, dz, tdt, b, alive)) {
|
|
1293
3246
|
let tx = 0;
|
|
1294
3247
|
let tz = 0;
|
|
@@ -1325,7 +3278,7 @@ function createCrowd(options) {
|
|
|
1325
3278
|
if (!alive) sp = Z.wanderSpeed[i];
|
|
1326
3279
|
if (d < N.attackRange && alive && Math.abs(P.state.y - Z.y[i]) < N.attackHeight) {
|
|
1327
3280
|
sp = 0;
|
|
1328
|
-
if (slots < N.attackSlots) {
|
|
3281
|
+
if (slots < N.attackSlots - (Z.aggression[i] < 1 ? RESERVED_SLOTS : 0)) {
|
|
1329
3282
|
slots++;
|
|
1330
3283
|
attack(i, d, tdt);
|
|
1331
3284
|
}
|
|
@@ -1347,6 +3300,7 @@ function createCrowd(options) {
|
|
|
1347
3300
|
}
|
|
1348
3301
|
if (Z.crawl[i]) sp = Math.min(sp, N.crawlSpeed);
|
|
1349
3302
|
else if (Z.limp[i]) sp *= N.limpSpeed;
|
|
3303
|
+
if (Z.balance[i] === BALANCE.STAGGERING) sp *= staggerSpeed;
|
|
1350
3304
|
let sx = 0;
|
|
1351
3305
|
let sz = 0;
|
|
1352
3306
|
if (b === 0) {
|
|
@@ -1358,7 +3312,7 @@ function createCrowd(options) {
|
|
|
1358
3312
|
const qz = hz + oz;
|
|
1359
3313
|
if (qx < 0 || qz < 0 || qx >= HN || qz >= HN) continue;
|
|
1360
3314
|
for (let j = hHead[qz * HN + qx]; j !== -1; j = hNext[j]) {
|
|
1361
|
-
if (j === i || Z.state[j] === STATE.PILE_STEP || Z.state[j] === STATE.DORMANT) continue;
|
|
3315
|
+
if (j === i || Z.state[j] === STATE.PILE_STEP || Z.state[j] === STATE.DORMANT || balanceOn && (Z.balance[j] === BALANCE.FALLEN || Z.balance[j] === BALANCE.GETTING_UP)) continue;
|
|
1362
3316
|
const ex = Z.x[i] - Z.x[j];
|
|
1363
3317
|
const ez = Z.z[i] - Z.z[j];
|
|
1364
3318
|
const e2 = ex * ex + ez * ez;
|
|
@@ -1373,8 +3327,20 @@ function createCrowd(options) {
|
|
|
1373
3327
|
}
|
|
1374
3328
|
}
|
|
1375
3329
|
if (Z.state[i] <= 2) {
|
|
1376
|
-
|
|
1377
|
-
|
|
3330
|
+
if (separationMax !== Infinity) {
|
|
3331
|
+
const push = Math.hypot(sx, sz) * N.separationPush;
|
|
3332
|
+
if (push > separationMax) {
|
|
3333
|
+
sx *= separationMax / push;
|
|
3334
|
+
sz *= separationMax / push;
|
|
3335
|
+
}
|
|
3336
|
+
}
|
|
3337
|
+
if (engine.active && sp > 0.05) {
|
|
3338
|
+
Z.aimX[i] = tx;
|
|
3339
|
+
Z.aimZ[i] = tz;
|
|
3340
|
+
}
|
|
3341
|
+
const slow = engine.densitySlowdown(i, b);
|
|
3342
|
+
Z.dvx[i] = (tx * sp + sx * N.separationPush) * slow;
|
|
3343
|
+
Z.dvz[i] = (tz * sp + sz * N.separationPush) * slow;
|
|
1378
3344
|
Z.steering[i] = 1;
|
|
1379
3345
|
if (sp > 0.05) Z.yaw[i] = Math.atan2(tx, tz);
|
|
1380
3346
|
else if (d < 3 && alive) Z.yaw[i] = Math.atan2(-dx, -dz);
|
|
@@ -1386,17 +3352,17 @@ function createCrowd(options) {
|
|
|
1386
3352
|
Z.vx[i] += (Z.dvx[i] - Z.vx[i]) * k;
|
|
1387
3353
|
Z.vz[i] += (Z.dvz[i] - Z.vz[i]) * k;
|
|
1388
3354
|
}
|
|
1389
|
-
const nx = Z.x[i] + Z.vx[i] * dt;
|
|
1390
|
-
const nz = Z.z[i] + Z.vz[i] * dt;
|
|
3355
|
+
const nx = Z.x[i] + (Z.vx[i] + Z.pushX[i]) * dt;
|
|
3356
|
+
const nz = Z.z[i] + (Z.vz[i] + Z.pushZ[i]) * dt;
|
|
1391
3357
|
let hitCell = -1;
|
|
1392
3358
|
if (!blockedAt(i, nx, Z.z[i])) Z.x[i] = nx;
|
|
1393
3359
|
else {
|
|
1394
|
-
if (Z.state[i] !== STATE.AIRBORNE) Z.vx[i] = 0;
|
|
3360
|
+
if (Z.state[i] !== STATE.AIRBORNE) Z.vx[i] = Z.pushX[i] = 0;
|
|
1395
3361
|
hitCell = cellOf(nx, Z.z[i]);
|
|
1396
3362
|
}
|
|
1397
3363
|
if (!blockedAt(i, Z.x[i], nz)) Z.z[i] = nz;
|
|
1398
3364
|
else {
|
|
1399
|
-
if (Z.state[i] !== STATE.AIRBORNE) Z.vz[i] = 0;
|
|
3365
|
+
if (Z.state[i] !== STATE.AIRBORNE) Z.vz[i] = Z.pushZ[i] = 0;
|
|
1400
3366
|
hitCell = cellOf(Z.x[i], nz);
|
|
1401
3367
|
}
|
|
1402
3368
|
if (hitCell >= 0 && Z.state[i] === STATE.CHASE && b === 0) {
|
|
@@ -1408,7 +3374,7 @@ function createCrowd(options) {
|
|
|
1408
3374
|
Z.vx[i] = Math.sin(Z.yaw[i]) * s2;
|
|
1409
3375
|
Z.vz[i] = Math.cos(Z.yaw[i]) * s2;
|
|
1410
3376
|
} else if (occ[hitCell] === 2 || occ[hitCell] === 0 && pile[hitCell] > 0) {
|
|
1411
|
-
Z.stuck[i] += dt;
|
|
3377
|
+
Z.stuck[i] += engine.active && balanceOn ? dt * (1 + engine.pressureRatio(i)) : dt;
|
|
1412
3378
|
if (Z.stuck[i] > 0.35 + 0.5 * Z.skin[i]) {
|
|
1413
3379
|
Z.stuck[i] = 0;
|
|
1414
3380
|
tryStep(i, hitCell);
|
|
@@ -1431,12 +3397,18 @@ function createCrowd(options) {
|
|
|
1431
3397
|
if (goal && solidAt(Z.x[i] + Math.sin(Z.renderYaw[i]) * 0.62, Z.z[i] + Math.cos(Z.renderYaw[i]) * 0.62, 1)) goal = 0.1;
|
|
1432
3398
|
Z.arms[i] += (goal - Z.arms[i]) * Math.min(1, dt * (goal > Z.arms[i] ? 3 : 5));
|
|
1433
3399
|
}
|
|
1434
|
-
Z.phase[i] += dt * (Z.renderSpeed[i] < 0.05 ? 0.15 : N.cadenceBase + N.cadencePerSpeed * Z.renderSpeed[i]);
|
|
3400
|
+
Z.phase[i] += dt * (Z.renderSpeed[i] < 0.05 ? 0.15 : N.cadenceBase + N.cadencePerSpeed * Z.renderSpeed[i]) * Z.cadenceFactor[i];
|
|
3401
|
+
if (physics.deterministic) {
|
|
3402
|
+
const attacking = Z.state[i] === STATE.CHASE && alive;
|
|
3403
|
+
Z.attackPose[i] = attacking && (Z.x[i] - P.state.x) ** 2 + (Z.z[i] - P.state.z) ** 2 < (Z.attackPose[i] ? ATTACK_LEAVE : ATTACK_ENTER) ? 1 : 0;
|
|
3404
|
+
}
|
|
1435
3405
|
if (spd > 0.35 && Z.state[i] <= 1 && !Z.attackPose[i]) Z.yaw[i] = Math.atan2(Z.vx[i], Z.vz[i]);
|
|
1436
3406
|
let dy = Z.yaw[i] - Z.renderYaw[i];
|
|
1437
3407
|
dy -= Math.round(dy / TAU_APPROX) * TAU_APPROX;
|
|
1438
3408
|
Z.renderYaw[i] += dy * Math.min(1, dt * (Z.state[i] === STATE.AIRBORNE ? 20 : 9));
|
|
1439
3409
|
}
|
|
3410
|
+
engine.endStep();
|
|
3411
|
+
if (pileColumns.length) collapsePileColumns(Z, pileColumns, FW * FW, stepRelease);
|
|
1440
3412
|
killQFlush();
|
|
1441
3413
|
noises.length = 0;
|
|
1442
3414
|
stats.slots = slots;
|
|
@@ -1500,6 +3472,31 @@ function createCrowd(options) {
|
|
|
1500
3472
|
if (m) emit("message", { id: "migration", seconds: 4 });
|
|
1501
3473
|
}
|
|
1502
3474
|
};
|
|
3475
|
+
const engine = createPhysics(
|
|
3476
|
+
{
|
|
3477
|
+
store: Z,
|
|
3478
|
+
grid,
|
|
3479
|
+
doors,
|
|
3480
|
+
gravity: N.gravity,
|
|
3481
|
+
attackEvery: N.attackEvery,
|
|
3482
|
+
types,
|
|
3483
|
+
moundHeight,
|
|
3484
|
+
corpsesMax: N.corpsesMax,
|
|
3485
|
+
typeOf: T,
|
|
3486
|
+
target: () => target,
|
|
3487
|
+
emit,
|
|
3488
|
+
damage: (i, hit, draw) => damageWith(i, hit, draw, true),
|
|
3489
|
+
deferKill,
|
|
3490
|
+
releasePileStep,
|
|
3491
|
+
corpseOf,
|
|
3492
|
+
corpseList: () => corpses.entries,
|
|
3493
|
+
addCorpse: (corpse) => void corpses.add(corpse),
|
|
3494
|
+
groundAt,
|
|
3495
|
+
pileBlast
|
|
3496
|
+
},
|
|
3497
|
+
physics,
|
|
3498
|
+
stats.physics
|
|
3499
|
+
);
|
|
1503
3500
|
const crowd = {
|
|
1504
3501
|
store: Z,
|
|
1505
3502
|
pack,
|
|
@@ -1509,6 +3506,9 @@ function createCrowd(options) {
|
|
|
1509
3506
|
numbers: N,
|
|
1510
3507
|
stats,
|
|
1511
3508
|
pile,
|
|
3509
|
+
mound: moundHeight,
|
|
3510
|
+
thrown: engine.thrown,
|
|
3511
|
+
blast: (blast) => engine.blasts.enqueue(blast),
|
|
1512
3512
|
pileCount: () => pileN,
|
|
1513
3513
|
trail,
|
|
1514
3514
|
variantsOf,
|
|
@@ -1525,6 +3525,7 @@ function createCrowd(options) {
|
|
|
1525
3525
|
spawn: (x, z, type = -1) => spawn(x, z, type),
|
|
1526
3526
|
remove,
|
|
1527
3527
|
update,
|
|
3528
|
+
dispose: () => engine.dispose(),
|
|
1528
3529
|
emitNoise,
|
|
1529
3530
|
damage,
|
|
1530
3531
|
kill: (i, headshot = false) => kill(i, headshot),
|
|
@@ -2286,23 +4287,33 @@ function bindInfection(crowd, model, options) {
|
|
|
2286
4287
|
}
|
|
2287
4288
|
export {
|
|
2288
4289
|
AGENT_FIELDS,
|
|
4290
|
+
BALANCE,
|
|
2289
4291
|
CELL,
|
|
2290
4292
|
CIVILIAN_DEFAULTS,
|
|
2291
4293
|
CROWD_DEFAULTS,
|
|
4294
|
+
CROWD_PHYSICS_DEFAULTS,
|
|
2292
4295
|
DOOR_DEFAULTS,
|
|
4296
|
+
FALL_CAUSE,
|
|
2293
4297
|
HERD_DEFAULTS,
|
|
2294
4298
|
HERD_ROLES,
|
|
2295
4299
|
MISSING,
|
|
2296
4300
|
STATE,
|
|
4301
|
+
attachPhysicsWorker,
|
|
2297
4302
|
bindInfection,
|
|
2298
4303
|
carrionCenter,
|
|
4304
|
+
contactStep,
|
|
2299
4305
|
createCivilians,
|
|
4306
|
+
createContactView,
|
|
2300
4307
|
createCrowd,
|
|
2301
4308
|
createDoors,
|
|
2302
4309
|
createFlock,
|
|
2303
4310
|
createHerd,
|
|
2304
4311
|
createNavGrid,
|
|
2305
4312
|
createRng,
|
|
2306
|
-
createStore
|
|
4313
|
+
createStore,
|
|
4314
|
+
identityOf,
|
|
4315
|
+
mix32,
|
|
4316
|
+
resolvePhysics,
|
|
4317
|
+
unit
|
|
2307
4318
|
};
|
|
2308
4319
|
//# sourceMappingURL=index.js.map
|