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bullet.ts
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bullet.ts
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/// <reference path="./base.ts" />
/**
* 单例
*/
class BulletManager {
static instance: Optional<BulletManager> = null
public bullets!: BulletBase[]
private __b_ctor_cache!: Map<string, IBulletBase>
constructor() {
if (!BulletManager.instance) {
this.bullets = []
this.__b_ctor_cache = new Map()
BulletManager.instance = this
}
return BulletManager.instance
}
Factory(
emitter: typeof TowerBase.prototype.recordDamage,
bulletName: string,
position: Position,
atk: number,
target: MonsterBase | Position,
image: Optional<ImageBitmap | string>,
...extraArgs: any[]
): BulletBase {
let ctor: Optional<IBulletBase> = null
if (this.__b_ctor_cache.has(bulletName)) {
ctor = this.__b_ctor_cache.get(bulletName)
} else {
ctor = eval(bulletName)
this.__b_ctor_cache.set(bulletName, ctor!)
}
const bb = new ctor!(position, atk, target, image, ...extraArgs)
bb.setDamageEmitter(emitter)
this.bullets.push(bb)
return bb
}
run(monsters: MonsterBase[]) {
this.bullets.forEach(b => b.run(monsters))
}
render(ctx: WrappedCanvasRenderingContext2D) {
this.bullets.forEach(b => b.render(ctx as CanvasRenderingContext2D))
}
scanSwipe() {
this.bullets = this.bullets.filter(b => {
if (b.fulfilled) b.destroy()
return !b.fulfilled
})
}
}
class CannonBullet extends BulletBase {
static bulletVelocity = 4
protected aimPosition: Optional<Position>
protected explosionDmg: number
protected explosionRadius: number
protected burnDotDamage: number
protected burnDotInterval: number
protected burnDotDuration: number
protected ratioCalc: (monster: MonsterBase) => number
constructor(
position: Position,
atk: number,
target: MonsterBase,
_b_img: null,
explosionDmg: number,
explosionRadius: number,
burnDotDamage: number,
burnDotInterval: number,
burnDotDuration: number,
extraBV: number | null,
ratioCalc: (monster: MonsterBase) => number
) {
super(position, 2, 1, 'rgba(15,244,11,.9)', 'rgba(15,12,11,.6)', atk, CannonBullet.bulletVelocity + (extraBV || 0), target)
this.aimPosition = null
this.explosionDmg = explosionDmg
this.explosionRadius = explosionRadius
this.burnDotDamage = burnDotDamage
this.burnDotInterval = burnDotInterval
this.burnDotDuration = burnDotDuration
this.ratioCalc = ratioCalc
}
override get isReaching() {
if (this.aimPosition) return Position.distancePow2(this.position, this.aimPosition) < Math.pow(20 + this.radius, 2)
else return super.isReaching
}
get burnDotCount() {
return this.burnDotDuration / this.burnDotInterval
}
/**
* 加农炮弹在丢失目标后仍会向最后记录的目标位置飞行并爆炸
*/
override run(monsters: MonsterBase[]) {
if (!this.target) {
this.position.moveTo(this.aimPosition!, this.speed)
} else {
this.position.moveTo(this.target.position, this.speed)
if (this.target.isDead) {
this.aimPosition = this.target.position.copy()
this.target = null
}
}
if (this.isReaching) {
this.hit(this.target, 1, monsters)
this.fulfilled = true
}
}
/**
* 击中敌人后会引起爆炸
* 并点燃敌人,造成周期伤害
*/
override hit(monster: Optional<MonsterBase>, _magnification: number = 1, monsters: MonsterBase[]) {
if (monster) super.hit(monster, this.ratioCalc(monster))
const targetPosition = this.target ? this.target.position : this.aimPosition!
const positionTL = new Position(targetPosition.x - this.explosionRadius, targetPosition.y - this.explosionRadius)
// render explosion
Game.callAnimation('explo_3', positionTL, this.explosionRadius * 2, this.explosionRadius * 2, 0.5, 0)
// make exploding dmg
monsters.forEach(m => {
if (Position.distancePow2(m.position, targetPosition) < this.explosionRadius * this.explosionRadius) {
m.health -= this.explosionDmg * (1 - m.armorResistance) * this.ratioCalc(m)
this.emitter(m)
Tools.installDOT(m, 'beBurned', this.burnDotDuration, this.burnDotInterval, this.burnDotDamage * this.ratioCalc(m), false, this.emitter.bind(this))
}
})
}
}
class ClusterBomb extends CannonBullet {
constructor(
position: Position,
atk: number,
target: MonsterBase,
_b_img: null,
explosionDmg: number,
explosionRadius: number,
burnDotDamage: number,
burnDotInterval: number,
burnDotDuration: number,
extraBV: number | null,
ratioCalc: (monster: MonsterBase) => number
) {
super(position, atk, target, _b_img, explosionDmg, explosionRadius, burnDotDamage, burnDotInterval, burnDotDuration, extraBV, ratioCalc)
this.radius += 4
this.borderStyle = 'rgba(14,244,11,.9)'
this.fill = 'rgba(215,212,11,.6)'
this.speed += 2
}
get childExplodeRadius() {
return this.explosionRadius * 0.5
}
get childBombDistance() {
return this.explosionRadius * 0.5
}
get childExplodeDamage() {
return this.explosionDmg * 0.8
}
clusterExplode(monsters: MonsterBase[], radius: number, dist: number, dmg: number, degree: number, waitFrame: number) {
const childExplodePositions = _.range(0, 360, degree).map(d => {
const vec = new PolarVector(dist, d)
const pos = this.position.copy().move(vec)
const positionTL = new Position(pos.x - radius, pos.y - radius)
Game.callAnimation('explo_3', positionTL, radius * 2, radius * 2, 0.5, 0, waitFrame)
return pos
})
monsters.forEach(m => {
childExplodePositions
.filter(ep => Position.distancePow2(m.position, ep) < radius * radius)
.forEach(() => {
m.health -= dmg * (1 - m.armorResistance) * this.ratioCalc(m)
this.emitter(m)
Tools.installDOT(m, 'beBurned', this.burnDotDuration, this.burnDotInterval, this.burnDotDamage * this.ratioCalc(m), false, this.emitter.bind(this))
})
})
}
/**
* 集束炸弹命中或到达目的地后会爆炸,分裂出[n]枚小型炸弹
*/
override hit(monster: MonsterBase, _magnification: number = 1, monsters: MonsterBase[]) {
if (monster) super.hit(monster, _magnification, monsters)
this.clusterExplode(monsters, this.childExplodeRadius, this.childBombDistance, this.childExplodeDamage, 45, 10)
}
}
class ClusterBombEx extends ClusterBomb {
constructor(
position: Position,
atk: number,
target: MonsterBase,
_b_img: null,
explosionDmg: number,
explosionRadius: number,
burnDotDamage: number,
burnDotInterval: number,
burnDotDuration: number,
extraBV: number | null,
ratioCalc: (monster: MonsterBase) => number
) {
super(position, atk, target, _b_img, explosionDmg, explosionRadius, burnDotDamage, burnDotInterval, burnDotDuration, extraBV, ratioCalc)
this.radius += 2
this.fill = 'rgba(245,242,11,.8)'
}
get grandChildExplodeRadius() {
return super.childExplodeRadius * 0.5
}
get grandChildBombDistance() {
return super.childBombDistance * 2
}
get grandChildExplodeDamage() {
return super.childExplodeDamage * 0.8
}
override hit(monster: MonsterBase, _magnification: number = 1, monsters: MonsterBase[]) {
super.hit(monster, _magnification, monsters)
this.clusterExplode(monsters, this.grandChildExplodeRadius, this.grandChildBombDistance, this.grandChildExplodeDamage, 30, 20)
}
}
class NormalArrow extends BulletBase {
static bulletVelocity = 18
private critChance: number
private critRatio: number
private willTrap: boolean
private trapDuration: number
private isSecKill: boolean
constructor(
position: Position,
atk: number,
target: MonsterBase,
image: string | ImageBitmap,
critChance: number,
critRatio: number,
trapChance: number,
trapDuration: number,
extraBV: number | null,
isSecKill: boolean
) {
super(position, 8, 0, null, image, atk, NormalArrow.bulletVelocity + (extraBV || 0), target)
this.critChance = critChance
this.critRatio = critRatio
this.willTrap = Math.random() > 1 - trapChance / 100
this.trapDuration = trapDuration
this.isSecKill = isSecKill
}
override hit(monster: MonsterBase) {
if (this.isSecKill) {
monster.health -= monster.health + 1
this.emitter(monster)
return
}
// 摇骰子,确定本次是否暴击
const critMagnification = Math.random() < this.critChance ? this.critRatio : 1
// console.log(critMagnification + ' X')
// 穿甲
monster.health -= this.Atk * critMagnification * (1 - monster.armorResistance * 0.7)
this.emitter(monster)
/**
* 束缚
*/
if (this.willTrap) {
monster.registerImprison((this.trapDuration / 1000) * 60)
}
}
}
// class PenetratingArrow extends BulletBase {
// static bulletVelocity = 12
// private destination: Position
// private hitMap: number[] = []
// constructor(position: Position, atk: number, target: MonsterBase, image: string | ImageBitmap) {
// super(position, 8, 0, null, image, atk, NormalArrow.bulletVelocity, target)
// this.destination = this.position.copy().moveTo(this.target.position, Game.callDiagonalLength())
// }
// override run(monsters: MonsterBase[]) {
// this.position.moveTo(this.destination, this.speed)
// monsters.forEach(mst => {
// if (this.inRange(mst) && !this.hitMap.includes(mst.id)) {
// this.hit(mst)
// this.hitMap.push(mst.id)
// }
// })
// if (this.position.outOfBoundary(Position.O, Game.callBoundaryPosition(), 50)) {
// this.fulfilled = true
// this.target = null
// }
// }
// override hit(monster: MonsterBase) {
// // 穿甲
// monster.health -= this.Atk * (1 - monster.armorResistance * 0.4)
// this.emitter(monster)
// }
// }
// class MysticBomb extends BulletBase {
// static bulletVelocity = 12
// private destination: Position
// /**
// * Distance To Destination
// */
// private DTD = Infinity
// constructor(position: Position, atk: number, des: Position) {
// super(position, 3, 1, 'rgba(141,123,51,1)', 'rgba(204,204,204,1)', atk, MysticBomb.bulletVelocity, null)
// this.destination = des
// }
// override get isReaching() {
// const disP2 = Position.distancePow2(this.position, this.destination)
// if (disP2 > this.DTD) {
// return true
// } else {
// this.DTD = disP2
// return false
// }
// }
// override run(monsters: MonsterBase[]) {
// this.position.moveTo(this.destination, this.speed)
// // 没有击中任何目标 -> 消散
// if (this.isReaching) {
// this.fulfilled = true
// } else {
// const anyHit = monsters.find(mst => this.inRange(mst))
// if (anyHit) {
// this.hit(anyHit)
// this.fulfilled = true
// }
// }
// }
// }
class PoisonCan extends BulletBase {
static bulletVelocity = 6
private poisonAtk: number
private poisonItv: number
private poisonDur: number
constructor(position: Position, atk: number, target: MonsterBase, _image: null, poisonAtk: number, poisonItv: number, poisonDur: number, extraBV: number | null) {
super(position, 2, 1, 'rgba(244,22,33,1)', 'rgba(227,14,233,.9)', atk, PoisonCan.bulletVelocity + (extraBV || 0), target)
this.poisonAtk = poisonAtk
this.poisonItv = poisonItv
this.poisonDur = poisonDur
}
override hit(monster: MonsterBase) {
super.hit(monster)
Tools.installDOT(monster, 'bePoisoned', this.poisonDur, this.poisonItv, this.poisonAtk, true, this.emitter.bind(this))
}
}
class Blade extends BulletBase {
static bulletVelocity = 12
private bounceTime: number
private damageFadePerBounce: number
constructor(position: Position, atk: number, target: MonsterBase, image: string | ImageBitmap, bounceTime: number, damageFadePerBounce: number) {
super(position, 4, 0, null, image, atk, Blade.bulletVelocity, target)
this.bounceTime = bounceTime
this.damageFadePerBounce = damageFadePerBounce
}
override run(monsters: MonsterBase[]) {
if (!this.target) return
this.position.moveTo(this.target.position, this.speed)
if (this.target.isDead) {
this.fulfilled = true
this.target = null
} else if (this.isReaching) {
this.hit(this.target, 1, monsters)
if (this.bounceTime > 0 && monsters.length > 1) {
this.bounceToNext(monsters)
} else {
this.fulfilled = true
this.target = null
}
} else if (this.position.outOfBoundary(Position.O, Game.callBoundaryPosition(), 50)) {
console.log('a bullet has run out of the bound, and will be swipe by system.')
console.log(this)
this.fulfilled = true
this.target = null
}
}
bounceToNext(monsters: MonsterBase[]) {
// const newTarget = _.minBy(monsters, mst => {
// if (mst === this.target) return Infinity
// const dist = Position.distancePow2(mst.position, this.position)
// return dist
// })
const newTarget = _.shuffle(monsters.filter(m => m !== this.target))[0]
if (this.speed < 22) this.speed += 1
this.target = newTarget
this.Atk *= this.damageFadePerBounce
this.bounceTime--
}
}