Spaces:
Running
Running
File size: 11,327 Bytes
9e6ef9c 0ee2f3f 9e6ef9c 0ee2f3f 9e6ef9c 0ee2f3f 9e6ef9c 0ee2f3f 9e6ef9c 0ee2f3f |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 |
import * as THREE from "three";
import {
UPGRADE_MAX_LEVEL,
UPGRADE_START_COST,
UPGRADE_COST_SCALE,
UPGRADE_RANGE_SCALE,
UPGRADE_RATE_SCALE,
UPGRADE_DAMAGE_SCALE,
SELL_REFUND_RATE,
} from "../../config/gameConfig.js";
import { KINDS } from "./kinds/index.js";
export class Tower {
constructor(pos, baseConfig, scene) {
this.position = pos.clone();
this.fireCooldown = 0;
this.scene = scene;
this.type = baseConfig.type || "basic";
this.projectileEffect = baseConfig.projectileEffect || null;
this.slowMultByLevel = baseConfig.slowMultByLevel || [0.75, 0.7, 0.65];
this.slowDuration = baseConfig.slowDuration || 1.5;
this.isElectric = this.type === "electric";
if (this.isElectric) {
this.maxTargets = baseConfig.maxTargets ?? 4;
this.damagePerSecond = baseConfig.damagePerSecond ?? 1;
this.visualRefreshRate = baseConfig.visualRefreshRate ?? 60;
this.visualRefreshInterval = 1 / Math.max(1, this.visualRefreshRate);
this.arcFadeDuration = baseConfig.arcFadeDuration ?? 0.2;
this.arcDurationMs = Math.max(
1,
baseConfig.arcDurationMs ?? this.arcFadeDuration * 1000
);
this.arcStyle = {
color: baseConfig.arc?.color ?? 0x9ad6ff,
coreColor: baseConfig.arc?.coreColor ?? 0xe6fbff,
thickness: baseConfig.arc?.thickness ?? 2,
jitter: baseConfig.arc?.jitter ?? 0.25,
segments: baseConfig.arc?.segments ?? 10,
};
this.targetPriority =
baseConfig.targetPriorityMode ||
baseConfig.targetPriority ||
"closestToExit";
}
this.level = 1;
this.baseRange = baseConfig.range;
this.baseRate = baseConfig.fireRate;
this.baseDamage = baseConfig.damage;
this.range = this.baseRange;
this.rate = this.baseRate;
this.damage = this.baseDamage;
if (this.type === "slow") {
const idx = Math.max(
0,
Math.min(this.slowMultByLevel.length - 1, this.level - 1)
);
const effect = this.projectileEffect || {};
this.projectileEffect = {
...effect,
type: "slow",
mult: this.slowMultByLevel[idx],
duration: this.slowDuration,
};
}
this.nextUpgradeCost = UPGRADE_START_COST;
this.totalSpent = baseConfig.cost;
this.isSniper = this.type === "sniper";
this.aimTime = baseConfig.aimTime ?? 0;
this.sniperProjectileSpeed = baseConfig.projectileSpeed ?? null;
this.cancelThreshold = baseConfig.cancelThreshold ?? this.range;
this.pierceChance = baseConfig.pierceChance ?? 0;
this.targetPriority = baseConfig.targetPriority || (this.isSniper ? "closestToExit" : "nearest");
this.aiming = false;
this.aimingTimer = 0;
this.aimedTarget = null;
this.laserLine = null;
const baseGeo = new THREE.CylinderGeometry(0.9, 1.2, 1, 12);
const baseMat = new THREE.MeshStandardMaterial({
color:
this.type === "slow" ? 0xff69b4 : this.isSniper ? 0x6d6f73 : 0x3a97ff,
metalness: this.isSniper ? 0.5 : 0.2,
roughness: this.isSniper ? 0.35 : 0.6,
});
const base = new THREE.Mesh(baseGeo, baseMat);
base.castShadow = true;
base.receiveShadow = true;
base.position.copy(this.position);
this.mesh = base;
this.baseMesh = base;
this.kind = KINDS[this.type] || KINDS.basic;
this.kind.buildHead(this, scene);
const ringGeo = new THREE.RingGeometry(this.range - 0.05, this.range, 48);
const ringMat = new THREE.MeshBasicMaterial({
color:
this.type === "slow" ? 0xff69b4 : this.isSniper ? 0x00ffff : 0x3a97ff,
transparent: true,
opacity: this.isSniper ? 0.32 : 0.2,
side: THREE.DoubleSide,
depthWrite: false,
depthTest: true,
});
const ring = new THREE.Mesh(ringGeo, ringMat);
ring.rotation.x = -Math.PI / 2;
ring.position.y = 0.03;
base.add(ring);
ring.visible = true;
const outlineGeo = new THREE.TorusGeometry(1.05, 0.04, 8, 32);
const outlineMat = new THREE.MeshBasicMaterial({
color: 0xffff66,
transparent: true,
opacity: 0.85,
depthWrite: false,
});
const outline = new THREE.Mesh(outlineGeo, outlineMat);
outline.rotation.x = Math.PI / 2;
outline.position.y = 0.52;
outline.visible = false;
outline.name = "tower_hover_outline";
base.add(outline);
this.ring = ring;
this.hoverOutline = outline;
this.levelRing = null;
this.levelRings = [];
if (this.isElectric) {
this.applyVisualLevel();
}
scene.add(base);
}
get canUpgrade() {
return this.level < UPGRADE_MAX_LEVEL;
}
getSellValue() {
return Math.floor(this.totalSpent * SELL_REFUND_RATE);
}
upgrade() {
if (!this.canUpgrade) return false;
this.level += 1;
this.range *= UPGRADE_RANGE_SCALE;
this.rate *= UPGRADE_RATE_SCALE;
this.damage *= UPGRADE_DAMAGE_SCALE;
if (this.type === "slow") {
const idx = Math.max(
0,
Math.min(this.slowMultByLevel.length - 1, this.level - 1)
);
const effect = this.projectileEffect || {};
this.projectileEffect = {
...effect,
type: "slow",
mult: this.slowMultByLevel[idx],
duration: this.slowDuration,
};
}
if (this.isSniper) {
const minAimTime = (this.aimTime ?? 0) * 0.4;
this.aimTime = Math.max(minAimTime, (this.aimTime ?? 0) * 0.9);
this.pierceChance = Math.min(0.15, (this.pierceChance ?? 0) + 0.03);
}
const newGeo = new THREE.RingGeometry(this.range - 0.05, this.range, 48);
this.ring.geometry.dispose();
this.ring.geometry = newGeo;
this.totalSpent += this.nextUpgradeCost;
this.nextUpgradeCost = Math.round(
this.nextUpgradeCost * UPGRADE_COST_SCALE
);
this.applyVisualLevel();
return true;
}
applyVisualLevel() {
// Let the kind update its visuals first (head position, colors, base ring)
this.kind.applyVisualLevel(this);
// Clean up any legacy/orphan base rings left from earlier versions
this._cleanupOrphanLevelRings();
// Then ensure a consistent number of visible rings across all towers:
// Level 1 => 0 rings; Level 2 => 1 ring; Level 3 => 2 rings, etc.
// Most kinds add a single base ring for level >= 2. We add additional
// rings above that so the total equals (level - 1).
this._updateAdditionalLevelRings();
}
tryFire(dt, enemies, projectiles, projectileSpeed) {
return this.kind.tryFire(this, dt, enemies, projectiles, projectileSpeed);
}
updateElectricArcs(now) {
if (this.kind.updateElectricArcs) {
this.kind.updateElectricArcs(this, now);
}
}
playShootSound() {
if (
typeof window !== "undefined" &&
window.UIManager &&
window.UIManager.playTowerSound
) {
try {
window.UIManager.playTowerSound(this);
} catch {}
}
}
playAimingTone() {
if (
typeof window !== "undefined" &&
window.UIManager &&
window.UIManager.playAimingTone
) {
try {
window.UIManager.playAimingTone(this);
} catch {}
}
}
stopAimingTone() {
if (
typeof window !== "undefined" &&
window.UIManager &&
window.UIManager.stopAimingTone
) {
try {
window.UIManager.stopAimingTone(this);
} catch {}
}
}
playFireCrack() {
if (
typeof window !== "undefined" &&
window.UIManager &&
window.UIManager.playFireCrack
) {
try {
window.UIManager.playFireCrack(this);
} catch {}
}
}
setSelected(selected) {
this.selected = !!selected;
if (this.hoverOutline) {
this.hoverOutline.visible = this.selected || !!this.hovered;
this.hoverOutline.material.opacity = this.selected ? 0.95 : 0.85;
}
}
setHovered(hovered) {
this.hovered = !!hovered;
if (this.hoverOutline) {
this.hoverOutline.visible = this.selected || this.hovered;
}
}
destroy() {
if (this.kind.onDestroy) {
this.kind.onDestroy(this);
}
if (this.levelRing) {
this.scene.remove(this.levelRing);
this.levelRing.geometry.dispose();
if (this.levelRing.material?.dispose) this.levelRing.material.dispose();
this.levelRing = null;
}
if (this.levelRings && this.levelRings.length) {
for (const ring of this.levelRings) {
this.scene.remove(ring);
ring.geometry?.dispose?.();
ring.material?.dispose?.();
}
this.levelRings.length = 0;
}
this.scene.remove(this.mesh);
}
_updateAdditionalLevelRings() {
// Clean up any previously created extra rings
if (this.levelRings && this.levelRings.length) {
for (const ring of this.levelRings) {
this.scene.remove(ring);
ring.geometry?.dispose?.();
ring.material?.dispose?.();
}
this.levelRings.length = 0;
}
// How many rings should be visible in total
const totalRings = Math.max(0, (this.level || 1) - 1);
if (totalRings <= 1) {
// Kind likely already created the first ring if level >= 2; nothing else to do
return;
}
// Additional rings we should add above the kind's base ring
const extraRings = totalRings - 1;
// Placement parameters
const baseY = (this.headTopY ?? 0.8) + 0.02; // matches kind base ring offset
const spacing = 0.1; // increased vertical spacing between rings
// Choose a color consistent with the tower type
let color = 0x3aa6ff; // default blue
if (this.type === "slow") color = 0xff8fc2;
else if (this.type === "sniper") color = 0x00ffff;
// electric uses default blue
for (let i = 0; i < extraRings; i++) {
const geom = new THREE.TorusGeometry(0.45, 0.035, 8, 24);
const mat = new THREE.MeshStandardMaterial({
color,
emissive: 0xe01a6b,
emissiveIntensity: 0.55,
metalness: 0.3,
roughness: 0.45,
});
const ring = new THREE.Mesh(geom, mat);
ring.castShadow = false;
ring.receiveShadow = false;
ring.rotation.x = Math.PI / 2;
ring.name = "tower_level_ring_extra";
// Stack above the base ring with clear vertical separation
const y = baseY + (i + 1) * spacing;
ring.position.set(this.mesh.position.x, y, this.mesh.position.z);
this.scene.add(ring);
this.levelRings.push(ring);
}
}
_cleanupOrphanLevelRings() {
const scene = this.scene;
if (!scene || !scene.children) return;
const px = this.mesh?.position?.x ?? this.position?.x ?? 0;
const pz = this.mesh?.position?.z ?? this.position?.z ?? 0;
const threshold = 0.1; // only remove rings very near this tower
// Collect candidates first to avoid mutating while iterating
const toRemove = [];
for (const obj of scene.children) {
if (!obj || obj === this.levelRing) continue;
if (obj.name !== 'tower_level_ring') continue;
const ox = obj.position?.x ?? 0;
const oz = obj.position?.z ?? 0;
const dx = ox - px;
const dz = oz - pz;
if (dx * dx + dz * dz <= threshold * threshold) {
toRemove.push(obj);
}
}
for (const obj of toRemove) {
scene.remove(obj);
obj.geometry?.dispose?.();
obj.material?.dispose?.();
}
}
}
|