276 lines
7.1 KiB
JavaScript
276 lines
7.1 KiB
JavaScript
/**
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* BotTank.js
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* AI-controlled bot tank for 3v3 team mode.
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* Used to fill empty slots when matchmaking times out,
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* or to take over disconnected players.
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* Reuses EnemyTank-style AI logic adapted for team play.
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*/
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const Tank = require('./Tank');
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const {
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TANK_CONFIG,
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TANK_TYPE,
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DIRECTION,
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DIR_VECTORS,
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TILE_SIZE,
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MAP_OFFSET_X,
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MAP_OFFSET_Y,
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} = require('../base/GameGlobal');
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/** AI States */
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const BOT_STATE = {
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PATROL: 'patrol',
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ATTACK_BASE: 'attack_base',
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DEFEND: 'defend',
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};
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class BotTank extends Tank {
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/**
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* @param {object} params
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* @param {number} params.col - Spawn grid column.
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* @param {number} params.row - Spawn grid row.
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* @param {string} params.team - 'A' or 'B'.
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* @param {string} params.playerId - Bot player id.
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* @param {string} [params.color] - Tank color override.
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*/
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constructor(params) {
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const cfg = TANK_CONFIG[TANK_TYPE.PLAYER];
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const spawnX = MAP_OFFSET_X + params.col * TILE_SIZE + TILE_SIZE / 2;
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const spawnY = MAP_OFFSET_Y + params.row * TILE_SIZE + TILE_SIZE / 2;
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super({
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x: spawnX,
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y: spawnY,
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speed: cfg.speed * 0.9, // Slightly slower than human players
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hp: cfg.hp,
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color: params.color || (params.team === 'A' ? '#4A90D9' : '#E94560'),
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size: cfg.size,
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direction: params.team === 'A' ? DIRECTION.RIGHT : DIRECTION.LEFT,
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});
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this.team = params.team;
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this.playerId = params.playerId;
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this.lives = 999; // Unlimited lives for 3v3
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// AI state
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this._botState = BOT_STATE.PATROL;
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this._moveTimer = 0;
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this._dirChangeInterval = 1.5 + Math.random() * 2;
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this._shootTimer = 0;
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this._shootInterval = 1.2 + Math.random() * 1.5;
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this._stuckTimer = 0;
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this._lastX = spawnX;
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this._lastY = spawnY;
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// Active bullets tracking
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this.activeBullets = 0;
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this._maxBullets = 1;
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// Target (enemy base position)
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this._targetBase = null;
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// Shield (invincibility) — same as PlayerTank
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this._shieldTimer = 0;
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this._shieldBlink = false;
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this._blinkTimer = 0;
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}
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/**
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* Activate shield (invincibility).
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* @param {number} duration - Duration in ms.
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*/
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activateShield(duration) {
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this._shieldTimer = duration;
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this._blinkTimer = 0;
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this._shieldBlink = false;
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}
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/**
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* Update bot tank state (shield timer etc.).
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* @param {number} dt - Delta time in seconds.
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*/
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update(dt) {
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if (!this.alive) return;
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// Shield timer (same as PlayerTank.update)
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if (this._shieldTimer > 0) {
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this._shieldTimer -= dt * 1000;
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this._blinkTimer += dt * 1000;
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if (this._blinkTimer >= 100) {
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this._blinkTimer = 0;
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this._shieldBlink = !this._shieldBlink;
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}
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if (this._shieldTimer <= 0) {
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this._shieldTimer = 0;
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this._shieldBlink = false;
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}
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}
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}
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/**
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* Override takeDamage to check shield.
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* @param {number} amount
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* @returns {boolean} Whether destroyed.
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*/
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takeDamage(amount = 1) {
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if (this._shieldTimer > 0) return false; // invincible
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return super.takeDamage(amount);
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}
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/**
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* Set the target base position for the bot to attack.
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* @param {{x: number, y: number}} basePos
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*/
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setTargetBase(basePos) {
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this._targetBase = basePos;
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}
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/**
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* Update bot AI and state.
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* @param {number} dt - Delta time in seconds.
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* @param {MapManager} mapManager
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* @param {Function} [onShoot] - Callback to fire a bullet.
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*/
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updateAI(dt, mapManager, onShoot) {
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if (!this.alive) return;
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// Movement AI
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this._moveTimer += dt;
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this._shootTimer += dt;
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// Check if stuck
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const moved = Math.abs(this.x - this._lastX) + Math.abs(this.y - this._lastY);
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if (moved < 0.5) {
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this._stuckTimer += dt;
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} else {
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this._stuckTimer = 0;
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}
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this._lastX = this.x;
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this._lastY = this.y;
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// Determine AI behavior
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if (Math.random() < 0.5 && this._targetBase) {
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this._botState = BOT_STATE.ATTACK_BASE;
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} else {
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this._botState = BOT_STATE.PATROL;
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}
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// Direction change
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if (this._moveTimer >= this._dirChangeInterval || this._stuckTimer > 0.5) {
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this._moveTimer = 0;
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this._stuckTimer = 0;
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this._chooseDirection(mapManager);
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}
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// Move
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this.move(this.direction, dt, mapManager);
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// Shoot
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if (this._shootTimer >= this._shootInterval) {
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this._shootTimer = 0;
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this._shootInterval = 1 + Math.random() * 1.5;
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if (this.activeBullets < this._maxBullets && onShoot) {
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onShoot(this);
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}
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}
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}
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/**
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* Choose a new direction based on AI state.
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* @private
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*/
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_chooseDirection(mapManager) {
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if (this._botState === BOT_STATE.ATTACK_BASE && this._targetBase) {
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this._chaseTarget(this._targetBase, mapManager);
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} else {
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this._randomDirection();
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}
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}
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/**
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* Chase a target position (enemy base).
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* @private
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*/
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_chaseTarget(target, mapManager) {
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const dx = target.x - this.x;
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const dy = target.y - this.y;
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const dirs = [];
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if (Math.abs(dx) > Math.abs(dy)) {
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dirs.push(dx > 0 ? DIRECTION.RIGHT : DIRECTION.LEFT);
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dirs.push(dy > 0 ? DIRECTION.DOWN : DIRECTION.UP);
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} else {
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dirs.push(dy > 0 ? DIRECTION.DOWN : DIRECTION.UP);
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dirs.push(dx > 0 ? DIRECTION.RIGHT : DIRECTION.LEFT);
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}
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const allDirs = [DIRECTION.UP, DIRECTION.DOWN, DIRECTION.LEFT, DIRECTION.RIGHT];
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for (const d of allDirs) {
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if (!dirs.includes(d)) dirs.push(d);
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}
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// Try each direction, pick the first that isn't blocked
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for (const dir of dirs) {
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const vec = DIR_VECTORS[dir];
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const testX = this.x + vec.dx * TILE_SIZE;
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const testY = this.y + vec.dy * TILE_SIZE;
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const left = testX - this.halfSize;
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const top = testY - this.halfSize;
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if (mapManager && !mapManager.rectCollidesWithTerrain(left, top, this.size, this.size)) {
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this.direction = dir;
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return;
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}
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}
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// Fallback: random
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this.direction = allDirs[Math.floor(Math.random() * allDirs.length)];
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}
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/**
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* Choose a random direction with bias towards enemy base side.
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* @private
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*/
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_randomDirection() {
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const dirs = [DIRECTION.UP, DIRECTION.DOWN, DIRECTION.LEFT, DIRECTION.RIGHT];
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// Bias towards enemy base direction
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if (Math.random() < 0.4) {
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// Team A bots go right, Team B bots go left
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this.direction = this.team === 'A' ? DIRECTION.RIGHT : DIRECTION.LEFT;
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return;
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}
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this.direction = dirs[Math.floor(Math.random() * dirs.length)];
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}
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/** Whether this bot can fire. */
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canFire() {
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return this.alive && this.activeBullets < this._maxBullets;
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}
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/** Check if this bot can break steel (always false for bots). */
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canBreakSteel() {
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return false;
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}
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/**
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* Render with bot indicator.
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* @param {CanvasRenderingContext2D} ctx
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*/
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render(ctx) {
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if (!this.alive) return;
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super.render(ctx);
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// Bot indicator (small robot icon above tank)
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ctx.fillStyle = '#AAAAAA';
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ctx.font = '8px Arial';
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ctx.textAlign = 'center';
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ctx.textBaseline = 'middle';
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ctx.fillText('🤖', this.x, this.y - this.halfSize - 6);
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}
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}
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module.exports = BotTank;
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