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feat: apply input once per tick and check death state for grace window

This commit is contained in:
Sebastian Benjamin (aider) 2025-06-03 18:26:05 -07:00
parent 1e6d809382
commit b14020c1a1
2 changed files with 11 additions and 14 deletions

View file

@ -38,26 +38,20 @@ func RespondToInput(lobbyState *MatchState, messages []runtime.MatchData, logger
continue
}
// Apply the input to the tick where it occurred
lobbyState.presences[msg.GetSessionId()].stageState.BoundsCheckedMove(update.X, update.Y)
// Check if the input is within the grace window
if update.Tick < tick && tick-update.Tick <= GRACE_WINDOW_TICKS {
// Replay the game state for the intervening ticks
// Check the player's death state for all subsequent ticks
for t := update.Tick; t < tick; t++ {
// Apply the input to the player's state
lobbyState.presences[msg.GetSessionId()].stageState.BoundsCheckedMove(update.X, update.Y)
// Check if the player survives after applying the input
if lobbyState.presences[msg.GetSessionId()].stageState.CheckDeathState(t) == PLAYER_ALIVE {
// Send a cancel death message to the client
cancelDeathMessage := map[string]any{
"cancelDeath": true,
}
data, _ := json.Marshal(cancelDeathMessage)
(*dispatcher).BroadcastMessage(CANCEL_DEATH, data, []runtime.Presence{msg.GetPresence()}, nil, true)
// Set a flag to cancel death
lobbyState.presences[msg.GetSessionId()].stageState.cancelDeath = true
break
}
}
}
lobbyState.presences[msg.GetSessionId()].stageState.BoundsCheckedMove(update.X, update.Y)
}
}

View file

@ -16,7 +16,7 @@ type PlayerStageState struct {
graze int
score int
deathTimer int
}
cancelDeath bool
func NewPlayerStage() *PlayerStageState {
return &PlayerStageState{
@ -26,7 +26,10 @@ func NewPlayerStage() *PlayerStageState {
updatePlayerPos: true,
health: 3,
deathTimer: -1,
}
if s.cancelDeath {
tickData.CancelDeath = true
s.cancelDeath = false
}
}
func (s *PlayerStageState) Delete() {