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5 changed files with 99 additions and 17 deletions
67
script/viewer/Analyse/Render/HealBeam.tsx
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67
script/viewer/Analyse/Render/HealBeam.tsx
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@ -0,0 +1,67 @@
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import {Class, MedicState, PlayerState, WorldBoundaries} from "../Data/Parser";
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import {Show} from "solid-js";
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export interface HealBeamProp {
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player: PlayerState;
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mapBoundary: WorldBoundaries;
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targetSize: {
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width: number;
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height: number;
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};
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scale: number;
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players: PlayerState[];
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}
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export function HealBeam(props: HealBeamProp) {
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const worldWidth = props.mapBoundary.boundary_max.x - props.mapBoundary.boundary_min.x;
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const worldHeight = props.mapBoundary.boundary_max.y - props.mapBoundary.boundary_min.y;
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const scaleX = (x) => (x - props.mapBoundary.boundary_min.x) / worldWidth * props.targetSize.width;
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const scaleY = (y) => (worldHeight - (y - props.mapBoundary.boundary_min.y)) / worldHeight * props.targetSize.height;
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const scaledX = () => scaleX(props.player.position.x);
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const scaledY = () => scaleY(props.player.position.y);
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const targetPosition = () => {
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if (props.player.playerClass !== Class.Medic) {
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return null;
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}
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const target = (props.player.class_data as MedicState).target;
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if (target === 0) {
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return null;
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}
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for (let player of props.players) {
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if (player.info.entityId === target) {
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return {
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x: scaleX(player.position.x),
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y: scaleY(player.position.y),
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};
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}
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}
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return null;
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};
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const distance = () => Math.sqrt(Math.pow(Math.abs(scaledX() - targetPosition().x), 2) + Math.pow(Math.abs(scaledY() - targetPosition().y), 2));
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const aimHandle = () => {
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let angle = (270 - props.player.angle) / 360 * (Math.PI * 2);
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return {
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x: scaledX() - Math.sin(angle) * (distance() / 2),
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y: scaledY() + Math.cos(angle) * (distance() / 2)
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}
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}
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const aimStart = () => {
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let angle = (270 - props.player.angle) / 360 * (Math.PI * 2);
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return {
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x: scaledX() - Math.sin(angle) * (16 / props.scale),
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y: scaledY() + Math.cos(angle) * (16 / props.scale)
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}
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}
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const path = () => `M ${aimStart().x} ${aimStart().y} C ${aimHandle().x} ${aimHandle().y} ${aimHandle().x} ${aimHandle().y} ${targetPosition().x} ${targetPosition().y}`;
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return <g>
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<Show when={targetPosition()}>
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<path
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d={path()}
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fill="transparent" stroke="white" stroke-width={1.5 / props.scale}
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/>
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</Show>
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</g>
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}
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@ -10,6 +10,7 @@ export interface PlayerProp {
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scale: number;
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onHover: (userId: number) => void;
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highlighted: boolean;
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players: PlayerState[];
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}
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const healthMap = {
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@ -65,21 +66,22 @@ export function Player(props: PlayerProp) {
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const teamHatch = () => (props.player.team === Team.Red) ? `url(#diagonalHatchRed)` : `url(#diagonalHatchBlue)`
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const fill = () => props.player.cloaked ? teamHatch() : teamColor();
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return <g
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onmouseover={() => props.onHover(props.player.info.userId)}
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onmouseout={() => props.onHover(0)}
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transform={transform()}>
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<polygon points="-6,14 0, 16 6,14 0,24" fill="white"
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opacity={imageOpacity()}
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transform={rotate()}/>
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<circle r={16} stroke-width={props.highlighted ? 4 : 1.5} stroke="white"
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stroke-dasharray={circleStrokeStyle()}
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fill={fill()}
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opacity={alpha()}
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filter={filter()}
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/>
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{getClassImage(props.player, imageOpacity())}
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</g>
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return (
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<g
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onmouseover={() => props.onHover(props.player.info.userId)}
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onmouseout={() => props.onHover(0)}
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transform={transform()}>
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<polygon points="-6,14 0, 16 6,14 0,24" fill="white"
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opacity={imageOpacity()}
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transform={rotate()}/>
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<circle r={16} stroke-width={props.highlighted ? 4 : 1.5} stroke="white"
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stroke-dasharray={circleStrokeStyle()}
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fill={fill()}
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opacity={alpha()}
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filter={filter()}
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/>
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{getClassImage(props.player, imageOpacity())}
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</g>)
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}
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function getClassImage(player: PlayerState, imageOpacity: number) {
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@ -66,7 +66,7 @@ function filterPlayers(players: PlayerState[], team: number): PlayerState[] {
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return filtered;
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}
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function medics(players: PlayerState[]): PlayerState[] {
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export function medics(players: PlayerState[]): PlayerState[] {
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return players.filter(player => player.playerClass === Class.Medic);
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}
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