shooter/Shooter.cpp

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//
// Created by Иван Ильин on 22.09.2021.
//
#include "Shooter.h"
#include <fstream>
#include <utility>
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#include "engine/animation/AColor.h"
#include "engine/animation/AFunction.h"
#include "engine/animation/ARotate.h"
#include "engine/animation/Timeline.h"
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#include "ShooterConsts.h"
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#include "engine/SoundController.h"
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using namespace std;
// Read server/client settings and start both.
// If client doesn't connect to the localhost - server doesn't start.
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void Shooter::InitNetwork() {
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std::string clientIp;
sf::Uint16 clientPort;
sf::Uint16 serverPort;
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std::string playerName;
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std::ifstream connectFile("connect.txt", std::ifstream::in);
// If failed to read client settings
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if (!connectFile.is_open() || !(connectFile >> clientIp >> clientPort >> playerName) || sf::IpAddress(clientIp) == sf::IpAddress::None)
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{
connectFile.close();
// Create file and write default settings
clientIp = "127.0.0.1";
clientPort = 54000;
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playerName = "PlayerName";
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std::ofstream temp("connect.txt", std::ofstream::out);
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temp << clientIp << std::endl << clientPort << std::endl << playerName;
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temp.close();
}
connectFile.close();
// If failed to read server settings
connectFile.open("server.txt", std::ifstream::in);
if (!connectFile.is_open() || !(connectFile >> serverPort))
{
connectFile.close();
// Create file and write default settings
serverPort = 54000;
std::ofstream temp("server.txt", std::ofstream::out);
temp << serverPort;
temp.close();
}
connectFile.close();
if (clientIp == sf::IpAddress::LocalHost) {
server->start(serverPort);
if(server->isWorking())
server->generateBonuses();
}
client->connect(clientIp, clientPort);
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player->setPlayerNickName(playerName);
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// TODO: encapsulate call backs inside ShooterClient
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client->setSpawnPlayerCallBack([this](sf::Uint16 id){ spawnPlayer(id); });
client->setRemovePlayerCallBack([this](sf::Uint16 id){ removePlayer(id); });
client->setAddFireTraceCallBack([this](const Vec3D& from, const Vec3D& to){ addFireTrace(from, to); });
client->setAddBonusCallBack([this](const std::string& bonusName, const Vec3D& position){ addBonus(bonusName, position); });
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client->setRemoveBonusCallBack([this](const ObjectNameTag& bonusName){ removeBonus(bonusName); });
client->setChangeEnemyWeaponCallBack([this](const std::string& weaponName, sf::Uint16 id){ changeEnemyWeapon(weaponName, id); });
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}
void Shooter::start() {
// This code executed once in the beginning:
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setDebugText(false);
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setUpdateWorld(false);
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screen->setMouseCursorVisible(true);
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world->loadMap(ShooterConsts::MAP_OBJ, Vec3D{5, 5, 5});
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player->scale(Vec3D(3, 1, 3));
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// TODO: encapsulate call backs inside Player
player->setAddTraceCallBack([this](const Vec3D& from, const Vec3D& to){ client->addTrace(from, to); addFireTrace(from, to); });
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player->setDamagePlayerCallBack([this] (sf::Uint16 targetId, double damage) { client->damagePlayer(targetId, damage); });
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player->setRayCastFunction([this](const Vec3D& from, const Vec3D& to) { return world->rayCast(from, to, "Player Weapon"); });
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player->setTakeBonusCallBack([this] (const string& bonusName) { client->takeBonus(bonusName); });
player->setAddWeaponCallBack([this](std::shared_ptr<Weapon> weapon){ addWeapon(std::move(weapon)); });
player->setRemoveWeaponCallBack([this](std::shared_ptr<Weapon> weapon){ removeWeapon(std::move(weapon)); });
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player->initWeapons();
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player->translate(Vec3D{0, 0, 0});
camera->translateToPoint(player->position() + Vec3D{0, 1.8, 0});
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player->attach(camera);
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world->addBody(player);
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// connecting to the server
InitNetwork();
// Waiting for connect and updating server if it's same window
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while (client->isWorking() && !client->connected()) {
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client->update();
server->update();
Time::update();
}
// If connect fail - return to menu
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if (!client->isWorking()) {
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inGame = false;
server->stop();
}
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// windows init:
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mainMenu.setTitle("Main menu");
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mainMenu.setBackgroundTexture(ShooterConsts::MAIN_MENU_BACK, 1.1, 1.1, screen->width(), screen->height());
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mainMenu.addButton(screen->width()/2, 200, 200, 20, [this] () { this->play(); SoundController::playSound(SoundTag("click"), ShooterConsts::CLICK_SOUND);}, "Server: " + client->serverIp().toString(), 5, 5, ShooterConsts::MAIN_MENU_GUI, {0, 66}, {0, 86}, {0, 46}, Consts::MEDIUM_FONT, {255, 255, 255});
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mainMenu.addButton(screen->width()/2, 350, 200, 20, [this] () { this->player->translateToPoint(Vec3D{0, 0, 0}); this->player->setVelocity({}); this->play(); SoundController::playSound(SoundTag("click"), ShooterConsts::CLICK_SOUND);}, "Respawn", 5, 5, ShooterConsts::MAIN_MENU_GUI, {0, 66}, {0, 86}, {0, 46}, Consts::MEDIUM_FONT, {255, 255, 255});
mainMenu.addButton(screen->width()/2, 500, 200, 20, [this] () { client->disconnect(); server->stop(); this->exit();}, "Exit", 5, 5, ShooterConsts::MAIN_MENU_GUI, {0, 66}, {0, 86}, {0, 46}, Consts::MEDIUM_FONT, {255, 255, 255});
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}
void Shooter::update() {
// This code executed every time step:
server->update();
client->update();
// Check all input after this condition please
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if (!screen->hasFocus()) {
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return;
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}
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if(keyboard->isKeyTapped(sf::Keyboard::Escape)) {
inGame = !inGame;
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screen->setMouseCursorVisible(!inGame);
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}
if(inGame) {
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screen->setTitle(ShooterConsts::PROJECT_NAME);
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playerController->update();
mouse->setMouseInCenter();
} else {
mainMenu.update();
}
setUpdateWorld(inGame);
// background sounds and music control
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if(SoundController::getStatus(SoundTag("background")) != sf::Sound::Status::Playing) {
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SoundController::playSound(SoundTag("background"), ShooterConsts::BACK_NOISE);
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}
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}
void Shooter::gui() {
sf::Sprite sprite;
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sprite.setTexture(*ResourceManager::loadTexture(ShooterConsts::MAIN_MENU_GUI));
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sprite.setTextureRect(sf::IntRect(243, 3, 9, 9));
sprite.scale(3, 3);
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sprite.setPosition(screen->width() / 2.0f - 27.0f/2.0f, screen->height() / 2.0f - 27.0f/2.0f);
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sprite.setColor(sf::Color(0, 0, 0, 250));
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screen->drawSprite(sprite);
// health player stats
drawPlayerStats();
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drawStatsTable();
}
void Shooter::drawStatsTable() {
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int i = 1;
screen->drawText(client->lastEvent(),Vec2D{10, 10},25, sf::Color(0, 0, 0, 100));
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vector<shared_ptr<Player>> allPlayers;
allPlayers.push_back(player);
for(auto& [playerId, player] : client->players())
allPlayers.push_back(player);
std::sort(allPlayers.begin(), allPlayers.end(), [](std::shared_ptr<Player> p1, std::shared_ptr<Player> p2){
return p1->kills() - p1->deaths() > p2->kills() - p2->deaths();
} );
for(auto& p : allPlayers) {
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screen->drawText(std::to_string(i) + "\t" + p->playerNickName() + "\t" + std::to_string(p->kills()) + " / " + std::to_string(p->deaths()),
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Vec2D{10, 15 + 35.0*i}, 25, sf::Color(0, 0, 0, 150));
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i++;
}
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}
void Shooter::drawPlayerStats() {
// health bar
double xPos = 10;
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double yPos = screen->height() - 20;
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int width = screen->width()/2 - 20;
int height = 10;
screen->drawTetragon(Vec2D{xPos, yPos},
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Vec2D{xPos + width * player->health() / ShooterConsts::HEALTH_MAX, yPos},
Vec2D{xPos + width * player->health() / ShooterConsts::HEALTH_MAX, yPos + height},
Vec2D{xPos, yPos + height},
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{ static_cast<sf::Uint8>((ShooterConsts::HEALTH_MAX - player->health())/ShooterConsts::HEALTH_MAX * 255), static_cast<sf::Uint8>(player->health() * 255 / ShooterConsts::HEALTH_MAX), 0, 100 });
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screen->drawTetragon(Vec2D{xPos, yPos - 15},
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Vec2D{xPos + width * player->ability() / ShooterConsts::ABILITY_MAX, yPos - 15},
Vec2D{xPos + width * player->ability() / ShooterConsts::ABILITY_MAX, yPos - 15 + height},
Vec2D{xPos, yPos - 15 + height},
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{ 255, 168, 168, 100 });
auto balance = player->balance();
screen->drawText(std::to_string((int)balance.first), Vec2D{150, static_cast<double>(screen->height() - 150)}, 100, sf::Color(0, 0, 0, 100));
screen->drawText(std::to_string((int)balance.second), Vec2D{50, static_cast<double>(screen->height() - 100)}, 50, sf::Color(0, 0, 0, 70));
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}
void Shooter::play() {
inGame = true;
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screen->setMouseCursorVisible(false);
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}
void Shooter::spawnPlayer(sf::Uint16 id) {
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std::string name = "Enemy_" + std::to_string(id);
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std::shared_ptr<Player> newPlayer = std::make_shared<Player>(ObjectNameTag(name));
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newPlayer->setCollision(false);
client->addPlayer(id, newPlayer);
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world->addBody(newPlayer);
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newPlayer->setVisible(true);
newPlayer->setAcceleration(Vec3D{0, 0, 0});
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// add head and other stuff:
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world->loadBody(ObjectNameTag(name + "_head"), ShooterConsts::CUBE_OBJ, Vec3D{0.7, 0.7, 0.7});
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world->body(ObjectNameTag(name + "_head"))->translate(Vec3D{0, 2, 0});
world->body(ObjectNameTag(name + "_head"))->setCollider(false);
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newPlayer->attach(world->body(ObjectNameTag(name + "_head")));
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world->loadBody(ObjectNameTag(name + "_eye1"), ShooterConsts::CUBE_OBJ, Vec3D{0.2, 0.2, 0.05});
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world->body(ObjectNameTag(name + "_eye1"))->translate(Vec3D{0.3, 2.1, 0.7});
world->body(ObjectNameTag(name + "_eye1"))->setCollider(false);
world->body(ObjectNameTag(name + "_eye1"))->setColor({147, 159, 255});
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world->body(ObjectNameTag(name + "_head"))->attach(world->body(ObjectNameTag(name + "_eye1")));
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world->loadBody(ObjectNameTag(name + "_eye2"), ShooterConsts::CUBE_OBJ, Vec3D{0.2, 0.2, 0.05});
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world->body(ObjectNameTag(name + "_eye2"))->translate(Vec3D{-0.3, 2.1, 0.7});
world->body(ObjectNameTag(name + "_eye2"))->setCollider(false);
world->body(ObjectNameTag(name + "_eye2"))->setColor({147, 159, 255});
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world->body(ObjectNameTag(name + "_head"))->attach(world->body(ObjectNameTag(name + "_eye2")));
changeEnemyWeapon("gun", id);
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}
void Shooter::removePlayer(sf::Uint16 id) {
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std::string name = "Enemy_" + std::to_string(id);
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world->removeBody(ObjectNameTag(name));
world->removeBody(ObjectNameTag(name + "_head"));
world->removeBody(ObjectNameTag(name + "_eye1"));
world->removeBody(ObjectNameTag(name + "_eye2"));
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world->removeBody(ObjectNameTag("Enemy_" + std::to_string(id) + "_weapon"));
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}
void Shooter::addFireTrace(const Vec3D &from, const Vec3D &to) {
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std::string traceName = "Client_fireTraces_" + std::to_string(fireTraces++);
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world->addBody(std::make_shared<RigidBody>(Mesh::LineTo(ObjectNameTag(traceName), from, to, 0.05)));
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world->body(ObjectNameTag(traceName))->setCollider(false);
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Timeline::animate(AnimationListTag(traceName + "_fadeOut"), new AColor(world->body(ObjectNameTag(traceName)), {150, 150, 150, 0}));
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Timeline::animate(AnimationListTag(traceName + "_delete"), new AFunction([this, traceName](){ removeFireTrace(ObjectNameTag(traceName)); }, 1, 2));
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}
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void Shooter::removeFireTrace(const ObjectNameTag& traceName) {
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world->removeBody(traceName);
}
void Shooter::addBonus(const string &bonusName, const Vec3D &position) {
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std::string name = bonusName.substr(6, bonusName.size()-3-5);
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ObjectNameTag nameTag(bonusName);
world->addBody(std::make_shared<RigidBody>(ObjectNameTag(bonusName), "obj/" + name + ".obj", Vec3D{3, 3, 3}));
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world->body(ObjectNameTag(bonusName))->translateToPoint(position);
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world->body(ObjectNameTag(bonusName))->setCollider(false);
Timeline::animate(AnimationListTag(bonusName + "_rotation"), new ARotate(world->body(ObjectNameTag(bonusName)), Vec3D{0, 2*Consts::PI, 0}, 4, Animation::LoopOut::Continue, Animation::InterpolationType::Linear));
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}
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void Shooter::removeBonus(const ObjectNameTag &bonusName) {
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world->removeBody(bonusName);
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Timeline::deleteAnimationList(AnimationListTag(bonusName.str() + "_rotation"));
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}
void Shooter::addWeapon(std::shared_ptr<Weapon> weapon) {
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world->addBody(weapon);
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if(client != nullptr) {
client->changeWeapon(weapon->name().str());
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}
}
void Shooter::changeEnemyWeapon(const std::string& weaponName, sf::Uint16 enemyId) {
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ObjectNameTag weaponTag("Enemy_" + std::to_string(enemyId) + "_weapon");
auto head = world->body(ObjectNameTag("Enemy_" + std::to_string(enemyId) + "_head"));
auto enemy = world->body(ObjectNameTag("Enemy_" + std::to_string(enemyId)));
// remove old weapon:
world->removeBody(weaponTag);
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enemy->unattach(weaponTag);
world->loadBody(weaponTag, "obj/" + weaponName + ".obj");
world->body(weaponTag)->setCollider(false);
world->body(weaponTag)->scale(Vec3D(3, 3, 3));
world->body(weaponTag)->translateToPoint(head->position() - enemy->left() - enemy->up());
world->body(weaponTag)->rotate(Vec3D(0, Consts::PI + head->angle().y(), 0));
world->body(weaponTag)->rotateLeft(-head->angleLeftUpLookAt().x());
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enemy->attach(world->body(weaponTag));
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}
void Shooter::removeWeapon(std::shared_ptr<Weapon> weapon) {
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world->removeBody(weapon->name());
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}