2021-09-13 15:53:43 +03:00
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//
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// Created by Иван Ильин on 14.03.2021.
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//
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#ifndef SHOOTER_PLAYER_H
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#define SHOOTER_PLAYER_H
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#include <SFML/Audio/Sound.hpp>
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#include <utility>
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2021-10-09 13:41:12 +03:00
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#include "engine/ResourceManager.h"
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#include "engine/Camera.h"
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#include "engine/World.h"
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2021-09-14 13:47:53 +03:00
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#include "weapon/Ak47.h"
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#include "weapon/Shotgun.h"
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#include "weapon/Gun.h"
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#include "weapon/Gold_Ak47.h"
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#include "weapon/Rifle.h"
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#include "ShooterConsts.h"
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2021-10-12 20:18:56 +03:00
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class Player final : public RigidBody{
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private:
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double _health = ShooterConsts::HEALTH_MAX;
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double _ability = ShooterConsts::ABILITY_MAX;
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double _headAngle = 0;
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int _kills = 0;
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int _deaths = 0;
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// sounds
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sf::Sound _killSound;
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sf::Sound _deathSound;
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sf::Sound _changeWeaponSound;
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sf::Sound _fullHealthSound;
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sf::Sound _fullAbilitySound;
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std::vector<std::shared_ptr<Weapon>> _weapons;
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size_t _selectedWeapon = 0;
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std::function<void(sf::Uint16 targetId, double)> _damagePlayerCallBack;
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std::function<void(const Vec3D&, const Vec3D&)> _addTraceCallBack;
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std::function<void(const std::string&)> _takeBonusCallBack;
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std::function<void(std::shared_ptr<Weapon>)> _addWeaponCallBack;
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std::function<void(std::shared_ptr<Weapon>)> _removeWeaponCallBack;
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2021-10-17 10:21:10 +03:00
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std::function<std::pair<Vec3D, ObjectNameTag>(const Vec3D&, const Vec3D&)> _rayCastFunction;
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public:
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Player();
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void setHealth(double h) {
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_health = h;
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}
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void setAbility(double a) {
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_ability = a;
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}
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[[nodiscard]] double health() const { return _health; }
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[[nodiscard]] double ability() const { return _ability; }
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void setFullHealth();
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void setFullAbility();
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void initWeapons();
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void addWeapon(std::shared_ptr<Weapon> weapon);
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[[nodiscard]] std::pair<double, double> balance() const{ return _weapons[_selectedWeapon]->balance();}
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void nextWeapon();
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void previousWeapon();
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void fire();
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void reload();
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void rotateWeaponsRelativePoint(const Vec3D& point, const Vec3D& v, double val);
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[[nodiscard]] int kills() const {return _kills;}
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[[nodiscard]] int deaths() const {return _deaths;}
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void addKill() { _kills++; }
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void addDeath() { _deaths++; }
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void playDeath();
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void playKill();
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void setDamagePlayerCallBack(std::function<void(sf::Uint16 targetId, double)> hit) {
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_damagePlayerCallBack = std::move(hit);
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}
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void setAddTraceCallBack(std::function<void(const Vec3D&, const Vec3D&)> add) {
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_addTraceCallBack = std::move(add);
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}
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void setTakeBonusCallBack(std::function<void(const std::string&)> take) {
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_takeBonusCallBack = std::move(take);
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}
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void setAddWeaponCallBack(std::function<void(std::shared_ptr<Weapon>)> addWeapon) {
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_addWeaponCallBack = std::move(addWeapon);
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}
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void setRemoveWeaponCallBack(std::function<void(std::shared_ptr<Weapon>)> removeWeapon) {
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_removeWeaponCallBack = std::move(removeWeapon);
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}
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void setRayCastFunction(std::function<std::pair<Vec3D, ObjectNameTag>(const Vec3D&, const Vec3D&)> rayCastFunction) {
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_rayCastFunction = std::move(rayCastFunction);
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}
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// This is for situation when you want to store the position of the head but you dont have attached camera
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void setHeadAngle(double a) { _headAngle = a; }
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[[nodiscard]] double headAngle() const { return _headAngle; };
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void collisionWithObject(const ObjectNameTag& tag, std::shared_ptr<RigidBody> obj);
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};
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#endif //MINECRAFT_3DZAVR_PLAYER_H
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