// // Created by Иван Ильин on 25.05.2021. // #include "Client.h" #include #include "engine/utils/Log.h" #include "Bonus.h" #include "engine/animation/Timeline.h" #include "engine/animation/ATranslateToPoint.h" void Client::updatePacket() { sf::Packet packet; packet << MsgType::ClientUpdate << _player->position().x() << _player->position().y() << _player->position().z() << _player->angle().y() << _player->headAngle() << _player->playerName(); _socket.send(packet, _socket.serverId()); } void Client::processInit(sf::Packet& packet) { sf::Uint16 targetId; double buf[4]; int kills, deaths; while (packet >> targetId >> buf[0] >> buf[1] >> buf[2] >> buf[3] >> kills >> deaths) { if(targetId != _socket.ownId()) { if(_spawnPlayerCallBack != nullptr) _spawnPlayerCallBack(targetId); _players[targetId]->translateToPoint(Vec3D{ buf[0], buf[1], buf[2]}); _players[targetId]->setHealth(buf[3]); _players[targetId]->setKills(kills); _players[targetId]->setDeaths(deaths); } } } void Client::processUpdate(sf::Packet& packet) { sf::Uint16 targetId; double buf[6]; std::string playerName; while (packet >> targetId >> buf[0] >> buf[1] >> buf[2] >> buf[3] >> buf[4] >> buf[5] >> playerName) { if (_players.count(targetId)) { std::string tagName = "Player_" + std::to_string(targetId); // old approach (no animation): //_players[targetId]->translateToPoint(Vec3D{buf[0], buf[1], buf[2]}); // new approach (linear extrapolational animations) double duration = 1.0 / Consts::NETWORK_WORLD_UPDATE_RATE; Timeline::animate(AnimationListTag(tagName + "_linearTranslation"), new ATranslateToPoint(_players[targetId], Vec3D{buf[0], buf[1], buf[2]}, duration, Animation::LoopOut::None, Animation::InterpolationType::linear)); _players[targetId]->setHealth(buf[3]); _players[targetId]->rotateToAngle(Vec3D{0, buf[4], 0}); _players[targetId]->setPlayerName(playerName); auto head = _players[targetId]->attached(ObjectNameTag("head")); auto weapon = _players[targetId]->attached(ObjectNameTag("Weapon")); head->rotateLeft(buf[5] - _players[targetId]->headAngle()); weapon->rotateLeft(-(buf[5] - _players[targetId]->headAngle())); _players[targetId]->setHeadAngle(buf[5]); } else if (targetId == _socket.ownId()) { _player->setHealth(buf[3]); } } } void Client::processNewClient(sf::Packet& packet) { sf::Uint16 targetId; packet >> targetId; if(_spawnPlayerCallBack != nullptr) _spawnPlayerCallBack(targetId); } void Client::processDisconnect(sf::Uint16 targetId) { if (targetId != _socket.ownId() && _players.count(targetId)) { _players.erase(targetId); _removePlayerCallBack(targetId); } } void Client::processCustomPacket(MsgType type, sf::Packet& packet) { sf::Uint16 buffId[2]; double dbuff[10]; std::string tmp, tmp2; switch (type) { case MsgType::Kill: packet >> buffId[0] >> buffId[1]; _lastEvent = ""; if(buffId[1] == _socket.ownId()) { _player->addKill(); SoundController::playSound(SoundTag("kill"), ShooterConsts::KILL_SOUND); _lastEvent += _player->playerName(); } else { _players[buffId[1]]->addKill(); _lastEvent += _players[buffId[1]]->playerName(); } _lastEvent += " ~> "; if(buffId[0] == _socket.ownId()) { _player->addDeath(); // respawn _player->translateToPoint(Vec3D{50.0*(-1 + 2.0*(double)rand()/RAND_MAX),30.0*(double)rand()/RAND_MAX,50.0*(-1 + 2.0*(double)rand()/RAND_MAX)}); _player->initWeapons(); _player->setFullAbility(); SoundController::playSound(SoundTag("death"), ShooterConsts::DEATH_SOUND); _lastEvent += _player->playerName(); } else { _players[buffId[0]]->addDeath(); _lastEvent += _players[buffId[0]]->playerName(); } break; case MsgType::FireTrace: packet >> dbuff[0] >> dbuff[1] >> dbuff[2] >> dbuff[3] >> dbuff[4] >> dbuff[5]; if(_addFireTraceCallBack != nullptr) _addFireTraceCallBack(Vec3D(dbuff[0], dbuff[1], dbuff[2]), Vec3D(dbuff[3], dbuff[4], dbuff[5])); break; case MsgType::InitBonuses: while (packet >> tmp >> dbuff[0] >> dbuff[1] >> dbuff[2]) { if(_addBonusCallBack != nullptr) _addBonusCallBack(tmp, Vec3D(dbuff[0], dbuff[1], dbuff[2])); } break; case MsgType::AddBonus: packet >> tmp >> dbuff[0] >> dbuff[1] >> dbuff[2]; if(_addBonusCallBack != nullptr) _addBonusCallBack(tmp, Vec3D(dbuff[0], dbuff[1], dbuff[2])); break; case MsgType::RemoveBonus: packet >> tmp; if(_removeBonusCallBack != nullptr) _removeBonusCallBack(ObjectNameTag(tmp)); break; case MsgType::ChangeWeapon: packet >> buffId[0] >> tmp; if(_changeEnemyWeaponCallBack != nullptr) _changeEnemyWeaponCallBack(tmp, buffId[0]); break; default: return; } } void Client::processDisconnected() { for (auto it = _players.begin(); it != _players.end();) { processDisconnect(it++->first); } } void Client::damagePlayer(sf::Uint16 targetId, double damage) { sf::Packet packet; packet << MsgType::Damage << targetId << damage; _socket.sendRely(packet, _socket.serverId()); Log::log("Client: damagePlayer " + std::to_string(targetId) + " ( -" + std::to_string(damage) + "hp )"); } void Client::addTrace(const Vec3D& from, const Vec3D& to) { sf::Packet packet; packet << MsgType::FireTrace << from.x() << from.y() << from.z() << to.x() << to.y() << to.z(); _socket.send(packet, _socket.serverId()); } void Client::takeBonus(const std::string& bonusName) { sf::Packet packet; packet << MsgType::RemoveBonus << bonusName; _socket.sendRely(packet, _socket.serverId()); if(_removeBonusCallBack != nullptr) _removeBonusCallBack(ObjectNameTag(bonusName)); } void Client::changeWeapon(const std::string &weaponName) { sf::Packet packet; packet << MsgType::ChangeWeapon << weaponName; _socket.sendRely(packet, _socket.serverId()); } void Client::addPlayer(sf::Uint16 id, std::shared_ptr player) { _players.insert({ id, player }); } void Client::setSpawnPlayerCallBack(std::function spawn) { _spawnPlayerCallBack = std::move(spawn); } void Client::setRemovePlayerCallBack(std::function remove) { _removePlayerCallBack = std::move(remove); } void Client::setAddFireTraceCallBack(std::function addTrace) { _addFireTraceCallBack = std::move(addTrace); } void Client::setAddBonusCallBack(std::function addBonus) { _addBonusCallBack = std::move(addBonus); } void Client::setRemoveBonusCallBack(std::function removeBonus) { _removeBonusCallBack = std::move(removeBonus); } void Client::setChangeEnemyWeaponCallBack(std::function changeEnemyWeapon) { _changeEnemyWeaponCallBack = std::move(changeEnemyWeapon); }