// // Created by Иван Ильин on 14.03.2021. // #ifndef SHOOTER_PLAYER_H #define SHOOTER_PLAYER_H #include #include #include "engine/ResourceManager.h" #include "engine/Camera.h" #include "engine/World.h" #include "weapon/Ak47.h" #include "weapon/Shotgun.h" #include "weapon/Gun.h" #include "weapon/Gold_Ak47.h" #include "weapon/Rifle.h" #include "ShooterConsts.h" class Player final : public RigidBody{ private: double _health = ShooterConsts::HEALTH_MAX; double _ability = ShooterConsts::ABILITY_MAX; double _headAngle = 0; int _kills = 0; int _deaths = 0; std::vector> _weapons; size_t _selectedWeapon = 0; std::string _nickName = ShooterConsts::PLAYER_NAME; std::function _damagePlayerCallBack; std::function _addTraceCallBack; std::function _takeBonusCallBack; std::function)> _addWeaponCallBack; std::function)> _removeWeaponCallBack; std::function _rayCastFunction; public: explicit Player(ObjectNameTag name); void setHealth(double h) { _health = h; } void setAbility(double a) { _ability = a; } [[nodiscard]] double health() const { return _health; } [[nodiscard]] double ability() const { return _ability; } void setFullHealth(); void setFullAbility(); void initWeapons(); void addWeapon(std::shared_ptr weapon); [[nodiscard]] std::pair balance() const{ return _weapons[_selectedWeapon]->balance();} void nextWeapon(); void previousWeapon(); bool fire(); void reload(); [[nodiscard]] ObjectNameTag weaponName() const { return _weapons[_selectedWeapon]->name(); } std::shared_ptr weapon() { return _weapons[_selectedWeapon]; } void rotateWeaponsRelativePoint(const Vec3D& point, const Vec3D& v, double val); [[nodiscard]] int kills() const { return _kills; } [[nodiscard]] int deaths() const { return _deaths; } void addKill() { _kills++; } void addDeath() { _deaths++; } void setKills(int kills) { _kills = kills; } void setDeaths(int deaths) { _deaths = deaths; } void setDamagePlayerCallBack(std::function hit) { _damagePlayerCallBack = std::move(hit); } void setAddTraceCallBack(std::function add) { _addTraceCallBack = std::move(add); } void setTakeBonusCallBack(std::function take) { _takeBonusCallBack = std::move(take); } void setAddWeaponCallBack(std::function)> addWeapon) { _addWeaponCallBack = std::move(addWeapon); } void setRemoveWeaponCallBack(std::function)> removeWeapon) { _removeWeaponCallBack = std::move(removeWeapon); } void setRayCastFunction(std::function rayCastFunction) { _rayCastFunction = std::move(rayCastFunction); } // This is for situation when you want to store the position of the head but you dont have attached camera void setHeadAngle(double a) { _headAngle = a; } [[nodiscard]] double headAngle() const { return _headAngle; }; void collisionWithObject(const ObjectNameTag& tag, std::shared_ptr obj); [[nodiscard]] std::string playerNickName() const { return _nickName; } void setPlayerNickName(const std::string& name) { _nickName = name; } }; #endif //MINECRAFT_3DZAVR_PLAYER_H