vectozavr-shooter/ShooterClient.cpp

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//
// Created by Иван Ильин on 25.05.2021.
//
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#include "ShooterClient.h"
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#include <utility>
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#include "engine/utils/Log.h"
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#include "engine/animation/Timeline.h"
#include "engine/animation/ATranslateToPoint.h"
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#include "ShooterMsgType.h"
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void ShooterClient::updatePacket() {
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sf::Packet packet;
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packet << MsgType::ClientUpdate << _player->position().x() << _player->position().y() << _player->position().z() << _player->angle().y() << _player->headAngle() << _player->playerNickName();
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_socket.send(packet, _socket.serverId());
}
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void ShooterClient::processInit(sf::Packet& packet) {
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sf::Uint16 targetId;
double buf[4];
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int kills, deaths;
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while (packet >> targetId >> buf[0] >> buf[1] >> buf[2] >> buf[3] >> kills >> deaths)
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{
if(targetId != _socket.ownId()) {
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if(_spawnPlayerCallBack != nullptr) {
_spawnPlayerCallBack(targetId);
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}
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_players[targetId]->translateToPoint(Vec3D{ buf[0], buf[1], buf[2]});
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_players[targetId]->setHealth(buf[3]);
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_players[targetId]->setKills(kills);
_players[targetId]->setDeaths(deaths);
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}
}
}
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void ShooterClient::processUpdate(sf::Packet& packet) {
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sf::Uint16 targetId;
double buf[6];
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std::string playerName;
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while (packet >> targetId >> buf[0] >> buf[1] >> buf[2] >> buf[3] >> buf[4] >> buf[5] >> playerName) {
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if (_players.count(targetId)) {
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std::string name = "Enemy_" + std::to_string(targetId);
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_players[targetId]->translateToPoint(Vec3D{buf[0], buf[1], buf[2]});
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_players[targetId]->setHealth(buf[3]);
_players[targetId]->rotateToAngle(Vec3D{0, buf[4], 0});
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_players[targetId]->setPlayerNickName(playerName);
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auto head = _players[targetId]->attached(ObjectNameTag(name + "_head"));
auto weapon = _players[targetId]->attached(ObjectNameTag("Enemy_" + std::to_string(targetId) + "_weapon"));
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if(head != nullptr) {
head->rotateLeft(buf[5] - _players[targetId]->headAngle());
}
if(weapon != nullptr) {
weapon->rotateLeft(-(buf[5] - _players[targetId]->headAngle()));
}
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_players[targetId]->setHeadAngle(buf[5]);
} else if (targetId == _socket.ownId()) {
_player->setHealth(buf[3]);
}
}
}
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void ShooterClient::processNewClient(sf::Packet& packet) {
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sf::Uint16 targetId;
packet >> targetId;
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if(_spawnPlayerCallBack != nullptr) {
_spawnPlayerCallBack(targetId);
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}
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}
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void ShooterClient::processDisconnect(sf::Uint16 targetId) {
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if (targetId != _socket.ownId() && _players.count(targetId)) {
_players.erase(targetId);
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_removePlayerCallBack(targetId);
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}
}
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void ShooterClient::processCustomPacket(sf::Packet& packet) {
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sf::Uint16 buffId[2];
double dbuff[10];
std::string tmp, tmp2;
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ShooterMsgType type;
packet >> type;
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switch (type) {
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case ShooterMsgType::Kill:
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packet >> buffId[0] >> buffId[1];
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_lastEvent = "";
if(buffId[1] == _socket.ownId()) {
_player->addKill();
SoundController::playSound(SoundTag("kill"), ShooterConsts::KILL_SOUND);
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_lastEvent += _player->playerNickName();
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}
else {
_players[buffId[1]]->addKill();
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_lastEvent += _players[buffId[1]]->playerNickName();
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}
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_lastEvent += " ~> ";
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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)});
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_player->initWeapons();
_player->setFullAbility();
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SoundController::playSound(SoundTag("death"), ShooterConsts::DEATH_SOUND);
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_lastEvent += _player->playerNickName();
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}
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else {
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_players[buffId[0]]->addDeath();
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_lastEvent += _players[buffId[0]]->playerNickName();
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}
break;
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case ShooterMsgType::FireTrace:
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packet >> dbuff[0] >> dbuff[1] >> dbuff[2] >> dbuff[3] >> dbuff[4] >> dbuff[5];
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if(_addFireTraceCallBack != nullptr) {
_addFireTraceCallBack(Vec3D(dbuff[0], dbuff[1], dbuff[2]), Vec3D(dbuff[3], dbuff[4], dbuff[5]));
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}
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break;
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case ShooterMsgType::InitBonuses:
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while (packet >> tmp >> dbuff[0] >> dbuff[1] >> dbuff[2]) {
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if(_addBonusCallBack != nullptr) {
_addBonusCallBack(tmp, Vec3D(dbuff[0], dbuff[1], dbuff[2]));
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}
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}
break;
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case ShooterMsgType::AddBonus:
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packet >> tmp >> dbuff[0] >> dbuff[1] >> dbuff[2];
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if(_addBonusCallBack != nullptr) {
_addBonusCallBack(tmp, Vec3D(dbuff[0], dbuff[1], dbuff[2]));
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}
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break;
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case ShooterMsgType::RemoveBonus:
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packet >> tmp;
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if(_removeBonusCallBack != nullptr) {
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_removeBonusCallBack(ObjectNameTag(tmp));
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}
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break;
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case ShooterMsgType::ChangeWeapon:
packet >> buffId[0] >> tmp;
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if(_changeEnemyWeaponCallBack != nullptr) {
_changeEnemyWeaponCallBack(tmp, buffId[0]);
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}
break;
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default:
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Log::log("ShooterClient::processCustomPacket: unknown message type " + std::to_string(static_cast<int>(type)));
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return;
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}
}
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void ShooterClient::processDisconnected() {
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for (auto it = _players.begin(); it != _players.end();) {
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processDisconnect(it++->first);
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}
}
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void ShooterClient::damagePlayer(sf::Uint16 targetId, double damage) {
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sf::Packet packet;
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packet << MsgType::Custom << ShooterMsgType::Damage << targetId << damage;
_socket.sendRely(packet, _socket.serverId());
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Log::log("ShooterClient: damagePlayer " + std::to_string(targetId) + " ( -" + std::to_string(damage) + "hp )");
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}
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void ShooterClient::addTrace(const Vec3D& from, const Vec3D& to) {
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sf::Packet packet;
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packet << MsgType::Custom << ShooterMsgType::FireTrace << from.x() << from.y() << from.z() << to.x() << to.y() << to.z();
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_socket.send(packet, _socket.serverId());
}
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void ShooterClient::takeBonus(const std::string& bonusName) {
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sf::Packet packet;
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packet << MsgType::Custom << ShooterMsgType::RemoveBonus << bonusName;
_socket.sendRely(packet, _socket.serverId());
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if(_removeBonusCallBack != nullptr) {
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_removeBonusCallBack(ObjectNameTag(bonusName));
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}
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}
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void ShooterClient::changeWeapon(const std::string &weaponName) {
sf::Packet packet;
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packet << MsgType::Custom << ShooterMsgType::ChangeWeapon << weaponName;
_socket.sendRely(packet, _socket.serverId());
}
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void ShooterClient::addPlayer(sf::Uint16 id, std::shared_ptr<Player> player) {
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_players.insert({ id, player });
}
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void ShooterClient::setSpawnPlayerCallBack(std::function<void(sf::Uint16)> spawn) {
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_spawnPlayerCallBack = std::move(spawn);
}
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void ShooterClient::setRemovePlayerCallBack(std::function<void(sf::Uint16)> remove) {
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_removePlayerCallBack = std::move(remove);
}
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void ShooterClient::setAddFireTraceCallBack(std::function<void(const Vec3D &, const Vec3D &)> addTrace) {
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_addFireTraceCallBack = std::move(addTrace);
}
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void ShooterClient::setAddBonusCallBack(std::function<void(const std::string &, const Vec3D &)> addBonus) {
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_addBonusCallBack = std::move(addBonus);
}
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void ShooterClient::setRemoveBonusCallBack(std::function<void(const ObjectNameTag &)> removeBonus) {
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_removeBonusCallBack = std::move(removeBonus);
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}
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void ShooterClient::setChangeEnemyWeaponCallBack(std::function<void(const std::string&, sf::Uint16)> changeEnemyWeapon) {
_changeEnemyWeaponCallBack = std::move(changeEnemyWeapon);
}