vectozavr-shooter/Player.h

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//
// Created by Иван Ильин on 14.03.2021.
//
#ifndef SHOOTER_PLAYER_H
#define SHOOTER_PLAYER_H
#include <SFML/Audio/Sound.hpp>
#include <utility>
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#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"
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#include "ShooterConsts.h"
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class Player final : public RigidBody {
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private:
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double _health = ShooterConsts::HEALTH_MAX;
double _ability = ShooterConsts::ABILITY_MAX;
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double _headAngle = 0;
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int _kills = 0;
int _deaths = 0;
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std::vector<std::shared_ptr<Weapon>> _weapons;
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size_t _selectedWeapon = 0;
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std::string _nickName = ShooterConsts::PLAYER_NAME;
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std::function<void(sf::Uint16 targetId, double)> _damagePlayerCallBack;
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std::function<void(const Vec3D &, const Vec3D &)> _addTraceCallBack;
std::function<void(const std::string &)> _takeBonusCallBack;
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std::function<void(std::shared_ptr<Weapon>)> _addWeaponCallBack;
std::function<void(std::shared_ptr<Weapon>)> _removeWeaponCallBack;
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std::function<IntersectionInformation(const Vec3D &, const Vec3D &)> _rayCastFunction;
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void collisionWithObject(const ObjectNameTag &tag, std::shared_ptr<RigidBody> obj);
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public:
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explicit Player(ObjectNameTag name, const std::string &filename = ShooterConsts::CUBE_OBJ, const Vec3D &scale = Vec3D{1, 1, 1});
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void setHealth(double h) { _health = h; }
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void setAbility(double a) { _ability = a; }
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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 reInitWeapons();
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void addWeapon(std::shared_ptr<Weapon> weapon);
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void selectNextWeapon();
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void selectPreviousWeapon();
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bool fire();
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void reload();
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[[nodiscard]] std::shared_ptr<Weapon> weapon() const { return _weapons[_selectedWeapon]; }
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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 setKills(int kills) { _kills = kills; }
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void setDeaths(int deaths) { _deaths = deaths; }
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void setDamagePlayerCallBack(std::function<void(sf::Uint16 targetId, double)> hit) {
_damagePlayerCallBack = std::move(hit);
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}
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void setAddTraceCallBack(std::function<void(const Vec3D &, const Vec3D &)> add) {
_addTraceCallBack = std::move(add);
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}
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void setTakeBonusCallBack(std::function<void(const std::string &)> take) {
_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) {
_removeWeaponCallBack = std::move(removeWeapon);
}
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void setRayCastFunction(std::function<IntersectionInformation(const Vec3D &, const Vec3D &)> rayCastFunction) {
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_rayCastFunction = std::move(rayCastFunction);
}
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// 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; }
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[[nodiscard]] double headAngle() const { return _headAngle; };
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[[nodiscard]] std::string playerNickName() const { return _nickName; }
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void setPlayerNickName(const std::string &name) { _nickName = name; }
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};
#endif //MINECRAFT_3DZAVR_PLAYER_H