vectozavr-shooter/player/Player.cpp

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//
// Created by Иван Ильин on 14.03.2021.
//
#include "Player.h"
#include <utility>
#include "../3dzavr/engine/io/Screen.h"
#include "../3dzavr/engine/utils/Log.h"
#include "../3dzavr/engine/animation/Animations.h"
#include "../3dzavr/engine/utils/EventHandler.h"
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Player::Player(ObjectNameTag name, const std::string &filename, const Vec3D &scale) : RigidBody(std::move(name), filename, scale) {
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setAcceleration(Vec3D{0, -ShooterConsts::GRAVITY, 0});
setCollision(true);
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setVisible(false);
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setColor(sf::Color(0,0,0));
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setCollisionCallBack([this](const ObjectNameTag &tag, std::shared_ptr<RigidBody> obj) { collisionWithObject(tag, obj); });
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}
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void Player::rotateWeaponsRelativePoint(const Vec3D &point4D, const Vec3D &v, double val) {
for (auto &weapon : _weapons) {
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weapon->rotateRelativePoint(point4D, v, val);
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}
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}
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void Player::collisionWithObject(const ObjectNameTag &tag, std::shared_ptr<RigidBody> obj) {
if (tag.str().find("Bonus_gun") != std::string::npos) {
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addWeapon(std::make_shared<Gun>());
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}
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if (tag.str().find("Bonus_shotgun") != std::string::npos) {
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addWeapon(std::make_shared<Shotgun>());
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}
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if (tag.str().find("Bonus_ak47") != std::string::npos) {
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addWeapon(std::make_shared<Ak47>());
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}
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if (tag.str().find("Bonus_gold_ak47") != std::string::npos) {
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addWeapon(std::make_shared<Gold_Ak47>());
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}
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if (tag.str().find("Bonus_rifle") != std::string::npos) {
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addWeapon(std::make_shared<Rifle>());
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}
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if (tag.str().find("Bonus_hill") != std::string::npos) {
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setFullHealth();
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}
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if (tag.str().find("Bonus_ability") != std::string::npos) {
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setFullAbility();
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}
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if (tag.str().find("Bonus") != std::string::npos) {
EventHandler::call<void(const std::string&)>(Event("take_bonus"), tag.str());
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}
}
void Player::addWeapon(std::shared_ptr<Weapon> weapon) {
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SoundController::loadAndPlay(SoundTag("changeWeapon"), ShooterConsts::CHANGE_WEAPON_SOUND);
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for (auto &w : _weapons) {
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if (w->name() == weapon->name()) {
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w->addAPack();
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return;
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}
}
_weapons.push_back(weapon);
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attach(weapon);
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_weapons.back()->translate(position());
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_weapons.back()->rotateRelativePoint(position() + Vec3D{0, 1.8, 0}, Vec3D{0, 1, 0}, angle().y());
_weapons.back()->rotateRelativePoint(position() + Vec3D{0, 1.8, 0}, left(), headAngle());
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}
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void Player::reInitWeapons() {
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if (!_weapons.empty()) {
for (auto weapon : _weapons) {
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unattach(ObjectNameTag(weapon->name()));
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}
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EventHandler::call<void(std::shared_ptr<Weapon>)>(Event("remove_weapon"),
_weapons[_selectedWeapon]);
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_weapons.clear();
}
_selectedWeapon = 0;
addWeapon(std::make_shared<Gun>());
EventHandler::call<void(std::shared_ptr<Weapon>)>(Event("add_weapon"),
_weapons[_selectedWeapon]);
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}
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void Player::selectNextWeapon() {
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if (_weapons.size() > 1) {
// change '_selectedWeapon'
EventHandler::call<void(std::shared_ptr<Weapon>)>(Event("remove_weapon"),
_weapons[_selectedWeapon]);
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_selectedWeapon = (_selectedWeapon + 1) % _weapons.size();
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EventHandler::call<void(std::shared_ptr<Weapon>)>(Event("add_weapon"),
_weapons[_selectedWeapon]);
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Log::log("selectedWeapon " + std::to_string(_selectedWeapon));
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SoundController::loadAndPlay(SoundTag("changeWeapon"), ShooterConsts::CHANGE_WEAPON_SOUND);
selectWeaponAnimation();
}
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}
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void Player::selectPreviousWeapon() {
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if (_weapons.size() > 1) {
// change '_selectedWeapon'
EventHandler::call<void(std::shared_ptr<Weapon>)>(Event("remove_weapon"),
_weapons[_selectedWeapon]);
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if (_selectedWeapon > 0) {
_selectedWeapon = (_selectedWeapon - 1) % _weapons.size();
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} else {
_selectedWeapon = _weapons.size() - 1;
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}
EventHandler::call<void(std::shared_ptr<Weapon>)>(Event("add_weapon"),
_weapons[_selectedWeapon]);
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Log::log("selectedWeapon " + std::to_string(_selectedWeapon));
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SoundController::loadAndPlay(SoundTag("changeWeapon"), ShooterConsts::CHANGE_WEAPON_SOUND);
selectWeaponAnimation();
}
}
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bool Player::fire() {
auto camera = attached(ObjectNameTag("Camera"));
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if (camera != nullptr) {
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auto fireInfo = _weapons[_selectedWeapon]->fire(_rayCastFunction, camera->position(), camera->lookAt());
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for (auto&[damagedPlayerName, damage] : fireInfo.damagedPlayers) {
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sf::Uint16 targetId = std::stoi(damagedPlayerName.str().substr(6));
EventHandler::call<void(sf::Uint16, double)>(Event("damage_player"), targetId, damage);
}
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return fireInfo.shot;
}
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return false;
}
void Player::reload() {
_weapons[_selectedWeapon]->reload();
}
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void Player::setFullHealth() {
_health = ShooterConsts::HEALTH_MAX;
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SoundController::loadAndPlay(SoundTag("addHealth"), ShooterConsts::RESTORE_HEALTH_SOUND);
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}
void Player::setFullAbility() {
_ability = ShooterConsts::ABILITY_MAX;
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SoundController::loadAndPlay(SoundTag("addAbility"), ShooterConsts::RESTORE_ABILITY_SOUND);
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}
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void Player::selectWeaponAnimation() {
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Timeline::addAnimation<ARotateLeft>(AnimationListTag("select_weapon"),
_weapons[_selectedWeapon],
-2 * Consts::PI,
0.3,
Animation::LoopOut::None,
Animation::InterpolationType::Cos);
}
void Player::fireWeaponAnimation() {
Timeline::addAnimation<ARotateLeft>(AnimationListTag("fire_weapon"),
_weapons[_selectedWeapon],
-_weapons[_selectedWeapon]->fireDelay(),
_weapons[_selectedWeapon]->fireDelay()/3,
Animation::LoopOut::None,
Animation::InterpolationType::Cos);
Timeline::addAnimation<AWait>(AnimationListTag("fire_weapon"), 0);
Timeline::addAnimation<ARotateLeft>(AnimationListTag("fire_weapon"),
_weapons[_selectedWeapon],
_weapons[_selectedWeapon]->fireDelay(),
_weapons[_selectedWeapon]->fireDelay()/3,
Animation::LoopOut::None,
Animation::InterpolationType::Cos);
}
void Player::reloadWeaponAnimation() {
Timeline::addAnimation<ARotateLeft>(AnimationListTag("reload_weapon"),
_weapons[_selectedWeapon],
-2 * Consts::PI,
_weapons[_selectedWeapon]->reloadTime() / 2,
Animation::LoopOut::None,
Animation::InterpolationType::Cos);
}