// // Created by Иван Ильин on 25.05.2021. // #ifndef SHOOTER_SHOOTERCLIENT_H #define SHOOTER_SHOOTERCLIENT_H #include "../3dzavr/engine/network/ClientUDP.h" #include "../player/Player.h" #include #include "Chat.h" class ShooterClient final : public ClientUDP { private: std::string _lastEvent; std::map> _players{}; std::shared_ptr _player; std::shared_ptr chatManager; void damagePlayer(sf::Uint16 targetId, double damage); void takeBonus(const std::string &bonusName); void sendTrace(const Vec3D &from, const Vec3D &to); void changeWeapon(const std::string &weaponName); public: explicit ShooterClient(std::shared_ptr player); void sendMessage(std::string message); void sendChatMessage(std::string message, std::string name); void updatePacket() override; void processInit(sf::Packet &packet) override; void processUpdate(sf::Packet &packet) override; void processNewClient(sf::Packet &packet) override; void processDisconnect(sf::Uint16 targetId) override; void processCustomPacket(sf::Packet &packet) override; void processDisconnected() override; void setChatManager(std::shared_ptr chat) { chatManager = chat; }; void addPlayer(sf::Uint16 id, std::shared_ptr player); static void requestMap(const std::string& clientIp, std::string *current_map); [[nodiscard]] std::map> const &players() const { return _players; } [[nodiscard]] std::string lastEvent() const { return _lastEvent; } }; #endif //MINECRAFT_3DZAVR_CLIENT_H