servicepoint-tanks/TanksServer/GameLogic/ShootFromTanks.cs

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using System.Diagnostics;
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namespace TanksServer.GameLogic;
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internal sealed class ShootFromTanks(
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IOptions<GameRules> options,
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MapEntityManager entityManager
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) : ITickStep
{
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private readonly GameRules _config = options.Value;
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public Task TickAsync(TimeSpan _)
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{
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foreach (var tank in entityManager.Tanks.Where(t => !t.Moved))
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Shoot(tank);
return Task.CompletedTask;
}
private void Shoot(Tank tank)
{
if (!tank.Owner.Controls.Shoot)
return;
if (tank.NextShotAfter >= DateTime.Now)
return;
tank.NextShotAfter = DateTime.Now.AddMilliseconds(_config.ShootDelayMs);
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var rotation = tank.Orientation / 16d;
var angle = rotation * 2d * Math.PI;
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/* When standing next to a wall, the bullet sometimes misses the first pixel.
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Spawning the bullet to close to the tank instead means the tank instantly hits itself.
Because the tank has a float position, but hit boxes are based on pixels, this problem has been deemed complex
enough to do later. These values mostly work. */
var distance = (tank.Orientation % 4) switch
{
0 => 4.4d,
1 or 3 => 5.4d,
2 => 6d,
_ => throw new UnreachableException("this should not be possible")
};
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var position = new FloatPosition(
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tank.Position.X + Math.Sin(angle) * distance,
tank.Position.Y - Math.Cos(angle) * distance
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);
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var explosive = false;
if (tank.ExplosiveBullets > 0)
{
tank.ExplosiveBullets--;
explosive = true;
}
entityManager.SpawnBullet(tank.Owner, position, rotation, explosive);
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}
}