2024-04-10 19:25:45 +02:00
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namespace TanksServer.GameLogic;
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2024-04-07 19:52:16 +02:00
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internal sealed class MoveTanks(
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2024-04-10 19:25:45 +02:00
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TankManager tanks,
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IOptions<TanksConfiguration> options,
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MapService map
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2024-04-07 19:52:16 +02:00
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) : ITickStep
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{
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private readonly TanksConfiguration _config = options.Value;
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public Task TickAsync()
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{
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foreach (var tank in tanks)
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tank.Moved = TryMoveTank(tank);
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return Task.CompletedTask;
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}
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private bool TryMoveTank(Tank tank)
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{
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var player = tank.Owner;
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double speed;
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switch (player.Controls)
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{
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case { Forward: false, Backward: false }:
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case { Forward: true, Backward: true }:
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return false;
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case { Forward: true }:
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speed = +_config.MoveSpeed;
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break;
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case { Backward: true }:
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speed = -_config.MoveSpeed;
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break;
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default:
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return false;
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}
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2024-04-12 18:32:10 +02:00
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var angle = tank.Rotation * 2d * Math.PI;
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2024-04-07 19:52:16 +02:00
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var newX = tank.Position.X + Math.Sin(angle) * speed;
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var newY = tank.Position.Y - Math.Cos(angle) * speed;
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return TryMoveTankTo(tank, new FloatPosition(newX, newY))
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2024-04-12 18:32:10 +02:00
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|| TryMoveTankTo(tank, new FloatPosition(newX, tank.Position.Y))
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|| TryMoveTankTo(tank, new FloatPosition(tank.Position.X, newY));
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2024-04-07 19:52:16 +02:00
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}
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private bool TryMoveTankTo(Tank tank, FloatPosition newPosition)
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{
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2024-04-12 18:32:10 +02:00
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var (topLeft, bottomRight) = TankManager.GetTankBounds(newPosition.ToPixelPosition());
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TilePosition[] positions = [
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topLeft.ToTilePosition(),
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new PixelPosition(bottomRight.X, topLeft.Y).ToTilePosition(),
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new PixelPosition(topLeft.X, bottomRight.Y).ToTilePosition(),
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bottomRight.ToTilePosition(),
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];
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2024-04-07 19:52:16 +02:00
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if (positions.Any(map.IsCurrentlyWall))
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return false;
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2024-04-12 18:32:10 +02:00
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// TODO: check tanks
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2024-04-07 19:52:16 +02:00
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tank.Position = newPosition;
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return true;
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}
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}
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