tanks collide with each other

This commit is contained in:
Vinzenz Schroeter 2024-04-12 19:49:24 +02:00
parent 461a9139c2
commit 89494ef495
5 changed files with 46 additions and 30 deletions

View file

@ -10,26 +10,26 @@ internal sealed class MapService
private readonly string _map =
"""
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"""
.ReplaceLineEndings(string.Empty);

View file

@ -1,7 +1,7 @@
namespace TanksServer.GameLogic;
internal sealed class MoveTanks(
TankManager tanks,
TankManager tanks,
IOptions<TanksConfiguration> options,
MapService map
) : ITickStep
@ -48,19 +48,30 @@ internal sealed class MoveTanks(
private bool TryMoveTankTo(Tank tank, FloatPosition newPosition)
{
var (topLeft, bottomRight) = TankManager.GetTankBounds(newPosition.ToPixelPosition());
TilePosition[] positions = [
topLeft.ToTilePosition(),
new PixelPosition(bottomRight.X, topLeft.Y).ToTilePosition(),
new PixelPosition(topLeft.X, bottomRight.Y).ToTilePosition(),
bottomRight.ToTilePosition(),
];
if (positions.Any(map.IsCurrentlyWall))
if (HitsWall(topLeft, bottomRight))
return false;
if (HitsTank(tank, newPosition))
return false;
// TODO: check tanks
tank.Position = newPosition;
return true;
}
}
private bool HitsTank(Tank tank, FloatPosition newPosition) =>
tanks
.Where(otherTank => otherTank != tank)
.Any(otherTank => newPosition.Distance(otherTank.Position) < MapService.TileSize);
private bool HitsWall(PixelPosition topLeft, PixelPosition bottomRight)
{
TilePosition[] positions =
[
topLeft.ToTilePosition(),
new PixelPosition(bottomRight.X, topLeft.Y).ToTilePosition(),
new PixelPosition(topLeft.X, bottomRight.Y).ToTilePosition(),
bottomRight.ToTilePosition(),
];
return positions.Any(map.IsCurrentlyWall);
}
}

View file

@ -24,24 +24,22 @@ internal sealed class SpawnNewTanks(
{
Dictionary<TilePosition, double> candidates = [];
for (ushort x = 0; x < MapService.TilesPerRow; x++)
for (ushort y = 0; y < MapService.TilesPerColumn; y++)
for (ushort x = 1; x < MapService.TilesPerRow - 1; x++)
for (ushort y = 1; y < MapService.TilesPerColumn - 1; y++)
{
var tile = new TilePosition(x, y);
if (map.IsCurrentlyWall(tile))
continue;
var tilePixelCenter = tile.GetPixelRelative(4, 4);
var tilePixelCenter = tile.GetPixelRelative(4, 4).ToFloatPosition();
var minDistance = bullets.GetAll()
.Cast<IMapEntity>()
.Concat(tanks)
.Select(entity => Math.Sqrt(
Math.Pow(entity.Position.X - tilePixelCenter.X, 2) +
Math.Pow(entity.Position.Y - tilePixelCenter.Y, 2)))
.Select(entity => entity.Position.Distance(tilePixelCenter))
.Aggregate(double.MaxValue, Math.Min);
candidates.Add(tile, minDistance);
}