implement fast bullets
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9ccb7c8df8
commit
9164d90443
7 changed files with 30 additions and 24 deletions
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@ -21,4 +21,6 @@ internal sealed class GameRules
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public int SpawnDelayMs { get; set; }
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public int IdleTimeoutMs { get; set; }
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public byte MagazineSize { get; set; } = 5;
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}
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@ -6,6 +6,7 @@ internal sealed class MapEntityManager(
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IOptions<GameRules> options
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)
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{
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private readonly GameRules _rules = options.Value;
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private readonly HashSet<Bullet> _bullets = [];
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private readonly HashSet<PowerUp> _powerUps = [];
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private readonly Dictionary<Player, Tank> _playerTanks = [];
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@ -15,24 +16,31 @@ internal sealed class MapEntityManager(
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public IEnumerable<Tank> Tanks => _playerTanks.Values;
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public IEnumerable<PowerUp> PowerUps => _powerUps;
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public void SpawnBullet(Player tankOwner, FloatPosition position, double rotation, bool isExplosive)
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=> _bullets.Add(new Bullet
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public void SpawnBullet(Player tankOwner, FloatPosition position, double rotation, MagazineType type)
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{
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var speed = _rules.BulletSpeed * (type.HasFlag(MagazineType.Fast) ? 2 : 1);
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_bullets.Add(new Bullet
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{
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Owner = tankOwner,
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Position = position,
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Rotation = rotation,
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IsExplosive = isExplosive,
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IsExplosive = type.HasFlag(MagazineType.Explosive),
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Timeout = DateTime.Now + _bulletTimeout,
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OwnerCollisionAfter = DateTime.Now + TimeSpan.FromSeconds(1),
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Speed = speed
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});
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}
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public void RemoveWhere(Predicate<Bullet> predicate) => _bullets.RemoveWhere(predicate);
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public void SpawnTank(Player player)
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{
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var tank = new Tank(player, ChooseSpawnPosition())
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var tank = new Tank
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{
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Rotation = Random.Shared.NextDouble()
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Owner = player,
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Position = ChooseSpawnPosition(),
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Rotation = Random.Shared.NextDouble(),
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Magazine = new Magazine(MagazineType.Basic, 0, _rules.MagazineSize)
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};
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_playerTanks[player] = tank;
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logger.LogInformation("Tank added for player {}", player.Name);
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@ -1,9 +1,6 @@
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namespace TanksServer.GameLogic;
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internal sealed class MoveBullets(
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MapEntityManager entityManager,
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IOptions<GameRules> config
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) : ITickStep
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internal sealed class MoveBullets(MapEntityManager entityManager) : ITickStep
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{
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public ValueTask TickAsync(TimeSpan delta)
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{
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@ -13,9 +10,9 @@ internal sealed class MoveBullets(
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return ValueTask.CompletedTask;
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}
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private void MoveBullet(Bullet bullet, TimeSpan delta)
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private static void MoveBullet(Bullet bullet, TimeSpan delta)
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{
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var speed = config.Value.BulletSpeed * delta.TotalSeconds;
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var speed = bullet.Speed * delta.TotalSeconds;
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var angle = bullet.Rotation * 2 * Math.PI;
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bullet.Position = new FloatPosition(
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bullet.Position.X + Math.Sin(angle) * speed,
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@ -1,5 +1,3 @@
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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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@ -32,8 +30,7 @@ internal sealed class ShootFromTanks(
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UsedBullets = (byte)(tank.Magazine.UsedBullets + 1)
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};
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var explosive = tank.Magazine.Type.HasFlag(MagazineType.Explosive);
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tank.Owner.Scores.ShotsFired++;
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entityManager.SpawnBullet(tank.Owner, tank.Position, tank.Orientation / 16d, explosive);
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entityManager.SpawnBullet(tank.Owner, tank.Position, tank.Orientation / 16d, tank.Magazine.Type);
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}
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}
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