reposition tanks on map switch, rework map logic

This commit is contained in:
Vinzenz Schroeter 2024-05-03 15:47:33 +02:00 committed by RobbersDaughter
parent 3d65c81b8b
commit 97144ae3b8
13 changed files with 208 additions and 117 deletions

View file

@ -2,7 +2,6 @@ namespace TanksServer.GameLogic;
internal sealed class MapEntityManager(
ILogger<MapEntityManager> logger,
MapService map,
IOptions<GameRules> options
)
{
@ -34,12 +33,12 @@ internal sealed class MapEntityManager(
public void RemoveWhere(Predicate<Bullet> predicate) => _bullets.RemoveWhere(predicate);
public void SpawnTank(Player player)
public void SpawnTank(Player player, FloatPosition position)
{
var tank = new Tank
{
Owner = player,
Position = ChooseSpawnPosition(),
Position = position,
Rotation = Random.Shared.NextDouble(),
Magazine = new Magazine(MagazineType.Basic, 0, _rules.MagazineSize)
};
@ -47,12 +46,16 @@ internal sealed class MapEntityManager(
logger.LogInformation("Tank added for player {}", player.Name);
}
public void SpawnPowerUp(PowerUpType type, MagazineType? magazineType) => _powerUps.Add(new PowerUp
public void SpawnPowerUp(FloatPosition position, PowerUpType type, MagazineType? magazineType)
{
Position = ChooseSpawnPosition(),
Type = type,
MagazineType = magazineType
});
var powerUp = new PowerUp
{
Position = position,
Type = type,
MagazineType = magazineType
};
_powerUps.Add(powerUp);
}
public void RemoveWhere(Predicate<PowerUp> predicate) => _powerUps.RemoveWhere(predicate);
@ -64,33 +67,8 @@ internal sealed class MapEntityManager(
public Tank? GetCurrentTankOfPlayer(Player player) => _playerTanks.GetValueOrDefault(player);
private IEnumerable<IMapEntity> AllEntities => Bullets
public IEnumerable<IMapEntity> AllEntities => Bullets
.Cast<IMapEntity>()
.Concat(Tanks)
.Concat(PowerUps);
private FloatPosition ChooseSpawnPosition()
{
var maxMinDistance = 0d;
TilePosition spawnTile = default;
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.Current.IsWall(tile))
continue;
var tilePixelCenter = tile.ToPixelPosition().GetPixelRelative(4, 4).ToFloatPosition();
var minDistance = AllEntities
.Select(entity => entity.Position.Distance(tilePixelCenter))
.Aggregate(double.MaxValue, Math.Min);
if (minDistance <= maxMinDistance)
continue;
maxMinDistance = minDistance;
spawnTile = tile;
}
return spawnTile.ToPixelPosition().GetPixelRelative(4, 4).ToFloatPosition();
}
}