add explosive bullet power up

This commit is contained in:
Vinzenz Schroeter 2024-04-17 19:34:19 +02:00
parent 3f4a301993
commit a2d46bda92
30 changed files with 407 additions and 253 deletions

View file

@ -1,13 +0,0 @@
namespace TanksServer.GameLogic;
internal sealed class BulletManager
{
private readonly HashSet<Bullet> _bullets = [];
public void Spawn(Player tankOwner, FloatPosition position, double rotation)
=> _bullets.Add(new Bullet(tankOwner, position, rotation));
public IEnumerable<Bullet> GetAll() => _bullets;
public void RemoveWhere(Predicate<Bullet> predicate) => _bullets.RemoveWhere(predicate);
}

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@ -0,0 +1,30 @@
namespace TanksServer.GameLogic;
internal sealed class CollectPowerUp(
MapEntityManager entityManager
) : ITickStep
{
public Task TickAsync(TimeSpan delta)
{
entityManager.RemoveWhere(TryCollect);
return Task.CompletedTask;
}
private bool TryCollect(PowerUp obj)
{
var position = obj.Position;
foreach (var tank in entityManager.Tanks)
{
var (topLeft, bottomRight) = tank.Bounds;
if (position.X < topLeft.X || position.X > bottomRight.X ||
position.Y < topLeft.Y || position.Y > bottomRight.Y)
continue;
// this works because now the tank overlaps the power up
tank.ExplosiveBullets += 10;
return true;
}
return false;
}
}

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@ -0,0 +1,73 @@
namespace TanksServer.GameLogic;
internal sealed class CollideBullets(
MapEntityManager entityManager,
MapService map,
IOptions<GameRules> options,
TankSpawnQueue tankSpawnQueue
) : ITickStep
{
private const int ExplosionRadius = 3;
public Task TickAsync(TimeSpan _)
{
entityManager.RemoveBulletsWhere(BulletHitsTank);
entityManager.RemoveBulletsWhere(TryHitAndDestroyWall);
return Task.CompletedTask;
}
private bool TryHitAndDestroyWall(Bullet bullet)
{
var pixel = bullet.Position.ToPixelPosition();
if (!map.Current.IsWall(pixel))
return false;
var radius = bullet.IsExplosive ? ExplosionRadius : 0;
ExplodeAt(pixel, radius, bullet.Owner);
return true;
}
private bool BulletHitsTank(Bullet bullet)
{
if (!TryHitTankAt(bullet.Position, bullet.Owner))
return false;
if (bullet.IsExplosive)
ExplodeAt(bullet.Position.ToPixelPosition(), ExplosionRadius, bullet.Owner);
return true;
}
private bool TryHitTankAt(FloatPosition position, Player owner)
{
foreach (var tank in entityManager.Tanks)
{
var (topLeft, bottomRight) = tank.Bounds;
if (position.X < topLeft.X || position.X > bottomRight.X ||
position.Y < topLeft.Y || position.Y > bottomRight.Y)
continue;
if (owner != tank.Owner)
owner.Scores.Kills++;
tank.Owner.Scores.Deaths++;
entityManager.Remove(tank);
tankSpawnQueue.EnqueueForDelayedSpawn(tank.Owner);
return true;
}
return false;
}
private void ExplodeAt(PixelPosition pixel, int i, Player owner)
{
for (var x = pixel.X - i; x <= pixel.X + i; x++)
for (var y = pixel.Y - i; y <= pixel.Y + i; y++)
{
var offsetPixel = new PixelPosition(x, y);
if (options.Value.DestructibleWalls)
map.Current.DestroyWallAt(offsetPixel);
TryHitTankAt(offsetPixel.ToFloatPosition(), owner);
}
}
}

View file

@ -1,25 +0,0 @@
namespace TanksServer.GameLogic;
internal sealed class CollideBulletsWithMap(
BulletManager bullets,
MapService map,
IOptions<GameRulesConfiguration> options
) : ITickStep
{
public Task TickAsync(TimeSpan _)
{
bullets.RemoveWhere(TryHitAndDestroyWall);
return Task.CompletedTask;
}
private bool TryHitAndDestroyWall(Bullet bullet)
{
var pixel = bullet.Position.ToPixelPosition();
if (!map.Current.IsWall(pixel))
return false;
if (options.Value.DestructibleWalls)
map.Current.DestroyWallAt(pixel);
return true;
}
}

View file

@ -1,36 +0,0 @@
namespace TanksServer.GameLogic;
internal sealed class CollideBulletsWithTanks(
BulletManager bullets,
TankManager tanks,
SpawnQueue spawnQueue
) : ITickStep
{
public Task TickAsync(TimeSpan _)
{
bullets.RemoveWhere(BulletHitsTank);
return Task.CompletedTask;
}
private bool BulletHitsTank(Bullet bullet)
{
foreach (var tank in tanks)
{
var (topLeft, bottomRight) = tank.Bounds;
if (bullet.Position.X < topLeft.X || bullet.Position.X > bottomRight.X ||
bullet.Position.Y < topLeft.Y || bullet.Position.Y > bottomRight.Y)
continue;
if (bullet.Owner != tank.Owner)
bullet.Owner.Scores.Kills++;
tank.Owner.Scores.Deaths++;
tanks.Remove(tank);
spawnQueue.EnqueueForDelayedSpawn(tank.Owner);
return true;
}
return false;
}
}

View file

@ -1,6 +1,8 @@
namespace TanksServer.GameLogic;
public class GameRulesConfiguration
internal sealed class GameRules
{
public bool DestructibleWalls { get; set; } = true;
public double PowerUpSpawnChance { get; set; }
}

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@ -0,0 +1,65 @@
namespace TanksServer.GameLogic;
internal sealed class MapEntityManager(
ILogger<MapEntityManager> logger,
MapService map
)
{
private readonly HashSet<Bullet> _bullets = [];
private readonly HashSet<Tank> _tanks = [];
private readonly HashSet<PowerUp> _powerUps = [];
public IEnumerable<Bullet> Bullets => _bullets;
public IEnumerable<Tank> Tanks => _tanks;
public IEnumerable<PowerUp> PowerUps => _powerUps;
public void SpawnBullet(Player tankOwner, FloatPosition position, double rotation, bool isExplosive)
=> _bullets.Add(new Bullet(tankOwner, position, rotation, isExplosive));
public void RemoveBulletsWhere(Predicate<Bullet> predicate) => _bullets.RemoveWhere(predicate);
public void SpawnTank(Player player)
{
_tanks.Add(new Tank(player, ChooseSpawnPosition())
{
Rotation = Random.Shared.NextDouble()
});
logger.LogInformation("Tank added for player {}", player.Id);
}
public void SpawnPowerUp() => _powerUps.Add(new PowerUp(ChooseSpawnPosition()));
public void RemoveWhere(Predicate<PowerUp> predicate) => _powerUps.RemoveWhere(predicate);
public void Remove(Tank tank)
{
logger.LogInformation("Tank removed for player {}", tank.Owner.Id);
_tanks.Remove(tank);
}
public FloatPosition ChooseSpawnPosition()
{
Dictionary<TilePosition, double> candidates = [];
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 = Bullets
.Cast<IMapEntity>()
.Concat(Tanks)
.Select(entity => entity.Position.Distance(tilePixelCenter))
.Aggregate(double.MaxValue, Math.Min);
candidates.Add(tile, minDistance);
}
var min = candidates.MaxBy(pair => pair.Value).Key;
return min.ToPixelPosition().GetPixelRelative(4, 4).ToFloatPosition();
}
}

View file

@ -1,10 +1,13 @@
namespace TanksServer.GameLogic;
internal sealed class MoveBullets(BulletManager bullets, IOptions<TanksConfiguration> config) : ITickStep
internal sealed class MoveBullets(
MapEntityManager entityManager,
IOptions<TanksConfiguration> config
) : ITickStep
{
public Task TickAsync(TimeSpan delta)
{
foreach (var bullet in bullets.GetAll())
foreach (var bullet in entityManager.Bullets)
MoveBullet(bullet, delta);
return Task.CompletedTask;

View file

@ -1,7 +1,7 @@
namespace TanksServer.GameLogic;
internal sealed class MoveTanks(
TankManager tanks,
MapEntityManager entityManager,
IOptions<TanksConfiguration> options,
MapService map
) : ITickStep
@ -10,7 +10,7 @@ internal sealed class MoveTanks(
public Task TickAsync(TimeSpan delta)
{
foreach (var tank in tanks)
foreach (var tank in entityManager.Tanks)
tank.Moved = TryMoveTank(tank, delta);
return Task.CompletedTask;
@ -59,13 +59,13 @@ internal sealed class MoveTanks(
}
private bool HitsTank(Tank tank, FloatPosition newPosition) =>
tanks
entityManager.Tanks
.Where(otherTank => otherTank != tank)
.Any(otherTank => newPosition.Distance(otherTank.Position) < MapService.TileSize);
private bool HitsWall(FloatPosition newPosition)
{
var (topLeft, _) = Tank.GetBoundsForCenter(newPosition);
var (topLeft, _) = newPosition.GetBoundsForCenter(MapService.TileSize);
for (short y = 0; y < MapService.TileSize; y++)
for (short x = 0; x < MapService.TileSize; x++)

View file

@ -1,7 +1,7 @@
namespace TanksServer.GameLogic;
internal sealed class RotateTanks(
TankManager tanks,
MapEntityManager entityManager,
IOptions<TanksConfiguration> options,
ILogger<RotateTanks> logger
) : ITickStep
@ -10,7 +10,7 @@ internal sealed class RotateTanks(
public Task TickAsync(TimeSpan delta)
{
foreach (var tank in tanks)
foreach (var tank in entityManager.Tanks)
{
var player = tank.Owner;

View file

@ -3,16 +3,15 @@ using System.Diagnostics;
namespace TanksServer.GameLogic;
internal sealed class ShootFromTanks(
TankManager tanks,
IOptions<TanksConfiguration> options,
BulletManager bulletManager
MapEntityManager entityManager
) : ITickStep
{
private readonly TanksConfiguration _config = options.Value;
public Task TickAsync(TimeSpan _)
{
foreach (var tank in tanks.Where(t => !t.Moved))
foreach (var tank in entityManager.Tanks.Where(t => !t.Moved))
Shoot(tank);
return Task.CompletedTask;
@ -30,7 +29,7 @@ internal sealed class ShootFromTanks(
var rotation = tank.Orientation / 16d;
var angle = rotation * 2d * Math.PI;
/* TODO: when standing next to a wall, the bullet sometimes misses the first pixel.
/* When standing next to a wall, the bullet sometimes misses the first pixel.
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. */
@ -47,6 +46,13 @@ internal sealed class ShootFromTanks(
tank.Position.Y - Math.Cos(angle) * distance
);
bulletManager.Spawn(tank.Owner, position, rotation);
var explosive = false;
if (tank.ExplosiveBullets > 0)
{
tank.ExplosiveBullets--;
explosive = true;
}
entityManager.SpawnBullet(tank.Owner, position, rotation, explosive);
}
}

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@ -1,48 +0,0 @@
namespace TanksServer.GameLogic;
internal sealed class SpawnNewTanks(
TankManager tanks,
MapService map,
SpawnQueue queue,
BulletManager bullets
) : ITickStep
{
public Task TickAsync(TimeSpan _)
{
if (!queue.TryDequeueNext(out var player))
return Task.CompletedTask;
tanks.Add(new Tank(player, ChooseSpawnPosition())
{
Rotation = Random.Shared.NextDouble()
});
return Task.CompletedTask;
}
private FloatPosition ChooseSpawnPosition()
{
Dictionary<TilePosition, double> candidates = [];
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 = bullets.GetAll()
.Cast<IMapEntity>()
.Concat(tanks)
.Select(entity => entity.Position.Distance(tilePixelCenter))
.Aggregate(double.MaxValue, Math.Min);
candidates.Add(tile, minDistance);
}
var min = candidates.MaxBy(kvp => kvp.Value).Key;
return min.ToPixelPosition().GetPixelRelative(4, 4).ToFloatPosition();
}
}

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@ -0,0 +1,18 @@
namespace TanksServer.GameLogic;
internal sealed class SpawnPowerUp(
IOptions<GameRules> options,
MapEntityManager entityManager
) : ITickStep
{
private readonly double _spawnChance = options.Value.PowerUpSpawnChance;
public Task TickAsync(TimeSpan delta)
{
if (Random.Shared.NextDouble() > _spawnChance * delta.TotalSeconds)
return Task.CompletedTask;
entityManager.SpawnPowerUp();
return Task.CompletedTask;
}
}

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@ -1,23 +0,0 @@
using System.Collections;
namespace TanksServer.GameLogic;
internal sealed class TankManager(ILogger<TankManager> logger) : IEnumerable<Tank>
{
private readonly ConcurrentDictionary<Tank, byte> _tanks = new();
public void Add(Tank tank)
{
logger.LogInformation("Tank added for player {}", tank.Owner.Id);
_tanks.TryAdd(tank, 0);
}
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
public IEnumerator<Tank> GetEnumerator() => _tanks.Keys.GetEnumerator();
public void Remove(Tank tank)
{
logger.LogInformation("Tank removed for player {}", tank.Owner.Id);
_tanks.Remove(tank, out _);
}
}

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@ -2,9 +2,10 @@ using System.Diagnostics.CodeAnalysis;
namespace TanksServer.GameLogic;
internal sealed class SpawnQueue(
IOptions<PlayersConfiguration> options
)
internal sealed class TankSpawnQueue(
IOptions<PlayersConfiguration> options,
MapEntityManager entityManager
): ITickStep
{
private readonly ConcurrentQueue<Player> _queue = new();
private readonly ConcurrentDictionary<Player, DateTime> _spawnTimes = new();
@ -41,4 +42,13 @@ internal sealed class SpawnQueue(
return true;
}
public Task TickAsync(TimeSpan _)
{
if (!TryDequeueNext(out var player))
return Task.CompletedTask;
entityManager.SpawnTank(player);
return Task.CompletedTask;
}
}