separate tick steps

This commit is contained in:
Vinzenz Schroeter 2024-04-07 19:52:16 +02:00
parent 898a9cedc1
commit a9aaf899a2
28 changed files with 239 additions and 194 deletions

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using TanksServer.Helpers;
namespace TanksServer.TickSteps;
internal sealed class CollideBulletsWithMap(BulletManager bullets, MapService map) : ITickStep
{
public Task TickAsync()
{
bullets.RemoveWhere(BulletHitsWall);
return Task.CompletedTask;
}
private bool BulletHitsWall(Bullet bullet)
{
return map.IsCurrentlyWall(bullet.Position.ToPixelPosition().ToTilePosition());
}
}

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namespace TanksServer.TickSteps;
internal sealed class CollideBulletsWithTanks(BulletManager bullets) : ITickStep
{
public Task TickAsync()
{
bullets.RemoveWhere(BulletHitsTank);
return Task.CompletedTask;
}
private bool BulletHitsTank(Bullet bullet)
{
return false; // TODO
}
}

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namespace TanksServer.TickSteps;
public interface ITickStep
{
Task TickAsync();
}

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namespace TanksServer.TickSteps;
internal sealed class MoveBullets(BulletManager bullets) : ITickStep
{
public Task TickAsync()
{
foreach (var bullet in bullets.GetAll())
MoveBullet(bullet);
return Task.CompletedTask;
}
private static void MoveBullet(Bullet bullet)
{
var angle = bullet.Rotation / 16 * 2 * Math.PI;
bullet.Position = new FloatPosition(
X: bullet.Position.X + Math.Sin(angle) * 3,
Y: bullet.Position.Y - Math.Cos(angle) * 3
);
}
}

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namespace TanksServer.TickSteps;
internal sealed class MoveTanks(
TankManager tanks, IOptions<TanksConfiguration> options, MapService map
) : ITickStep
{
private readonly TanksConfiguration _config = options.Value;
public Task TickAsync()
{
foreach (var tank in tanks)
tank.Moved = TryMoveTank(tank);
return Task.CompletedTask;
}
private bool TryMoveTank(Tank tank)
{
var player = tank.Owner;
double speed;
switch (player.Controls)
{
case { Forward: false, Backward: false }:
case { Forward: true, Backward: true }:
return false;
case { Forward: true }:
speed = +_config.MoveSpeed;
break;
case { Backward: true }:
speed = -_config.MoveSpeed;
break;
default:
return false;
}
var angle = tank.Rotation / 16d * 2d * Math.PI;
var newX = tank.Position.X + Math.Sin(angle) * speed;
var newY = tank.Position.Y - Math.Cos(angle) * speed;
return TryMoveTankTo(tank, new FloatPosition(newX, newY))
|| TryMoveTankTo(tank, tank.Position with { X = newX })
|| TryMoveTankTo(tank, tank.Position with { Y = newY });
}
private bool TryMoveTankTo(Tank tank, FloatPosition newPosition)
{
var x0 = (int)Math.Floor(newPosition.X / MapService.TileSize);
var x1 = (int)Math.Ceiling(newPosition.X / MapService.TileSize);
var y0 = (int)Math.Floor(newPosition.Y / MapService.TileSize);
var y1 = (int)Math.Ceiling(newPosition.Y / MapService.TileSize);
TilePosition[] positions = { new(x0, y0), new(x0, y1), new(x1, y0), new(x1, y1) };
if (positions.Any(map.IsCurrentlyWall))
return false;
tank.Position = newPosition;
return true;
}
}

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namespace TanksServer.TickSteps;
internal sealed class RotateTanks(TankManager tanks, IOptions<TanksConfiguration> options) : ITickStep
{
private readonly TanksConfiguration _config = options.Value;
public Task TickAsync()
{
foreach (var tank in tanks)
{
var player = tank.Owner;
if (player.Controls.TurnLeft)
tank.Rotation -= _config.TurnSpeed;
if (player.Controls.TurnRight)
tank.Rotation += _config.TurnSpeed;
}
return Task.CompletedTask;
}
}

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using TanksServer.Servers;
namespace TanksServer.TickSteps;
internal sealed class SendToClientScreen(
ClientScreenServer clientScreenServer, PixelDrawer drawer
) : ITickStep
{
public Task TickAsync()
{
return Task.WhenAll(clientScreenServer.GetConnections().Select(c => c.SendAsync(drawer.LastFrame)));
}
}

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using System.Net.Sockets;
namespace TanksServer.TickSteps;
internal sealed class SendToServicePointDisplay(
IOptions<ServicePointDisplayConfiguration> options,
PixelDrawer drawer
) : ITickStep, IDisposable
{
private readonly UdpClient _udpClient = new(options.Value.Hostname, options.Value.Port);
public Task TickAsync()
{
return _udpClient.SendAsync(drawer.LastFrame.Data).AsTask();
}
public void Dispose()
{
_udpClient.Dispose();
}
}

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namespace TanksServer.TickSteps;
internal sealed class ShootFromTanks(
TankManager tanks, IOptions<TanksConfiguration> options, BulletManager bulletManager
) : ITickStep
{
private readonly TanksConfiguration _config = options.Value;
public Task TickAsync()
{
foreach (var tank in tanks.Where(t => !t.Moved))
Shoot(tank);
return Task.CompletedTask;
}
private void Shoot(Tank tank)
{
if (!tank.Owner.Controls.Shoot)
return;
if (tank.NextShotAfter >= DateTime.Now)
return;
tank.NextShotAfter = DateTime.Now.AddMilliseconds(_config.ShootDelayMs);
var angle = tank.Rotation / 16 * 2 * Math.PI;
var position = new FloatPosition(
X: tank.Position.X + MapService.TileSize / 2d + Math.Sin(angle) * _config.BulletSpeed,
Y: tank.Position.Y + MapService.TileSize / 2d - Math.Cos(angle) * _config.BulletSpeed
);
bulletManager.Spawn(new Bullet(tank.Owner, position, tank.Rotation));
}
}

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using System.Collections.Concurrent;
namespace TanksServer.TickSteps;
internal sealed class SpawnNewTanks(TankManager tanks, MapService map) : ITickStep
{
private readonly ConcurrentQueue<Player> _playersToSpawn = new();
public Task TickAsync()
{
while (_playersToSpawn.TryDequeue(out var player))
{
var tank = new Tank(player, ChooseSpawnPosition())
{
Rotation = Random.Shared.Next(0, 16)
};
tanks.Add(tank);
}
return Task.CompletedTask;
}
private FloatPosition ChooseSpawnPosition()
{
List<TilePosition> candidates = new();
for (var x = 0; x < MapService.TilesPerRow; x++)
for (var y = 0; y < MapService.TilesPerColumn; y++)
{
var tile = new TilePosition(x, y);
if (map.IsCurrentlyWall(tile))
continue;
// TODO: check tanks and bullets
candidates.Add(tile);
}
var chosenTile = candidates[Random.Shared.Next(candidates.Count)];
return new FloatPosition(
chosenTile.X * MapService.TileSize,
chosenTile.Y * MapService.TileSize
);
}
public void SpawnTankForPlayer(Player player)
{
_playersToSpawn.Enqueue(player);
}
}