improve spawn position checks
This commit is contained in:
parent
91ab911f9c
commit
ad211433fb
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@ -1,7 +1,7 @@
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namespace TanksServer.GameLogic;
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internal sealed class CollideBulletsWithTanks(
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BulletManager bullets, TankManager tanks, SpawnQueueProvider spawnQueueProvider
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BulletManager bullets, TankManager tanks, SpawnQueue spawnQueue
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) : ITickStep
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{
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public Task TickAsync()
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@ -24,7 +24,7 @@ internal sealed class CollideBulletsWithTanks(
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tank.Owner.Deaths++;
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tanks.Remove(tank);
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spawnQueueProvider.Queue.Enqueue(tank.Owner);
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spawnQueue.EnqueueForDelayedSpawn(tank.Owner);
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return true;
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}
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6
TanksServer/GameLogic/PlayersConfiguration.cs
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6
TanksServer/GameLogic/PlayersConfiguration.cs
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@ -0,0 +1,6 @@
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namespace TanksServer.GameLogic;
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public class PlayersConfiguration
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{
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public int SpawnDelayMs { get; set; }
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}
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@ -1,25 +1,29 @@
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namespace TanksServer.GameLogic;
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internal sealed class SpawnNewTanks(TankManager tanks, MapService map, SpawnQueueProvider queueProvider) : ITickStep
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internal sealed class SpawnNewTanks(
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TankManager tanks,
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MapService map,
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SpawnQueue queue,
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BulletManager bullets
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) : ITickStep
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{
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public Task TickAsync()
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{
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while (queueProvider.Queue.TryDequeue(out var player))
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if (!queue.TryDequeueNext(out var player))
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return Task.CompletedTask;
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tanks.Add(new Tank(player, ChooseSpawnPosition())
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{
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var tank = new Tank(player, ChooseSpawnPosition())
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{
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Rotation = Random.Shared.Next(0, 16)
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};
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tanks.Add(tank);
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}
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Rotation = Random.Shared.Next(0, 16)
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});
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return Task.CompletedTask;
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}
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private FloatPosition ChooseSpawnPosition()
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{
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List<TilePosition> candidates = new();
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Dictionary<TilePosition, double> candidates = [];
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for (var x = 0; x < MapService.TilesPerRow; x++)
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for (var y = 0; y < MapService.TilesPerColumn; y++)
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{
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@ -27,15 +31,24 @@ internal sealed class SpawnNewTanks(TankManager tanks, MapService map, SpawnQueu
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if (map.IsCurrentlyWall(tile))
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continue;
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var tilePixelCenter = tile.GetPixelRelative(4, 4);
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var minDistance = bullets.GetAll()
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.Cast<IMapEntity>()
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.Concat(tanks)
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.Select(entity => Math.Sqrt(
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Math.Pow(entity.Position.X - tilePixelCenter.X, 2) +
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Math.Pow(entity.Position.Y - tilePixelCenter.Y, 2)))
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.Aggregate(double.MaxValue, Math.Min);
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// TODO: check tanks and bullets
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candidates.Add(tile);
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candidates.Add(tile, minDistance);
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}
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var chosenTile = candidates[Random.Shared.Next(candidates.Count)];
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var min = candidates.MaxBy(kvp => kvp.Value).Key;
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return new FloatPosition(
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chosenTile.X * MapService.TileSize,
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chosenTile.Y * MapService.TileSize
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min.X * MapService.TileSize,
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min.Y * MapService.TileSize
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);
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}
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}
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}
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36
TanksServer/GameLogic/SpawnQueue.cs
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36
TanksServer/GameLogic/SpawnQueue.cs
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@ -0,0 +1,36 @@
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using System.Diagnostics.CodeAnalysis;
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namespace TanksServer.GameLogic;
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internal sealed class SpawnQueue(
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IOptions<PlayersConfiguration> options
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)
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{
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private ConcurrentQueue<Player> _queue = new();
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private ConcurrentDictionary<Player, DateTime> _spawnTimes = new();
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private readonly TimeSpan _spawnDelay = TimeSpan.FromMilliseconds(options.Value.SpawnDelayMs);
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public void EnqueueForImmediateSpawn(Player player)
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{
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_queue.Enqueue(player);
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}
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public void EnqueueForDelayedSpawn(Player player)
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{
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_queue.Enqueue(player);
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_spawnTimes.AddOrUpdate(player, DateTime.MinValue, (_, _) => DateTime.Now + _spawnDelay);
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}
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public bool TryDequeueNext([MaybeNullWhen(false)] out Player player)
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{
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if (!_queue.TryDequeue(out player))
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return false;
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var now = DateTime.Now;
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if (_spawnTimes.GetOrAdd(player, DateTime.MinValue) <= now)
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return true;
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_queue.Enqueue(player);
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return false;
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}
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}
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@ -1,6 +0,0 @@
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namespace TanksServer.GameLogic;
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internal sealed class SpawnQueueProvider
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{
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public ConcurrentQueue<Player> Queue { get; } = new();
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}
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9
TanksServer/GameLogic/TanksConfiguration.cs
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9
TanksServer/GameLogic/TanksConfiguration.cs
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@ -0,0 +1,9 @@
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namespace TanksServer.GameLogic;
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public class TanksConfiguration
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{
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public double MoveSpeed { get; set; }
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public double TurnSpeed { get; set; }
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public double ShootDelayMs { get; set; }
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public double BulletSpeed { get; set; }
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}
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@ -3,7 +3,7 @@ using TanksServer.GameLogic;
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namespace TanksServer.Interactivity;
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internal sealed class PlayerServer(ILogger<PlayerServer> logger, SpawnQueueProvider spawnQueueProvider)
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internal sealed class PlayerServer(ILogger<PlayerServer> logger, SpawnQueue spawnQueue)
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{
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private readonly ConcurrentDictionary<string, Player> _players = new();
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@ -33,7 +33,7 @@ internal sealed class PlayerServer(ILogger<PlayerServer> logger, SpawnQueueProvi
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private Player AddAndSpawn(string name)
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{
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var player = new Player(name);
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spawnQueueProvider.Queue.Enqueue(player);
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spawnQueue.EnqueueForImmediateSpawn(player);
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return player;
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}
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}
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@ -1,10 +1,10 @@
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namespace TanksServer.Models;
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internal sealed class Bullet(Player tankOwner, FloatPosition position, double rotation)
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internal sealed class Bullet(Player tankOwner, FloatPosition position, double rotation): IMapEntity
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{
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public Player Owner { get; } = tankOwner;
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public FloatPosition Position { get; set; } = position;
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public double Rotation { get; set; } = rotation;
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}
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}
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@ -1,5 +1,3 @@
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namespace TanksServer.Models;
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internal readonly record struct FloatPosition(double X, double Y)
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{
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}
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internal readonly record struct FloatPosition(double X, double Y);
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7
TanksServer/Models/IMapEntity.cs
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7
TanksServer/Models/IMapEntity.cs
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namespace TanksServer.Models;
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internal interface IMapEntity
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{
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FloatPosition Position { get; set; }
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double Rotation { get; set; }
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}
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@ -2,7 +2,7 @@ using TanksServer.GameLogic;
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namespace TanksServer.Models;
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internal sealed class Tank(Player player, FloatPosition spawnPosition)
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internal sealed class Tank(Player player, FloatPosition spawnPosition): IMapEntity
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{
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private double _rotation;
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@ -1,9 +0,0 @@
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namespace TanksServer.Models;
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public class TanksConfiguration
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{
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public double MoveSpeed { get; set; } = 1.4;
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public double TurnSpeed { get; set; } = 0.4;
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public double ShootDelayMs { get; set; } = 0.4 * 1000;
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public double BulletSpeed { get; set; } = 8;
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}
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@ -1,4 +1,5 @@
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using System.IO;
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using System.Xml;
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using Microsoft.AspNetCore.Builder;
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using Microsoft.AspNetCore.Http;
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using Microsoft.AspNetCore.Mvc;
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@ -59,6 +60,13 @@ public static class Program
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{
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var builder = WebApplication.CreateSlimBuilder(args);
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builder.Logging.AddSimpleConsole(options =>
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{
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options.SingleLine = true;
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options.IncludeScopes = true;
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options.TimestampFormat = "HH:mm:ss ";
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});
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builder.Services.AddCors(options => options
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.AddDefaultPolicy(policy => policy
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.AllowAnyHeader()
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@ -80,7 +88,7 @@ public static class Program
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builder.Services.AddSingleton<PlayerServer>();
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builder.Services.AddSingleton<ClientScreenServer>();
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builder.Services.AddSingleton<LastFinishedFrameProvider>();
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builder.Services.AddSingleton<SpawnQueueProvider>();
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builder.Services.AddSingleton<SpawnQueue>();
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builder.Services.AddHostedService<GameTickWorker>();
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builder.Services.AddHostedService(sp => sp.GetRequiredService<ControlsServer>());
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@ -103,6 +111,10 @@ public static class Program
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builder.Services.Configure<ServicePointDisplayConfiguration>(
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builder.Configuration.GetSection("ServicePointDisplay"));
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builder.Services.Configure<TanksConfiguration>(
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builder.Configuration.GetSection("Tanks"));
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builder.Services.Configure<PlayersConfiguration>(
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builder.Configuration.GetSection("Players"));
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var app = builder.Build();
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@ -40,8 +40,8 @@ internal sealed class SendToServicePointDisplay : ITickStep, IDisposable
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{
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Rows =
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{
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[0] = "== TANKS! ==",
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[1] = "-- scores --",
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[00] = "== TANKS! ==",
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[01] = "-- scores --",
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[17] = "-- join --",
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[18] = string.Join('.', localIp[..2]),
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[19] = string.Join('.', localIp[2..])
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@ -1,24 +1,32 @@
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{
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"Logging": {
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"LogLevel": {
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"Default": "Information",
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"Microsoft.AspNetCore": "Warning",
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"TanksServer": "Debug",
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"Microsoft.AspNetCore.HttpLogging": "Debug"
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}
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},
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"AllowedHosts": "*",
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"Kestrel": {
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"Endpoints": {
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"Http": {
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"Url": "http://localhost:3000"
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}
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}
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},
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"ServicePointDisplay": {
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"Enable": true,
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//"Hostname": "172.23.42.29",
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"Hostname": "localhost",
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"Port": 2342
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"Logging": {
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"LogLevel": {
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"Default": "Information",
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"Microsoft.AspNetCore": "Warning",
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"TanksServer": "Debug",
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"Microsoft.AspNetCore.HttpLogging": "Information"
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}
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},
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"AllowedHosts": "*",
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"Kestrel": {
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"Endpoints": {
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"Http": {
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"Url": "http://localhost:3000"
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}
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}
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},
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"ServicePointDisplay": {
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"Enable": false,
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"Hostname": "172.23.42.29",
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"Port": 2342
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},
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"Tanks": {
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"MoveSpeed": 1.4,
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"TurnSpeed": 0.4,
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"ShootDelayMs": 400,
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"BulletSpeed": 8
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},
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"Players": {
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"SpawnDelayMs": 3000
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}
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}
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@ -6,6 +6,9 @@ import {statusTextForReadyState} from './statusTextForReadyState.tsx';
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const pixelsPerRow = 352;
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const pixelsPerCol = 160;
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const onColor = [0, 180, 0, 255];
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const offColor = [0, 0, 0, 255];
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function getIndexes(bitIndex: number) {
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return {
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byteIndex: 10 + Math.floor(bitIndex / 8),
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@ -26,28 +29,18 @@ function drawPixelsToCanvas(pixels: Uint8Array, canvas: HTMLCanvasElement) {
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for (let x = 0; x < canvas.width; x++) {
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const pixelIndex = rowStartPixelIndex + x;
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const {byteIndex, bitInByteIndex} = getIndexes(pixelIndex);
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const byte = pixels[byteIndex];
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const mask = (1 << bitInByteIndex);
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const bitCheck = byte & mask;
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const isOn = bitCheck !== 0;
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const isOn = (pixels[byteIndex] & mask) !== 0;
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const color = isOn ? onColor : offColor;
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const dataIndex = pixelIndex * 4;
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if (isOn) {
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data[dataIndex] = 0; // r
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data[dataIndex + 1] = 180; // g
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data[dataIndex + 2] = 0; // b
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data[dataIndex + 3] = 255; // a
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} else {
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data[dataIndex] = 0; // r
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data[dataIndex + 1] = 0; // g
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data[dataIndex + 2] = 0; // b
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data[dataIndex + 3] = 255; // a
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}
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for (let colorChannel of [0, 1, 2, 3])
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data[pixelIndex * 4 + colorChannel] = color[colorChannel];
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}
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}
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drawContext.putImageData(imageData, 0, 0);
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}
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export default function ClientScreen({}: {}) {
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const canvasRef = useRef<HTMLCanvasElement>(null);
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