servicepoint-tanks/tanks-backend/TanksServer/GameLogic/MoveBullets.cs
2024-05-07 21:48:58 +02:00

57 lines
1.8 KiB
C#

namespace TanksServer.GameLogic;
internal sealed class MoveBullets(
MapEntityManager entityManager,
IOptions<GameRules> options
) : ITickStep
{
private readonly double _smartBulletInertia = options.Value.SmartBulletInertia;
public ValueTask TickAsync(TimeSpan delta)
{
foreach (var bullet in entityManager.Bullets)
MoveBullet(bullet, delta);
return ValueTask.CompletedTask;
}
private void MoveBullet(Bullet bullet, TimeSpan delta)
{
if (bullet.IsSmart && TryGetSmartRotation(bullet.Position, bullet.Owner, out var wantedRotation))
{
var inertiaFactor = _smartBulletInertia * delta.TotalSeconds;
var difference = wantedRotation - bullet.Rotation;
bullet.Rotation += difference * inertiaFactor;
}
bullet.Speed *= 1 + (bullet.Acceleration * delta.TotalSeconds);
var speed = bullet.Speed * delta.TotalSeconds;
var angle = bullet.Rotation * 2 * Math.PI;
bullet.Position = new FloatPosition(
bullet.Position.X + Math.Sin(angle) * speed,
bullet.Position.Y - Math.Cos(angle) * speed
);
}
private bool TryGetSmartRotation(FloatPosition position, Player bulletOwner, out double rotation)
{
var nearestEnemy = entityManager.Tanks
.Where(t => t.Owner != bulletOwner)
.MinBy(t => position.Distance(t.Position));
if (nearestEnemy == null)
{
rotation = double.NaN;
return false;
}
var rotationRadians = Math.Atan2(
y: nearestEnemy.Position.Y - position.Y,
x: nearestEnemy.Position.X - position.X
) + (Math.PI / 2);
rotation = rotationRadians / (2 * Math.PI);
return true;
}
}