SQCSimulator2023/SQCSim-common/player.cpp

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#include "player.h"
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#include "world.h"
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Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(position), m_rotX(rotX), m_rotY(rotY) {
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m_velocity = Vector3f(0, 0, 0);
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m_airborne = true;
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m_hp = 1.0f;
m_sensitivity = 0.5f;
m_username = "Zelda Bee-Bop56";
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}
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Player::~Player() {}
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void Player::TurnLeftRight(float value, float sensitivity) {
m_rotY += value * sensitivity;
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if (m_rotY > 360) m_rotY = 0;
else if (m_rotY < -360) m_rotY = 0;
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float yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
float xrotrad = (m_rotX / 57.2957795056f);
m_direction = Vector3f(cos(xrotrad) * sin(yrotrad),
-sin(xrotrad),
cos(xrotrad) * -cos(yrotrad));
m_direction.Normalize();
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}
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void Player::TurnTopBottom(float value, float sensitivity) {
m_rotX += value * sensitivity;
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if (m_rotX > 80) m_rotX = 80;
else if (m_rotX < -80) m_rotX = -80;
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float yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
float xrotrad = (m_rotX / 57.2957795056f);
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m_direction = Vector3f(cos(xrotrad) * sin(yrotrad),
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-sin(xrotrad),
cos(xrotrad) * -cos(yrotrad));
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m_direction.Normalize();
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}
Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool shoot, float elapsedTime) {
Vector3f delta = Vector3f(0, 0, 0);
Vector3f dir = m_direction;
dir.y = 0;
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if (front) {
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delta += dir;
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}
else if (back) {
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delta -= dir;
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}
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if (left) {
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delta.x += dir.z;
delta.z += -dir.x;
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}
else if (right) {
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delta.x -= dir.z;
delta.z -= -dir.x;
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}
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delta.Normalize();
delta.x *= .6f;
delta.z *= .6f;
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if ((jump || shoot) && !m_airborne) {
delta.y += jump ? .32f : shoot ? .1f : 0.f;
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m_airborne = true;
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}
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if (boostspeed)
{
delta.x += STRENGTH_SPEED_BOOST / 100 * delta.x;
delta.z += STRENGTH_SPEED_BOOST / 100 * delta.z;
}
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if (shoot) // Recoil!
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TurnTopBottom(-1, 1.0f);
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return delta;
}
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Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTime, std::unordered_map<uint64_t, Booster*> booster_table) {
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Player::Sound snd = Player::Sound::NOSOUND;
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static float timing = 0.f;
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/* Gestion de collisions */
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BlockType bt1, bt2, bt3;
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bt1 = world->BlockAt(GetPosition().x, GetPosition().y + input.y, GetPosition().z);
bt2 = world->BlockAt(GetPosition().x, GetPosition().y + input.y - 0.9f, GetPosition().z);
bt3 = world->BlockAt(GetPosition().x, GetPosition().y + input.y - 1.7f, GetPosition().z);
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if ((bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) && m_position.y < 129.7f) {
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bt1 = world->BlockAt(GetPosition().x, GetPosition().y + .3f, GetPosition().z);
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if (bt1 == BTYPE_AIR) m_position.y = (int)m_position.y + .7f;
m_velocity.y = input.y = 0;
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m_airborne = false;
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}
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else {
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if (abs(m_velocity.y) < 1.1f) m_velocity.y += input.y - 1.1f * elapsedTime;
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bt3 = world->BlockAt(GetPosition().x, GetPosition().y + m_velocity.y - 1.7f, GetPosition().z);
bt1 = world->BlockAt(GetPosition().x, GetPosition().y + .3f, GetPosition().z);
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if (bt3 != BTYPE_AIR) {
m_velocity.y = 0;
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if (timing == 0.f) {
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if (m_airborne) snd = Player::Sound::FALL;
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timing = .3f;
}
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m_airborne = false;
}
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else if (bt1 != BTYPE_AIR) {
m_velocity.y = -.1f;
}
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else m_airborne = true;
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}
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if (timing > 0.f) timing -= elapsedTime;
if (timing < 0.f) timing = 0.f;
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bt1 = world->BlockAt(GetPosition().x + input.x, GetPosition().y, GetPosition().z);
bt2 = world->BlockAt(GetPosition().x + input.x, GetPosition().y - 0.9f, GetPosition().z);
bt3 = world->BlockAt(GetPosition().x + input.x, GetPosition().y - 1.7f, GetPosition().z);
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if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
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m_velocity.y += .04f;
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m_velocity.z *= .5f;
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m_velocity.x *= .5f;
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}
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bt1 = world->BlockAt(GetPosition().x, GetPosition().y, GetPosition().z + input.z);
bt2 = world->BlockAt(GetPosition().x, GetPosition().y - 0.9f, GetPosition().z + input.z);
bt3 = world->BlockAt(GetPosition().x, GetPosition().y - 1.7f, GetPosition().z + input.z);
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if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
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m_velocity.y += .04f;
m_velocity.z *= .5f;
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m_velocity.x *= .5f;
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}
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/* Fin gestion de collisions */
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/* Gestion de la friction */
if (!m_airborne) {
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m_velocity.x += input.x * (boostspeed ? 2.5f : 2.f) * elapsedTime;
m_velocity.z += input.z * (boostspeed ? 2.5f : 2.f) * elapsedTime;
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if (input.x == 0.f)
m_velocity.x *= .8f;
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if (input.z == 0.f)
m_velocity.z *= .8f;
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}
else {
m_velocity.x += input.x * .4f * elapsedTime; // Techniquement contre les lois de la physique, mais c'est beaucoup moins chiant pour grimper sur les blocs.
m_velocity.z += input.z * .4f * elapsedTime;
m_velocity.x *= .99f;
m_velocity.z *= .99f;
}
/* Fin gestion de la friction */
float vy = m_velocity.y;
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m_velocity.y = boostspeed ? 0.f: 1.f; // Padding pour limiter le x et z lors du Normalize().
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if (m_velocity.Length() >= 1.f) m_velocity.Normalize(); // Limiteur de vitesse en x/z.
m_velocity.y = 0;
if (m_velocity.Length() < .005f) m_velocity.Zero(); // Threshold en x/z.
m_velocity.y = vy;
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m_position += m_velocity;
static float bobbingtime = 0; // Gestion de la cam<61>ra
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static bool leftright = false;
static bool isStep = false;
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if (bobbingtime <= 360.f)
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bobbingtime += elapsedTime * 20.f; else bobbingtime = 0;
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if ((sin(bobbingtime) - 0.5f) * (abs(m_velocity.x) + abs(m_velocity.z)) < -.2f && !m_airborne) {
if (!isStep) {
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snd = Player::Sound::STEP;
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}
isStep = true;
}
else isStep = false;
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m_POV = m_position.y;
m_POV += m_airborne ? 0 : (sin(bobbingtime) - 0.5f) * (abs(m_velocity.x) + abs(m_velocity.z)) * .2f;
TakeBooster(booster_table, elapsedTime);
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RemoveBooster(elapsedTime);
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return snd;
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}
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void Player::ApplyTransformation(Transformation& transformation, bool rel, bool rot) const {
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transformation.ApplyRotation(-m_rotX, 1, 0, 0);
transformation.ApplyRotation(-m_rotY, 0, 1, 0);
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if (rel) transformation.ApplyTranslation(-GetPOV());
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}
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void Player::TakeBooster(std::unordered_map<uint64_t, Booster*> booster_table, float elapsedtime)
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{
Vector3f playerpos = GetPosition();
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for (auto& [key, booster]: booster_table)
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{
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Vector3f pos = booster->GetPosition();
if (booster->GetAvailability() && abs(playerpos.x - pos.x) <= 0.5f && abs(playerpos.y - pos.y) <= 1.0f && abs(playerpos.z - pos.z) <= 0.5f)
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{
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GetBooster(booster->GetType(), elapsedtime);
booster->SetAvailability(false);
break;
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}
}
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}
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void Player::GetBooster(BOOST_TYPE boosttype, float elapsedtime)
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{
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if (boosttype == BTYPE_SPEED)
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{
boostspeed = true;
timeboostspeed = 0;
}
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if (boosttype == BTYPE_HEAL)
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{
m_hp = 1.0f;
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}
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if (boosttype == BTYPE_DAMAGE)
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{
boostdamage = true;
timeboostdamage = 0;
}
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if (boosttype == BTYPE_INVINCIBLE)
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{
boostinvincible = true;
boostinvincible = 0;
}
}
void Player::RemoveBooster(float elapsedtime)
{
if (boostspeed)
{
timeboostspeed += elapsedtime;
if (timeboostspeed >= TIME_SPEED_BOOST && boostspeed == true)
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boostspeed = false;
}
if (boostdamage)
{
if (timeboostdamage >= TIME_DAMAGE_BOOST && boostdamage == true)
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boostdamage = false;
}
if (boostinvincible)
{
if (timeboostinvincible >= TIME_INVINCIBLE_BOOST && boostinvincible == true)
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boostinvincible = false;
}
}
void Player::SetDirection(Vector3f dir) { m_direction = dir; }
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void Player::Move(Vector3f diff) { m_position -= diff; }
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Vector3f Player::GetPosition() const { return Vector3f(m_position.x + CHUNK_SIZE_X * WORLD_SIZE_X / 2, m_position.y, m_position.z + CHUNK_SIZE_Z * WORLD_SIZE_Y / 2); }
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Vector3f Player::GetPositionAbs() const { return m_position; }
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Vector3f Player::GetVelocity() const { return m_velocity; }
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Vector3f Player::GetPOV() const { return Vector3f(GetPosition().x, m_POV, GetPosition().z); }
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Vector3f Player::GetDirection() const { return m_direction; }
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std::string Player::GetUsername() const { return m_username; }
void Player::SetUsername(std::string username) {
m_username = username;
}
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float Player::GetSensitivity() const {
return m_sensitivity;
}
void Player::SetSensitivity(float sensitivity) {
m_sensitivity = sensitivity;
}
float Player::GetHP() const { return m_hp; }
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void Player::SetHP(float hp) {
m_hp = hp;
}
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void Player::Teleport(int& x, int& z) {
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m_position.x -= x * CHUNK_SIZE_X;
m_position.z -= z * CHUNK_SIZE_Z;
}
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bool Player::GetIsAirborne() const { return m_airborne; }
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bool Player::AmIDead() { return m_hp <= 0; }
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void Player::InflictDamage(float hitPoints) {
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m_hp -= hitPoints;
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if (m_hp < 0)
m_hp == 0;
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}
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int Player::getScore() const { return m_score; }
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void Player::addPoint() { ++m_score; }
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uint64_t Player::getId() const { return id; }
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Vector3f Player::InterpolatePosition(const Vector3f& vec1, const Vector3f& vec2, const Timestamp& tim1, const Timestamp& tim2, const Timestamp& now) {
return Vector3f();
}