Added start of weapons refactor.

This commit is contained in:
Andrew Lalis 2021-07-10 20:45:03 +02:00
parent 3e20031e11
commit 27ee1336a7
21 changed files with 491 additions and 299 deletions

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@ -10,9 +10,13 @@ import nl.andrewlalis.aos_core.model.Player;
import nl.andrewlalis.aos_core.model.Team;
import nl.andrewlalis.aos_core.model.World;
import nl.andrewlalis.aos_core.model.tools.Gun;
import nl.andrewlalis.aos_core.model.tools.GunType;
import nl.andrewlalis.aos_core.model.tools.Tool;
import nl.andrewlalis.aos_core.net.data.DataTypes;
import nl.andrewlalis.aos_core.net.data.PlayerDetailUpdate;
import nl.andrewlalis.aos_core.net.data.WorldUpdate;
import nl.andrewlalis.aos_core.net.data.tool.GunData;
import nl.andrewlalis.aos_core.net.data.tool.ToolData;
import java.io.IOException;
@ -23,7 +27,6 @@ public class Client {
private final MessageTransceiver messageTransceiver;
private World world;
private Player myPlayer;
private final GameRenderer renderer;
private final SoundManager soundManager;
@ -123,8 +126,6 @@ public class Client {
public void updatePlayer(PlayerDetailUpdate update) {
if (this.myPlayer == null) return;
this.myPlayer.setHealth(update.getHealth());
this.myPlayer.setReloading(update.isReloading());
this.myPlayer.setGun(new Gun(this.myPlayer.getGun().getType(), update.getGunCurrentClipBulletCount(), update.getGunClipCount()));
}
/**

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@ -0,0 +1,27 @@
package nl.andrewlalis.aos_client.model;
import nl.andrewlalis.aos_core.net.data.tool.ToolData;
import java.util.List;
/**
* Information about the client's player, which contains more detailed data than
* what is provided for any random player in the world.
*/
public class ClientPlayerData extends PlayerData {
private float health;
private List<ToolData> tools;
private int selectedToolIndex;
public float getHealth() {
return health;
}
public List<ToolData> getTools() {
return tools;
}
public int getSelectedToolIndex() {
return selectedToolIndex;
}
}

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@ -0,0 +1,40 @@
package nl.andrewlalis.aos_client.model;
import nl.andrewlalis.aos_core.geom.Vec2;
/**
* The data about a player which the client needs to know in order to render it.
*/
public class PlayerData {
private int id;
private String name;
private byte teamId;
private Vec2 position;
private Vec2 orientation;
private Vec2 velocity;
public int getId() {
return id;
}
public String getName() {
return name;
}
public byte getTeamId() {
return teamId;
}
public Vec2 getPosition() {
return position;
}
public Vec2 getOrientation() {
return orientation;
}
public Vec2 getVelocity() {
return velocity;
}
}

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@ -204,7 +204,7 @@ public class GamePanel extends JPanel {
* @param gun The gun to draw.
*/
private void drawGun(Graphics2D g2, Gun gun) {
g2.setColor(Color.decode(gun.getType().getColor()));
g2.setColor(Color.decode(gun.getType().color()));
Rectangle2D.Double gunBarrel = new Rectangle2D.Double(
0,
0.5,
@ -307,8 +307,8 @@ public class GamePanel extends JPanel {
g2.drawString("Reloading...", 5, this.getHeight() - 10);
}
Gun gun = myPlayer.getGun();
g2.drawString("Clips: " + gun.getClipCount() + " / " + gun.getType().getMaxClipCount(), 5, this.getHeight() - 20);
g2.drawString("Bullets: " + gun.getCurrentClipBulletCount() + " / " + gun.getType().getClipSize(), 5, this.getHeight() - 30);
g2.drawString("Clips: " + gun.getClipCount() + " / " + gun.getType().maxClipCount(), 5, this.getHeight() - 20);
g2.drawString("Bullets: " + gun.getCurrentClipBulletCount() + " / " + gun.getType().clipSize(), 5, this.getHeight() - 30);
g2.setColor(Color.GREEN);
g2.drawString(String.format("Health: %.1f", myPlayer.getHealth()), 5, this.getHeight() - 40);

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@ -4,6 +4,7 @@ module aos_core {
exports nl.andrewlalis.aos_core.net to aos_server, aos_client;
exports nl.andrewlalis.aos_core.net.chat to aos_client, aos_server;
exports nl.andrewlalis.aos_core.net.data to aos_server, aos_client;
exports nl.andrewlalis.aos_core.net.data.tool to aos_server, aos_client;
exports nl.andrewlalis.aos_core.model to aos_server, aos_client;
exports nl.andrewlalis.aos_core.model.tools to aos_client, aos_server;

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@ -7,7 +7,7 @@ import nl.andrewlalis.aos_core.model.tools.Gun;
* Represents a single projectile bullet fired from a player's gun. When shot by
* a player, a newly-spawned bullet will be initialized with a velocity in the
* general direction of the gun, with some perturbation according to the gun's
* accuracy and player's sprinting/sneaking status.
* inaccuracy and player's sprinting/sneaking status.
*/
public class Bullet extends PhysicsObject {
private final int playerId;
@ -34,14 +34,14 @@ public class Bullet extends PhysicsObject {
.add(player.getOrientation().perp().mul(Player.RADIUS))
);
this.setOrientation(player.getOrientation());
float accuracy = player.getGun().getType().getAccuracy();
float inaccuracy = player.getGun().getType().inaccuracy();
if (player.isSneaking()) {
accuracy *= sneakAccuracyModifier;
inaccuracy *= sneakAccuracyModifier;
} else if (player.isSprinting()) {
accuracy *= sprintAccuracyModifier;
inaccuracy *= sprintAccuracyModifier;
}
Vec2 perturbation = Vec2.random(-1, 1).mul(accuracy);
Vec2 localVelocity = this.getOrientation().add(perturbation).mul(player.getGun().getType().getBulletSpeed());
Vec2 perturbation = Vec2.random(-1, 1).mul(inaccuracy);
Vec2 localVelocity = this.getOrientation().add(perturbation).mul(player.getGun().getType().bulletSpeed());
this.setVelocity(player.getVelocity().add(localVelocity));
}

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@ -3,7 +3,11 @@ package nl.andrewlalis.aos_core.model;
import nl.andrewlalis.aos_core.geom.Vec2;
import nl.andrewlalis.aos_core.model.tools.Gun;
import nl.andrewlalis.aos_core.model.tools.GunType;
import nl.andrewlalis.aos_core.model.tools.Tool;
import java.util.ArrayList;
import java.util.Collections;
import java.util.List;
import java.util.Objects;
public class Player extends PhysicsObject implements Comparable<Player> {
@ -14,14 +18,10 @@ public class Player extends PhysicsObject implements Comparable<Player> {
private final String name;
private Team team;
private PlayerControlState state;
private Gun gun;
private List<Tool> tools;
private Tool selectedTool;
private float health;
private transient long lastShot;
private transient long reloadingStartedAt;
private boolean reloading;
private transient long lastResupply;
// Stats
private transient int killCount;
private transient int deathCount;
@ -29,15 +29,18 @@ public class Player extends PhysicsObject implements Comparable<Player> {
private transient int resupplyCount;
private transient int killStreak;
private transient long lastResupply;
public Player(int id, String name, Team team, GunType gunType, float maxHealth) {
this.id = id;
this.name = name;
this.team = team;
this.state = new PlayerControlState();
this.gun = new Gun(gunType);
this.health = maxHealth;
this.useWeapon();
this.lastShot = System.currentTimeMillis();
this.tools = new ArrayList<>();
var gun = new Gun(gunType);
this.tools.add(gun);
this.selectedTool = gun;
}
public int getId() {
@ -64,56 +67,23 @@ public class Player extends PhysicsObject implements Comparable<Player> {
this.team = team;
}
public Gun getGun() {
return gun;
public List<Tool> getTools() {
return this.tools;
}
public void setGun(Gun gun) {
this.gun = gun;
public Tool getSelectedTool() {
return this.selectedTool;
}
public void setHealth(float health) {
this.health = health;
}
public void setReloading(boolean reloading) {
this.reloading = reloading;
}
public boolean canUseWeapon() {
public boolean canUseGun() {
return this.state.isShooting() &&
!this.state.isReloading() &&
!this.reloading &&
this.gun.getCurrentClipBulletCount() > 0 &&
this.lastShot + ((long) (this.gun.getType().getShotCooldownTime() * 1000)) < System.currentTimeMillis() &&
this.selectedTool instanceof Gun gun && gun.isUsable() &&
(this.getTeam() == null || this.getTeam().getSpawnPoint().dist(this.getPosition()) > Team.SPAWN_RADIUS);
}
public void useWeapon() {
this.lastShot = System.currentTimeMillis();
this.gun.decrementBulletCount();
this.shotCount++;
}
public void startReloading() {
this.reloading = true;
this.reloadingStartedAt = System.currentTimeMillis();
}
public void finishReloading() {
this.gun.reload();
this.reloading = false;
}
public boolean isReloadingComplete() {
long msSinceStart = System.currentTimeMillis() - this.reloadingStartedAt;
return msSinceStart > this.gun.getType().getReloadTime() * 1000;
}
public boolean isReloading() {
return reloading;
}
public boolean canResupply(float resupplyCooldown) {
return this.team != null &&
this.team.getSupplyPoint().dist(this.getPosition()) < Team.SUPPLY_POINT_RADIUS &&
@ -121,9 +91,11 @@ public class Player extends PhysicsObject implements Comparable<Player> {
}
public void resupply(float maxHealth) {
this.lastResupply = System.currentTimeMillis();
this.gun.refillClips();
for (Tool t : this.tools) {
t.resupply();
}
this.health = maxHealth;
this.lastResupply = System.currentTimeMillis();
this.resupplyCount++;
}
@ -137,7 +109,9 @@ public class Player extends PhysicsObject implements Comparable<Player> {
public void respawn(float maxHealth) {
this.resupply(maxHealth);
this.gun.emptyCurrentClip();
for (Tool t : this.tools) {
t.reset();
}
if (this.team != null) {
this.setPosition(this.team.getSpawnPoint().add(Vec2.random(-Team.SPAWN_RADIUS / 2, Team.SPAWN_RADIUS / 2)));
}

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@ -0,0 +1,47 @@
package nl.andrewlalis.aos_core.model.tools;
/**
* The grenade tool, when equipped, allows the player to throw grenades into the
* world, if there are some grenades available.
*/
public class Grenade implements Tool {
private final int maxGrenades = 3;
private int grenades;
public Grenade(int grenades) {
this.grenades = grenades;
}
public Grenade() {
this.grenades = maxGrenades;
}
public int getGrenadesRemaining() {
return grenades;
}
public int getMaxGrenades() {
return maxGrenades;
}
@Override
public void use() {
this.grenades--;
}
@Override
public void resupply() {
this.grenades = this.maxGrenades;
}
@Override
public void reset() {
this.resupply();
}
@Override
public boolean isUsable() {
return this.grenades > 0;
}
}

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@ -1,8 +1,9 @@
package nl.andrewlalis.aos_core.model.tools;
import java.io.Serializable;
public class Gun implements Serializable {
/**
* A type of tool that, when equipped, allows the player to shoot bullets.
*/
public class Gun implements Tool {
GunType type;
/**
@ -14,14 +15,20 @@ public class Gun implements Serializable {
*/
private int clipCount;
private transient long lastShot;
private transient long reloadingStartedAt;
private boolean reloading;
public Gun(GunType type, int currentClipBulletCount, int clipCount) {
this.type = type;
this.currentClipBulletCount = currentClipBulletCount;
this.clipCount = clipCount;
this.lastShot = System.currentTimeMillis();
}
public Gun(GunType type) {
this(type, 0, type.getMaxClipCount());
this(type, 0, type.maxClipCount());
}
public GunType getType() {
@ -36,10 +43,6 @@ public class Gun implements Serializable {
return clipCount;
}
public void refillClips() {
this.clipCount = this.type.getMaxClipCount();
}
public void decrementBulletCount() {
this.currentClipBulletCount = Math.max(this.currentClipBulletCount - 1, 0);
}
@ -52,10 +55,42 @@ public class Gun implements Serializable {
return this.clipCount > 0;
}
public boolean isReloading() {
return reloading;
}
public void startReloading() {
this.reloading = true;
this.reloadingStartedAt = System.currentTimeMillis();
}
public boolean isReloadingComplete() {
return this.reloading && (System.currentTimeMillis() - this.reloadingStartedAt) > this.type.reloadTime() * 1000;
}
public void reload() {
if (this.clipCount > 0) {
this.clipCount--;
this.currentClipBulletCount = this.type.getClipSize();
}
this.currentClipBulletCount = this.type.clipSize();
}
this.reloading = false;
}
@Override
public void use() {
this.lastShot = System.currentTimeMillis();
this.currentClipBulletCount--;
}
@Override
public void resupply() {
this.clipCount = this.type.maxClipCount();
}
@Override
public boolean isUsable() {
return !this.reloading &&
this.currentClipBulletCount > 0 &&
this.lastShot + (this.type.shotCooldownTime() * 1000) < System.currentTimeMillis();
}
}

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@ -1,122 +1,19 @@
package nl.andrewlalis.aos_core.model.tools;
import java.io.Serializable;
/**
* Relatively constant configuration information about a particular type of gun,
* while not including state data for any single gun.
* Information about a particular type of gun.
*/
public class GunType implements Serializable {
/**
* The name of this type of gun. Should be unique among all guns in a world.
*/
private final String name;
/**
* The category of gun.
*/
private final GunCategory category;
/**
* The color of this type of gun, in hex.
*/
private final String color;
/**
* Maximum number of clips a player can carry when using this gun.
*/
private final int maxClipCount;
/**
* Number of bullets in each clip.
*/
private final int clipSize;
/**
* Number of bullets that are fired simultaneously per round. Usually only
* shotguns fire multiple.
*/
private final int bulletsPerRound;
/**
* How accurate shots from this gun are. 0 = never miss, 1 = complete random.
*/
private final float accuracy;
/**
* How long (in seconds) to wait after each shot, before another is shot.
*/
private final float shotCooldownTime;
/**
* How long (in seconds) for reloading a new clip.
*/
private final float reloadTime;
/**
* How fast the bullet travels (in m/s).
*/
private final float bulletSpeed;
/**
* How much damage the bullet does for a direct hit.
*/
private final float baseDamage;
/**
* How fast the gun pushes the player backwards when shot (in m/s).
*/
private final float recoil;
public GunType(String name, GunCategory category, String color, int maxClipCount, int clipSize, int bulletsPerRound, float accuracy, float shotCooldownTime, float reloadTime, float bulletSpeed, float baseDamage, float recoil) {
this.name = name;
this.category = category;
this.color = color;
this.maxClipCount = maxClipCount;
this.clipSize = clipSize;
this.bulletsPerRound = bulletsPerRound;
this.accuracy = accuracy;
this.shotCooldownTime = shotCooldownTime;
this.reloadTime = reloadTime;
this.bulletSpeed = bulletSpeed;
this.baseDamage = baseDamage;
this.recoil = recoil;
}
public String getName() {
return name;
}
public GunCategory getCategory() {
return category;
}
public String getColor() {
return color;
}
public int getMaxClipCount() {
return maxClipCount;
}
public int getClipSize() {
return clipSize;
}
public int getBulletsPerRound() {
return bulletsPerRound;
}
public float getAccuracy() {
return accuracy;
}
public float getShotCooldownTime() {
return shotCooldownTime;
}
public float getReloadTime() {
return reloadTime;
}
public float getBulletSpeed() {
return bulletSpeed;
}
public float getBaseDamage() {
return baseDamage;
}
public float getRecoil() {
return recoil;
}
}
public record GunType(
String name,
GunCategory category,
String color,
int maxClipCount,
int clipSize,
int bulletsPerRound,
float inaccuracy,
float shotCooldownTime,
float reloadTime,
float bulletSpeed,
float baseDamage,
float recoil
) {}

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@ -0,0 +1,30 @@
package nl.andrewlalis.aos_core.model.tools;
import java.io.Serializable;
/**
* Represents some sort of usable tool item that players can equip and use.
*/
public interface Tool extends Serializable {
/**
* Uses the tool.
*/
void use();
/**
* Resupplies the tool, when a player is resupplied at their team's area.
*/
void resupply();
/**
* Resets the tool to its preferred initial state. This is useful for things
* like respawning.
*/
void reset();
/**
* @return True if the player may use the tool to perform an action, or
* false if it's not possible to do so.
*/
boolean isUsable();
}

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@ -1,105 +1,75 @@
package nl.andrewlalis.aos_core.net.data;
import nl.andrewlalis.aos_core.model.Player;
import nl.andrewlalis.aos_core.model.tools.Grenade;
import nl.andrewlalis.aos_core.model.tools.Gun;
import nl.andrewlalis.aos_core.model.tools.Tool;
import nl.andrewlalis.aos_core.net.data.tool.GrenadeData;
import nl.andrewlalis.aos_core.net.data.tool.GunData;
import nl.andrewlalis.aos_core.net.data.tool.ToolData;
import java.nio.ByteBuffer;
import java.util.ArrayList;
import java.util.List;
public class PlayerDetailUpdate {
public static final int BYTES = Float.BYTES + 1 + 5 * Integer.BYTES;
private final float health;
private final boolean reloading;
private final int gunMaxClipCount;
private final int gunClipSize;
private final int gunBulletsPerRound;
private final int gunCurrentClipBulletCount;
private final int gunClipCount;
private List<ToolData> tools;
private int selectedToolIndex;
public PlayerDetailUpdate(Player player) {
this.health = player.getHealth();
this.reloading = player.isReloading();
this.gunMaxClipCount = player.getGun().getType().getMaxClipCount();
this.gunClipSize = player.getGun().getType().getClipSize();
this.gunBulletsPerRound = player.getGun().getType().getBulletsPerRound();
this.gunCurrentClipBulletCount = player.getGun().getCurrentClipBulletCount();
this.gunClipCount = player.getGun().getClipCount();
this.tools = new ArrayList<>(player.getTools().size());
for (int i = 0; i < player.getTools().size(); i++) {
var t = player.getTools().get(i);
if (t instanceof Gun g) {
this.tools.add(new GunData(g));
} else if (t instanceof Grenade g) {
this.tools.add(new GrenadeData(g));
}
if (t.equals(player.getSelectedTool())) {
selectedToolIndex = i;
}
}
}
private PlayerDetailUpdate(float health, boolean reloading, int gunMaxClipCount, int gunClipSize, int gunBulletsPerRound, int gunCurrentClipBulletCount, int gunClipCount) {
private PlayerDetailUpdate(float health, List<ToolData> tools, int selectedToolIndex) {
this.health = health;
this.reloading = reloading;
this.gunMaxClipCount = gunMaxClipCount;
this.gunClipSize = gunClipSize;
this.gunBulletsPerRound = gunBulletsPerRound;
this.gunCurrentClipBulletCount = gunCurrentClipBulletCount;
this.gunClipCount = gunClipCount;
}
public float getHealth() {
return health;
}
public boolean isReloading() {
return reloading;
}
public int getGunMaxClipCount() {
return gunMaxClipCount;
}
public int getGunClipSize() {
return gunClipSize;
}
public int getGunBulletsPerRound() {
return gunBulletsPerRound;
}
public int getGunCurrentClipBulletCount() {
return gunCurrentClipBulletCount;
}
public int getGunClipCount() {
return gunClipCount;
}
@Override
public String toString() {
return "PlayerDetailUpdate{" +
"health=" + health +
", reloading=" + reloading +
", gunMaxClipCount=" + gunMaxClipCount +
", gunClipSize=" + gunClipSize +
", gunBulletsPerRound=" + gunBulletsPerRound +
", gunCurrentClipBulletCount=" + gunCurrentClipBulletCount +
", gunClipCount=" + gunClipCount +
'}';
public List<ToolData> getTools() {
return tools;
}
public byte[] toBytes() {
ByteBuffer buffer = ByteBuffer.allocate(BYTES);
buffer.putFloat(health);
buffer.put((byte) (this.reloading ? 1 : 0));
buffer.putInt(this.gunMaxClipCount);
buffer.putInt(this.gunClipSize);
buffer.putInt(this.gunBulletsPerRound);
buffer.putInt(this.gunCurrentClipBulletCount);
buffer.putInt(this.gunClipCount);
int size = Float.BYTES + 2 * Integer.BYTES;
for (var td : this.tools) {
size += td.getByteSize();
}
ByteBuffer buffer = ByteBuffer.allocate(size);
buffer.putFloat(this.health);
buffer.putInt(this.selectedToolIndex);
buffer.putInt(this.tools.size());
for (var td : this.tools) {
td.write(buffer);
}
return buffer.array();
}
public static PlayerDetailUpdate fromBytes(byte[] bytes) {
ByteBuffer buffer = ByteBuffer.wrap(bytes);
return new PlayerDetailUpdate(
buffer.getFloat(),
buffer.get() == 1,
buffer.getInt(),
buffer.getInt(),
buffer.getInt(),
buffer.getInt(),
buffer.getInt()
);
float health = buffer.getFloat();
int selectedToolIndex = buffer.getInt();
int toolCount = buffer.getInt();
List<ToolData> tools = new ArrayList<>(toolCount);
for (int i = 0; i < toolCount; i++) {
tools.add(ToolData.read(buffer));
}
return new PlayerDetailUpdate(health, tools, selectedToolIndex);
}
}

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@ -2,6 +2,11 @@ package nl.andrewlalis.aos_core.net.data;
import nl.andrewlalis.aos_core.geom.Vec2;
import nl.andrewlalis.aos_core.model.Player;
import nl.andrewlalis.aos_core.model.tools.Grenade;
import nl.andrewlalis.aos_core.model.tools.Gun;
import nl.andrewlalis.aos_core.net.data.tool.GrenadeData;
import nl.andrewlalis.aos_core.net.data.tool.GunData;
import nl.andrewlalis.aos_core.net.data.tool.ToolData;
import java.io.DataInputStream;
import java.io.DataOutputStream;
@ -18,22 +23,28 @@ public class PlayerUpdate {
private final Vec2 position;
private final Vec2 orientation;
private final Vec2 velocity;
private final String gunTypeName;
private final ToolData selectedTool;
public PlayerUpdate(Player player) {
this.id = player.getId();
this.position = player.getPosition();
this.orientation = player.getOrientation();
this.velocity = player.getVelocity();
this.gunTypeName = player.getGun().getType().getName();
if (player.getSelectedTool() instanceof Gun gun) {
this.selectedTool = new GunData(gun);
} else if (player.getSelectedTool() instanceof Grenade grenade) {
this.selectedTool = new GrenadeData(grenade);
} else {
throw new IllegalArgumentException("Invalid selected tool.");
}
}
public PlayerUpdate(int id, Vec2 position, Vec2 orientation, Vec2 velocity, String gunTypeName) {
public PlayerUpdate(int id, Vec2 position, Vec2 orientation, Vec2 velocity) {
this.id = id;
this.position = position;
this.orientation = orientation;
this.velocity = velocity;
this.gunTypeName = gunTypeName;
this.selectedTool = null;
}
public int getId() {
@ -52,10 +63,6 @@ public class PlayerUpdate {
return velocity;
}
public String getGunTypeName() {
return gunTypeName;
}
public void write(DataOutputStream out) throws IOException {
out.writeInt(this.id);
out.writeFloat(this.position.x());
@ -64,8 +71,6 @@ public class PlayerUpdate {
out.writeFloat(this.orientation.y());
out.writeFloat(this.velocity.x());
out.writeFloat(this.velocity.y());
out.writeInt(this.gunTypeName.length());
out.writeBytes(this.gunTypeName);
}
public static PlayerUpdate read(DataInputStream in) throws IOException {
@ -73,8 +78,6 @@ public class PlayerUpdate {
Vec2 position = Vec2.read(in);
Vec2 orientation = Vec2.read(in);
Vec2 velocity = Vec2.read(in);
int gunTypeNameLength = in.readInt();
String gunTypeName = new String(in.readNBytes(gunTypeNameLength));
return new PlayerUpdate(id, position, orientation, velocity, gunTypeName);
}
}

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@ -0,0 +1,37 @@
package nl.andrewlalis.aos_core.net.data.tool;
import nl.andrewlalis.aos_core.model.tools.Grenade;
import java.nio.ByteBuffer;
public class GrenadeData extends ToolData {
private int grenades;
private int maxGrenades;
public GrenadeData() {
super((byte) 1);
}
public GrenadeData(Grenade grenade) {
this();
this.grenades = grenade.getGrenadesRemaining();
this.maxGrenades = grenade.getMaxGrenades();
}
@Override
public int getByteSize() {
return 2 * Integer.BYTES;
}
@Override
protected void putData(ByteBuffer buffer) {
buffer.putInt(this.grenades);
buffer.putInt(this.maxGrenades);
}
@Override
protected void getData(ByteBuffer buffer) {
this.grenades = buffer.getInt();
this.maxGrenades = buffer.getInt();
}
}

View File

@ -0,0 +1,77 @@
package nl.andrewlalis.aos_core.net.data.tool;
import nl.andrewlalis.aos_core.model.tools.Gun;
import java.nio.ByteBuffer;
public class GunData extends ToolData {
private boolean reloading;
private int clipCount;
private int currentClipBulletCount;
private int bulletsPerRound;
private int clipSize;
private int maxClipCount;
public GunData() {
super((byte) 0);
}
public GunData(Gun gun) {
this();
this.reloading = gun.isReloading();
this.clipCount = gun.getClipCount();
this.currentClipBulletCount = gun.getCurrentClipBulletCount();
this.bulletsPerRound = gun.getType().bulletsPerRound();
this.clipSize = gun.getType().clipSize();
this.maxClipCount = gun.getType().maxClipCount();
}
public boolean isReloading() {
return reloading;
}
public int getClipCount() {
return clipCount;
}
public int getCurrentClipBulletCount() {
return currentClipBulletCount;
}
public int getBulletsPerRound() {
return bulletsPerRound;
}
public int getClipSize() {
return clipSize;
}
public int getMaxClipCount() {
return maxClipCount;
}
@Override
public int getByteSize() {
return 1 + 5 * Integer.BYTES;
}
@Override
protected void putData(ByteBuffer buffer) {
buffer.put((byte) (this.reloading ? 1 : 0));
buffer.putInt(this.clipCount);
buffer.putInt(this.currentClipBulletCount);
buffer.putInt(this.bulletsPerRound);
buffer.putInt(this.clipSize);
buffer.putInt(this.maxClipCount);
}
@Override
protected void getData(ByteBuffer buffer) {
this.reloading = buffer.get() == 1;
this.clipCount = buffer.getInt();
this.currentClipBulletCount = buffer.getInt();
this.bulletsPerRound = buffer.getInt();
this.clipSize = buffer.getInt();
this.maxClipCount = buffer.getInt();
}
}

View File

@ -0,0 +1,55 @@
package nl.andrewlalis.aos_core.net.data.tool;
import java.nio.ByteBuffer;
import java.util.HashMap;
import java.util.Map;
public abstract class ToolData {
private static final Map<Byte, Class<? extends ToolData>> dataMapping = new HashMap<>();
static {
dataMapping.put((byte) 0, GunData.class);
dataMapping.put((byte) 1, GrenadeData.class);
}
private final byte toolType;
public ToolData(byte toolType) {
this.toolType = toolType;
}
public void write(ByteBuffer buffer) {
buffer.put(this.toolType);
this.putData(buffer);
}
public static ToolData read(ByteBuffer buffer) {
byte type = buffer.get();
var dataClass = dataMapping.get(type);
if (dataClass == null) {
System.err.println("Invalid tool data type byte.");
return null;
}
try {
var data = dataClass.getConstructor().newInstance();
data.getData(buffer);
return data;
} catch (ReflectiveOperationException e) {
e.printStackTrace();
return null;
}
}
public abstract int getByteSize();
/**
* Writes data for this tool data object into the given buffer.
* @param buffer The byte buffer to write data into.
*/
protected abstract void putData(ByteBuffer buffer);
/**
* Reads data for this tool data object from the given buffer.
* @param buffer The byte buffer to read data from.
*/
protected abstract void getData(ByteBuffer buffer);
}

View File

@ -184,23 +184,23 @@ public class WorldUpdater extends Thread {
}
private void updatePlayerShooting(Player p) {
if (p.canUseWeapon()) {
for (int i = 0; i < p.getGun().getType().getBulletsPerRound(); i++) {
if (p.canUseGun()) {
for (int i = 0; i < p.getGun().getType().bulletsPerRound(); i++) {
Bullet b = new Bullet(p, server.getSettings().getPlayerSettings().getSneakAccuracyModifier(), server.getSettings().getPlayerSettings().getSprintAccuracyModifier());
this.world.getBullets().add(b);
this.worldUpdate.addBullet(b);
}
SoundType soundType = SoundType.SHOT_SMG;
if (p.getGun().getType().getCategory() == GunCategory.RIFLE) {
if (p.getGun().getType().category() == GunCategory.RIFLE) {
soundType = SoundType.SHOT_RIFLE;
} else if (p.getGun().getType().getCategory() == GunCategory.SHOTGUN) {
} else if (p.getGun().getType().category() == GunCategory.SHOTGUN) {
soundType = SoundType.SHOT_SHOTGUN;
} else if (p.getGun().getType().getCategory() == GunCategory.MACHINE) {
} else if (p.getGun().getType().category() == GunCategory.MACHINE) {
soundType = ThreadLocalRandom.current().nextFloat() < 0.8f ? SoundType.SHOT_MACHINE_GUN_1 : SoundType.SHOT_MACHINE_GUN_2;
}
this.worldUpdate.addSound(new SoundData(p.getPosition(), 1.0f, soundType));
p.useWeapon();
p.setVelocity(p.getVelocity().add(p.getOrientation().mul(-1 * p.getGun().getType().getRecoil())));
p.setVelocity(p.getVelocity().add(p.getOrientation().mul(-1 * p.getGun().getType().recoil())));
}
if (p.getState().isReloading() && !p.isReloading() && p.getGun().canReload()) {
p.startReloading();
@ -255,7 +255,7 @@ public class WorldUpdater extends Thread {
if (dist < Player.RADIUS && (p.getTeam() == null || p.getTeam().getSpawnPoint().dist(p.getPosition()) > Team.SPAWN_RADIUS)) {
// Player was shot!
float damage = (float) (((Player.RADIUS - dist) / Player.RADIUS) * b.getGun().getType().getBaseDamage());
float damage = (float) (((Player.RADIUS - dist) / Player.RADIUS) * b.getGun().getType().baseDamage());
p.takeDamage(damage);
if (p.getHealth() == 0.0f) {
Player shooter = this.world.getPlayers().get(b.getPlayerId());

View File

@ -19,13 +19,13 @@ public class GunsCommand implements Command, ChatCommand {
@Override
public void execute(String[] args) {
for (var gunType : this.server.getWorld().getGunTypes().values()) {
System.out.println(gunType.getName());
System.out.println(gunType.name());
}
}
@Override
public void execute(ClientHandler handler, Player player, String[] args) {
String msg = handler.getServer().getWorld().getGunTypes().values().stream().map(GunType::getName).collect(Collectors.joining(", "));
String msg = handler.getServer().getWorld().getGunTypes().values().stream().map(GunType::name).collect(Collectors.joining(", "));
handler.send(new SystemChatMessage(SystemChatMessage.Level.INFO, msg));
}
}

View File

@ -1,6 +1,5 @@
package nl.andrewlalis.aos_server.command;
import nl.andrewlalis.aos_core.model.Player;
import nl.andrewlalis.aos_server.Server;
import java.util.stream.Collectors;
@ -21,13 +20,12 @@ public class ListPlayersCommand implements Command {
String message = this.server.getWorld().getPlayers().values().stream()
.sorted()
.map(player -> String.format(
"%d | %s Team: %s, Health: %.1f / %.1f, Gun: %s",
"%d | %s Team: %s, Health: %.1f / %.1f",
player.getId(),
player.getName(),
player.getTeam() == null ? "none" : player.getTeam().getName(),
player.getHealth(),
this.server.getSettings().getPlayerSettings().getMaxHealth(),
player.getGun().getType().getName()
this.server.getSettings().getPlayerSettings().getMaxHealth()
))
.collect(Collectors.joining("\n"));
System.out.println(message);

View File

@ -18,7 +18,7 @@ public class GunCommand implements ChatCommand {
String gunName = String.join(" ", args);
GunType gunType = null;
for (GunType type : handler.getServer().getWorld().getGunTypes().values()) {
if (type.getName().equalsIgnoreCase(gunName)) {
if (type.name().equalsIgnoreCase(gunName)) {
gunType = type;
break;
}
@ -28,6 +28,6 @@ public class GunCommand implements ChatCommand {
return;
}
player.setGun(new Gun(gunType));
handler.send(new SystemChatMessage(SystemChatMessage.Level.INFO, "Changed gun to " + player.getGun().getType().getName() + "."));
handler.send(new SystemChatMessage(SystemChatMessage.Level.INFO, "Changed gun to " + player.getGun().getType().name() + "."));
}
}

View File

@ -52,9 +52,9 @@ player-settings:
max-health: 100
# How quickly players regenerate health, in points per second. Set to 0 to disable regeneration.
health-regen-rate: 1.0
# How much sneaking affects gun accuracy. Values less than 0 increase accuracy, and greater than 0 decrease accuracy.
# How much sneaking affects gun inaccuracy. Values less than 0 increase inaccuracy, and greater than 0 decrease inaccuracy.
sneak-accuracy-modifier: 0.5
# How much sprinting affects gun accuracy. Values less than 0 increase accuracy, and greater than 0 decrease accuracy.
# How much sprinting affects gun inaccuracy. Values less than 0 increase inaccuracy, and greater than 0 decrease inaccuracy.
sprint-accuracy-modifier: 1.5
# Should be the name of one of the guns defined in "gun-settings".
default-gun: M1 Garand
@ -78,7 +78,7 @@ gun-settings:
max-clip-count: 4 # The maximum number of clips which a player can hold for this gun.
clip-size: 30 # The number of rounds in each clip.
bullets-per-round: 1 # The number of bullets spawned for each round fired.
accuracy: 0.10 # The accuracy of the gun, or rather deviation. Increase this to decrease accuracy.
inaccuracy: 0.10 # The inaccuracy of the gun, or rather deviation. Increase this to decrease inaccuracy.
shot-cooldown-time: 0.05 # How many seconds to wait after shooting before you can shoot again.
reload-time: 1.2 # How many seconds to wait while reloading.
bullet-speed: 90 # How fast the bullets from this gun fly, in meters per second.
@ -91,7 +91,7 @@ gun-settings:
max-clip-count: 5
clip-size: 16
bullets-per-round: 1
accuracy: 0.20
inaccuracy: 0.20
shot-cooldown-time: 0.25
reload-time: 1.0
bullet-speed: 40
@ -104,7 +104,7 @@ gun-settings:
max-clip-count: 3
clip-size: 500
bullets-per-round: 1
accuracy: 0.10
inaccuracy: 0.10
shot-cooldown-time: 0.04
reload-time: 3
bullet-speed: 60
@ -117,7 +117,7 @@ gun-settings:
max-clip-count: 3
clip-size: 100
bullets-per-round: 1
accuracy: 0.08
inaccuracy: 0.08
shot-cooldown-time: 0.03
reload-time: 3.5
bullet-speed: 80
@ -130,7 +130,7 @@ gun-settings:
max-clip-count: 10
clip-size: 8
bullets-per-round: 1
accuracy: 0.02
inaccuracy: 0.02
shot-cooldown-time: 0.75
reload-time: 0.75
bullet-speed: 150
@ -143,7 +143,7 @@ gun-settings:
max-clip-count: 8
clip-size: 6
bullets-per-round: 5
accuracy: 0.15
inaccuracy: 0.15
shot-cooldown-time: 0.5
reload-time: 2.0
bullet-speed: 75