Refactor code

This commit is contained in:
Sofia 2026-08-06 20:01:01 +03:00
parent 71c5ca7947
commit e2c02d45ae
11 changed files with 111 additions and 98 deletions

View File

@ -23,10 +23,10 @@ use crate::{
},
PeerKind, SyncPackage, TelegrenadeSync,
},
util::NetVector3,
util::{NetTransform, NetVector3},
},
player::{
DamageSource, IPlayer, NetTransform,
DamageSource, IPlayer,
ball::Ball,
buffs::{Buff, BuffKind},
local_player::LocalPlayer,

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@ -16,6 +16,7 @@ pub mod popup_queue;
pub mod replay;
pub mod team_resource;
pub mod ui;
pub mod util;
struct MyExtension;

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@ -5,9 +5,9 @@ use godot::{classes::CharacterBody3D, prelude::*};
use crate::{
game::{Game, GameManager},
map::{pickup::Pickup, triggers::Triggerable},
net::util::NetVector3,
net::util::{NetTransform, NetVector3},
player::{
IPlayer, NetTransform, ball::Ball, local_player::LocalPlayer, remote_player::RemotePlayer,
IPlayer, ball::Ball, local_player::LocalPlayer, remote_player::RemotePlayer,
telegrenade::Telegrenade,
},
replay::{ReplayPlayer, ReplayPlayerState, StandaloneReplayManager},

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@ -15,8 +15,11 @@ use crate::{
opts::{GameOption, GameOptionValue, GameOptions},
},
game_settings::GameSettingsManager,
net::{net_stats::Stats, util::NetVector3},
player::{DamageSource, NetTransform, weapon::WeaponType},
net::{
net_stats::Stats,
util::{NetTransform, NetVector3},
},
player::{DamageSource, weapon::WeaponType},
popup_queue::{Popup, PopupQueue},
ui::cli::{CliColor, CommandLinePanel},
};

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@ -27,79 +27,8 @@ impl From<NetVector3> for Vector3 {
}
}
pub fn cast_ray(
from: Vector3,
to: Vector3,
world: &Option<Gd<World3D>>,
exclude: &Array<Rid>,
) -> Option<RaycastResult> {
let ray = PhysicsRayQueryParameters3D::create(from, to);
if let Some(mut ray) = ray {
ray.set_collision_mask(0b1111);
ray.set_hit_back_faces(false);
ray.set_hit_from_inside(false);
ray.set_collide_with_bodies(true);
ray.set_exclude(&exclude);
if let Some(world) = world
&& let Some(mut space) = world.get_direct_space_state()
{
let results = space.intersect_ray(&ray);
if let Some(position) = results.get("position")
&& let Some(collider) = results.get("collider")
&& let Some(normal) = results.get("normal")
{
Some(RaycastResult {
position: Vector3::from_variant(&position),
normal: Vector3::from_variant(&normal),
collider: Gd::from_variant(&collider),
})
} else {
None
}
} else {
None
}
} else {
None
}
}
pub fn shotgun_ray(
from: Vector3,
to: Vector3,
up: Vector3,
world: &Option<Gd<World3D>>,
exclude: &Array<Rid>,
density: u8,
angle: f32,
distance: f32,
) -> Vec<RaycastResult> {
let mut results = Vec::new();
let original_dir = (to - from).normalized();
let step = angle / density as f32;
let up = up.normalized();
let right = original_dir.cross(up).normalized();
for y in 0..density {
let y_rot = -(angle / 2.) + step * y as f32;
for x in 0..density {
let x_rot = -(angle / 2.) + step * x as f32;
let dir = original_dir.rotated(up, x_rot).rotated(right, y_rot);
let to = from + dir * distance;
if let Some(res) = cast_ray(from, to, world, exclude) {
results.push(res);
}
}
}
results
}
#[derive(Debug, Clone)]
pub struct RaycastResult {
pub position: Vector3,
pub normal: Vector3,
pub collider: Gd<Object>,
#[derive(Debug, Clone, Copy, Serialize, Deserialize)]
pub struct NetTransform {
pub location: NetVector3,
pub rotation: NetVector3,
}

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@ -4,8 +4,11 @@ use godot::{
};
use crate::{
net::{network_manager::BallSync, util::NetVector3},
player::{DamageSource, IPlayer, NetTransform, shootable::Shootable},
net::{
network_manager::BallSync,
util::{NetTransform, NetVector3},
},
player::{DamageSource, IPlayer, shootable::Shootable},
};
#[derive(GodotClass)]

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@ -19,10 +19,10 @@ use crate::{
Package::{self, Jump, Punch, Shoot, ThrowTelegrenade},
PeerKind,
},
util::cast_ray,
util::NetTransform,
},
player::{
DamageSource, DamageSourceSignal, IPlayer, NetTransform, PlayerCommon,
DamageSource, DamageSourceSignal, IPlayer, PlayerCommon,
buffs::{Buff, Buffs},
effects::PlayerEffects,
remote_player::RemotePlayer,
@ -33,6 +33,7 @@ use crate::{
},
replay::ReplayEvent,
ui::{cli::CommandLinePanel, cooldown_icon::CooldownIcon, hud::Hud},
util::cast_ray,
};
#[derive(GodotClass)]

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@ -10,16 +10,14 @@ use serde::{Deserialize, Serialize};
use crate::{
game::{Game, opts::GameOption},
map::{killbox::KillboxKind, pickup::PickupKind},
net::{
network_manager::NetworkManager,
util::{NetVector3, shotgun_ray},
},
net::{network_manager::NetworkManager, util::NetTransform},
player::{
buffs::{Buff, Buffs},
shootable::Shootable,
telegrenade::Telegrenade,
weapon::{BallWeapon, Weapon, WeaponType},
},
util::shotgun_ray,
};
pub mod ball;
@ -34,12 +32,6 @@ pub mod soldier_mesh;
pub mod telegrenade;
pub mod weapon;
#[derive(Debug, Clone, Copy, Serialize, Deserialize)]
pub struct NetTransform {
pub location: NetVector3,
pub rotation: NetVector3,
}
pub trait IPlayer {
fn get_player_id(&self) -> Option<u16>;
fn get_y_speed(&self) -> f32;

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@ -8,9 +8,9 @@ use serde::{Deserialize, Serialize};
use crate::{
game::Game,
net::util::{RaycastResult, cast_ray, shotgun_ray},
player::{DamageSource, shootable::Shootable},
replay::StandaloneReplayManager,
util::{RaycastResult, cast_ray, shotgun_ray},
};
pub trait Weapon {

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@ -18,9 +18,12 @@ use crate::{
Map,
pickup::{PickupKind, ReplayVisibility},
},
net::{network_manager::BallSync, util::NetVector3},
net::{
network_manager::BallSync,
util::{NetTransform, NetVector3},
},
player::{
DamageSource, IPlayer, NetTransform, ball::Ball, buffs::Buffs, remote_player::RemotePlayer,
DamageSource, IPlayer, ball::Ball, buffs::Buffs, remote_player::RemotePlayer,
telegrenade::Telegrenade, weapon::WeaponType,
},
popup_queue::{Popup, PopupQueue},

81
rust/src/util.rs Normal file
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@ -0,0 +1,81 @@
use godot::{
classes::{PhysicsRayQueryParameters3D, World3D},
prelude::*,
};
pub fn cast_ray(
from: Vector3,
to: Vector3,
world: &Option<Gd<World3D>>,
exclude: &Array<Rid>,
) -> Option<RaycastResult> {
let ray = PhysicsRayQueryParameters3D::create(from, to);
if let Some(mut ray) = ray {
ray.set_collision_mask(0b1111);
ray.set_hit_back_faces(false);
ray.set_hit_from_inside(false);
ray.set_collide_with_bodies(true);
ray.set_exclude(&exclude);
if let Some(world) = world
&& let Some(mut space) = world.get_direct_space_state()
{
let results = space.intersect_ray(&ray);
if let Some(position) = results.get("position")
&& let Some(collider) = results.get("collider")
&& let Some(normal) = results.get("normal")
{
Some(RaycastResult {
position: Vector3::from_variant(&position),
normal: Vector3::from_variant(&normal),
collider: Gd::from_variant(&collider),
})
} else {
None
}
} else {
None
}
} else {
None
}
}
pub fn shotgun_ray(
from: Vector3,
to: Vector3,
up: Vector3,
world: &Option<Gd<World3D>>,
exclude: &Array<Rid>,
density: u8,
angle: f32,
distance: f32,
) -> Vec<RaycastResult> {
let mut results = Vec::new();
let original_dir = (to - from).normalized();
let step = angle / density as f32;
let up = up.normalized();
let right = original_dir.cross(up).normalized();
for y in 0..density {
let y_rot = -(angle / 2.) + step * y as f32;
for x in 0..density {
let x_rot = -(angle / 2.) + step * x as f32;
let dir = original_dir.rotated(up, x_rot).rotated(right, y_rot);
let to = from + dir * distance;
if let Some(res) = cast_ray(from, to, world, exclude) {
results.push(res);
}
}
}
results
}
#[derive(Debug, Clone)]
pub struct RaycastResult {
pub position: Vector3,
pub normal: Vector3,
pub collider: Gd<Object>,
}