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path: root/src/world/GameState.cpp
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#include <GameState.hpp>

GameState::GameState(NetworkClient *Net, bool &quit) : nc(Net), isRunning(quit) {
	Front = glm::vec3(0.0f, 0.0f, -1.0f);
	this->SetPosition(glm::vec3(0.0f, 0.0f, 3.0f));
	this->WorldUp = glm::vec3(0.0f, 1.0f, 0.0f);
	this->updateCameraVectors();
}

void GameState::Update(float deltaTime) {
	if (g_IsGameStarted) {
		std::chrono::steady_clock clock;
		static auto timeOfPreviousSendedPacket(clock.now());
		auto delta = clock.now() - timeOfPreviousSendedPacket;
		using namespace std::chrono_literals;
		if (delta >= 50ms) {
			nc->SendPacket(std::make_shared<PacketPlayerPositionAndLookSB>(g_PlayerX, g_PlayerY, g_PlayerZ, g_PlayerYaw,
			                                                               g_PlayerPitch, g_OnGround));
			timeOfPreviousSendedPacket = clock.now();
		}

		const float gravity = -9.8f;
		g_PlayerVelocityY += gravity * deltaTime;

		bool isCollides = world.isPlayerCollides(g_PlayerX, g_PlayerY + g_PlayerVelocityY * deltaTime,
		                                         g_PlayerZ);
		if (!isCollides) {
			g_PlayerY += g_PlayerVelocityY * deltaTime;
			g_OnGround = false;
		} else {
			g_PlayerVelocityY = 0;
			if (g_OnGround == false) {
				auto updatePacket = std::make_shared<PacketPlayerPosition>(g_PlayerX, g_PlayerY, g_PlayerZ, true);
				nc->SendPacket(updatePacket);
			}
			g_OnGround = true;
		}

		isCollides = world.isPlayerCollides(g_PlayerX + g_PlayerVelocityX * deltaTime, g_PlayerY,
		                                    g_PlayerZ + g_PlayerVelocityZ * deltaTime);
		if (!isCollides) {
			g_PlayerX += g_PlayerVelocityX * deltaTime;
			g_PlayerZ += g_PlayerVelocityZ * deltaTime;
		}

		const float AirResistance = 10.0f;
		glm::vec3 vel(g_PlayerVelocityX, 0, g_PlayerVelocityZ);
		glm::vec3 resistForce = -vel * AirResistance * deltaTime;
		vel += resistForce;
		g_PlayerVelocityX = vel.x;
		g_PlayerVelocityZ = vel.z;
	}


	//Packet handling
	auto ptr = nc->ReceivePacket();
	while (ptr != nullptr) {
		switch ((PacketNamePlayCB) ptr->GetPacketId()) {
			case SpawnObject:
				break;
			case SpawnExperienceOrb:
				break;
			case SpawnGlobalEntity:
				break;
			case SpawnMob:
				break;
			case SpawnPainting:
				break;
			case SpawnPlayer:
				break;
			case AnimationCB:
				break;
			case Statistics:
				break;
			case BlockBreakAnimation:
				break;
			case UpdateBlockEntity:
				break;
			case BlockAction:
				break;
			case BlockChange:
				break;
			case BossBar:
				break;
			case ServerDifficulty:
				break;
			case TabCompleteCB:
				break;
			case ChatMessageCB:
				break;
			case MultiBlockChange:
				break;
			case ConfirmTransactionCB:
				break;
			case CloseWindowCB:
				break;
			case OpenWindow:
				break;
			case WindowItems:
				break;
			case WindowProperty:
				break;
			case SetSlot:
				break;
			case SetCooldown:
				break;
			case PluginMessageCB:
				break;
			case NamedSoundEffect:
				break;
			case DisconnectPlay: {
				auto packet = std::static_pointer_cast<PacketDisconnectPlay>(ptr);
				LOG(INFO) << "Disconnect reason: " << packet->Reason;
				isRunning = false;
				break;
			}
			case EntityStatus:
				break;
			case Explosion:
				break;
			case UnloadChunk:
				break;
			case ChangeGameState:
				break;
			case KeepAliveCB:
				LOG(WARNING) << "Receive KeepAlive packet in GameState handler";
				break;
			case ChunkData: {
				auto packet = std::static_pointer_cast<PacketChunkData>(ptr);
				world.ParseChunkData(packet);
				break;
			}
			case Effect:
				break;
			case Particle:
				break;
			case JoinGame: {
				auto packet = std::static_pointer_cast<PacketJoinGame>(ptr);
				g_PlayerEid = packet->EntityId;
				g_Gamemode = (packet->Gamemode & 0b11111011);
				g_Dimension = packet->Dimension;
				g_Difficulty = packet->Difficulty;
				g_MaxPlayers = packet->MaxPlayers;
				g_LevelType = packet->LevelType;
				g_ReducedDebugInfo = packet->ReducedDebugInfo;
				LOG(INFO) << "Gamemode is " << g_Gamemode << ", Difficulty is " << (int) g_Difficulty
				          << ", Level Type is " << g_LevelType;
				break;
			}
			case Map:
				break;
			case EntityRelativeMove:
				break;
			case EntityLookAndRelativeMove:
				break;
			case EntityLook:
				break;
			case Entity:
				break;
			case VehicleMove:
				break;
			case OpenSignEditor:
				break;
			case PlayerAbilitiesCB:
				break;
			case CombatEvent:
				break;
			case PlayerListItem:
				break;
			case PlayerPositionAndLookCB: {
				auto packet = std::static_pointer_cast<PacketPlayerPositionAndLookCB>(ptr);
				if ((packet->Flags & 0x10) != 0) {
					g_PlayerPitch += packet->Pitch;
				} else {
					g_PlayerPitch = packet->Pitch;
				};

				if ((packet->Flags & 0x08) != 0) {
					g_PlayerYaw += packet->Yaw;
				} else {
					g_PlayerYaw = packet->Yaw;
				}

				if ((packet->Flags & 0x01) != 0) {
					g_PlayerX += packet->X;
				} else {
					g_PlayerX = packet->X;
				}

				if ((packet->Flags & 0x02) != 0) {
					g_PlayerY += packet->Y;
				} else {
					g_PlayerY = packet->Y;
				}

				if ((packet->Flags & 0x04) != 0) {
					g_PlayerZ += packet->Z;
				} else {
					g_PlayerZ = packet->Z;
				}

				//if (!g_IsGameStarted)
				LOG(INFO) << "PlayerPos is " << g_PlayerX << ", " << g_PlayerY << ", " << g_PlayerZ << "\t\tAngle: "
				          << g_PlayerYaw << "," << g_PlayerPitch;

				g_IsGameStarted = true;

				auto packetResponse = std::make_shared<PacketTeleportConfirm>(packet->TeleportId);
				auto packetPerformRespawn = std::make_shared<PacketClientStatus>(0);

				nc->SendPacket(packetResponse);
				nc->SendPacket(packetPerformRespawn);
				break;
			}
			case UseBed:
				break;
			case UnlockRecipes:
				break;
			case DestroyEntities:
				break;
			case RemoveEntityEffect:
				break;
			case ResourcePackSend:
				break;
			case Respawn:
				break;
			case EntityHeadLook:
				break;
			case SelectAdvancementTab:
				break;
			case WorldBorder:
				break;
			case Camera:
				break;
			case HeldItemChangeCB:
				break;
			case DisplayScoreboard:
				break;
			case EntityMetadata:
				break;
			case AttachEntity:
				break;
			case EntityVelocity:
				break;
			case EntityEquipment:
				break;
			case SetExperience:
				break;
			case UpdateHealth: {
				auto packet = std::static_pointer_cast<PacketUpdateHealth>(ptr);
				g_PlayerHealth = packet->Health;
				if (g_PlayerHealth <= 0) {
					LOG(INFO) << "Player is dead. Respawning...";
					auto packetPerformRespawn = std::make_shared<PacketClientStatus>(0);
					nc->SendPacket(packetPerformRespawn);
				}
				break;
			}
			case ScoreboardObjective:
				break;
			case SetPassengers:
				break;
			case Teams:
				break;
			case UpdateScore:
				break;
			case SpawnPosition: {
				auto packet = std::static_pointer_cast<PacketSpawnPosition>(ptr);
				g_SpawnPosition = packet->Location;
				LOG(INFO) << "Spawn position is " << g_SpawnPosition.GetX() << "," << g_SpawnPosition.GetY() << ","
				          << g_SpawnPosition.GetZ();
				break;
			}
			case TimeUpdate:
				break;
			case Title:
				break;
			case SoundEffect:
				break;
			case PlayerListHeaderAndFooter:
				break;
			case CollectItem:
				break;
			case EntityTeleport:
				break;
			case Advancements:
				break;
			case EntityProperties:
				break;
			case EntityEffect:
				break;
		}
		ptr = nc->ReceivePacket();
	}
}

void GameState::HandleMovement(GameState::Direction direction, float deltaTime) {
	const float PlayerSpeed = 40.0;
	float velocity = PlayerSpeed * deltaTime;
	glm::vec3 vel(g_PlayerVelocityX, g_PlayerVelocityY, g_PlayerVelocityZ);
	glm::vec3 front(cos(glm::radians(this->Yaw())) * cos(glm::radians(this->Pitch())), 0,
	                sin(glm::radians(this->Yaw())) * cos(glm::radians(this->Pitch())));
	front = glm::normalize(front);
	glm::vec3 right = glm::normalize(glm::cross(front, this->WorldUp));
	switch (direction) {
		case FORWARD:
			vel += front * velocity;
			break;
		case BACKWARD:
			vel -= front * velocity;
			break;
		case RIGHT:
			vel += right * velocity;
			break;
		case LEFT:
			vel -= right * velocity;
			break;
		case JUMP:
			if (g_OnGround) {
				vel.y += 5;
				g_OnGround = false;
			}
			break;
	}
	g_PlayerVelocityX = vel.x;
	g_PlayerVelocityY = vel.y;
	g_PlayerVelocityZ = vel.z;

	/*bool isCollides = world.isPlayerCollides(g_PlayerX, g_PlayerY, g_PlayerZ);
	if (isCollides) {
		SetPosition(previousPos);
		return;
	}
	auto updatePacket = std::make_shared<PacketPlayerPosition>(g_PlayerX, g_PlayerY, g_PlayerZ, true);
	nc->SendPacket(updatePacket);*/
}

void GameState::HandleRotation(double yaw, double pitch) {
	this->SetYaw(Yaw() + yaw);
	this->SetPitch(Pitch() + pitch);
	if (this->Pitch() > 89.0f)
		this->SetPitch(89.0f);
	if (this->Pitch() < -89.0f)
		this->SetPitch(-89.0f);
	this->updateCameraVectors();

	auto updatePacket = std::make_shared<PacketPlayerLook>(g_PlayerYaw, g_PlayerPitch, g_OnGround);
	nc->SendPacket(updatePacket);
}

glm::mat4 GameState::GetViewMatrix() {
	return glm::lookAt(this->Position(), this->Position() + this->Front, this->Up);
}

void GameState::updateCameraVectors() {
	glm::vec3 front;
	front.x = cos(glm::radians(this->Yaw())) * cos(glm::radians(this->Pitch()));
	front.y = sin(glm::radians(this->Pitch()));
	front.z = sin(glm::radians(this->Yaw())) * cos(glm::radians(this->Pitch()));
	this->Front = glm::normalize(front);
	this->Right = glm::normalize(glm::cross(this->Front, this->WorldUp));
	this->Up = glm::normalize(glm::cross(this->Right, this->Front));
}

float GameState::Yaw() {
	return g_PlayerYaw + 90;
}

float GameState::Pitch() {
	return -g_PlayerPitch;
}

void GameState::SetYaw(float yaw) {
	g_PlayerYaw = yaw - 90;
}

void GameState::SetPitch(float pitch) {
	g_PlayerPitch = -pitch;
}

glm::vec3 GameState::Position() {
	return glm::vec3(g_PlayerX - 0.5, g_PlayerY + 1.12, g_PlayerZ - 0.5);
}

void GameState::SetPosition(glm::vec3 Position) {
	g_PlayerX = Position.x + 0.5;
	g_PlayerY = Position.y - 1.12;
	g_PlayerZ = Position.z + 0.5;
}