refactor: removed noise from class names
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134
Shared/Behaviours/PongManager.cs
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134
Shared/Behaviours/PongManager.cs
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using System;
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using Microsoft.Xna.Framework.Input;
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Core.Debug;
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using Syntriax.Engine.Network;
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using Syntriax.Engine.Systems.Input;
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namespace Pong.Behaviours;
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public class PongManager : Behaviour, INetworkEntity, IFirstFrameUpdate,
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IPacketListenerServer<PongManager.RequestStartPacket>,
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IPacketListenerClient<PongManager.ScorePacket>
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{
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public Action<PongManager>? OnReset { get; set; } = null;
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public Action<PongManager>? OnFinished { get; set; } = null;
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public Action<PongManager>? OnScoreUpdated { get; set; } = null;
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private Random random = new();
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private Ball ball = null!;
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private INetworkCommunicatorClient? networkClient = null!;
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private INetworkCommunicatorServer? networkServer = null;
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private ILogger? logger = null;
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public int ScoreLeft { get; private set; } = 0;
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public int ScoreRight { get; private set; } = 0;
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public int ScoreSum => ScoreLeft + ScoreRight;
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public int WinScore { get; } = 5;
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public PongManager() => WinScore = 5;
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public PongManager(int winScore) => WinScore = winScore;
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public void FirstActiveFrame()
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{
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IButtonInputs<Keys>? buttonInputs = Universe.FindBehaviour<IButtonInputs<Keys>>();
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buttonInputs?.RegisterOnRelease(Keys.Space, (_, _1) => networkClient?.SendToServer(new RequestStartPacket()));
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ball = Universe.FindRequiredBehaviour<Ball>();
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networkClient = Universe.FindBehaviour<INetworkCommunicatorClient>();
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networkServer = Universe.FindBehaviour<INetworkCommunicatorServer>();
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logger = Universe.FindBehaviour<ILogger>();
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}
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public void ScoreToLeft()
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{
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ScoreLeft++;
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OnScoreUpdated?.Invoke(this);
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PostScoreUpdate();
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}
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public void ScoreToRight()
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{
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ScoreRight++;
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OnScoreUpdated?.Invoke(this);
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PostScoreUpdate();
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}
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public void Reset()
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{
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ScoreLeft = ScoreRight = 0;
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PostScoreUpdate();
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OnReset?.Invoke(this);
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}
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private void PostScoreUpdate()
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{
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ball.ResetBall();
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if (networkServer is not null)
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{
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networkServer.SendToAll(new ScorePacket(this));
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logger?.Log(this, $"Sending score update packet to all: {ScoreLeft} - {ScoreRight}");
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}
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int halfwayScore = (int)(WinScore * .5f);
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if (ScoreLeft > halfwayScore || ScoreRight > halfwayScore)
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{
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OnFinished?.Invoke(this);
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logger?.Log(this, $"Game finished");
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return;
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}
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ball.LaunchBall(GetBallLaunchDirection());
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}
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private Vector2D GetBallLaunchDirection()
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{
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const float AllowedRadians = 45f * Syntriax.Engine.Core.Math.DegreeToRadian;
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float rotation = (float)random.NextDouble() * 2f * AllowedRadians - AllowedRadians;
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bool isBackwards = (random.Next() % 2) == 1;
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return Vector2D.Right.Rotate(isBackwards ? rotation + Syntriax.Engine.Core.Math.Pi : rotation);
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}
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void IPacketListenerClient<ScorePacket>.OnClientPacketArrived(IConnection sender, ScorePacket packet)
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{
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ScoreLeft = packet.Left;
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ScoreRight = packet.Right;
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OnScoreUpdated?.Invoke(this);
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logger?.Log(this, $"Client score update packet arrived: {packet.Left} - {packet.Right}");
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}
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void IPacketListenerServer<RequestStartPacket>.OnServerPacketArrived(IConnection sender, RequestStartPacket packet)
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{
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logger?.Log(this, $"{sender} requested start");
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if (ball.RigidBody.Velocity.MagnitudeSquared > 0.01f)
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return;
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Reset();
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ball.LaunchBall(GetBallLaunchDirection());
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logger?.Log(this, $"Game started");
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}
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private class RequestStartPacket : INetworkPacket;
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private class ScorePacket : INetworkPacket
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{
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public int Left { get; set; }
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public int Right { get; set; }
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public ScorePacket() { }
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public ScorePacket(PongManager pongManagerBehaviour)
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{
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Left = pongManagerBehaviour.ScoreLeft;
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Right = pongManagerBehaviour.ScoreRight;
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}
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}
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}
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