package ru.deadsoftware.cavedroid.game.input.handler.mouse import com.badlogic.gdx.math.MathUtils import ru.deadsoftware.cavedroid.MainConfig import ru.deadsoftware.cavedroid.game.GameScope import ru.deadsoftware.cavedroid.game.input.IGameInputHandler import ru.deadsoftware.cavedroid.game.input.action.MouseInputAction import ru.deadsoftware.cavedroid.game.input.action.keys.MouseInputActionKey import ru.deadsoftware.cavedroid.game.mobs.Mob import ru.deadsoftware.cavedroid.game.mobs.MobsController import ru.deadsoftware.cavedroid.game.mobs.Player import ru.deadsoftware.cavedroid.game.model.block.Block import ru.deadsoftware.cavedroid.game.world.GameWorld import ru.deadsoftware.cavedroid.misc.utils.bl import ru.deadsoftware.cavedroid.misc.utils.px import javax.inject.Inject @GameScope class CursorMouseInputHandler @Inject constructor( private val mainConfig: MainConfig, private val mobsController: MobsController, private val gameWorld: GameWorld, ) : IGameInputHandler { private val player get() = mobsController.player private val Block.isAutoselectable get() = !isNone() && params.hasCollision private fun GameWorld.isCurrentBlockAutoselectable() = getForeMap(player.cursorX, player.cursorY).isAutoselectable private fun checkCursorBounds() { if (player.gameMode == 0) { val minCursorX = player.mapX - SURVIVAL_CURSOR_RANGE val maxCursorX = player.mapX + SURVIVAL_CURSOR_RANGE val minCursorY = player.middleMapY - SURVIVAL_CURSOR_RANGE val maxCursorY = player.middleMapY + SURVIVAL_CURSOR_RANGE player.cursorX = MathUtils.clamp(player.cursorX, minCursorX, maxCursorX) player.cursorY = MathUtils.clamp(player.cursorY, minCursorY, maxCursorY) } player.cursorY = MathUtils.clamp(player.cursorY, 0, gameWorld.height - 1) } private fun setPlayerDirectionToCursor() { if (player.controlMode != Player.ControlMode.CURSOR) { return } if (player.cursorX.px + 8 < player.x + player.width / 2) { player.setDir(Mob.Direction.LEFT) } else { player.setDir(Mob.Direction.RIGHT) } } private fun handleWalkTouch() { player.cursorX = player.mapX + player.direction.basis player.cursorY = player.upperMapY for (i in 1..2) { if (gameWorld.isCurrentBlockAutoselectable()) { break } player.cursorY++ } if (!gameWorld.isCurrentBlockAutoselectable()) { player.cursorX -= player.direction.basis } } private fun getPlayerHeadRotation(mouseWorldX: Float, mouseWorldY: Float): Float { val h = mouseWorldX - player.x val v = mouseWorldY - player.y return MathUtils.atan(v / h) * MathUtils.radDeg } private fun handleMouse(action: MouseInputAction) { val worldX = action.screenX + action.cameraViewport.x val worldY = action.screenY + action.cameraViewport.y // when worldX < 0, need to subtract 1 to avoid negative zero // val fixCycledWorld = if (worldX < 0) 1 else 0 player.cursorX = worldX.bl - 0 player.cursorY = worldY.bl player.headRotation = getPlayerHeadRotation(worldX, worldY) } override fun checkConditions(action: MouseInputAction): Boolean { return action.actionKey is MouseInputActionKey.None } override fun handle(action: MouseInputAction) { val pastCursorX = player.cursorX val pastCursorY = player.cursorY when { player.controlMode == Player.ControlMode.WALK && mainConfig.isTouch -> handleWalkTouch() !mainConfig.isTouch -> handleMouse(action) } checkCursorBounds() setPlayerDirectionToCursor() if (player.cursorX != pastCursorX || player.cursorY != pastCursorY) { player.blockDamage = 0f } } companion object { private const val SURVIVAL_CURSOR_RANGE = 4 } }