Repository navigation
Expand file tree
/
Copy pathProgram.cs
More file actions
3507 lines (3041 loc) · 161 KB
/
Copy pathProgram.cs
File metadata and controls
3507 lines (3041 loc) · 161 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
using System;
using System.IO;
using System.Text;
using System.Text.Json;
using System.Numerics;
using System.Collections.Generic;
using System.Net.Http;
using System.Threading.Tasks;
using CubeHavoc.Shared;
using Raylib_cs;
namespace CubeHavoc;
enum GameState
{
MainMenu,
PlaySelect,
Singleplayer,
LocalLobby,
Settings,
Developers
}
enum EntityType
{
Block,
GravityGun,
Prop
}
class PhysicalObject3D
{
public int NetId;
public Vector3 Position;
public Vector3 Velocity;
public Vector3 Size = new Vector3(1.5f, 1.5f, 1.5f);
public Color Color = Color.Gray;
public EntityType Type;
public bool IsHeld;
public int HeldByPlayerId = -1;
public BoundingBox BoundingBox => new BoundingBox(
Position - Size / 2.0f,
Position + Size / 2.0f
);
}
class HitParticle
{
public Vector3 Position;
public Vector3 Velocity;
public Color Color;
public float Life = 0.4f;
public float Size = 0.15f;
// Bodycam v2: расширенные параметры частиц (дым, искры, гильзы)
public float MaxLife = 0.0f;
public float GravityScale = 1.0f;
public float Grow = 0.0f;
public float Drag = 0.0f;
public bool Glow = false;
public bool Round = false;
public bool Bounce = false;
public int Alpha = 255;
}
class BulletTracer
{
public Vector3 From;
public Vector3 To;
public float Life = 0.10f;
}
class Player3D
{
public int Id;
public string Name = "Player";
public Vector3 Position;
public Vector3 Velocity;
public float Speed = 8.0f;
public int Health = 10;
public int MaxHealth = 10;
public int Kills = 0;
public int Deaths = 0;
public bool IsAdmin = false;
public Color PlayerColor;
public Vector3 BodySize = new Vector3(1.0f, 2.4f, 1.0f);
public List<PhysicalObject3D> Inventory = new List<PhysicalObject3D>();
public bool HasGravityGun => Inventory.Exists(x => x.Type == EntityType.GravityGun);
public BoundingBox BoundingBox => new BoundingBox(
Position - new Vector3(BodySize.X / 2.0f, 0.0f, BodySize.Z / 2.0f),
Position + new Vector3(BodySize.X / 2.0f, BodySize.Y, BodySize.Z / 2.0f)
);
}
class Zombie3D
{
public int NetId;
public Vector3 Position;
public Vector3 Velocity;
public float Speed = 4.5f;
public int Health = 50; // Установлено 50 ХП
public int MaxHealth = 50;
public float Yaw = 0.0f; // Угол поворота лицом к игроку
public Vector3 BodySize = new Vector3(1.0f, 2.4f, 1.0f);
public BoundingBox BoundingBox => new BoundingBox(
Position - new Vector3(BodySize.X / 2.0f, 0.0f, BodySize.Z / 2.0f),
Position + new Vector3(BodySize.X / 2.0f, BodySize.Y, BodySize.Z / 2.0f)
);
}
class ChatMessage
{
public string Sender;
public string Text;
public Color SenderColor;
public float TimeRemaining = 10.0f;
}
class Program
{
static int screenWidth = 1280;
static int screenHeight = 720;
static GameState currentState = GameState.MainMenu;
static GameState pendingState = GameState.MainMenu;
static float menuTransition = 1.0f;
static bool menuTransitioning = false;
static float menuTime = 0.0f;
class GameSettings
{
public float MouseSensitivity { get; set; } = 0.15f;
public float Fov { get; set; } = 75.0f;
public bool Fullscreen { get; set; } = false;
public bool ShowHints { get; set; } = true;
public bool ReducedEffects { get; set; } = false;
public int TargetFps { get; set; } = 60;
public int Theme { get; set; } = 0;
public string PlayerName { get; set; } = "CubePlayer";
// Адрес мастер-директории серверов (VPS). Список открывается по названию, а не по IP.
public string DirectoryUrl { get; set; } = "http://94.232.46.58:8090";
}
static GameSettings settings = new GameSettings();
static readonly string SettingsPath = Path.Combine(AppContext.BaseDirectory, "cube_havoc_settings.json");
// Discord RPC
static DiscordRPCManager discordRpc = new DiscordRPCManager();
// Шрифт
static Font customFont;
// Фон меню
static float bgScrollX = 0.0f;
static float scrollSpeed = 60.0f;
static Random rnd = new Random();
// Выбранная вкладка в меню Выбора Режима (0 = Одиночная, 1 = Мультиплеер)
static int playSelectTab = 0;
// Вкладка главного меню в стиле CS2: 0 = Играть, 1 = Магазин, 2 = Новости
static int mainMenuTab = 0;
// 3D Игроки, зомби, предметы и частицы
static Player3D localPlayer = new Player3D
{
Id = 1,
Name = "CubePlayer",
IsAdmin = true,
PlayerColor = GetRandomColor()
};
static List<Player3D> players = new List<Player3D>();
static List<Zombie3D> zombies = new List<Zombie3D>();
static List<PhysicalObject3D> worldObjects = new List<PhysicalObject3D>();
static List<HitParticle> particles = new List<HitParticle>();
// Консоль и Админка
static bool isConsoleOpen = false;
static string consoleInput = "";
static List<string> consoleLogs = new List<string> { "3D Cube Havoc Console initialized." };
static bool isAdminPanelOpen = false;
// Чат
static bool isChatOpen = false;
static string chatInput = "";
static List<ChatMessage> chatMessages = new List<ChatMessage>();
// 3D Камера
static Camera3D camera = new Camera3D();
static float cameraYaw = 0.0f;
static float cameraPitch = 0.0f;
static float mouseSensitivity = 0.15f;
static bool cursorDisabled = false;
// Bodycam-style camera/head presentation (original implementation, no external assets).
static float headYaw = 0.0f;
static float headPitch = 0.0f;
static float bodyYaw = 0.0f;
static float cameraRoll = 0.0f;
static float headBobTime = 0.0f;
static float recoil = 0.0f;
static float damageFlash = 0.0f;
static float muzzleFlash = 0.0f;
static float cameraShake = 0.0f;
static float movementFovKick = 0.0f;
static float weaponSwayX = 0.0f;
static float weaponSwayY = 0.0f;
static float weaponRecoil = 0.0f;
// Bodycam v2: сглаженный взгляд, пружинная отдача, свободный обзор (Alt), пост-обработка
static float viewYaw = 0.0f;
static float viewPitch = 0.0f;
static float kickPitch = 0.0f, kickPitchVel = 0.0f;
static float kickYaw = 0.0f, kickYawVel = 0.0f;
static float kickRoll = 0.0f, kickRollVel = 0.0f;
static bool freeLook = false;
static float recTime = 0.0f;
static int flashSeed = 0;
static Vector3 aimForwardDir = new Vector3(0, 0, 1);
static Vector3 aimRightDir = new Vector3(-1, 0, 0);
static List<BulletTracer> tracers = new List<BulletTracer>();
const float Deg2Rad = 0.0174532925f;
const float Rad2Deg = 57.29578f;
static Shader postShader;
static bool postShaderReady = false;
static int locTime = -1, locRes = -1, locKick = -1, locDamage = -1;
static RenderTexture2D sceneTarget;
static int sceneW = 0, sceneH = 0;
static readonly Dictionary<int, float> btnAnim = new Dictionary<int, float>();
// Карта 5.0 — увеличенный полигон (400 × 400 против прежних 200 × 200).
const float MapHalf = 200.0f; // половина стороны карты
const float MapTile = 25.0f; // размер одной плитки пола
const int MapTiles = 16; // 16 плиток по 25 = 400 единиц
const float MapObjectLimit = 170f; // блоки не появляются ближе к краю
const float MapZombieLimit = 160f;
const int MapBlockCount = 200;
const int MapZombieCount = 26;
const int ParticleCap = 600;
// Физика предметов
const float ObjectGravity = 22.0f;
const float ObjectBounce = 0.22f;
const float ObjectGroundFriction = 0.82f;
const float ObjectAirDrag = 0.995f;
const float PhysicsRestVelocity = 0.08f;
const float GroundY = 0.0f;
// LAN / Radmin VPN multiplayer
static NetworkManager networkManager = new NetworkManager();
static string serverNameInput = "Cube Havoc Server";
static string connectIpInput = "";
static bool serverNameEditing = false;
static bool ipEditing = false;
static bool clientWorldPrepared = false;
static string networkStatus = "";
// ---------------------------------------------------------------
// Оружие (5.0): общий каталог из Shared/WeaponCatalog.cs
// ---------------------------------------------------------------
static readonly WeaponInfo[] Weapons = WeaponCatalog.All;
static int currentWeapon = 0;
static readonly int[] weaponAmmo = new int[WeaponCatalog.MaxWeapons];
static float weaponFireTimer = 0.0f;
static float weaponReloadTimer = 0.0f;
static float weaponSwitchAnim = 0.0f;
static WeaponInfo ActiveWeapon => WeaponCatalog.Get(currentWeapon);
static void ResetWeaponLoadout()
{
currentWeapon = 0;
weaponFireTimer = 0.0f;
weaponReloadTimer = 0.0f;
weaponSwitchAnim = 0.0f;
for (int i = 0; i < weaponAmmo.Length; i++) weaponAmmo[i] = WeaponCatalog.Get(i).MagSize;
}
static void SelectWeapon(int index)
{
if (index == currentWeapon) return;
currentWeapon = Math.Clamp(index, 0, WeaponCatalog.MaxWeapons - 1);
weaponReloadTimer = 0.0f;
weaponSwitchAnim = 1.0f;
weaponFireTimer = Math.Max(weaponFireTimer, 0.18f);
}
static void StartReload()
{
var w = ActiveWeapon;
if (weaponReloadTimer > 0.0f) return;
if (weaponAmmo[currentWeapon] >= w.MagSize) return;
weaponReloadTimer = w.ReloadTime;
}
static void UpdateWeaponTimers(float dt, bool canControl)
{
weaponFireTimer = MathF.Max(0.0f, weaponFireTimer - dt);
weaponSwitchAnim = MathF.Max(0.0f, weaponSwitchAnim - dt * 4.0f);
if (weaponReloadTimer > 0.0f)
{
weaponReloadTimer -= dt;
if (weaponReloadTimer <= 0.0f)
{
weaponReloadTimer = 0.0f;
weaponAmmo[currentWeapon] = ActiveWeapon.MagSize;
}
}
if (!canControl) return;
for (int i = 0; i < WeaponCatalog.MaxWeapons; i++)
if (Raylib.IsKeyPressed((KeyboardKey)((int)KeyboardKey.One + i))) SelectWeapon(i);
float wheel = Raylib.GetMouseWheelMove();
if (wheel > 0.01f) SelectWeapon((currentWeapon + WeaponCatalog.MaxWeapons - 1) % WeaponCatalog.MaxWeapons);
else if (wheel < -0.01f) SelectWeapon((currentWeapon + 1) % WeaponCatalog.MaxWeapons);
if (Raylib.IsKeyPressed(KeyboardKey.R)) StartReload();
}
/// <summary>Разброс ствола: поворот направления на случайные углы в конусе.</summary>
static Vector3 ApplySpread(Vector3 dir, Vector3 right, Vector3 up, float spreadDeg)
{
if (spreadDeg <= 0.001f) return dir;
float yaw = ((float)rnd.NextDouble() - 0.5f) * spreadDeg * Deg2Rad;
float pitch = ((float)rnd.NextDouble() - 0.5f) * spreadDeg * Deg2Rad;
return Vector3.Normalize(dir + right * MathF.Tan(yaw) + up * MathF.Tan(pitch));
}
/// <summary>
/// Единая обработка попадания: используется и локально, и хостом для действий клиентов.
/// Возвращает true, если кто-то умер (для счётчиков).
/// </summary>
static bool ResolveWeaponHit(int weaponIndex, Ray ray, Player3D shooter)
{
var w = WeaponCatalog.Get(weaponIndex);
bool killed = false;
for (int i = zombies.Count - 1; i >= 0; i--)
{
var z = zombies[i];
RayCollision hit = Raylib.GetRayCollisionBox(ray, z.BoundingBox);
if (!hit.Hit || hit.Distance > w.Range) continue;
z.Health -= w.Damage;
SpawnHitParticles(hit.Point);
if (w.SplashRadius > 0.0f) ApplySplash(hit.Point, w.SplashRadius, w.Damage / 2, shooter);
if (z.Health <= 0)
{
zombies.RemoveAt(i);
if (shooter != null) shooter.Kills++;
killed = true;
}
break;
}
return killed;
}
static void ApplySplash(Vector3 center, float radius, int damage, Player3D shooter)
{
for (int i = zombies.Count - 1; i >= 0; i--)
{
var z = zombies[i];
Vector3 zc = z.Position + new Vector3(0, z.BodySize.Y * 0.5f, 0);
if (Vector3.Distance(center, zc) > radius) continue;
z.Health -= damage;
SpawnHitParticles(zc);
if (z.Health <= 0)
{
zombies.RemoveAt(i);
if (shooter != null) shooter.Kills++;
}
}
}
/// <summary>
/// Выстрел из текущего оружия. applyDamage = false используется клиентом: он показывает
/// эффекты и отправляет действие хосту, а урон считает хост.
/// </summary>
static void FireWeaponLocal(Vector3 origin, Vector3 forward, Vector3 right, bool visuals, bool applyDamage)
{
var w = ActiveWeapon;
weaponFireTimer = w.FireInterval;
weaponAmmo[currentWeapon] = Math.Max(0, weaponAmmo[currentWeapon] - 1);
weaponRecoil = 1.0f;
Vector3 up = Vector3.Normalize(Vector3.Cross(right, forward));
for (int pellet = 0; pellet < Math.Max(1, w.Pellets); pellet++)
{
Vector3 dir = ApplySpread(forward, right, up, w.SpreadDeg);
Ray ray = new Ray(origin, dir);
if (visuals) TriggerShotEffects(ray, w);
if (applyDamage) ResolveWeaponHit(currentWeapon, ray, localPlayer);
}
// Отдача тем сильнее, чем тяжелее ствол.
recoil = MathF.Max(recoil, Math.Clamp(w.Recoil * 0.55f, 0.2f, 1.0f));
cameraShake = MathF.Max(cameraShake, Math.Clamp(w.Recoil * 0.42f, 0.15f, 0.9f));
if (weaponAmmo[currentWeapon] <= 0) StartReload();
}
static Color GetRandomColor()
{
return new Color((byte)rnd.Next(60, 255), (byte)rnd.Next(60, 255), (byte)rnd.Next(60, 255), (byte)255);
}
static void Main()
{
Raylib.SetConfigFlags(ConfigFlags.ResizableWindow);
Raylib.InitWindow(screenWidth, screenHeight, "Cube Havoc | version 5.0");
LoadSettings();
Raylib.SetTargetFPS(settings.TargetFps);
InitPostProcess();
discordRpc.Initialize();
SetApplicationIcon();
LoadCyrillicFont();
networkManager.Configure(players, worldObjects, zombies, chatMessages, localPlayer);
camera.Position = new Vector3(0.0f, 2.0f, 0.0f);
camera.Target = new Vector3(0.0f, 2.0f, -1.0f);
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
camera.FovY = settings.Fov;
camera.Projection = CameraProjection.Perspective;
while (!Raylib.WindowShouldClose())
{
float deltaTime = Raylib.GetFrameTime();
menuTime += deltaTime;
UpdateMenuTransition(deltaTime);
screenWidth = Raylib.GetScreenWidth();
screenHeight = Raylib.GetScreenHeight();
discordRpc.Update();
networkManager.PollEvents(deltaTime);
ProcessNetworkActions();
if (networkManager.Mode == NetworkManager.NetMode.Client && networkManager.IsConnected && !clientWorldPrepared)
PrepareClientWorld();
bgScrollX += scrollSpeed * deltaTime;
if (bgScrollX >= screenWidth) bgScrollX -= screenWidth;
if (Raylib.IsKeyPressed(KeyboardKey.Grave))
{
isConsoleOpen = !isConsoleOpen;
if (isConsoleOpen) EnableCursor();
}
if ((currentState == GameState.Singleplayer || currentState == GameState.LocalLobby)
&& !isConsoleOpen && !isAdminPanelOpen)
{
if (Raylib.IsKeyPressed(KeyboardKey.T) && !isChatOpen)
{
isChatOpen = true;
chatInput = "";
EnableCursor();
}
}
if (Raylib.IsKeyPressed(KeyboardKey.Escape))
{
if (isChatOpen)
{
isChatOpen = false;
}
else if (isConsoleOpen)
{
isConsoleOpen = false;
}
else if (isAdminPanelOpen)
{
isAdminPanelOpen = false;
}
else if (currentState == GameState.Singleplayer || currentState == GameState.LocalLobby)
{
if (cursorDisabled) EnableCursor();
else DisableCursor();
}
}
for (int i = chatMessages.Count - 1; i >= 0; i--)
{
chatMessages[i].TimeRemaining -= deltaTime;
}
if (currentState == GameState.Singleplayer || currentState == GameState.LocalLobby)
{
UpdateGame3D(deltaTime);
}
else
{
if (cursorDisabled) EnableCursor();
}
Raylib.BeginDrawing();
Raylib.ClearBackground(new Color(135, 185, 235, 255));
if (currentState == GameState.Singleplayer || currentState == GameState.LocalLobby)
{
DrawGameScene();
DrawGameUI();
DrawChatUI();
DrawMissionOverlays();
}
else
{
DrawMovingPixelForest();
switch (currentState)
{
case GameState.MainMenu:
DrawMainMenu();
break;
case GameState.PlaySelect:
DrawPlaySelectMenu();
break;
case GameState.Settings:
DrawSettingsMenu();
break;
case GameState.Developers:
DrawDevelopersMenu();
break;
}
}
if (isConsoleOpen) DrawConsole();
if (isAdminPanelOpen) DrawAdminPanel();
DrawTransitionOverlay();
Raylib.EndDrawing();
}
networkManager.Stop();
discordRpc.Deinitialize();
Raylib.UnloadFont(customFont);
ShutdownPostProcess();
Raylib.CloseWindow();
}
static void DisableCursor()
{
Raylib.DisableCursor();
cursorDisabled = true;
}
static void EnableCursor()
{
Raylib.EnableCursor();
cursorDisabled = false;
}
static void SpawnHitParticles(Vector3 pos)
{
int count = settings.ReducedEffects ? 6 : 15;
for (int i = 0; i < count; i++)
{
particles.Add(new HitParticle
{
Position = pos,
Velocity = new Vector3(
(float)(rnd.NextDouble() * 8.0 - 4.0),
(float)(rnd.NextDouble() * 6.0 + 1.0),
(float)(rnd.NextDouble() * 8.0 - 4.0)
),
Color = rnd.Next(0, 2) == 0 ? Color.Red : Color.Gold,
Life = 0.35f,
Size = (float)(rnd.NextDouble() * 0.15 + 0.1)
});
}
}
static void InitGameWorld3D(bool enableZombies)
{
players.Clear();
zombies.Clear();
worldObjects.Clear();
chatMessages.Clear();
particles.Clear();
localPlayer.Position = new Vector3(0, 0.0f, 0);
localPlayer.Health = 10;
localPlayer.Kills = 0;
localPlayer.Deaths = 0;
localPlayer.Inventory.Clear();
localPlayer.PlayerColor = GetRandomColor();
players.Add(localPlayer);
cameraYaw = 0.0f;
cameraPitch = 0.0f;
headYaw = 0.0f;
headPitch = 0.0f;
bodyYaw = 0.0f;
cameraRoll = 0.0f;
headBobTime = 0.0f;
recoil = 0.0f;
damageFlash = 0.0f;
muzzleFlash = 0.0f;
cameraShake = 0.0f;
movementFovKick = 0.0f;
weaponSwayX = 0.0f;
weaponSwayY = 0.0f;
weaponRecoil = 0.0f;
viewYaw = 0.0f;
viewPitch = 0.0f;
kickPitch = kickPitchVel = 0.0f;
kickYaw = kickYawVel = 0.0f;
kickRoll = kickRollVel = 0.0f;
freeLook = false;
recTime = 0.0f;
tracers.Clear();
DisableCursor();
chatMessages.Add(new ChatMessage
{
Sender = "СЕРВЕР",
Text = "Добро пожаловать в игру! Бросайте предметы в зомби для урона.",
SenderColor = Color.Gold,
TimeRemaining = 15.0f
});
int limit = (int)MapObjectLimit;
for (int i = 0; i < MapBlockCount; i++)
{
worldObjects.Add(new PhysicalObject3D
{
NetId = 1000 + i,
Position = new Vector3(rnd.Next(-limit, limit), 0.8f, rnd.Next(-limit, limit)),
Size = new Vector3(1.6f, 1.6f, 1.6f),
Color = new Color(110, 120, 135, 255),
Type = EntityType.Block
});
}
for (int i = 0; i < 8; i++)
{
worldObjects.Add(new PhysicalObject3D
{
NetId = 1100 + i,
Position = new Vector3(rnd.Next(-limit, limit), 0.5f, rnd.Next(-limit, limit)),
Size = new Vector3(0.8f, 0.8f, 0.8f),
Color = Color.Gold,
Type = EntityType.GravityGun
});
}
if (enableZombies)
{
for (int i = 0; i < MapZombieCount; i++)
{
zombies.Add(new Zombie3D
{
NetId = 2000 + i,
Position = new Vector3(rnd.Next(-(int)MapZombieLimit, (int)MapZombieLimit), 0.0f, rnd.Next(-(int)MapZombieLimit, (int)MapZombieLimit)),
Health = 50,
MaxHealth = 50
});
}
}
ResetWeaponLoadout();
}
static void UpdateGame3D(float dt)
{
if (missionBriefingOpen || missionComplete)
{
if (cursorDisabled) EnableCursor();
return;
}
if (isChatOpen || isConsoleOpen || isAdminPanelOpen)
{
if (cursorDisabled) EnableCursor();
return;
}
if (Raylib.IsMouseButtonPressed(MouseButton.Left) && !cursorDisabled)
{
DisableCursor();
}
// --- 1. Голова/камера в стиле Bodycam ---
// Голова вращается на полные 360° (без ограничения), взгляд слегка сглажен,
// отдача и тряска работают как пружины. Alt = свободный обзор (корпус не поворачивается).
recTime += dt;
freeLook = cursorDisabled && Raylib.IsKeyDown(KeyboardKey.LeftAlt);
if (cursorDisabled)
{
Vector2 mouseDelta = Raylib.GetMouseDelta();
headYaw -= mouseDelta.X * mouseSensitivity;
headPitch -= mouseDelta.Y * mouseSensitivity;
headPitch = Math.Clamp(headPitch, -88.0f, 88.0f);
headYaw = WrapAngle(headYaw); // раньше было Clamp(-180..180) — из-за этого нельзя было крутиться
}
// Корпус догоняет голову с задержкой (кроме режима свободного обзора).
if (!freeLook)
{
float yawDifference = MathF.IEEERemainder(headYaw - bodyYaw, 360.0f);
float bodyFollow = Math.Clamp(dt * 7.0f, 0.0f, 1.0f);
if (MathF.Abs(yawDifference) > 55.0f)
bodyFollow = Math.Clamp(dt * 13.0f, 0.0f, 1.0f);
bodyYaw = WrapAngle(bodyYaw + yawDifference * bodyFollow);
}
// Лёгкая инерция взгляда — камера «тяжёлая», как на теле.
float lookFollow = 1.0f - MathF.Exp(-dt * 30.0f);
viewYaw = WrapAngle(viewYaw + MathF.IEEERemainder(headYaw - viewYaw, 360.0f) * lookFollow);
viewPitch += (headPitch - viewPitch) * lookFollow;
// Пружины отдачи (градусы).
float sdt = MathF.Min(dt, 0.033f);
kickPitchVel += (-110.0f * kickPitch - 15.0f * kickPitchVel) * sdt;
kickPitch += kickPitchVel * sdt;
kickYawVel += (-110.0f * kickYaw - 15.0f * kickYawVel) * sdt;
kickYaw += kickYawVel * sdt;
kickRollVel += (-110.0f * kickRoll - 15.0f * kickRollVel) * sdt;
kickRoll += kickRollVel * sdt;
cameraYaw = headYaw;
cameraPitch = headPitch;
// Направление прицела = туда, куда реально смотрит центр камеры (без шума тряски).
float aimYawRad = (viewYaw + kickYaw) * Deg2Rad;
float aimPitchRad = Math.Clamp(viewPitch + kickPitch, -89.0f, 89.0f) * Deg2Rad;
Vector3 forward = Vector3.Normalize(new Vector3(
MathF.Sin(aimYawRad) * MathF.Cos(aimPitchRad),
MathF.Sin(aimPitchRad),
MathF.Cos(aimYawRad) * MathF.Cos(aimPitchRad)));
// Клавиша D идет вправо, A — влево
Vector3 right = new Vector3(-MathF.Cos(aimYawRad), 0, MathF.Sin(aimYawRad));
Vector3 forwardFlat = Vector3.Normalize(new Vector3(forward.X, 0, forward.Z));
aimForwardDir = forward;
aimRightDir = right;
// --- 2. Движение игрока от 1-го лица ---
// В обычном режиме идём туда, куда смотрим (как раньше). С Alt — по направлению корпуса.
float moveYawRad = (freeLook ? bodyYaw : headYaw) * Deg2Rad;
Vector3 moveFwd = new Vector3(MathF.Sin(moveYawRad), 0, MathF.Cos(moveYawRad));
Vector3 moveRight = new Vector3(-MathF.Cos(moveYawRad), 0, MathF.Sin(moveYawRad));
Vector3 moveDir = Vector3.Zero;
if (Raylib.IsKeyDown(KeyboardKey.W)) moveDir += moveFwd;
if (Raylib.IsKeyDown(KeyboardKey.S)) moveDir -= moveFwd;
if (Raylib.IsKeyDown(KeyboardKey.D)) moveDir += moveRight;
if (Raylib.IsKeyDown(KeyboardKey.A)) moveDir -= moveRight;
if (moveDir != Vector3.Zero)
moveDir = Vector3.Normalize(moveDir);
localPlayer.Velocity = moveDir * localPlayer.Speed;
localPlayer.Position += localPlayer.Velocity * dt;
// Расширенный игровой сектор: примерно 200x200 метров.
localPlayer.Position.X = Math.Clamp(localPlayer.Position.X, -95.0f, 95.0f);
localPlayer.Position.Z = Math.Clamp(localPlayer.Position.Z, -95.0f, 95.0f);
float horizontalSpeed = new Vector3(localPlayer.Velocity.X, 0, localPlayer.Velocity.Z).Length();
float moveAmt = Math.Clamp(horizontalSpeed / Math.Max(1.0f, localPlayer.Speed), 0.0f, 1.0f);
if (horizontalSpeed > 0.15f)
headBobTime += dt * (7.0f + horizontalSpeed * 0.75f);
else
headBobTime += dt * 1.5f;
float bobX = horizontalSpeed > 0.15f ? MathF.Sin(headBobTime * 0.5f) * 0.05f : 0.0f;
float bobY = horizontalSpeed > 0.15f ? MathF.Abs(MathF.Sin(headBobTime)) * 0.07f : 0.0f;
float breathe = MathF.Sin(menuTime * 1.7f) * 0.012f;
// Наклон при стрейфе считается от бокового движения (раньше зависел от направления взгляда).
float strafe = Vector3.Dot(localPlayer.Velocity, right) / Math.Max(1.0f, localPlayer.Speed);
float targetRoll = -strafe * 2.0f + MathF.Sin(headBobTime * 0.5f) * 0.8f * moveAmt;
cameraRoll += (targetRoll - cameraRoll) * Math.Clamp(dt * 8.0f, 0, 1);
recoil = MathF.Max(0.0f, recoil - dt * 5.5f);
cameraShake = MathF.Max(0.0f, cameraShake - dt * 4.0f);
damageFlash = MathF.Max(0.0f, damageFlash - dt * 2.8f);
muzzleFlash = MathF.Max(0.0f, muzzleFlash - dt * 14.0f);
movementFovKick += (((horizontalSpeed > 0.2f) ? 2.5f : 0.0f) - movementFovKick) * Math.Clamp(dt * 5.0f, 0, 1);
// Тряска (trauma-модель): плавный шум, амплитуда ~ trauma².
float trauma2 = cameraShake * cameraShake;
float nt = menuTime * 24.0f;
float shakeYawDeg = Noise1(nt, 1.0f) * trauma2 * 4.0f;
float shakePitchDeg = Noise1(nt, 2.0f) * trauma2 * 3.0f;
float shakeRollDeg = Noise1(nt, 3.0f) * trauma2 * 3.5f;
// Дыхание и шаги.
float idleSwayYaw = MathF.Sin(menuTime * 0.8f) * 0.10f + MathF.Sin(menuTime * 2.1f) * 0.04f;
float idleSwayPitch = MathF.Sin(menuTime * 1.1f + 1.3f) * 0.08f;
float stepPitch = -MathF.Abs(MathF.Sin(headBobTime)) * 0.9f * moveAmt;
float stepYaw = MathF.Sin(headBobTime * 0.5f) * 0.55f * moveAmt;
float finalYaw = (viewYaw + kickYaw + shakeYawDeg + idleSwayYaw + stepYaw) * Deg2Rad;
float finalPitch = Math.Clamp(viewPitch + kickPitch + shakePitchDeg + idleSwayPitch + stepPitch, -89.0f, 89.0f) * Deg2Rad;
Vector3 viewDir = Vector3.Normalize(new Vector3(
MathF.Sin(finalYaw) * MathF.Cos(finalPitch),
MathF.Sin(finalPitch),
MathF.Cos(finalYaw) * MathF.Cos(finalPitch)));
Vector3 camRight = new Vector3(-MathF.Cos(finalYaw), 0, MathF.Sin(finalYaw));
camera.Position = localPlayer.Position + camRight * bobX + new Vector3(0.0f, 2.0f + bobY + breathe, 0.0f);
camera.Target = camera.Position + viewDir;
// Крен вокруг оси взгляда (раньше наклон шёл вокруг мировой оси Z и «ломал» картинку при повороте).
float rollRad = (cameraRoll + kickRoll + shakeRollDeg) * Deg2Rad;
camera.Up = Vector3.Transform(Vector3.UnitY, Quaternion.CreateFromAxisAngle(viewDir, rollRad));
camera.FovY = settings.Fov + movementFovKick + recoil * 2.5f;
// Частицы, трассеры и покачивание оружия обновляются и у клиента тоже.
UpdateEffects(dt);
UpdateWeaponTimers(dt, cursorDisabled && localPlayer.Inventory.Count == 0);
if (missionActive) UpdateMission(dt);
bool triggerDown = ActiveWeapon.Automatic ? Raylib.IsMouseButtonDown(MouseButton.Left) : Raylib.IsMouseButtonPressed(MouseButton.Left);
bool canFire = cursorDisabled && localPlayer.Inventory.Count == 0 && weaponFireTimer <= 0.0f &&
weaponReloadTimer <= 0.0f && weaponAmmo[currentWeapon] > 0;
if (networkManager.Mode == NetworkManager.NetMode.Client)
{
networkManager.SetLocalInputState(localPlayer.Position, forward, Raylib.IsMouseButtonDown(MouseButton.Left));
if (triggerDown && canFire)
{
// Локальные camera/weapon effects показываем сразу, а урон подтверждает хост.
FireWeaponLocal(camera.Position, forward, right, true, false);
networkManager.SendAction(NetworkManager.ActAttack, camera.Position, forward, (byte)currentWeapon);
}
return; // Client only predicts own movement; host is authoritative.
}
// --- 3. Стрельба и Взаимодействие ---
if (triggerDown && canFire)
{
FireWeaponLocal(camera.Position, forward, right, true, true);
}
else if (triggerDown && canFire == false && weaponAmmo[currentWeapon] <= 0)
{
StartReload();
}
if (Raylib.IsMouseButtonDown(MouseButton.Left) && cursorDisabled)
{
foreach (var obj in worldObjects)
{
if (!obj.IsHeld && localPlayer.Inventory.Count < 3)
{
if (obj.Type == EntityType.GravityGun && localPlayer.HasGravityGun) continue;
float dist = Vector3.Distance(camera.Position, obj.Position);
if (dist < 5.0f)
{
obj.IsHeld = true;
obj.HeldByPlayerId = localPlayer.Id;
localPlayer.Inventory.Add(obj);
// Сюжет: подобранное энергоядро засчитывается один раз.
if (missionActive && missionStage == 2 && obj.Type == EntityType.GravityGun && missionCoreIds.Add(obj.NetId))
{
missionCores++;
PushRadio(missionCores < 3
? $"Ядро {missionCores} из 3 — есть."
: "Третье ядро взято. Двигай к ретранслятору.");
}
break;
}
}
}
}
for (int i = 0; i < localPlayer.Inventory.Count; i++)
{
var item = localPlayer.Inventory[i];
Vector3 holdPos = camera.Position + forward * 2.5f + right * 0.8f + new Vector3(0, -0.4f, 0);
// Даже предмет в руках не может оказаться под землёй.
float minHeldY = GroundY + item.Size.Y * 0.5f;
if (holdPos.Y < minHeldY) holdPos.Y = minHeldY;
item.Position = holdPos;
item.Velocity = Vector3.Zero;
}
if (Raylib.IsKeyPressed(KeyboardKey.Q) && localPlayer.Inventory.Count > 0)
{
var item = localPlayer.Inventory[localPlayer.Inventory.Count - 1];
item.IsHeld = false;
item.HeldByPlayerId = -1;
item.Velocity = forward * 12.0f + new Vector3(0, 2.0f, 0);
localPlayer.Inventory.Remove(item);
}
if (Raylib.IsKeyPressed(KeyboardKey.E))
{
if (localPlayer.Inventory.Count > 0)
{
var item = localPlayer.Inventory[localPlayer.Inventory.Count - 1];
item.IsHeld = false;
item.HeldByPlayerId = -1;
item.Velocity = forward * 28.0f + new Vector3(0, 3.0f, 0);
localPlayer.Inventory.Remove(item);
}
foreach (var z in zombies)
{
Vector3 zCenter = z.Position + new Vector3(0, z.BodySize.Y / 2.0f, 0);
if (Vector3.Distance(camera.Position, zCenter) < 4.5f)
{
z.Position += forwardFlat * 6.0f;
}
}
}
// --- 4. Полная физика предметов ---
// Гравитация + столкновение с землёй + отскок + трение.
// Это выполняется на хосте, поэтому в LAN/Radmin все игроки получают
// одинаковое авторитетное положение предметов.
foreach (var obj in worldObjects)
{
if (!obj.IsHeld)
{
// Спящий предмет (лежит на земле и не движется) не участвует в физике:
// это убирает основной расход CPU — раньше 200 объектов считались каждый кадр.
bool sleeping = obj.Velocity.LengthSquared() < 0.0004f &&
obj.Position.Y <= GroundY + obj.Size.Y * 0.5f + 0.002f;
if (sleeping)
{
obj.Velocity = Vector3.Zero;
continue;
}
// Гравитация
obj.Velocity.Y -= ObjectGravity * dt;
// Интеграция движения
obj.Position += obj.Velocity * dt;
// Предмет не может провалиться под поверхность земли.
ResolveGroundCollision(obj);
// Столкновение предметов между собой.
ResolveObjectCollisions(obj);
// После столкновения ещё раз гарантируем, что предмет не ушёл под землю.
ResolveGroundCollision(obj);
// Столкновение предмета с зомби
if (obj.Velocity.Length() > 2.0f)
{
for (int i = zombies.Count - 1; i >= 0; i--)
{
var z = zombies[i];
if (Raylib.CheckCollisionBoxes(obj.BoundingBox, z.BoundingBox))
{
z.Health -= 10; // -10 ХП за удар предметом
SpawnHitParticles(obj.Position);
obj.Velocity = -obj.Velocity * 0.3f; // Отскок предмета
if (z.Health <= 0)
{
zombies.RemoveAt(i);
localPlayer.Kills++;
}
break;
}
}
}
// Воздушное сопротивление. На земле горизонтальное трение сильнее.
obj.Velocity.X *= ObjectAirDrag;
obj.Velocity.Z *= ObjectAirDrag;
if (MathF.Abs(obj.Velocity.Y) < PhysicsRestVelocity &&
obj.Position.Y <= GroundY + obj.Size.Y * 0.5f + 0.001f)
{
obj.Velocity.Y = 0.0f;
}
if (MathF.Abs(obj.Velocity.Y) < PhysicsRestVelocity &&
obj.Position.Y <= GroundY + obj.Size.Y * 0.5f + 0.001f)
{