twgame 0.11.0

DDNet physics implementation
Documentation
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use crate::entities::tee::jump::Jump;
use crate::entities::{SpawnOrder, SpawnableEntity};
use crate::ids::PlayerUid;
use crate::map::{coord, GameFrontIterator, Map, MapTile, SwitchTile, TeleTile, Tile, TuneZone};
use crate::state::{Bug, BugKind, GameState, Player, TeamKind};
use bitflags::bitflags;
use std::f32::consts::PI;
use std::fmt::Write as _;
use std::str::FromStr;
use std::{fmt, mem};
use twgame_core::twsnap::enums::{ActiveWeapon, Powerup as PickupKind};
use twgame_core::twsnap::enums::{Direction, Sound};
use twgame_core::twsnap::time::{Duration, Instant};
use twgame_core::twsnap::{self, AnglePrecision, PositionPrecision, Snap};
use twgame_core::{normalize, Input};
use uuid::Uuid;
use vek::num_traits::clamp;
use vek::Vec2;

mod core;
pub mod hook;
pub mod jump;
pub mod weapon;

use crate::{state, SnapOuter};
pub(crate) use core::TeeCore;

pub(crate) const TEE_PROXIMITY: f32 = 28.0;
/// square of proximity of tees
const TEE_PROXIMITY_SQUARED: f32 = TEE_PROXIMITY * TEE_PROXIMITY;

impl SpawnableEntity for Tee {
    fn tick(&mut self, now: Instant, game_state: &mut GameState, snap_outer: &mut SnapOuter) {
        if self.state.contains(TeeState::PAUSED) {
            return;
        }

        // calculate actual input for this tick
        let core = game_state.tee_cores.get_tee_mut(self.player_uid).unwrap();
        // TODO: don't store current input in tick?
        self.input = core.input_apply_freeze(
            self.input.clone(),
            self.state.contains(TeeState::LIVE_FREEZE),
        );
        self.handle_tune_layer(&game_state.map, core);

        self.core_tick(now, game_state);

        self.handle_weapons(now, game_state, snap_outer);
        self.post_core_tick(now, game_state);
    }

    fn snap(&self, now: Instant, game_state: &GameState, snapshot: &mut Snap) {
        let player = snapshot.players.get_mut_default(self.player_uid.snap_id());
        let mut snap_tee = twsnap::items::Tee {
            tick: now,
            target: Vec2::new(
                PositionPrecision::from_bits(self.input.target_x),
                PositionPrecision::from_bits(self.input.target_y),
            ),
            ..Default::default()
        };

        let core = game_state.tee_cores.get_tee(self.player_uid).unwrap();
        core.snap(now, &mut snap_tee);
        let y = self.input.target_y as f32;
        let x = self.input.target_x as f32;
        let tmp_angle = y.atan2(x);
        if tmp_angle < -(PI / 2.0) {
            snap_tee.angle = AnglePrecision::from_bits(((tmp_angle + (2.0 * PI)) * 256.0) as i32);
        } else {
            snap_tee.angle = AnglePrecision::from_bits((tmp_angle * 256.0) as i32);
        }
        self.hook.snap(&mut snap_tee);
        self.weapon.snap(&mut snap_tee);
        self.jump.snap(&mut snap_tee);
        player.tee = Some(snap_tee);
    }

    fn is_marked_for_destroy(&self) -> bool {
        self.state.intersects(TeeState::MARK_FOR_DESTROY)
    }

    fn spawn_order(&self) -> SpawnOrder {
        self.spawn_order
    }

    fn player_uid(&self) -> PlayerUid {
        self.player_uid
    }

    fn on_tee_swap(&mut self, pid1: PlayerUid, pid2: PlayerUid) {
        self.hook.on_tee_swap(pid1, pid2)
    }
}

#[derive(Debug, Clone, Copy)]
enum InputState {
    None,
    First,
    Ready,
}

impl InputState {
    fn new() -> Self {
        Self::None
    }

    /// changes None to First, indicating that the first input of the player is received
    fn first(self) -> Self {
        match self {
            Self::None | Self::First => Self::First,
            Self::Ready => Self::Ready,
        }
    }

    fn is_ready(self) -> bool {
        matches!(self, Self::Ready)
    }

    /// changes First to Ready, so that the second sent input gets used
    fn ready(self) -> Self {
        match self {
            Self::None => Self::None,
            Self::First | Self::Ready => Self::Ready,
        }
    }
}

// DDRACE_STATE
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
enum DdraceState {
    None,
    Started,
    Finished,
}

bitflags! {
    #[derive(Debug, Copy, Clone, PartialEq, Eq)]
    pub struct TeeState: u32 {
        /// LiveFreeze is a state where movement and jumping is disabled, hooking is still possible
        const LIVE_FREEZE = 0x1;
        /// DeepFreeze freezes the tee until Undeep is touched
        const DEEP = 0x2;

        const HOOK_DISABLED = 0x20;
        const JETPACK = 0x80;

        /// Paused state:
        ///
        /// Tee is still visible, but input doesn't get applied. Player is in free view and can look at
        /// the part.
        const PAUSED = 0x100;
        const MARK_FOR_DESTROY = 0x200;
    }
}

struct TileBugDetection {
    will_touch_kill: bool,
    first_tele: Option<(TeleTile, u8)>,
}

/// Representation of a tee in the game world
///
/// called CCharacterCore in DDNet
// TODO: put snap, input and freeze into separate modules
#[derive(Clone, Debug)]
pub struct Tee {
    /// player id
    player_uid: PlayerUid,
    spawn_order: SpawnOrder,

    /// latest stored input, gets updated before each tick, called `m_SavedInput` and after
    /// `DDRaceTick()` `m_Input` in the DDNet source code
    input: Input,
    prev_input: Input,
    input_state: InputState,
    // used to handle unskippable tiles // TODO: remove this variable, can be optimized out and only stored within one tick
    prev_pos: Vec2<f32>,

    state: TeeState,

    jump: Jump,
    hook: hook::Hook,
    weapon: weapon::Weapon,

    /// time when crossed the start line the last time
    start_time: Option<Instant>,

    // keep ddrace_state for first finish in team and for team0 finishes
    ddrace_state: DdraceState,

    // teleporter
    tele_checkpoint: u8,

    // wall jump
    walljump_colliding: bool,
    walljump_left_wall: bool,

    // tune zone
    tune_zone_old: TuneZone,
    tune_zone: TuneZone,
}

impl Tee {
    pub(crate) fn new(
        player_uid: PlayerUid,
        spawn_order: SpawnOrder,
        tee_core: &mut TeeCore,
        input: Input,
    ) -> Tee {
        Tee {
            player_uid,
            spawn_order,
            input: input.clone(),
            prev_input: input.clone(),
            input_state: InputState::new(),
            prev_pos: tee_core.pos(),
            state: TeeState::empty(),
            jump: Jump::default(),
            hook: hook::Hook::new(),
            weapon: weapon::Weapon::new(),
            start_time: None,
            ddrace_state: DdraceState::None,
            tele_checkpoint: 0,
            walljump_colliding: false,
            walljump_left_wall: false,
            tune_zone_old: TuneZone::default(),
            tune_zone: TuneZone::default(),
        }
    }

    pub(crate) fn player_uid(&self) -> PlayerUid {
        self.player_uid
    }

    /// CCharacter::SnapCharacter
    fn fake_tuning(&self) -> i32 {
        let mut fake_tuning = 0;
        if self.state.intersects(TeeState::JETPACK) && self.weapon.active() != ActiveWeapon::Ninja {
            fake_tuning |= 1;
        }
        // TODO:
        /*
        if self.solo {
            fake_tuning |= 2;
        }
        */
        fake_tuning
    }

    pub(crate) fn format_save(
        &self,
        now: Instant,
        player: &Player,
        tee_core: &TeeCore,
        f: &mut String,
        game_uuid: Uuid,
        add_time_penalty: bool,
    ) -> fmt::Result {
        let name = &player.name;
        let alive = 1;
        let paused = self.state.intersects(TeeState::PAUSED) as i32;
        let needed_fake_tuning = self.fake_tuning();
        let tee_finished = tee_core.has_finished() as i32;
        let is_solo = tee_core.is_solo() as i32;
        write!(
            f,
            "\n{name}\t{alive}\t{paused}\t{needed_fake_tuning}\t{tee_finished}\t{is_solo}"
        )?;
        self.weapon.format_save_1(f)?;
        // tee state
        let infinite_jumps = self.jump.has_infinite_jumps() as i32;
        let jetpack = self.state.contains(TeeState::JETPACK) as i32;
        let ninja_jetpack = 0;
        let freeze_time = tee_core.save_freeze_time();
        let freeze_start = tee_core.save_freeze_start(now);
        let deep_frozen = self.state.contains(TeeState::DEEP) as i32;
        let endless_hook = self.hook.has_endless() as i32;
        let ddrace_state = 1;
        let hit_disabled_flags = tee_core.save_weapon_hit();
        let collision_enabled = tee_core.save_tee_collision() as i32;
        let tune_zone = self.tune_zone.to_save();
        let tune_zone_old = 0;
        let hook_hit_enabled = (!self.state.intersects(TeeState::HOOK_DISABLED)) as i32;
        let mut time = now.duration_since(self.start_time.unwrap_or(now)).unwrap();
        if add_time_penalty {
            time = time + Duration::from_secs(60);
        }
        let time = time.ticks();

        let pos_x = tee_core.pos().x as i32;
        let pos_y = tee_core.pos().y as i32;
        let prev_pos_x = self.prev_pos.x as i32;
        let prev_pos_y = self.prev_pos.y as i32;
        let tele_checkpoint = self.tele_checkpoint;
        let last_penalty = 0;
        let vel_x = tee_core.vel().x;
        let vel_y = tee_core.vel().y;
        write!(f,
            "\t{infinite_jumps}\t{jetpack}\t{ninja_jetpack}\t{freeze_time}\t{freeze_start}\t{deep_frozen}\t{endless_hook}\t\
            {ddrace_state}\t{hit_disabled_flags}\t{collision_enabled}\t{tune_zone}\t{tune_zone_old}\t{hook_hit_enabled}\t{time}\t\
            {pos_x}\t{pos_y}\t{prev_pos_x}\t{prev_pos_y}\t\
            {tele_checkpoint}\t{last_penalty}\t\
            {pos_x}\t{pos_y}\t{vel_x:.6}\t{vel_y:.6}")?;
        // TODO: use sub modules for serializing
        self.weapon.format_save_2(f)?;
        self.jump.format_save(f)?;
        self.hook.format_save_1(f)?;
        // TODO: time checkpoint module?
        let time_cp_broadcast_end_time = 0;
        let last_time_cp = -1;
        let last_time_cp_broadcasted = -1;
        write!(
            f,
            "\t{time_cp_broadcast_end_time}\t{last_time_cp}\t{last_time_cp_broadcasted}"
        )?;
        for _ in 0..25 {
            let current_time_cp: f32 = 0.0;
            write!(f, "\t{current_time_cp:.6}")?;
        }
        // more tee stat
        let not_eligible_for_finish = 0;
        let has_telegun_gun = tee_core.telegun_gun() as i32;
        let has_telegun_laser = tee_core.telegun_laser() as i32;
        let has_telegun_grenade = tee_core.telegun_grenade() as i32;
        write!(
            f,
            "\t\
             {not_eligible_for_finish}\t\
             {has_telegun_gun}\t{has_telegun_laser}\t{has_telegun_grenade}\t\
             {game_uuid}"
        )?;
        self.hook.format_save_2(f)?;
        let input_direction = self.input.direction;
        let input_jump = self.input.jump;
        let input_fire = self.input.fire;
        let input_hook = self.input.hook;
        write!(
            f,
            "\t{input_direction}\t{input_jump}\t{input_fire}\t{input_hook}"
        )?;
        self.weapon.format_save_3(f)?;
        let tee_started = self.start_time.is_some() as i32;
        let live_frozen = self.state.contains(TeeState::LIVE_FREEZE) as i32;
        write!(f, "\t{tee_started}\t{live_frozen}",)?;
        self.weapon.format_save_4(now, f)?;
        Ok(())
    }

    pub(crate) fn load(
        &mut self,
        now: Instant,
        tee_core: &mut TeeCore,
        mut tee_info: std::str::Split<char>,
    ) -> Uuid {
        let _alive = tee_info.next().unwrap().parse::<i32>().unwrap() != 0;
        let paused = tee_info.next().unwrap().parse::<i32>().unwrap() != 0;
        self.state.set(TeeState::PAUSED, paused);
        let _needed_fake_tuning = tee_info.next().unwrap().parse::<i32>().unwrap() != 0;
        if tee_info.next().unwrap().parse::<i32>().unwrap() != 0 {
            tee_core.on_finish();
        }
        tee_core.set_solo(tee_info.next().unwrap().parse::<i32>().unwrap() != 0);

        self.weapon.load_1(&mut tee_info);

        self.jump.load_infinite_jumps(&mut tee_info);
        let jetpack = tee_info.next().unwrap().parse::<i32>().unwrap() != 0;
        self.state.set(TeeState::JETPACK, jetpack);
        let _ninja_jetpack = tee_info.next().unwrap().parse::<i32>().unwrap() != 0;
        tee_core.load_freeze(now, &mut tee_info);
        let deep_freeze = tee_info.next().unwrap().parse::<i32>().unwrap() != 0;
        self.state.set(TeeState::DEEP, deep_freeze);
        let endless_hook = tee_info.next().unwrap().parse::<i32>().unwrap() != 0;
        self.hook.set_endless(endless_hook);
        let _ddrace_state = tee_info.next().unwrap().parse::<i32>().unwrap();
        let hit_disabled_flags = tee_info.next().unwrap().parse::<i32>().unwrap();
        tee_core.load_weapon_hit(hit_disabled_flags);
        let tee_collision_enabled = tee_info.next().unwrap().parse::<i32>().unwrap() != 0;
        tee_core.set_tee_collision(tee_collision_enabled);
        self.tune_zone = TuneZone::from_save(tee_info.next().unwrap().parse::<u8>().unwrap());
        self.tune_zone_old = TuneZone::from_save(tee_info.next().unwrap().parse::<u8>().unwrap());
        let hook_hit_enabled = tee_info.next().unwrap().parse::<i32>().unwrap() != 0;
        self.state.set(TeeState::HOOK_DISABLED, !hook_hit_enabled);
        let time = tee_info.next().unwrap().parse::<i32>().unwrap();
        self.start_time = if time != 0 {
            Some(now - Duration::from_ticks(time))
        } else {
            None
        };

        tee_core.load_pos(&mut tee_info);
        self.prev_pos.x = tee_info.next().unwrap().parse::<i32>().unwrap() as f32;
        self.prev_pos.y = tee_info.next().unwrap().parse::<i32>().unwrap() as f32;
        self.tele_checkpoint = tee_info.next().unwrap().parse::<u8>().unwrap();
        let _last_penalty = tee_info.next().unwrap().parse::<i32>().unwrap();
        // skip over core pos
        tee_info.nth(1).unwrap();
        tee_core.load_vel(&mut tee_info);

        self.weapon.load_2(&mut tee_info);
        self.jump.load(&mut tee_info);
        self.hook.load_1(&mut tee_info);
        tee_info.nth(2).unwrap(); // skip over time cp info
        tee_info.nth(24).unwrap(); // skip ver time cp array
        let _not_eligible_for_finish = tee_info.next().unwrap().parse::<i32>().unwrap() != 0;
        let has_telegun_gun = tee_info.next().unwrap().parse::<i32>().unwrap() != 0;
        tee_core.set_telegun_gun(has_telegun_gun);
        let has_telegun_laser = tee_info.next().unwrap().parse::<i32>().unwrap() != 0;
        tee_core.set_telegun_laser(has_telegun_laser);
        let has_telegun_grenade = tee_info.next().unwrap().parse::<i32>().unwrap() != 0;
        tee_core.set_telegun_grenade(has_telegun_grenade);

        let game_uuid = Uuid::from_str(tee_info.next().unwrap()).unwrap();

        self.hook.load_2(&mut tee_info);
        self.input.direction = tee_info.next().unwrap().parse::<i32>().unwrap();
        self.input.jump = tee_info.next().unwrap().parse::<i32>().unwrap();
        self.input.fire = tee_info.next().unwrap().parse::<i32>().unwrap();
        self.input.hook = tee_info.next().unwrap().parse::<i32>().unwrap();
        self.weapon.load_3(&mut tee_info);
        let _tee_started = tee_info.next().unwrap().parse::<i32>().unwrap();
        let live_frozen = tee_info.next().unwrap().parse::<i32>().unwrap() != 0;
        self.state.set(TeeState::LIVE_FREEZE, live_frozen);

        self.weapon.load_4(&mut tee_info); // ninja
        game_uuid
    }

    pub(crate) fn received_input(&mut self) {
        self.input_state = self.input_state.first();
    }

    // CCharacter::OnDirectInput
    pub(crate) fn on_direct_input(
        &mut self,
        now: Instant,
        game_state: &mut GameState,
        snap_outer: &mut SnapOuter,
    ) {
        // TODO: only from second input onwards??
        if !self.input_state.is_ready() {
            self.input_state = self.input_state.ready();
            return;
        }
        if let Some(wanted_weapon) = self.weapon.weapon_switch(&self.input, &self.prev_input) {
            self.weapon.do_weapon_switch(wanted_weapon);
        }
        self.weapon.fire(
            now,
            game_state,
            snap_outer,
            self.tune_zone,
            self.player_uid,
            &self.input,
            &self.prev_input,
        );
    }

    /// CCharacter::HandleTuneLayer
    fn handle_tune_layer(&mut self, map: &Map, core: &mut TeeCore) {
        self.tune_zone_old = self.tune_zone;
        self.tune_zone = map.tune_zone(core.pos());
    }

    fn core_tick(&mut self, now: Instant, game_state: &mut GameState) {
        self.hook.release_if_requested(now, game_state);

        let core = game_state.tee_cores.get_tee_mut(self.player_uid).unwrap();

        let is_grounded = game_state.map.is_grounded(core.pos());
        core.set_move_restrictions(&game_state.map);
        core.apply_gravity(game_state.map.tuning(self.tune_zone));

        if self.input.jump != 0 {
            if let Some(jump) = self.jump.on_jump(is_grounded) {
                core.on_jump(
                    &mut game_state.events,
                    game_state.map.tuning(self.tune_zone),
                    jump,
                );
            }
        } else {
            self.jump.on_no_jump();
        }

        let target_direction = normalize(Vec2::new(
            self.input.target_x as f32,
            self.input.target_y as f32,
        ));

        // start hook/unhook
        if self.input.hook != 0 {
            if self.hook.on_hook_input(
                game_state.map.tuning(self.tune_zone),
                core.pos(),
                target_direction,
            ) {
                // TODO: COREEVENT_HOOK_LAUNCH
            }
        } else {
            self.hook.on_no_hook_input(core.pos());
        }

        core.apply_directions(
            game_state.map.tuning(self.tune_zone),
            is_grounded,
            Direction::from(self.input.direction),
        );

        if is_grounded {
            self.jump.on_ground();
        }

        self.hook.tick(
            now,
            game_state,
            self.tune_zone,
            self.player_uid,
            self.state.intersects(TeeState::HOOK_DISABLED),
            self.input.direction,
            target_direction,
        );

        // player collision and hook influence on movement
        self.player_interaction(game_state);

        let core = game_state.tee_cores.get_tee_mut(self.player_uid).unwrap();
        core.cap_vel();
    }

    fn handle_weapons(
        &mut self,
        now: Instant,
        game_state: &mut GameState,
        snap_outer: &mut SnapOuter,
    ) {
        self.weapon.handle_ninja(now, game_state, self.player_uid);
        if self.state.intersects(TeeState::JETPACK) {
            self.weapon
                .handle_jetpack(game_state, &self.input, self.tune_zone, self.player_uid);
        }

        if self.weapon.decrement_reload_timer() {
            self.weapon.fire(
                now,
                game_state,
                snap_outer,
                self.tune_zone,
                self.player_uid,
                &self.input,
                &self.prev_input,
            );
        }
    }

    fn handle_player_collision(&self, game_state: &mut GameState) {
        if game_state.map.tuning(self.tune_zone).player_collision == 0.0 {
            return;
        }
        let tee_core = game_state.tee_cores.get_tee(self.player_uid).unwrap();
        if tee_core.tee_collision_disabled() {
            return;
        }
        let pos = tee_core.pos();
        let mut vel = tee_core.vel();
        for (_, other_tee) in game_state
            .tee_order
            .id_order()
            .tees_except(&game_state.tee_cores, self.player_uid)
        {
            if other_tee.tee_collision_disabled() {
                continue;
            }

            // handle player <-> player collision
            let distance = pos.distance(other_tee.pos());
            if distance == 0.0 {
                continue;
            }

            let dir = normalize(pos - other_tee.pos());

            if distance < TEE_PROXIMITY * 1.25 {
                let a = TEE_PROXIMITY * 1.45 - distance;

                // make sure that we don't add excess force by checking the
                // direction against the current velocity. if not zero.
                let velocity = if vel.magnitude() > 0.0001 {
                    1.0 - (normalize(vel).dot(dir) + 1.0) / 2.0
                } else {
                    0.5
                };

                vel += dir * a * (velocity * 0.75);
                vel *= 0.85;
            }
        }
        let tee_core = game_state.tee_cores.get_tee_mut(self.player_uid).unwrap();
        tee_core.set_vel(vel);
    }

    fn player_interaction(&mut self, game_state: &mut GameState) {
        if game_state
            .tee_cores
            .get_tee(self.player_uid)
            .unwrap()
            .is_solo()
        {
            return;
        }
        self.handle_player_collision(game_state);
        // handle hook influence
        if !self.state.intersects(TeeState::HOOK_DISABLED) {
            self.hook
                .handle_player_hook(self.player_uid, game_state, self.tune_zone);
        }
    }

    fn no_kill_immunity(&self, game_state: &GameState) -> bool {
        game_state.globals.all_finished() || self.ddrace_state != DdraceState::Finished
    }

    // CCharacter::DDRacePostCoreTick
    fn post_core_tick(&mut self, now: Instant, game_state: &mut GameState) {
        let no_kill_immunity = self.no_kill_immunity(game_state);
        self.hook.post_core_tick();
        let tee_core = game_state.tee_cores.get_tee_mut(self.player_uid).unwrap();
        tee_core.reset_frozen_last_tick();
        // TODO: deep freeze
        // TODO: more than two jumps
        self.jump.post_core_tick();

        // CCharacter::HandleSkippableTiles
        // TODO: do kill tile check after Anti-Skip tiles, because we want events like Finish to
        //       to happen before reaching the kill tiles.
        let will_die = tee_core.is_in_kill_area(no_kill_immunity, &game_state.map);
        let mut bug_detection = TileBugDetection {
            will_touch_kill: will_die,
            first_tele: None,
        };

        // NOTE: this diverges a bit from DDNet as it is possible to start/finish, but not in a
        // meaningful way, because maps with start tiles next to finish tiles make no sense
        // and doing this more than once is also not affecting anything
        if game_state
            .map
            .is_tee_in_skippable_radius(tee_core.pos(), Tile::StartLine)
        {
            //FIXME: self.on_start_line(now, game_state);
        }
        if game_state
            .map
            .is_tee_in_skippable_radius(tee_core.pos(), Tile::FinishLine)
        {
            //FIXME: self.on_finish_line(now, game_state);
        }

        // handle Anti-Skip tiles
        let map = game_state.map.clone();
        let mut any_tile_triggered = false;
        let current_pos = tee_core.pos();
        for tiles in map.tile_on_line(self.prev_pos, current_pos) {
            if tiles
                .clone()
                .all(|tile| tile != MapTile::Tile(Tile::DoubleJumpRefresher))
            {
                self.jump.on_no_double_jump_refresher();
            }
            any_tile_triggered |=
                self.handle_any_map_tile(now, game_state, tiles, &mut bug_detection);
        }
        if !any_tile_triggered {
            let tiles = map.game_front(coord::to_int_without_round(current_pos));
            self.handle_any_map_tile(now, game_state, tiles, &mut bug_detection);
        }
        let tee_core = game_state.tee_cores.get_tee_mut(self.player_uid).unwrap();
        // stoppers (DDNet does this in HandleTiles)
        if tee_core.is_on_stoppers() && tee_core.vel().y > 0.0 {
            self.jump.on_ground();
            // make holding jump work
            self.jump.on_no_jump();
        }
        tee_core.apply_move_restrictions();
        // TODO: only die if actually reaching death tiles
        if will_die {
            self.mark_for_destroy();
        }

        // TODO: speedups...
        // TODO: teleport gun
    }

    fn on_start_line(&mut self, now: Instant, game_state: &mut GameState) {
        if matches!(self.ddrace_state, DdraceState::None) {
            self.ddrace_state = DdraceState::Started;
        }
        if self.start_time.is_none() {
            // notify team about start
            game_state.on_tee_start(now);
            self.start_time = Some(now);
        } else if matches!(game_state.globals.team_kind(), TeamKind::Team0) {
            // allow restarting in team0
            self.start_time = Some(now);
        }
    }

    fn on_finish_line(&mut self, now: Instant, game_state: &mut GameState) {
        if self.ddrace_state == DdraceState::Started {
            self.ddrace_state = DdraceState::Finished;
        }
        if let Some(start_time) = self.start_time {
            game_state
                .tee_cores
                .get_tee_mut(self.player_uid)
                .unwrap()
                .on_finish();
            // notify team about finish
            game_state.on_tee_finish(now, start_time, self.player_uid);
        }
        self.start_time = None;
    }

    /// Returns true, if any non-air tile was triggered.
    fn handle_any_map_tile(
        &mut self,
        now: Instant,
        game_state: &mut GameState,
        tiles: GameFrontIterator,
        bug_detection: &mut TileBugDetection,
    ) -> bool {
        let mut any_tile_triggered = false;
        // iter over game/front layer
        for tile in tiles {
            // TODO: new enum: AntiSkipTiles?
            match tile {
                MapTile::Tile(tile) => {
                    if tile != Tile::Air {
                        self.handle_tile(now, game_state, tile, bug_detection);
                        any_tile_triggered = true;
                    }
                }
                MapTile::SwitchTile(switch_tile) => {
                    self.handle_switch(now, game_state, switch_tile);
                    any_tile_triggered = true;
                }
                MapTile::TeleTile((tele_tile, tele_id)) => {
                    self.handle_tele(now, game_state, tele_tile, tele_id, bug_detection);
                    any_tile_triggered = true;
                }
            }
        }
        any_tile_triggered
    }

    fn handle_tile(
        &mut self,
        now: Instant,
        game_state: &mut GameState,
        tile: Tile,
        bug_detection: &mut TileBugDetection,
    ) {
        let mut action = true;
        match tile {
            // tiles handled in different code
            Tile::Kill => {
                if !bug_detection.will_touch_kill {
                    let pos = game_state.tee_cores.get_tee(self.player_uid).unwrap().pos();
                    if self.no_kill_immunity(game_state) {
                        game_state.bugs.push(Bug {
                            time: now,
                            kind: BugKind::SkipDeath,
                            pos: coord::to_int(pos),
                        });
                    } else {
                        game_state.bugs.push(Bug {
                            time: now,
                            kind: BugKind::KillImmunity,
                            pos: coord::to_int(pos),
                        })
                    }
                }
            }
            Tile::Air
            | Tile::Collision
            | Tile::Unhookable
            | Tile::OldHookThrough
            | Tile::HookThroughOnly
            | Tile::HookThrough
            | Tile::HookThroughFromDown
            | Tile::HookThroughFromLeft
            | Tile::HookThroughFromUp
            | Tile::HookThroughFromRight
            | Tile::StopDown
            | Tile::StopUp
            | Tile::StopRight
            | Tile::StopLeft
            | Tile::StopUpDown
            | Tile::StopLeftRight
            | Tile::StopAll
            | Tile::EvilGunTeleporter
            | Tile::GunTeleporter => {
                action = false;
            }
            Tile::Freeze => {
                if !self.state.intersects(TeeState::DEEP) {
                    let tee_core = game_state.tee_cores.get_tee_mut(self.player_uid).unwrap();
                    // TODO: tuning g_Config.m_SvFreezeDelay 3
                    tee_core.freeze(now, Duration::from_secs(3));
                }
            }
            Tile::Unfreeze => {
                if !self.state.intersects(TeeState::DEEP) {
                    let tee_core = game_state.tee_cores.get_tee_mut(self.player_uid).unwrap();
                    tee_core.unfreeze();
                }
            }
            Tile::UnlockTeam => {
                game_state.globals.unlock_team();
            }
            Tile::StartLine => {
                self.on_start_line(now, game_state);
            }
            Tile::FinishLine => {
                self.on_finish_line(now, game_state);
            }
            Tile::EnableEndlessHook => self.hook.set_endless(true),
            Tile::DisableEndlessHook => self.hook.set_endless(false),
            Tile::EnableSolo => {
                let tee_core = game_state.tee_cores.get_tee_mut(self.player_uid).unwrap();
                tee_core.set_solo(true);
            }
            Tile::DisableSolo => {
                let tee_core = game_state.tee_cores.get_tee_mut(self.player_uid).unwrap();
                tee_core.set_solo(false);
            }
            Tile::EnableJetpack => self.state.insert(TeeState::JETPACK),
            Tile::DisableJetpack => self.state.remove(TeeState::JETPACK),
            Tile::EnableWeaponHit => {
                let tee_core = game_state.tee_cores.get_tee_mut(self.player_uid).unwrap();
                tee_core.enable_weapon_hit();
            }
            Tile::DisableWeaponHit => {
                let tee_core = game_state.tee_cores.get_tee_mut(self.player_uid).unwrap();
                tee_core.disable_weapon_hit();
            }
            Tile::DeepFreezeEnable => self.state.insert(TeeState::DEEP),
            Tile::DeepFreezeDisable => self.state.remove(TeeState::DEEP),
            Tile::EnableInfiniteJumps => self.jump.set_infinite_jumps(true),
            Tile::DisableInfiniteJumps => self.jump.set_infinite_jumps(false),
            Tile::EnableTeeCollision => {
                let tee_core = game_state.tee_cores.get_tee_mut(self.player_uid).unwrap();
                tee_core.set_tee_collision(true);
            }
            Tile::DisableTeeCollision => {
                let tee_core = game_state.tee_cores.get_tee_mut(self.player_uid).unwrap();
                tee_core.set_tee_collision(false);
            }
            Tile::EnableTeeHook => self.state.remove(TeeState::HOOK_DISABLED),
            Tile::DisableTeeHook => self.state.insert(TeeState::HOOK_DISABLED),
            Tile::EnableTelegunGun => {
                let tee_core = game_state.tee_cores.get_tee_mut(self.player_uid).unwrap();
                tee_core.set_telegun_gun(true);
            }
            Tile::DisableTelegunGun => {
                let tee_core = game_state.tee_cores.get_tee_mut(self.player_uid).unwrap();
                tee_core.set_telegun_gun(false);
            }
            Tile::EnableTelegunLaser => {
                let tee_core = game_state.tee_cores.get_tee_mut(self.player_uid).unwrap();
                tee_core.set_telegun_laser(true);
            }
            Tile::DisableTelegunLaser => {
                let tee_core = game_state.tee_cores.get_tee_mut(self.player_uid).unwrap();
                tee_core.set_telegun_laser(false);
            }
            Tile::EnableTelegunGrenade => {
                let tee_core = game_state.tee_cores.get_tee_mut(self.player_uid).unwrap();
                tee_core.set_telegun_grenade(true);
            }
            Tile::DisableTelegunGrenade => {
                let tee_core = game_state.tee_cores.get_tee_mut(self.player_uid).unwrap();
                tee_core.set_telegun_grenade(false);
            }
            Tile::LiveFreezeEnable => {
                self.state.insert(TeeState::LIVE_FREEZE);
            }
            Tile::LiveFreezeDisable => {
                self.state.remove(TeeState::LIVE_FREEZE);
            }
            Tile::DoubleJumpRefresher => self.jump.refresh_double_jump(),
            Tile::Walljump => {
                if self.walljump_colliding && self.walljump_left_wall {
                    let tee_core = game_state.tee_cores.get_tee(self.player_uid).unwrap();
                    if tee_core.vel().y > 0.9 {
                        self.walljump_left_wall = false;
                        self.jump.wall_jump();
                    }
                }
            }
        }
        if bug_detection.first_tele.is_some() && action {
            let pos = game_state.tee_cores.get_tee(self.player_uid).unwrap().pos();
            game_state.bugs.push(Bug {
                time: now,
                kind: BugKind::TelePowerup(tile),
                pos: coord::to_int(pos),
            })
        }
    }

    fn handle_switch(
        &mut self,
        _now: Instant,
        _game_state: &mut GameState,
        switch_tile: SwitchTile,
    ) {
        if let SwitchTile::JumpCountSetter(num_jumps) = switch_tile {
            self.jump.set_num_jumps(num_jumps)
        }
    }

    fn handle_tele(
        &mut self,
        now: Instant,
        game_state: &mut GameState,
        tele_tile: TeleTile,
        tele_id: u8,
        bug_detection: &mut TileBugDetection,
    ) {
        if !matches!(tele_tile, TeleTile::Weapon | TeleTile::Hook) {
            if let Some((prev_tele_tile, prev_tele_id)) = bug_detection.first_tele {
                if prev_tele_tile != tele_tile || prev_tele_id != tele_id {
                    let pos = game_state.tee_cores.get_tee(self.player_uid).unwrap().pos();
                    game_state.bugs.push(Bug {
                        time: now,
                        kind: BugKind::SkipTele(prev_tele_tile, prev_tele_id),
                        pos: coord::to_int(pos),
                    })
                }
            } else {
                bug_detection.first_tele = Some((tele_tile, tele_id));
            }
        }
        match tele_tile {
            TeleTile::Tee => {
                if let Some(tele_out) =
                    game_state
                        .map
                        .select_tele_out(now, &mut game_state.prng, tele_id)
                {
                    let tee_core = game_state.tee_cores.get_tee_mut(self.player_uid).unwrap();
                    tee_core.set_pos(tele_out);
                    self.hook.reset(tee_core.pos());
                }
            }
            TeleTile::EvilTee => {
                if let Some(tele_out) =
                    game_state
                        .map
                        .select_tele_out(now, &mut game_state.prng, tele_id)
                {
                    let tee_core = game_state.tee_cores.get_tee_mut(self.player_uid).unwrap();
                    tee_core.set_pos(tele_out);
                    tee_core.reset_vel();
                    tee_core.other_tees_release_hook(now);
                    self.hook.reset(tee_core.pos());
                }
            }
            TeleTile::Checkpoint => {
                self.tele_checkpoint = tele_id;
            }
            TeleTile::Weapon => {}
            TeleTile::Hook => {}
            TeleTile::TeeCheckpointOut => {
                let tele_out = game_state.select_tele_checkpoint_out(now, self.tele_checkpoint);
                let tee_core = game_state.tee_cores.get_tee_mut(self.player_uid).unwrap();
                tee_core.set_pos(tele_out);
                self.hook.reset(tee_core.pos());
            }
            TeleTile::EvilTeeCheckpointOut => {
                let tele_out = game_state.select_tele_checkpoint_out(now, self.tele_checkpoint);
                let tee_core = game_state.tee_cores.get_tee_mut(self.player_uid).unwrap();
                tee_core.set_pos(tele_out);
                tee_core.reset_vel();
                tee_core.other_tees_release_hook(now);
                self.hook.reset(tee_core.pos());
            }
        }
    }

    pub(crate) fn post_tick(&mut self, now: Instant, game_state: &mut GameState) {
        self.move_vel_ramp(game_state);
        let tee_core = game_state.tee_cores.get_tee_mut(self.player_uid).unwrap();
        tee_core.round();
        // Release hook here if it hasn't happened yet, to not forget about it if a save is
        // requested for this tick
        self.hook.release_if_requested(now, game_state);
        self.hook.round();
    }

    /// gamecore.cpp: VelocityRamp
    fn vel_ramp(value: f32, start: f32, range: f32, curvature: f32) -> f32 {
        if value < start {
            1.0
        } else {
            1.0 / curvature.powf((value - start) / range)
        }
    }

    /// apply the velocity and check for collisions CCharacterCore::Move
    fn move_vel_ramp(&mut self, game_state: &mut GameState) {
        let tee_core = game_state.tee_cores.get_tee_mut(self.player_uid).unwrap();
        let old_pos = tee_core.pos();
        let old_vel = tee_core.vel();
        tee_core.move_vel_ramp(&game_state.map, self.tune_zone);
        let new_vel = tee_core.vel();
        let new_pos = tee_core.pos();

        // handle walljump
        self.walljump_colliding = false;
        if new_vel.x < 0.001 && new_vel.x > -0.001 {
            if old_vel.x != 0.0 {
                self.walljump_colliding = true;
            }
        } else {
            self.walljump_left_wall = true;
        }

        let tuning = game_state.map.tuning(self.tune_zone);

        // move until we touch another player. If we touch other players, we have to adjust the
        // calculated endposition of `move_vel_ramp`
        if !tee_core.tee_collision_disabled() && tuning.player_collision != 0.0 {
            let distance = old_pos.distance(new_pos);
            if distance > 0.0 {
                let end = (distance + 1.0) as i32;
                let mut last_pos = old_pos;
                for i in 0..end {
                    let a = i as f32 / distance;
                    let next_pos = old_pos + (new_pos - old_pos) * a;
                    for (_, other_tee) in game_state
                        .tee_order
                        .id_order()
                        .tees_except(&game_state.tee_cores, self.player_uid)
                    {
                        // check if the other tee has collision or is in solo part
                        if other_tee.tee_collision_disabled() {
                            continue;
                        }
                        let d = next_pos.distance(other_tee.pos());
                        // TODO: the d >= 0 is a fix for a NaN in gamecore move, check how it happens
                        //       and if it can be fixed in a different way
                        if (0.0..TEE_PROXIMITY).contains(&d) {
                            let set_pos = if a > 0.0 {
                                last_pos
                            } else if new_pos.distance(other_tee.pos()) > d {
                                new_pos
                            } else {
                                old_pos
                            };
                            let tee_core =
                                game_state.tee_cores.get_tee_mut(self.player_uid).unwrap();
                            tee_core.set_pos(set_pos);
                            return;
                        }
                    }
                    last_pos = next_pos;
                }
            }
        }

        self.prev_pos = old_pos;

        let tee_core = game_state.tee_cores.get_tee_mut(self.player_uid).unwrap();
        tee_core.set_pos(new_pos);
    }

    pub(crate) fn mark_for_destroy(&mut self) {
        self.state.insert(TeeState::MARK_FOR_DESTROY);
    }

    pub(crate) fn store_new_input(&mut self, input: Input) {
        self.prev_input = self.input.clone();
        self.input = input;
    }

    pub(crate) fn closed_point_on_line(
        line_start: Vec2<f32>,
        line_end: Vec2<f32>,
        target: Vec2<f32>,
    ) -> Option<Vec2<f32>> {
        let c = target - line_start;
        let mut v = line_end - line_start;
        let d = (line_start - line_end).magnitude();
        if d > 0.0 {
            v = normalize(v);
            let t = v.dot(c) / d;
            Some(line_start + (line_end - line_start) * clamp(t, 0.0, 1.0))
        } else {
            None
        }
    }

    pub(crate) fn on_pickup(
        &mut self,
        now: Instant,
        tee_core: &mut TeeCore,
        events: &mut state::Events,
        kind: PickupKind,
    ) {
        match kind {
            PickupKind::Health => {
                if tee_core.freeze(now, Duration::from_secs(3)) {
                    events.create_sound(tee_core.pos(), Sound::PickupHealth);
                }
            }
            PickupKind::Armor => {
                if self.weapon.remove_collectable() {
                    events.create_sound(tee_core.pos(), Sound::PickupArmor);
                }
            }
            PickupKind::Shield(weapon) => {
                if self.weapon.remove(weapon) {
                    events.create_sound(tee_core.pos(), Sound::PickupArmor);
                }
            }
            PickupKind::Weapon(weapon) => {
                if self.weapon.add(weapon, now) {
                    events.create_sound(tee_core.pos(), weapon.to_pickup_sound())
                }
            }
        }
    }

    pub(crate) fn swap(&mut self, other: &mut Tee) {
        // swap everything
        mem::swap(self, other);
        // except
        mem::swap(&mut self.player_uid, &mut other.player_uid);
        mem::swap(&mut self.spawn_order, &mut other.spawn_order);
        mem::swap(&mut self.input, &mut other.input);
        mem::swap(&mut self.prev_pos, &mut other.prev_pos);
        mem::swap(&mut self.input_state, &mut other.input_state);
    }

    pub(crate) fn reset_hook(&mut self, tee_uid: PlayerUid) {
        self.hook.reset_hooked_player(tee_uid)
    }

    pub(crate) fn start_time(&self) -> Option<Instant> {
        self.start_time
    }

    pub(crate) fn race_time(&self, now: Instant) -> Option<Duration> {
        self.start_time
            .map(|past_time| now.duration_since(past_time).unwrap())
    }
}