Пример #1
0
void doBeaconCalibration() {
	// Update the robot Position (which must normally coincides with calibration Point)
	getOpponentRobotPosition();
	Point* calibrationPoint = &(beaconSystem.calibrationPoint);

	OutputStream* outputStream = getOutputStreamLogger(INFO);

	recalibrateServoInitValue(outputStream, getLaser(LASER_INDEX_1), calibrationPoint->x, calibrationPoint->y);
	recalibrateServoInitValue(outputStream, getLaser(LASER_INDEX_2), getDistanceBetweenBeacon() - calibrationPoint->x, calibrationPoint->y);
}
void
SlamKarto::laserCallback(const sensor_msgs::LaserScan::ConstPtr& scan)
{
    laser_count_++;

    if ((laser_count_ % throttle_scans_) != 0)  //1      激光频率问题
        return;

    static ros::Time last_map_update(0,0);

    // Check whether we know about this laser yet // if New laser, need to create a Karto device for it.
    karto::LaserRangeFinder* laser = getLaser(scan);

    if(!laser)
    {
        ROS_WARN("Failed to create laser device for %s; discarding scan",
                 scan->header.frame_id.c_str());
        return;
    }
    if(debug_print_flag_)
        debugPrint_<<"1.0 laser_count_: "<<laser_count_<<"   addScan  "<<"  "<<endl;

    karto::Pose2 odom_pose;
    if(addScan(laser, scan, odom_pose))
    {
        ROS_DEBUG("added scan at pose: %.3f %.3f %.3f",
                  odom_pose.GetX(),
                  odom_pose.GetY(),
                  odom_pose.GetHeading());

        ROS_INFO("added scan at pose: %.3f %.3f %.3f",
                 odom_pose.GetX(),
                 odom_pose.GetY(),
                 odom_pose.GetHeading());

        geometry_msgs::Point debug_pose;
        debug_pose.x = odom_pose.GetX();
        debug_pose.y = odom_pose.GetY();
        debug_pose.z = odom_pose.GetHeading();

        link_node_publisher_.publish(debug_pose);
        if(debug_print_flag_)
            debugPrint_<<"2.0  odom_pose: "<<odom_pose.GetX()<<" "<<odom_pose.GetY()<<"  "<<odom_pose.GetHeading()<<endl;

        publishGraphVisualization();

        if(!got_map_ ||
                (scan->header.stamp - last_map_update) > map_update_interval_)
        {
            if(updateMap())
            {
                last_map_update = scan->header.stamp;
                got_map_ = true;
                ROS_DEBUG("Updated the map");
                if(debug_print_flag_)
                    debugPrint_<<"3.0  updateMap: "<<endl;
            }
        }
    }
}
Пример #3
0
Ray Monster::getLaserRay() {
    RectRenderable& rr = getLaser();
    Vec2 pos = transform.getTransform()*rr.getLocalTransform().getTransform()*Vec2(0,0);
    Angle world_rot = transform.getRotation()+rr.getLocalTransform().getRotation();
    //std::cout << "monster rotation: " << transform.getRotation() << std::endl;
    //std::cout << "laser rotation: " << rr.getLocalTransform().getRotation() << std::endl;
    Vec2 dir = Vec2(1.0f, 0.0f).rotate(world_rot);
    return Ray(pos, dir, max_laser_len);
}
Пример #4
0
/**
 * Gets the position of the laser by triangulation of the information gived by the both laser.
 * If information is not correct, we give a position of (0, 0).
 */
Point* getOpponentRobotPosition() {
    Timer* beaconTimer = getTimerByCode(BEACON_TIMER_CODE);

    // we want to avoid that position change during compute
    lockAndWaitForTimer(beaconTimer);

    Laser* laser1 = getLaser(LASER_INDEX_1);
    Laser* laser2 = getLaser(LASER_INDEX_2);

    // Updates the detected Position of the laser
    int detectedPosition1 = updateDetectedPosition(laser1);
    int detectedPosition2 = updateDetectedPosition(laser2);

	Point* opponentRobotPosition = &(beaconSystem.opponentRobotPosition);

    // if there is a detected object (by both laser)
    if (detectedPosition1 != 0 && detectedPosition2 != 0) {
		// Too obsolete Information
		if (getLastDetectionTimeInMillis() > getObsoleteDetectionTimeThreshold()) {
	        opponentRobotPosition->x = 0;
	        opponentRobotPosition->y = 0;
			OutputStream* outputStream = getOutputStreamLogger(INFO);
			appendStringAndDec(outputStream, "LOST OBJECT SINCE=", getLastDetectionTimeInMillis());
			println(outputStream);
		}
		else {
	        float angleInRadian1 = getAngleInRadian(laser1);
	        float angleInRadian2 = getAngleInRadian(laser2);
	        float a1 = tan(angleInRadian1);
	        float a2 = tan(angleInRadian2);
			// Compute the position
	        fillPositionWithValues(opponentRobotPosition, beaconSystem.distanceBetweenBeacon, a1, a2);
		}
    } else {
		// Reset Robot Position
        opponentRobotPosition->x = 0;
        opponentRobotPosition->y = 0;
    }
    unlockTimer(beaconTimer);

    return opponentRobotPosition;
}
Пример #5
0
Weapon::WeaponI* Weapon::Armory::getCoilgun(int level, int projLevel)
{
	//Min level 0
	int weaplv = std::max(0, std::min(level, 8));
	//If -1, match weapon level (default behaviour)
	int projlv = (projLevel > -1 ? projLevel : level);

	Weapon::AutoBat* coilgun = new Weapon::AutoBat(fireCallback_, getLaser(projlv), "coilgun");
	upgradeCoilgun(coilgun, weaplv, projlv);
	return static_cast<Weapon::WeaponI*>(coilgun);
}
Пример #6
0
void printBeaconSystemConfiguration(OutputStream* outputStream) {
	Point* opponentPoint = getOpponentRobotPosition();
	
	Laser* laser1 = getLaser(LASER_INDEX_1);
	Laser* laser2 = getLaser(LASER_INDEX_2);
	
	printLaserStruct(outputStream, laser1);
	println(outputStream);
	printLaserStruct(outputStream, laser2);
	
	appendCRLF(outputStream);
	
	// Last Detection Time
	appendStringAndDecf(outputStream, "lastDetectionTime=", getLastDetectionTimeInMillis());
	println(outputStream);
	
	// Obsolete Detection Time Threshold
	appendStringAndDecf(outputStream, "obsoleteDetectionTimeThreshold=", getObsoleteDetectionTimeThreshold());
	println(outputStream);
	
	// Notify Time Delay
	appendStringAndDecf(outputStream, "notifyTimeDelay=", getNotifyTimeDelay());
	println(outputStream);
	
	// Opponent Position
	appendString(outputStream, "opponentPosition:");
	printPoint(outputStream, opponentPoint, " mm");
	
	// Distance between beacon
	appendStringAndDecf(outputStream, "distanceBetweenBeacon=", getDistanceBetweenBeacon());
	appendString(outputStream, " mm");
	println(outputStream);
	
	// Calibration Point
	appendString(outputStream, "calibrationPoint:");
	printPoint(outputStream, &(beaconSystem.calibrationPoint), " mm");
	
	// Opponent Position
	appendString(outputStream, "opponentPosition:");
	printPoint(outputStream, opponentPoint, " mm");
}
Пример #7
0
void Weapon::Armory::upgradeCoilgun(Weapon::AutoBat* coilgun, int level, int projLevel)
{
	//Match weapon level
	if (projLevel > -1) coilgun->setProjectile(getLaser(projLevel));
	else coilgun->setProjectile(getLaser(level));
	coilgun->setLevel(level);

	//Set base attributes
	coilgun->setBatterySize(1600);
	coilgun->setRefireTime(150);
	coilgun->setRechargeTime(1000);
	coilgun->setFireCharge(40);

	//L1H : RefireTime-
	if (level > 0) { coilgun->setRefireTime(100); }

	//L2B : BatterySize+
	if (level > 1) { coilgun->setBatterySize(2400, true); }

	//L3F : RechargeTime-
	if (level > 2) { coilgun->setRechargeTime(500); }

	//L4S : FireCharge-
	if (level > 3) { coilgun->setFireCharge(20); }

	//L5H : RefireTime--
	if (level > 4) { coilgun->setRefireTime(50); }

	//L6B : RechargeTime--
	if (level > 5) { coilgun->setRechargeTime(250); }

	//L7F : BatterySize++
	if (level > 6) { coilgun->setBatterySize(3200, true); }

	//L8S : FireCharge--
	if (level > 7) { coilgun->setFireCharge(16); }

}
Пример #8
0
void
SlamKarto::laserCallback(const sensor_msgs::LaserScan::ConstPtr& scan)
{
    laser_count_++;
    if ((laser_count_ % throttle_scans_) != 0)
        return;

    static ros::Time last_map_update(0,0);

    // Check whether we know about this laser yet
    karto::LaserRangeFinder* laser = getLaser(scan);

    if(!laser)
    {
        ROS_WARN("Failed to create laser device for %s; discarding scan",
                 scan->header.frame_id.c_str());
        return;
    }

    karto::Pose2 odom_pose;
    if(addScan(laser, scan, odom_pose))
    {
        ROS_DEBUG("added scan at pose: %.3f %.3f %.3f",
                  odom_pose.GetX(),
                  odom_pose.GetY(),
                  odom_pose.GetHeading());

        publishGraphVisualization();

        if(!got_map_ ||
                (scan->header.stamp - last_map_update) > map_update_interval_)
        {
            if(updateMap())
            {
                last_map_update = scan->header.stamp;
                got_map_ = true;
                ROS_DEBUG("Updated the map");
            }
        }
    }
}
Пример #9
0
/**
 * Internal timer callback.
 */
void beaconTimerCallback(Timer* timer) {
	if (!beaconSystem.enabled) {
		return;
	}
	// Count the number of laser which track something
	int trackCounter = 0; 

    int laserIndex;
    for (laserIndex = 0; laserIndex < LASER_COUNT; laserIndex++) {
		Laser* laser = getLaser(laserIndex);
        detectsLaser(laser);
		if (hasTrackSomething(laser)) {
			trackCounter++;
		}
    }
	// all laser detects something !
	if (trackCounter == LASER_COUNT) {
		beaconSystem.lastDetectionTime = 0.0f;
	}
	else {
		// The code is execute at 2000 Hz, so if we want milliSeconds, we increment by 0.5f
		beaconSystem.lastDetectionTime += 0.5f;
	}
}
Пример #10
0
int receiverZigbeeTest(void) {
    /*
    char *macAdresse = "1";
    char *panId = "1620";
    char *channel = "100000";
    char *function = "0";
    char *adresse = "0";
    char *data;
    char receiveChar;
    char valide;
    int toto;
    */
    
    TRISB = 0;
    TRISB = 0;

    // Configure serialBuffer
    Buffer zigbeeBuffer;
    initBuffer(&zigbeeBuffer, SERIAL_PORT_ZIGBEE);
    setAndOpenSerialBuffer(&zigbeeBuffer);

    Buffer debugBuffer;
    initBuffer(&debugBuffer, SERIAL_PORT_DEBUG);
    setAndOpenSerialBuffer(&debugBuffer);

    setSerialBuffer(&debugBuffer);
    putString("Beacon Receiver start rs232\n");

    initPwmForServo(1500);    

    // Initialization of laserDetector
    // Laser 1
    initLaserDetectorStruct(
            LASER_INDEX_1,
            LASER_SERVO_INDEX_1,
            &getLaserPin1,
            SERVO_LASER_1_MAX_LEFT_POSITION_DEFAULT_VALUE, 
            SERVO_LASER_1_MAX_RIGHT_POSITION_DEFAULT_VALUE,
            SHORT_TRACKING_INTERVAL,
            BEACON_SERVO_1_FACTOR,
            BEACON_SERVO_1_INIT_COMPUTE_VALUE,
            BEACON_SERVO_1_ANGLE_DEGREE
    );
    // Laser 2
    initLaserDetectorStruct(
            LASER_INDEX_2,
            LASER_SERVO_INDEX_2,
            &getLaserPin2,
            SERVO_LASER_2_MAX_LEFT_POSITION_DEFAULT_VALUE,
            SERVO_LASER_2_MAX_RIGHT_POSITION_DEFAULT_VALUE,
            SHORT_TRACKING_INTERVAL,
            BEACON_SERVO_2_FACTOR,
            BEACON_SERVO_2_INIT_COMPUTE_VALUE,
            BEACON_SERVO_2_ANGLE_DEGREE
    );

    while (1) {
        int laserIndex;
        for (laserIndex = 0; laserIndex < LASER_COUNT; laserIndex++) {
            detectsLaser(laserIndex);
        }
        delay100us(5);

        char c = handleChar(&debugBuffer, false);
        if (c != 0) {
            putString("---------\n");
            Laser* laser1 = getLaser(LASER_INDEX_1);
            Laser* laser2 = getLaser(LASER_INDEX_2);
    
            printLaserStruct(&debugBuffer, laser1);
            println();
            printLaserStruct(&debugBuffer, laser2);
            clearBuffer(&debugBuffer);

            Point p = getPosition(DISTANCE_BETWEEN_BEACON);
            if (p.x != 0 && p.y != 0) {
                sendDec(p.x);
                putString(", ");
                sendDec(p.y);
                println();
            }    
        }
    }

    /*
    valide = 0;
    while (1) {
        if (U2STAbits.URXDA == 1){
                valide = getc();
                putc1 (valide);
        }
        if (U1STAbits.URXDA == 1){
                valide = getc1();
                putc (valide);
        }
    }
    */
}
Пример #11
0
//Fun weapons
Weapon::WeaponI* Weapon::Armory::getFun(int type)
{
	Weapon::WeaponI * funGun = nullptr;

	switch (type)
	{
		//Boomerang
	case 22:
	{
	}


	// Explosive Buckshot
	case 44:
	{
		ProjectileDef gren = ProjectileDef();
		gren.bounce = 0.f;
		gren.hpMAX = 1;
		gren.damage = 10;
		//gren.oneHit = true;
		gren.detonation.force = 0.25f;
		gren.detonation.radius = 2.f;
		gren.detonation.lifeTime = 50;
		gren.shrapnel.shards = 8;
		gren.shrapnel.level = 4;
		gren.width = 4.f;
		gren.lifeTime = 250;

		funGun = new Weapon::SpreadMag(fireCallback_, gren, "thumper", 16, 50, 500, 8, 0.3f);
		break;
	}
	
	//Broad Beam
	case 42:
	{
		ProjectileDef laser = getLaser();
		laser.damage = 80.f;
		laser.hpMAX = 20;
		laser.lifeTime = 5000;
		laser.height = 25.f;
		laser.width = 200.f;
		laser.penetration = 100;
		
		funGun = new Weapon::SemiBat(fireCallback_, laser, "coilgun", 1280, 32, 64);
		break;
	}
	
	//Flak cannon
	case 47:
	{
		ProjectileDef shrap = getShrapnel(8);
		shrap.lifeTime = 175;
		shrap.oneHit = true;
		shrap.height = shrap.width * 8;
		shrap.width *= 4;
		shrap.shrapnel.shards = 4;
		shrap.shrapnel.level = 8;
		shrap.detonation.force = 0.5f;
		shrap.detonation.radius = 1.f;
		shrap.detonation.lifeTime = 150;

		funGun = new Weapon::SpreadMag(fireCallback_, shrap, "shotgun", 4, 0, 300, 10, 2.f);

		break;
	}	

	//Chug cannon
	case 60:
	{
		ProjectileDef shug = ProjectileDef();
		shug.velScale = 1.f;
		shug.width = 1.f;
		shug.hpMAX = 1;
		//shug.bounce = 1.0;
		shug.damage = 20;
		//shug.oneHit = true;
		shug.shrapnel.shards = 32;
		shug.shrapnel.level = 8;
		shug.lifeTime = 500;

		funGun = new Weapon::AutoMag(fireCallback_, shug, "launcher", 24, 50, 2000, 0.15f );
		break;
	}

	//Black Hole Gun
	case 88:
	{
		ProjectileDef voib = ProjectileDef();
		voib.detonation.force = -0.1f;
		voib.detonation.radius = 10.f;
		voib.detonation.lifeTime = 2500;
		voib.lifeTime = 500;
		voib.penetration = 15;
		voib.hpMAX = 10;
		voib.bounce = 0.75f;
		voib.width = 1;
		voib.height = 1;

		funGun = new Weapon::SemiMag(fireCallback_, voib, "railgun", 2, 400, 2000);
		break;
	}

	//Lance Beam
	case 111:
	{
		ProjectileDef lance = ProjectileDef();
		lance.velScale = 1.f;
		lance.width = 0.5f;
		lance.height = 4.f;
		lance.penetration = 4;
		lance.hpMAX = 4;
		lance.damage = 30;
		lance.lifeTime = 300;

		funGun = new Weapon::SpreadBat(fireCallback_, lance, "coilgun", 2400, 16, 500, 16, 1, -10.0, 4.f, 2.f);
		break;
	}

	//Sonic Boom
	case 120:
	{
		ProjectileDef can = ProjectileDef();
		can.velScale = 1.f;
		can.lifeTime = 1000;
		can.hpMAX = 1;
		can.oneHit = true;
		can.detonation.force = 0.3f;
		can.detonation.lifeTime = 1000;
		can.detonation.radius = 7.5f;
		can.width = 1;
		can.height = 1;

		funGun = new Weapon::SemiMag(fireCallback_, can, "shotgun", 10, 1000, 500);
		break;
	}

	//Tracking missile
	case 404:
	{
		ProjectileDef missile = ProjectileDef();
		missile.velScale = 1.2f;
		missile.width = 2.5f;
		missile.height = 5.f;
		missile.tracking.radius = 20;
		missile.tracking.speed = 5.f;
		missile.lifeTime = 7500;
		//missile.shrapnel.level = 7;
		//missile.shrapnel.shards = 4;
		missile.detonation.force = 0.4f;
		missile.detonation.lifeTime = 50;
		missile.detonation.radius = 1.f;
		missile.oneHit = true;
		missile.hpMAX = 1;
		
		funGun = new Weapon::SemiMag(fireCallback_, missile, "launcher", 8, 500, 3000);
		break;
	}

	//Armageddon Cannon
	case 555:
	{
		ProjectileDef meteor = ProjectileDef();
		meteor.lifeTime = 1000;
		meteor.width = 20;
		meteor.damage = 100;
		meteor.velScale = 16.f;
		meteor.hpMAX = 10;
		meteor.detonation.force = 0.5f;
		meteor.detonation.lifeTime = 25;
		meteor.detonation.radius = 10;
		
		funGun = new Weapon::AutoMag(fireCallback_, meteor, "cannon", 32, 500, 5000, .25f);
		break;
	}

	//Mikrowerfer
	case 666:
	{
		ProjectileDef wave = ProjectileDef();
		wave.velScale = 0.75f;
		wave.width = 2.5f;
		wave.height = 1.5f;
		wave.bounce = 1.f;
		wave.hpMAX = 8;
		wave.damage = 40;
		wave.lifeTime = 500;

		funGun = new Weapon::SpreadBat(fireCallback_, wave, "launcher", 320, 16, 800, 16, 6, -1.0, 0.9f, -2.f);
		break;
	}

	//Chaingun
	case 888:
	{
		ProjectileDef bb = getShrapnel(8);
		bb.lifeTime = 300;
		bb.oneHit = true;
		bb.bounce = 0.f;
		bb.detonation.force = 0.005f;
		bb.detonation.radius = 0.5f;
		bb.detonation.lifeTime = 25;

		funGun = new Weapon::SpreadBat(fireCallback_, bb, "pistol", 2000, 64, 1000, 10, 8, 0, 0.5, 1.1f);
		
		break;
	}

	case 999:
	{
		ProjectileDef knife = ProjectileDef();
		knife.oneHit = true;
		knife.hpMAX = 1;
		knife.damage = 999999;
		knife.height = 20.f;
		knife.width = 1.f;
		knife.velScale = 3.f;
		knife.lifeTime = 4000;

		funGun = new Weapon::SemiBat(fireCallback_, knife, "coilgun", 160, 16, 8);
		break;
	}

	}//End switch

	if (funGun != nullptr)
		funGun->setLevel(type);
	
	return funGun;
}
Пример #12
0
void Monster::update(MyGame& game) {

    if (game.game_won) {
        return;
    }

    if (state == sDead) {
        // shoot body parts everywhere
        uint32_t parts_count = neck_parts_count+2;
        Angle delta_angle = 2*Angle::Pi/parts_count;
        Angle a = -Angle::Pi/6;

        Transform& et = getSprite(sprEye).getLocalTransform();
        et.setPosition(et.getPosition() + Vec2(1, 0).rotate(a)*final_explosion_speed );
        a += delta_angle;

        for (uint32_t i=0; i<neck_parts_count; ++i) {
            Transform& nt = getNeckPart(i).getLocalTransform();
            nt.setPosition(nt.getPosition() + Vec2(1, 0).rotate(a)*final_explosion_speed );
            a += delta_angle;
        }

        Transform& bt = getSprite(sprBase).getLocalTransform();
        et.setPosition(bt.getPosition() + Vec2(1, 0).rotate(a)*final_explosion_speed );

        return;
    }

    if (health < 0) {
        gameOver(game);
        return;
    }

    Window& w = game.getModule<Window>();
    Events& e = w.getEvents();
    if (current_animation_.update()) {
        if (current_animation_.isAtEnd()) {
            if (state == sMorphingToHand) {
                state = sHand;
            }
            else if (state == sMorphingToEye) {
                state = sEye;
            }
        }
        getSprite(sprEye).setTextureCoords(current_animation_.getRegion().getTextureRect());
    }

    if (e.wasButtonClicked(MouseButton::mbRight)) {
        current_animation_.changeDir();
        state = sMorphingToHand;
    }

    if (e.wasButtonReleased(MouseButton::mbRight)) {
        current_animation_.changeDir();
        state = sMorphingToEye;
    }

    getLaser().setVisible(e.isButtonDown(MouseButton::mbLeft));

    Vec2 mouse_pos = e.getMousePos();
    Vec2 mouse_local = Mat3::invert(transform.getTransform())*w.getViewPort().viewToWorld(mouse_pos);
    //std::cout << "mouse_local: " << mouse_local << std::endl;

    Vec2 eye_pos = transform.getTransform()*getSprite(sprEye).getLocalTransform().getTransform()*Vec2(0,0);
    Vec2 eye_pos_screen = w.getViewPort().worldToView(eye_pos);

    Vec2 to_mouse_screen = mouse_pos - eye_pos_screen;
    if (!to_mouse_screen.isZero()) {
        Transform& eye_t = getSprite(sprEye).getLocalTransform();

        Vec2 eye_pos_local = eye_t.getPosition();
        Vec2 eye_to_mouse = mouse_local - eye_pos_local;
        float d_to_mouse = eye_to_mouse.getLen();
        float coeff = (d_to_mouse-min_dist_to_mouse)/d_to_mouse;
        eye_pos_local += eye_to_mouse*coeff*eye_travel_stiffness;

        float d_to_base = eye_pos_local.getLen();
        if (d_to_base > max_neck_length) {
            eye_pos_local *= max_neck_length/d_to_base;
        }

        eye_t.setPosition(eye_pos_local);

        // look to mouse
        Angle angle_delta = to_mouse_screen.getAngle()-eye_t.getRotation();
        eye_t.setRotation(eye_t.getRotation()+angle_delta*eye_rot_stiffness);

        //RectRenderable& last_part = getNeckPart(neck_parts_count-1);
        Vec2 next_pos = eye_pos_local; // - Vec2(neck_part_len, 0).rotate(eye_t.getRotation());
//        last_part.getLocalTransform().setPosition(next_pos);
//        last_part.getLocalTransform().setRotation(eye_t.getRotation());
        for (int32_t i=neck_parts_count-1; i>=0; --i) {
            RectRenderable& neck_part = getNeckPart(i);
            Transform& t = neck_part.getLocalTransform();
            Vec2 pos = t.getPosition();

            float d_to_base = pos.getLen();
            float desired_dist = i*(float)neck_part_len;;
            if (d_to_base > desired_dist) {
                pos *= desired_dist/d_to_base;
            }

            Vec2 to_next = next_pos - pos;
            float to_next_dist = to_next.getLen();
            float coeff = (to_next_dist-neck_part_len)/to_next_dist;
            pos += to_next*coeff*neck_stiffness;
            t.setPosition(pos);

            t.setRotation(to_next.getAngle());
            next_pos = pos;
        }
        getNeckPart(0).getLocalTransform().setPosition(Vec2(0,0));
    }

    // put laser to eye
    getLaser().getLocalTransform() = getSprite(sprEye).getLocalTransform();

    bool firing = false;
    if (getLaser().getVisible()) {
        if (state == sEye && laser > 0) {
            firing = true;
            // firing laser
            Ray laser_ray = getLaserRay();
            EntityManager& ent_mgr = game.getModule<EntityManager>();
            OverlapInfo oi;
            oi.setDepth(max_laser_len);

            bool target_is_missile = false;
            void* target = NULL;
            for (uint32_t i=0; i<game.helicopters.getHelicoptersCount(); ++i) {
                Helicopter& heli = game.helicopters.getHelicopter(i);
                if (heli.state == Helicopter::sExploding)
                    continue;
                Rect heli_bound = heli.getBound();
                OverlapInfo tmp_oi;
                if (laser_ray.overlaps(heli_bound, tmp_oi)) {
                    if (tmp_oi.getDepth() < oi.getDepth()) {
                        oi = tmp_oi;
                        target = &heli;
                    }
                }
            }

            for (uint32_t i=0; i<game.missiles.getMissilesCount(); ++i) {
                Missile& m = game.missiles.getMissile(i);
                if (m.state == Missile::sExploding)
                    continue;
                Rect m_bound = m.getBound();
                OverlapInfo tmp_oi;
                if (laser_ray.overlaps(m_bound, tmp_oi)) {
                    if (tmp_oi.getDepth() < oi.getDepth()) {
                        oi = tmp_oi;
                        target = &m;
                        target_is_missile = true;
                    }
                }
            }

            getLaser().setSize({oi.getDepth(), 5});
            if (target) {
                if (target_is_missile) {
                    ((Missile*)target)->explode();
                }
                else {
                    ((Helicopter*)target)->health -=laser_dmg;
                }
            }
            laser -= laser_drain;
        }
    }
    if (!firing) {
        getLaser().setVisible(false);
        if (laser < 100){
            laser += laser_recharge;
        }
    }

    // eye crash with helicopters
    Rect eye_bound = getEyeBound();
    for (uint32_t i=0; i<game.helicopters.getHelicoptersCount(); ++i) {
        Helicopter& heli = game.helicopters.getHelicopter(i);
        if (eye_bound.overlaps(heli.getBound())) {
            heli.health -= eye_dmg;
            if (state == sHand) {
                health -= Helicopter::heli_damage*(1-dmg_resist_hand);
            }
            else {
                health -= Helicopter::heli_damage*(1-dmg_resist_eye);
            }
        }
    }
    // eye crash with missiles
    for (uint32_t i=0; i<game.missiles.getMissilesCount(); ++i) {
        Missile& m = game.missiles.getMissile(i);
        if (eye_bound.overlaps(m.getBound())) {
            float dmg;
            if (m.state == Missile::sOk) {
                dmg = Missile::missile_impact_damage;
                m.explode();
            }
            else {
                dmg = Missile::missile_explosion_damage;
            }
            if (state == sHand) {
                health -= dmg*(1-dmg_resist_hand);
            }
            else {
                health -= dmg*(1-dmg_resist_eye);
            }
        }
    }

}