shooter/weapon/Weapon.cpp

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//
// Created by Иван Ильин on 01.06.2021.
//
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#include <utility>
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#include "Weapon.h"
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#include "../engine/ResourceManager.h"
#include "../engine/utils/Log.h"
#include "../engine/animation/AColor.h"
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#include "../ShooterConsts.h"
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using namespace std;
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Weapon::Weapon(int initialPack, int clipCapacity, double reloadTime, double fireDelay, double damage, double spreading, std::string fireSound, std::string reloadSound, ObjectNameTag weaponName, const std::string& objFileName, const Vec3D& s, const Vec3D& t, const Vec3D& r) : RigidBody(std::move(weaponName), objFileName), _initialPack(initialPack), _clipCapacity(clipCapacity), _reloadTime(reloadTime), _fireDelay(fireDelay), _damage(damage), _spreading(spreading), _fireSound(std::move(fireSound)), _reloadSound(std::move(reloadSound)) {
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_stockAmmo = _initialPack - _clipCapacity;
_clipAmmo = _clipCapacity;
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loadObj(objFileName, s);
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setCollider(false);
rotate(r);
translate(t);
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}
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FireInformation Weapon::fire(std::function<IntersectionInformation(const Vec3D&, const Vec3D&)> rayCastFunction, const Vec3D& position, const Vec3D& direction) {
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if(_clipAmmo == 0) {
reload();
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if(_clipAmmo == 0) {
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SoundController::playSound(SoundTag("noAmmo"), ShooterConsts::NO_AMMO_SOUND);
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}
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}
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if(_clipAmmo <= 0 || std::abs(Time::time() - _lastFireTime) < _fireDelay || std::abs(Time::time() - _lastReloadTime) < _reloadTime) {
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return FireInformation{std::map<ObjectNameTag, double>(), false};
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}
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_lastFireTime = Time::time();
_clipAmmo--;
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if(_clipAmmo == 0) {
reload();
}
SoundController::playSound(SoundTag("fireSound_" + name().str()), _fireSound);
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Log::log("Weapon::fire (" + std::to_string(_stockAmmo) + " : " + std::to_string(_clipAmmo) + ")");
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return FireInformation{processFire(std::move(rayCastFunction), position, direction), true};
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}
void Weapon::reload() {
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if (_stockAmmo == 0 || std::abs(Time::time() - _lastReloadTime) < _reloadTime) {
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return;
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}
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if(_clipCapacity - _clipAmmo <= _stockAmmo) {
_stockAmmo -= _clipCapacity - _clipAmmo;
_clipAmmo = _clipCapacity;
} else {
_clipAmmo += _stockAmmo;
_stockAmmo = 0;
}
SoundController::playSound(SoundTag("reloadSound_" + name().str()), _reloadSound);
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Log::log("Weapon::reload (" + std::to_string(_stockAmmo) + " : " + std::to_string(_clipAmmo) + ")");
_lastReloadTime = Time::time();
}
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std::map<ObjectNameTag, double> Weapon::processFire(std::function<IntersectionInformation(const Vec3D&, const Vec3D&)> rayCastFunction, const Vec3D& position, const Vec3D& direction) {
return addTrace(std::move(rayCastFunction), position, direction);
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}
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std::map<ObjectNameTag, double> Weapon::addTrace(std::function<IntersectionInformation(const Vec3D&, const Vec3D&)> rayCastFunction, const Vec3D& from, const Vec3D& directionTo) {
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std::map<ObjectNameTag, double> damagedPlayers;
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double spreading = _spreading*ShooterConsts::FIRE_DISTANCE/100;
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//generate random vector
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Vec3D randV(spreading*(1.0 - 2.0*(double)rand()/RAND_MAX), spreading*(1.0 - 2.0*(double)rand()/RAND_MAX), spreading*(1.0 - 2.0*(double)rand()/RAND_MAX));
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// damage player
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auto rayCast = rayCastFunction(from, from + directionTo * ShooterConsts::FIRE_DISTANCE + randV);
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if(rayCast.objectName.str().find("Enemy") != std::string::npos) {
damagedPlayers[rayCast.objectName] += _damage / (1.0 + rayCast.distanceToObject);
}
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// add trace line
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Vec3D lineFrom = position() + model()*Vec3D(triangles().back()[0]);
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Vec3D lineTo = rayCast.intersected ? rayCast.pointOfIntersection : position() + -lookAt() * ShooterConsts::FIRE_DISTANCE + randV;
_addTraceCallBack(lineFrom, lineTo);
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return damagedPlayers;
}