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