// // Created by Иван Ильин on 01.06.2021. // #ifndef SHOOTER_WEAPON_H #define SHOOTER_WEAPON_H #include #include #include #include #include #include #include #include struct FireInformation final { const std::map damagedPlayers; const bool shot; }; class Weapon : public RigidBody { private: const int _initialPack = 100; // how much ammo do you have when you find the weapon const int _clipCapacity = 30; // how much ammo can be stored in one clip int _stockAmmo; // how much ammo do you have in stock int _clipAmmo; // how much ammo do you have in current clip const double _reloadTime = 3.0; const double _fireDelay = 0.1; // time delay between fires const double _damage = 300; const double _spreading = 2.0; const std::string _fireSound; const std::string _reloadSound; double _lastFireTime = std::numeric_limits::min(); double _lastReloadTime = std::numeric_limits::min(); protected: std::map fireABullet(std::function rayCastFunction, const Vec3D &position, const Vec3D &direction) const; virtual std::map processFire(std::function rayCastFunction, const Vec3D &position, const Vec3D &direction) const; public: 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); FireInformation fire(std::function rayCastFunction, const Vec3D &cameraPosition, const Vec3D &direction); void reload(); [[nodiscard]] double reloadTime() const { return _reloadTime; } [[nodiscard]] double fireDelay() const { return _fireDelay; } [[nodiscard]] std::pair balance() const { return std::make_pair(_clipAmmo, _stockAmmo); } void addAPack() { _stockAmmo += initialPack(); } [[nodiscard]] int initialPack() const { return _initialPack; } }; #endif //SHOOTER_3DZAVR_WEAPON_H