//
// Created by Иван Ильин on 02.06.2021.
//

#include "../engine/ResourceManager.h"
#include "Shotgun.h"
#include "../engine/animation/AFunction.h"
#include "../ShooterConsts.h"

using namespace std;

Shotgun::Shotgun() : Weapon(15, 1, 1.0, 1.0, 400, 5.0, ShooterConsts::SHOTGUN_FIRE_SOUND, ShooterConsts::SHOTGUN_RELOAD_SOUND, ObjectNameTag("shotgun"), ShooterConsts::SHOTGUN_OBJ, Vec3D{3, 3, 3}, Vec3D{-1.95, 0.8, 1.5}, Vec3D{0, Consts::PI, 0}) {
}

std::map<ObjectNameTag, double>
Shotgun::processFire(std::function<IntersectionInformation(const Vec3D&, const Vec3D&)> rayCastFunction, const Vec3D& position, const Vec3D& direction) {
    std::map<ObjectNameTag, double> damagedPlayers;

    for(int i = 0; i < 15; i++) {
        std::map<ObjectNameTag, double> damaged = addTrace(rayCastFunction, position, direction);
        for(auto& player : damaged) {
            damagedPlayers[player.first] += player.second;
        }
    }

    return damagedPlayers;
}