// // Created by Иван Ильин on 01.06.2021. // #include #include #include "Weapon.h" #include "ResourceManager.h" #include "utils/Log.h" #include "animation/AColor.h" #include "animation/AFunction.h" using namespace std; Weapon::Weapon(const std::string& weaponName, const std::string& objFileName, const std::string& matFileName, const Point4D& scale, const Point4D& t, const Point4D& r) { _name = weaponName; /* auto objs = Mesh::LoadObjects(objFileName, matFileName, scale); for(int i = 0; i < objs.size(); i++) { string meshName = _name + "_" + to_string(i); RigidBody obj(*objs[i]); obj.setCollider(false); //transforms obj.rotate(rotate); obj.translate(translate); _objects.insert({meshName, std::make_shared(obj)}); } */ loadObj(objFileName, matFileName, scale); setCollider(false); rotate(r); translate(t); noAmmoSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/weapons/no_ammo.ogg")); } std::map Weapon::fire(std::function(const Point4D&, const Point4D&)> rayCastFunction, const Point4D& position, const Point4D& direction) { if(_clipAmmo == 0) { reload(); if(_clipAmmo == 0) noAmmoSound.play(); } if(_clipAmmo <= 0 || std::abs(Time::time() - _lastFireTime) < _fireDelay || std::abs(Time::time() - _lastReloadTime) < _reloadTime) return std::map(); _lastFireTime = Time::time(); _clipAmmo--; fireSound.play(); Log::log("Weapon::fire (" + std::to_string(_stockAmmo) + " : " + std::to_string(_clipAmmo) + ")"); return processFire(std::move(rayCastFunction), position, direction); } 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; } reloadSound.play(); Log::log("Weapon::reload (" + std::to_string(_stockAmmo) + " : " + std::to_string(_clipAmmo) + ")"); _lastReloadTime = Time::time(); } std::map Weapon::processFire(std::function(const Point4D&, const Point4D&)> rayCastFunction, const Point4D& pos, const Point4D& direction) { std::map damagedPlayers; //generate random vector Point4D randV(10.0*_spreading*(1.0 - 2.0*(double)rand()/RAND_MAX), 10.0*_spreading*(1.0 - 2.0*(double)rand()/RAND_MAX), 10.0*_spreading*(1.0 - 2.0*(double)rand()/RAND_MAX)); // damage player auto rayCast = rayCastFunction(pos, pos + direction * 1000 + randV); if(rayCast.second.find("Player") != std::string::npos) { damagedPlayers[rayCast.second] += _damage/(1.0 + (pos - rayCast.first).abs()); } // add trace line Point4D to = rayCast.first.w() == -1 ? pos + direction * 1000 + randV: rayCast.first; Point4D from = position() + triangles().back()[0]; _addTraceCallBack(from, to); return damagedPlayers; }