// // 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 "../ShooterConsts.h" using namespace std; 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)) { _stockAmmo = _initialPack - _clipCapacity; _clipAmmo = _clipCapacity; loadObj(objFileName, s); 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--; if(_clipAmmo == 0) { reload(); } SoundController::playSound(SoundTag("fireSound_" + name().str()), _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("reloadSound_" + name().str()), _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() + model()*Vec3D(triangles().back()[0]); Vec3D lineTo = rayCast.intersected ? rayCast.pointOfIntersection : position() + -lookAt() * ShooterConsts::FIRE_DISTANCE + randV; _addTraceCallBack(lineFrom, lineTo); return damagedPlayers; }