// // Created by Иван Ильин on 01.06.2021. // #include #include #include "Weapon.h" #include "../engine/ResourceManager.h" #include "../engine/utils/Log.h" #include "../engine/animation/AColor.h" #include "../engine/animation/AFunction.h" using namespace std; Weapon::Weapon(const std::string& weaponName, const std::string& objFileName, const std::string& matFileName, const Vec3D& scale, const Vec3D& t, const Vec3D& r) { _name = weaponName; 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 Vec3D&, const Vec3D&)> rayCastFunction, const Vec3D& position, const Vec3D& 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 Vec3D&, const Vec3D&)> rayCastFunction, const Vec3D& pos, const Vec3D& direction) { std::map damagedPlayers; //generate random vector Vec3D 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("Enemy") != std::string::npos) { damagedPlayers[rayCast.second] += _damage/(1.0 + (pos - rayCast.first).abs()); } // add trace line Vec3D to = rayCast.first == Vec3D(0) ? pos + direction * 1000 + randV: rayCast.first; Vec3D from = position() + Vec3D(triangles().back()[0]); _addTraceCallBack(from, to); return damagedPlayers; }