mirror of
https://github.com/ApfelTeeSaft/PlanetFleet.git
synced 2026-08-26 19:33:38 +00:00
267 lines
8.6 KiB
C++
267 lines
8.6 KiB
C++
#include <node.h>
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#include <box.h>
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#include <particleEmitter.h>
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#include "map.h"
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#include "unit.h"
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#include "util.h"
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#include "weapon.h"
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#include "player.h"
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#include "fxManager.h"
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#include "destructable.h"
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#include "gameObjectFactory.h"
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#include "projectile.h"
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namespace battleship{
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using namespace std;
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using namespace vb01;
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using namespace gameBase;
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Weapon::Weapon(Unit *u, sol::table unitTable, int wid) :
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unit(u),
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id(wid),
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rateOfFire(unitTable["weapons"][wid + 1]["rateOfFire"]),
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damage(unitTable["weapons"][wid + 1]["damage"].get_or(0))
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{
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sol::table weaponTable = unitTable["weapons"][wid + 1];
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maxRange = weaponTable["maxRange"];
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maxFireAngle = weaponTable["maxFireAngle"].get_or(.1);
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orderType = (Order::TYPE)weaponTable["orderType"];
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initProjectileData(weaponTable);
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initNodes(weaponTable);
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sol::optional<sol::table> fireFxOpt = weaponTable["fireFx"];
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if(fireFxOpt != sol::nullopt){
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FxManager *fxManager = FxManager::getSingleton();
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fireFx = fxManager->initFx(weaponTable["fireFx"], unit->getModel(), true);
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if(fireFx) fxManager->addFx(fireFx);
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}
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}
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void Weapon::initNodes(sol::table weaponTable){
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sol::optional<sol::table> nodesTblOpt = weaponTable["nodes"];
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if(nodesTblOpt == sol::nullopt) return;
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sol::table tbl = weaponTable["nodes"];
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int numNodes = tbl.size();
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for(int i = 0; i < numNodes; i++){
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sol::table nodeTbl = weaponTable["nodes"][i + 1];
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float rotSpeed = nodeTbl["rotationSpeed"];
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bool vertical = nodeTbl["vertical"];
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sol::optional<float> angleConstrOpt = nodeTbl["angleConstraint"];
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float angleConstr;
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if(angleConstrOpt != sol::nullopt)
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angleConstr = nodeTbl["angleConstraint"];
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else angleConstr = (vertical ? PI / 2 : 0);
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string name = nodeTbl["name"];
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Node *node = unit->getModel()->findDescendant(name, true);
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components.push_back(Component(node, rotSpeed, angleConstr, vertical));
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}
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//using the last node to determine a weapon's init direction
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Node *node = components[components.size() - 1].node;
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Vector3 p0 = unit->getModel()->globalToLocalPosition(node->localToGlobalPosition(Vector3::VEC_ZERO));
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Vector3 p1 = unit->getModel()->globalToLocalPosition(node->localToGlobalPosition(Vector3::VEC_K));
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initUnitSpaceDir = (p1 - p0).norm();
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}
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void Weapon::initProjectileData(sol::table weaponTable){
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string projTableKey = "projectile";
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sol::optional<sol::table> proj = weaponTable[projTableKey];
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if(proj == sol::nullopt) return;
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projId = weaponTable[projTableKey]["id"];
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sol::table projTable = generateView()["projectiles"];
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ProjectileClass pc = (ProjectileClass)projTable[projId + 1]["projectileClass"];
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if(pc == ProjectileClass::CRUISE_MISSILE){
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minRange = 0;
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float rotAngle = projTable[projId + 1]["rotAngle"];
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float speed = projTable[projId + 1]["speed"];
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float base = PI / 2, alpha = 0;
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while(base - alpha > .001){
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minRange += speed * sin(alpha);
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alpha += (base - alpha > rotAngle ? rotAngle : base - alpha);
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}
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minRange *= 2;
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}
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projPar = unit->getModel();
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sol::optional<string> parNameOpt = weaponTable[projTableKey]["parent"];
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if(parNameOpt != sol::nullopt){
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string parName = weaponTable[projTableKey]["parent"];
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projPar = unit->getModel()->findDescendant(parName, true);
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}
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sol::table posTable = weaponTable[projTableKey]["pos"];
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projPos = Vector3(posTable["x"], posTable["y"], posTable["z"]);
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sol::table rotTable = weaponTable[projTableKey]["rot"];
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projRot = Quaternion(rotTable["w"], rotTable["x"], rotTable["y"], rotTable["z"]);
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}
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Weapon::~Weapon(){
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FxManager *fm = FxManager::getSingleton();
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if(fireFx) fm->removeFx(fireFx);
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}
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//TODO replace unit pos with absolute weapon pos for withinAngle
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void Weapon::update(){
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if(unit->getCondition() != Unit::Condition::ABLE) return;
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int numOrders = unit->getNumOrders();
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int ordTp = (numOrders > 0 ? (int)unit->getOrder(0).type : -1);
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GameObject *targDestruct = (ordTp != -1 ? unit->getOrder(0).targets[0].unit : nullptr);
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if(ordTp == (int)orderType){
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Vector3 targPos = (targDestruct ? targDestruct->getPos() : unit->getOrder(0).targets[0].pos);
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float targDist = unit->getPos().getDistanceFrom(targPos);
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bool withinRange = (minRange <= targDist && targDist <= maxRange);
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Vector3 dirVec = (components.empty() ? unit->getDirVec() : components[components.size() - 1].node->getGlobalAxis(2));
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bool withinAngle = (dirVec.getAngleBetween((targPos - unit->getPos()).norm()) <= maxFireAngle);
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if((Order::TYPE)ordTp == Order::TYPE::ATTACK && withinRange && withinAngle)
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fire(unit->getOrder(0));
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}
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else{
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Vector3 dir = (
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initUnitSpaceDir.x * unit->getLeftVec() +
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initUnitSpaceDir.y * unit->getUpVec() +
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initUnitSpaceDir.z * unit->getDirVec()
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).norm();
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trackTarget(unit->getPos() + dir);
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}
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}
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void Weapon::useFx(FxManager::Fx *fx, Vector3 targPos, bool fire){
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if(fx && !fire) FxManager::getSingleton()->addFx(fx);
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else if(!fx) return;
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fx->toggleComponents(true);
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Vector3 plCol = unit->getPlayer()->getColor();
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for(int i = 0; i < fx->components.size(); i++){
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FxManager::Fx::Component &comp = fx->components[i];
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if(!comp.vfx) continue;
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if(fire && ((Node*)comp.comp)->getName() == "laser"){
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Vector3 initPos = unit->getPos(), laserDir = targPos - initPos;
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float targDist = laserDir.getLength();
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float angle = unit->getDirVec().getAngleBetween(laserDir);
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Vector3 crossProd = unit->getDirVec().cross(laserDir);
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Node *compNode = (Node*)comp.comp;
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compNode->setOrientation(Quaternion(angle, crossProd) * compNode->getOrientation());
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Box *box = (Box*)compNode->getMesh(0);
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Vector3 size = box->getSize();
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box->setSize(Vector3(size.x, size.y, targDist));
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box->updateVerts(box->getMeshBase());
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box->getMaterial()->setVec4Uniform("diffuseColor", Vector4(plCol.x, plCol.y, plCol.z, 1));
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compNode->setPosition(comp.pos + .5 * targDist * Vector3::VEC_K);
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}
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else if(!fire)
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((Node*)comp.comp)->setPosition(targPos);
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}
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}
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void Weapon::updateTarget(GameObject *target){
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target->getDestructable()->takeDamage(damage);
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if(target->getType() == GameObject::Type::UNIT)
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unit->getPlayer()->updateGameStats((Unit*)target);
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}
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//TODO replace the 'laser' flag literal
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void Weapon::fire(Order order){
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if(!canFire()) return;
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GameObject *target = order.targets[0].unit;
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Vector3 targPos = (target ? target->getPos() : order.targets[0].pos);
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if(fireFx) useFx(fireFx, targPos, true);
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if(projId == -1){
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sol::table weaponTbl = generateView()["units"][unit->getId() + 1]["weapons"][id + 1];
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FxManager *fxManager = FxManager::getSingleton();
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string fxKey = "unitHitFx";
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if(target) updateTarget(target);
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else{
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Map *map = Map::getSingleton();
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Map::Cell::Type cellType = map->getCells()[map->getCellId(targPos)].type;
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fxKey = (cellType == Map::Cell::Type::LAND ? "landHitFx" : "waterHitFx");
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}
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sol::optional<sol::table> hitFxOpt = weaponTbl[fxKey];
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if(hitFxOpt != sol::nullopt){
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sol::table fxTbl = weaponTbl[fxKey];
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int numFx = fxTbl.size();
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if(numFx > 0) useFx(fxManager->initFx(weaponTbl[fxKey], unit->getModel(), false), targPos, false);
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}
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}
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else{
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Quaternion r = projPar->localToGlobalOrientation(projRot);
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Vector3 p = projPar->localToGlobalPosition(projPos);
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unit->getPlayer()->addProjectile(GameObjectFactory::createProjectile(unit, projId, p, r));
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}
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lastFireTime = getTime();
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}
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//TODO improve to allow for vertical alignment
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void Weapon::trackTarget(Vector3 targPos){
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for(Component &component : components){
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Vector3 unitPos = unit->getPos();
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Vector3 unitUp = unit->getUpVec();
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Vector3 targDir = (targPos - unitPos).norm();
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Vector3 targDirProj = getVecToPlane(unitPos, targDir, unitUp);
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Vector3 nodeDir = component.node->getGlobalAxis(2);
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Vector3 rotAxis;
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float rotAngle;
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if(component.vertical){
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float angle1 = targDir.getAngleBetween(targDirProj);
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float angle2 = nodeDir.getAngleBetween(getVecToPlane(unitPos, nodeDir, unitUp));
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float angleDiff = angle1 - angle2;
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rotAngle = (component.rotSpeed < fabs(angleDiff) ? component.rotSpeed : fabs(angleDiff)) * (angleDiff > 0 ? -1 : 1);
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if(angle2 - rotAngle > component.angleConstr)
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rotAngle = -(fabs(rotAngle) - (angle2 + fabs(rotAngle) - component.angleConstr));
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rotAxis = Vector3::VEC_I;
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}
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else{
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bool negate = (component.node->getGlobalAxis(0).getAngleBetween(targDirProj) < PI / 2);
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float angle = nodeDir.getAngleBetween(targDirProj);
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rotAngle = (negate ? 1 : -1) * (component.rotSpeed < angle ? component.rotSpeed : angle);
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rotAxis = Vector3::VEC_J;
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}
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Quaternion rot = Quaternion(rotAngle, rotAxis) * component.node->getOrientation();
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component.node->setOrientation(rot);
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}
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}
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}
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