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