Files
PlanetFleet/weapon.cpp
T
devZoGok 8a2d67ec2a EMP boat
moved explode() to the Environment class
2025-06-06 16:33:55 +03:00

363 lines
11 KiB
C++

#include <node.h>
#include <box.h>
#include <particleEmitter.h>
#include "map.h"
#include "weapon.h"
#include "player.h"
#include "fxManager.h"
#include "gameObjectFactory.h"
#include "projectile.h"
namespace battleship{
using namespace std;
using namespace vb01;
using namespace gameBase;
string Weapon::LASER_FLAG = "laser";
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"];
orderType = (Order::TYPE)weaponTable["orderType"];
initProjectileData(weaponTable);
sol::optional<sol::table> horNodeTblOpt = unitTable["weapons"][wid + 1]["horizontalNode"];
sol::optional<sol::table> vertNodeTblOpt = unitTable["weapons"][wid + 1]["verticalNode"];
if(horNodeTblOpt != sol::nullopt) horNode = initNode(weaponTable, true);
if(vertNodeTblOpt != sol::nullopt) vertNode = initNode(weaponTable, false);
fireFx = initFx(weaponTable, "fireFx", true);
if(fireFx) FxManager::getSingleton()->addFx(fireFx);
}
Node* Weapon::initNode(sol::table weaponTable, bool horizontal){
sol::table nodeTbl = weaponTable[horizontal ? "horizontalNode" : "verticalNode"];
maxFireAngle = nodeTbl["maxFireAngle"];
rotSpeed = nodeTbl["rotationSpeed"];
string name = nodeTbl["name"];
return unit->getModel()->findDescendant(name, true);
}
void Weapon::initProjectileData(sol::table weaponTable){
string projTableKey = "projectile";
sol::optional<sol::table> proj = weaponTable[projTableKey];
if(proj != sol::nullopt){
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<string> 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"]);
}
}
FxManager::Fx* Weapon::initFx(sol::table weaponTable, string fxKey, bool attached){
sol::optional<sol::table> fxOpt = weaponTable[fxKey];
if(fxOpt == sol::nullopt) return nullptr;
sol::table fxTbl = weaponTable[fxKey];
int numComponents = fxTbl.size();
if(numComponents == 0) return nullptr;
vector<FxManager::Fx::Component> fxComponents;
for(int i = 0; i < numComponents; i++){
sol::table compTbl = fxTbl[i + 1];
bool vfx = compTbl["vfx"];
s64 duration = compTbl["duration"], offset = compTbl["offset"].get_or(0);
if(vfx){
sol::table meshTbl = compTbl["mesh"];
string meshPath = "";
Material *mat = nullptr;
Node *flashNode = nullptr;
sol::optional<sol::table> posOpt = compTbl["pos"], rotOpt = compTbl["rot"];
Vector3 compPos = Vector3::VEC_ZERO;
Quaternion compRot = Quaternion::QUAT_W;
float sc = compTbl["scale"].get_or(1);
if(posOpt != sol::nullopt){
sol::table posTable = compTbl["pos"];
compPos = Vector3(posTable["x"], posTable["y"], posTable["z"]);
}
if(rotOpt != sol::nullopt){
sol::table rotTable = compTbl["rot"];
compRot = Quaternion(rotTable["w"], rotTable["x"], rotTable["y"], rotTable["z"]);
}
sol::optional<string> pathOpt = meshTbl["path"];
sol::optional<int> numPartOpt = meshTbl["numParticles"];
if(pathOpt != sol::nullopt){
mat = new Material(Root::getSingleton()->getLibPath() + "texture");
meshPath = meshTbl["path"];
flashNode = new Model(meshPath);
((Model*)flashNode)->setMaterial(mat);
flashNode->setPosition(compPos);
flashNode->setOrientation(compRot);
flashNode->setScale(Vector3(sc, sc, sc));
}
else if(numPartOpt != sol::nullopt){
mat = new Material(Root::getSingleton()->getLibPath() + "particle");
int numParticles = meshTbl["numParticles"];
ParticleEmitter *pe = new ParticleEmitter(numParticles);
pe->setMaterial(mat);
pe->setLowLife(meshTbl["lowLife"]);
pe->setHighLife(meshTbl["highLife"]);
pe->setSpeed(0);
sol::table sizeTbl = meshTbl["size"];
pe->setSize(Vector2(sizeTbl["x"], sizeTbl["y"]));
flashNode = new Node(compPos, compRot, Vector3(sc, sc, sc));
flashNode->attachParticleEmitter(pe);
flashNode->lookAt(Vector3::VEC_J, Vector3::VEC_K);
}
else{
mat = new Material(Root::getSingleton()->getLibPath() + "texture");
sol::table sizeTbl = meshTbl["size"];
Box *box = new Box(Vector3(sizeTbl["x"], sizeTbl["y"], 0));
box->setMaterial(mat);
flashNode = new Node(compPos, compRot, Vector3(sc, sc, sc), LASER_FLAG);
flashNode->attachMesh(box);
}
sol::optional<string> texOpt = meshTbl["texture"];
if(texOpt != sol::nullopt){
string p[]{meshTbl["texture"]};
Texture *tex = new Texture(p, 1, false);
mat->addBoolUniform("texturingEnabled", true);
mat->addTexUniform("diffuseMap[0]", tex, false);
}
else{
sol::table colorTable = meshTbl["color"];
mat->addVec4Uniform("diffuseColor", Vector4(colorTable["x"], colorTable["y"], colorTable["z"], colorTable["a"]));
mat->addBoolUniform("texturingEnabled", false);
}
flashNode->setVisible(false);
Node *parNode = (attached ? unit->getModel() : Root::getSingleton()->getRootNode());
sol::optional<string> parNameOpt = compTbl["parent"];
if(parNameOpt != sol::nullopt){
string parName = compTbl["parent"];
parNode = unit->getModel()->findDescendant(parName, true);
}
parNode->attachChild(flashNode);
fxComponents.push_back(FxManager::Fx::Component((void*)flashNode, vfx, duration, compPos, offset));
}
else{
sf::SoundBuffer *sfxBuffer = new sf::SoundBuffer();
sf::Sound *sfx = GameObject::prepareSfx(sfxBuffer, compTbl["path"]);
fxComponents.push_back(FxManager::Fx::Component((void*)sfx, vfx, duration, Vector3::VEC_ZERO, offset));
}
}
return new FxManager::Fx(fxComponents, attached);
}
Weapon::~Weapon(){
FxManager *fm = FxManager::getSingleton();
if(fireFx) fm->removeFx(fireFx);
}
Vector3 Weapon::calcOrientVec(int id){
Vector3 orientVec;
switch(id){
case 0:
orientVec = unit->getDirVec();
break;
case 1:
orientVec = unit->getLeftVec();
break;
case 2:
orientVec = unit->getUpVec();
break;
}
if(horNode) orientVec = horNode->getOrientation() * orientVec;
if(vertNode) orientVec = vertNode->getOrientation() * orientVec;
return orientVec;
}
//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);
Unit *targUnit = (ordTp != -1 ? unit->getOrder(0).targets[0].unit : nullptr);
if(ordTp == (int)orderType){
Vector3 targPos = (targUnit ? targUnit->getPos() : unit->getOrder(0).targets[0].pos);
float targDist = unit->getPos().getDistanceFrom(targPos);
bool withinRange = (minRange <= targDist && targDist <= maxRange);
Vector3 dirVec = calcOrientVec(0);
bool withinAngle = (horNode ? Vector3(dirVec.x, 0, dirVec.z).norm().getAngleBetween((targPos - unit->getPos()).norm()) <= maxFireAngle : true);
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){
if(fire && ((Node*)comp.comp)->getName() == LASER_FLAG){
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::updateTargetUnit(Unit *targetUnit){
targetUnit->takeDamage(damage);
unit->updateGameStats(targetUnit);
}
void Weapon::fire(Order order){
if(!canFire()) return;
Unit *targetUnit = order.targets[0].unit;
Vector3 targPos = (targetUnit ? targetUnit->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];
if(targetUnit){
updateTargetUnit(targetUnit);
useFx(initFx(weaponTbl, "unitHitFx", false), targPos, false);
}
else{
Map *map = Map::getSingleton();
Map::Cell::Type cellType = map->getCells()[map->getCellId(targPos)].type;
string fxKey = (cellType == Map::Cell::Type::LAND ? "landHitFx" : "waterHitFx");
useFx(initFx(weaponTbl, fxKey, 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::alignNode(Vector3 targPos, Node *node, bool horizontal){
Vector3 targDir = targPos - unit->getPos();
Vector3 targDirHor = Vector3(targDir.x, 0, targDir.z).norm(), targDirVert;
Vector3 dirVec = calcOrientVec(0);
Vector3 dirVecHor = Vector3(dirVec.x, 0, dirVec.z).norm(), dirVecVert;
Vector3 leftVec = calcOrientVec(1);
bool negate = (Vector3(leftVec.x, 0, leftVec.z).norm().getAngleBetween(targDirHor) < PI / 2);
float angle = dirVecHor.getAngleBetween(targDirHor);
float rotAngle = (rotSpeed < angle ? rotSpeed : angle);
Quaternion rot = Quaternion((negate ? 1 : -1) * rotAngle, unit->getUpVec()) * node->getOrientation();
node->setOrientation(rot);
}
void Weapon::trackTarget(Vector3 targPos){
if(horNode) alignNode(targPos, horNode, true);
//if(vertNode) alignNode(targPos, vertNode, false);
}
Freezer::Freezer(Unit *u, sol::table unitTable, int wid) : Weapon(u, unitTable, wid){}
void Freezer::updateTargetUnit(Unit *targetUnit){
if(canFreeze()){
targetUnit->setFreezeStatus(targetUnit->getFreezeStatus() + 1);
lastFreezeTime = getTime();
}
}
}