mirror of
https://github.com/devZoGok/PlanetFleet.git
synced 2026-08-26 19:43:29 +00:00
126 lines
3.5 KiB
C++
Executable File
126 lines
3.5 KiB
C++
Executable File
#include <node.h>
|
|
#include <model.h>
|
|
#include <material.h>
|
|
#include <quaternion.h>
|
|
#include <particleEmitter.h>
|
|
|
|
#include <stateManager.h>
|
|
|
|
#include "game.h"
|
|
#include "unit.h"
|
|
#include "util.h"
|
|
#include "player.h"
|
|
#include "projectile.h"
|
|
#include "defConfigs.h"
|
|
#include "resourceDeposit.h"
|
|
#include "inGameAppState.h"
|
|
|
|
using namespace std;
|
|
using namespace vb01;
|
|
|
|
namespace battleship{
|
|
using namespace vb01;
|
|
using namespace configData;
|
|
using namespace gameBase;
|
|
|
|
Projectile::Projectile(Unit *un, int id, Vector3 pos, Quaternion rot) : GameObject(GameObject::Type::PROJECTILE, id, un->getPlayer(), pos, rot), unit(un), initPos(pos){
|
|
initProperties();
|
|
initModel();
|
|
initSound();
|
|
placeAt(pos);
|
|
orientAt(rot);
|
|
}
|
|
|
|
Projectile::~Projectile(){
|
|
destroySound();
|
|
destroyModel();
|
|
}
|
|
|
|
void Projectile::reinit(){
|
|
destroySound();
|
|
destroyModel();
|
|
|
|
initProperties();
|
|
|
|
initModel();
|
|
initSound();
|
|
|
|
GameObject::reinit();
|
|
}
|
|
|
|
void Projectile::initProperties(){
|
|
GameObject::initProperties();
|
|
Game *game = Game::getSingleton();
|
|
vector<int> currTechs = player->getTechnologies();
|
|
|
|
sol::table projTable = generateView()[GameObject::getGameObjTableName()][id + 1];
|
|
rayLength = projTable["rayLength"];
|
|
directHitDamage = projTable["directHitDamage"]; directHitDamage += game->calcAbilFromTech(Ability::Type::DIRECT_HIT_DAMAGE, currTechs, (int)GameObject::type, id);
|
|
|
|
string explKey = "explosion";
|
|
explosionDamage = projTable[explKey]["damage"]; explosionDamage += game->calcAbilFromTech(Ability::Type::EXPLOSION_DAMAGE, currTechs, (int)GameObject::type, id);
|
|
explosionRadius = projTable[explKey]["radius"]; explosionRadius += game->calcAbilFromTech(Ability::Type::EXPLOSION_RADIUS, currTechs, (int)GameObject::type, id);
|
|
speed = projTable["speed"];
|
|
rotAngle = projTable["rotAngle"].get_or(0.0);
|
|
}
|
|
|
|
void Projectile::initSound(){
|
|
explosionSfxBuffer = new sf::SoundBuffer();
|
|
string sfxPath = generateView()[GameObject::getGameObjTableName()][id + 1]["explosion"]["sfx"];
|
|
explosionSfx = GameObject::prepareSfx(explosionSfxBuffer, sfxPath);
|
|
}
|
|
|
|
void Projectile::update() {
|
|
GameObject::update();
|
|
placeAt(pos + speed * dirVec);
|
|
}
|
|
|
|
void Projectile::checkUnitCollision(){
|
|
vector<Player*> players = Game::getSingleton()->getPlayers();
|
|
vector<Unit*> targetUnits;
|
|
vector<Node*> targetNodes;
|
|
|
|
for(Player *pl : players){
|
|
vector<Unit*> units = pl->getUnits();
|
|
|
|
for(Unit *u : units)
|
|
if(unit && unit != u){
|
|
targetUnits.push_back(u);
|
|
targetNodes.push_back(u->getHitbox());
|
|
}
|
|
}
|
|
|
|
vector<RayCaster::CollisionResult> results = RayCaster::cast(pos, dirVec, targetNodes, rayLength);
|
|
|
|
if(!results.empty()){
|
|
for(int i = 0; i < targetNodes.size(); i++)
|
|
if(targetNodes[i]->getMesh(0) == results[0].mesh){
|
|
targetUnits[i]->takeDamage(directHitDamage);
|
|
Game::getSingleton()->explode(pos, explosionDamage, explosionRadius, explosionSfx);
|
|
remove = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Projectile::checkSurfaceCollision(){
|
|
Map *map = Map::getSingleton();
|
|
int cellId = map->getCellId(pos, false);
|
|
|
|
if((pos + dirVec * rayLength).y <= map->getCells()[cellId].pos.y){
|
|
Game::getSingleton()->explode(pos, explosionDamage, explosionRadius, explosionSfx);
|
|
remove = true;
|
|
}
|
|
}
|
|
|
|
void Projectile::checkCollision(){
|
|
if(!remove){
|
|
checkSurfaceCollision();
|
|
if(remove) return;
|
|
checkUnitCollision();
|
|
}
|
|
}
|
|
|
|
void Projectile::debug(){
|
|
}
|
|
}
|