feat: implemented projectile pool

This commit is contained in:
Sara 2024-03-19 13:23:09 +01:00
parent 96d557a0f7
commit 1fbba7b665
2 changed files with 100 additions and 0 deletions

70
src/projectile_pool.cpp Normal file
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#include "projectile_pool.hpp"
#include "projectile.hpp"
#include <godot_cpp/classes/scene_state.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
namespace godot {
void ProjectilePool::_bind_methods() {
#define CLASSNAME ProjectilePool
}
void ProjectilePool::_exit_tree() {
if(this->data.is_valid()) {
for(Node3D *node : this->inactive) {
node->queue_free();
}
}
}
void ProjectilePool::set_data(Ref<PackedScene> data) {
if(!this->data.is_null()) {
this->active.clear();
for(Node3D *node : this->inactive) {
node->queue_free();
}
}
this->data = data;
if(!data.is_valid())
return;
this->count = this->data->get_projectile_count() * this->data->get_rounds_per_second() * 2;
for(size_t i{0}; i < this->count; ++i)
this->inactive.push_back(this->instantiate_new());
}
Node3D *ProjectilePool::claim_projectile() {
if(inactive.is_empty()) {
size_t const new_count = this->count + this->data->get_projectile_count() * this->data->get_rounds_per_second() * 2;
for(size_t i{this->count}; i < new_count; ++i)
this->inactive.push_back(this->instantiate_new());
}
Node3D *const ret{this->inactive[0]};
this->inactive.remove_at(0);
this->active.push_back(ret);
return ret;
}
void ProjectilePool::return_projectile(Node3D *node) {
if(this->active.has(node)) {
this->active.erase(node);
this->inactive.push_back(node);
node->get_parent()->remove_child(node);
} else {
// leftover from previous weapon, free
node->queue_free();
}
}
Node3D *ProjectilePool::instantiate_new() const {
Ref<PackedScene> scene = this->data->get_projectile_scene();
if(!scene.is_valid() || !ClassDB::is_parent_class("Node3D", scene->get_state()->get_node_type(0)))
return nullptr;
Node3D *node = Object::cast_to<Node3D>(this->data->get_projectile_scene()->instantiate());
IProjectile *projectile = dynamic_cast<IProjectile*>(node);
if(projectile != nullptr) {
projectile->set_weapon_data(this->data);
} else {
UtilityFunctions::push_warning("Projectile scene ", scene->get_path(), "' root node does not implement IProjectile");
}
return node;
}
}

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src/projectile_pool.hpp Normal file
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#ifndef PROJECTILE_POOL_HPP
#define PROJECTILE_POOL_HPP
#include "weapon_data.hpp"
#include <godot_cpp/classes/node3d.hpp>
#include <godot_cpp/templates/vector.hpp>
namespace godot {
class ProjectilePool : public Node {
GDCLASS(ProjectilePool, Node);
static void _bind_methods();
public:
virtual void _exit_tree() override;
void set_data(Ref<PackedScene> data);
Ref<WeaponData> get_data() const;
Node3D *claim_projectile();
void return_projectile(Node3D *node);
protected:
Node3D *instantiate_new() const;
private:
Ref<WeaponData> data;
size_t count;
Vector<Node3D*> active{};
Vector<Node3D*> inactive{};
};
}
#endif // !PROJECTILE_POOL_HPP