tunnel-strategy/src/projectile_pool.cpp

79 lines
2.7 KiB
C++

#include "projectile_pool.hpp"
#include "projectile.hpp"
#include "weapon_data.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() {
for(Node3D *node : this->inactive) {
node->queue_free();
}
}
void ProjectilePool::set_data(Ref<WeaponData> value) {
UtilityFunctions::print("ProjectilePool::set_data");
if(!this->data.is_null()) {
this->active.clear();
for(Node3D *node : this->inactive)
node->queue_free();
}
this->data = value;
if(!value.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() {
Node3D *node{this->inactive[0]};
this->add_child(node);
this->inactive.erase(node);
this->active.push_back(node);
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());
this->count = new_count;
}
if(node == nullptr)
UtilityFunctions::push_error("Failed to spawn node");
return node;
}
void ProjectilePool::return_projectile(Node3D *node) {
if(this->active.has(node)) {
this->remove_child(node);
this->active.erase(node);
this->inactive.push_back(node);
} else {
// leftover from previous weapon, free
node->queue_free();
}
}
Node3D *ProjectilePool::instantiate_new(bool active) {
Ref<PackedScene> scene = this->data->get_projectile_scene();
if(!scene.is_valid() || !ClassDB::is_parent_class(scene->get_state()->get_node_type(0), "Projectile")) {
UtilityFunctions::push_error("Attempt to instantiate pooled projectile failed, scene is ", scene.is_valid() ? (scene->get_state()->get_node_type(0) + String(" not inherited from Projectile")) : "not a valid scene resource");
return nullptr;
}
Projectile *projectile = Object::cast_to<Projectile>(this->data->get_projectile_scene()->instantiate());
if(!projectile) {
UtilityFunctions::push_error("Failed to instantiate projectile");
return nullptr;
}
if(active)
this->add_child(projectile);
projectile->set_weapon_data(this->data);
projectile->set_projectile_pool(this);
projectile->set_as_top_level(true);
return projectile;
}
}