43 lines
1.6 KiB
C++
43 lines
1.6 KiB
C++
#include "pellet_projectile.hpp"
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#include "health.hpp"
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#include "utils/godot_macros.h"
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#include <godot_cpp/classes/physics_direct_space_state3d.hpp>
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#include <godot_cpp/classes/physics_ray_query_parameters3d.hpp>
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#include <godot_cpp/classes/physics_server3d.hpp>
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#include <godot_cpp/classes/world3d.hpp>
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namespace godot {
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void PelletProjectile::_bind_methods() {
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#define CLASSNAME PelletProjectile
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}
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void PelletProjectile::_enter_tree() {
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this->distance_traveled = 0;
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}
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void PelletProjectile::_physics_process(double delta_time) { GDGAMEONLY();
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float const speed = this->data->get_projectile_speed()->sample(distance_traveled / this->data->get_range());
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this->distance_traveled += speed;
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Vector3 const next_position{this->get_global_position() + this->get_global_transform().basis.get_column(2) * speed};
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if(this->check_hit(next_position) || this->distance_traveled > this->data->get_range())
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this->return_to_pool();
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else
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this->set_global_position(next_position);
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}
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bool PelletProjectile::check_hit(Vector3 next_position) {
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Ref<PhysicsRayQueryParameters3D> query{PhysicsRayQueryParameters3D::create(this->get_global_position(), next_position, 0b101)};
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Dictionary hit = this->get_world_3d()->get_direct_space_state()->intersect_ray(query);
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if(hit.is_empty())
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return false;
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Node *collider = Object::cast_to<Node>(hit.get("collider", nullptr));
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if(collider == nullptr)
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return false;
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IHealthEntity *health_entity = dynamic_cast<IHealthEntity*>(collider);
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if(health_entity == nullptr)
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return true;
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health_entity->get_health()->damage(this->data->get_damage());
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return true;
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}
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}
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