wave-survival/modules/wave_survival/hitscan_muzzle.cpp
2025-07-23 00:24:52 +02:00

95 lines
2.4 KiB
C++

#include "hitscan_muzzle.h"
#include "health_status.h"
#include "hitbox.h"
#include "macros.h"
#include "scene/resources/packed_scene.h"
void HitscanMuzzle::_bind_methods() {
BIND_PROPERTY(Variant::FLOAT, spread);
BIND_PROPERTY(Variant::INT, damage);
BIND_PROPERTY(Variant::INT, ray_count);
}
void HitscanMuzzle::instantiate_impact_effect() {
if (get_collider() == nullptr) {
return;
}
Ref<PackedScene> effect_scene{ get_collider()->call("get_impact_effect") };
if (!effect_scene.is_valid()) {
effect_scene = this->impact_effect;
}
Node *effect_as_node{ effect_scene->instantiate() };
if (Node3D * effect{ cast_to<Node3D>(effect_as_node) }) {
cast_to<Node>(get_collider())->add_child(effect);
Vector3 const point{ get_collision_point() };
Vector3 const normal{ get_collision_normal() };
Vector3 const position{ get_global_position() };
effect->look_at_from_position(point, point + normal, (point - position).normalized());
} else if (effect_as_node) {
effect_as_node->queue_free();
}
}
void HitscanMuzzle::try_deal_damage() {
if (Hitbox * hitbox{ cast_to<Hitbox>(get_collider()) }) {
hitbox->get_health()->damage(this->damage * hitbox->get_damage_modifier());
}
}
void HitscanMuzzle::ready() {
this->home_transform = get_transform();
this->impact_effect = ResourceLoader::load("res://objects/effects/bullet_impact.tscn");
if (!this->impact_effect.is_valid()) {
print_error("HitscanMuzzle::ready: impact effect is invalid");
}
set_enabled(false);
}
void HitscanMuzzle::_notification(int what) {
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
switch (what) {
default:
return;
case NOTIFICATION_READY:
ready();
return;
}
}
void HitscanMuzzle::shoot() {
for (int i{ this->ray_count }; i > 0; --i) {
set_transform(this->home_transform);
rotate_object_local(Vector3(0.f, 1.f, 0.f), Math::random(-Math::PI, Math::PI));
rotate_object_local(Vector3(1.f, 0.f, 0.f), Math::random(0.f, this->spread));
force_raycast_update();
instantiate_impact_effect();
try_deal_damage();
}
}
void HitscanMuzzle::set_spread(float spread) {
this->spread = spread;
}
float HitscanMuzzle::get_spread() const {
return this->spread;
}
void HitscanMuzzle::set_damage(int damage) {
this->damage = damage;
}
int HitscanMuzzle::get_damage() const {
return this->damage;
}
void HitscanMuzzle::set_ray_count(int amount) {
this->ray_count = amount;
}
int HitscanMuzzle::get_ray_count() const {
return this->ray_count;
}