// // Created by Micha on 20/09/2021. // #include "TestProjectile.h" #include "../Messaging/ArcanistMessaging.h" #include "../Messaging/MessageDispatcher.h" #include "../Utils/WallIntersectionTests.h" #include "../Vehicle.h" #include "Projectile.h" //-------------------------- ctor --------------------------------------------- //----------------------------------------------------------------------------- TestProjectile::TestProjectile(Vehicle* shooter, glm::vec2 target) : Projectile(target, shooter->getGameWorld(), shooter->getID(), shooter->getPosition(), shooter->getHeadingVec(), 25, // damage 0.15f, // scale 5.f, // maxspeed 1.1f, // mass 10.0f, // maxforce 0.0f) // maxturn /* script->GetInt("Slug_Damage"), script->GetDouble("Slug_Scale"), script->GetDouble("Slug_MaxSpeed"), script->GetDouble("Slug_Mass"), script->GetDouble("Slug_MaxForce")); */ // m_TimeShotIsVisible = 10000; //Uint32 // m_dTimeShotIsVisible(script->GetDouble("Slug_Persistance")) {} void TestProjectile::update(float deltaTime) { if (!hasImpacted() && isVisibleToPlayer()) { // calculate the steering force glm::vec2 DesiredVelocity = glm::normalize(m_Target - m_Origin) * getMaxSpeed(); glm::vec2 sf = DesiredVelocity - m_VelocityVec; // update the position glm::vec2 accel = sf / m_mass; m_VelocityVec += accel; // make sure the slug does not exceed maximum velocity // get length difference and scale accordingly // float length = glm::length(m_VelocityVec); if (glm::length(m_VelocityVec) > m_MaxSpeed) { float speedScalar = m_MaxSpeed / glm::length(m_VelocityVec); m_VelocityVec = m_VelocityVec * speedScalar; } // update the position m_Position += m_VelocityVec * deltaTime; testForImpact(); } else { m_Dead = true; } } //----------------------------------- TestForImpact --------------------------- void TestProjectile::testForImpact() { Vehicle* hitBot = getHitBot(); if (hitBot) { m_Impacted = true; Dispatcher->DispatchMsg(SEND_MSG_IMMEDIATELY, m_ShooterID, hitBot->getID(), Msg_YouGotHit, (void*)&m_DamageInflicted); } // float distance; // if (FindClosestPointOfIntersectionWithWalls(m_Position - m_VelocityVec, // m_Position, // distance, // m_ImpactPoint, // m_World->currentLevel // .getWalls())) { // m_Impacted = true; // m_Position = m_ImpactPoint; // } glm::vec2 intersectPoint; float distToThisIP{0}; // TODO MOVE TO FUNCTIONS AND PERFORM CHECKS FOR ENTITIES AND WALLS RELATIVE // TO THE ROOM ITS IN // Test for entity collision auto entities = m_World->currentLevel.getAllObstacles(); for (auto& entity : entities) { if (glm::abs(m_Position.x - entity->getPosition().x) < entity->getBoundingRadius() && glm::abs(m_Position.y - entity->getPosition().y) < entity->getBoundingRadius()) { m_Impacted = true; break; } } // Test for wall collision auto walls = m_World->currentLevel.getAllWalls(); for (auto& wall : walls) { if (LineSegmentIntersections(m_Position, // line origin m_Position + 0.1f, // line end wall.getOriginPoint(), // wall origin wall.getEndPoint(), intersectPoint, distToThisIP)) { if (wall.getOriginPoint().x == wall.getEndPoint().x) { if (intersectPoint.y <= wall.getEndPoint().y && intersectPoint.y >= wall.getOriginPoint().y) { m_Impacted = true; break; } } else { if (intersectPoint.x <= wall.getEndPoint().x && intersectPoint.x >= wall.getOriginPoint().x) { m_Impacted = true; break; } } } } } /* * glm::vec2 positionToTarget = m_Target - m_Position; float facing = dot(glm::normalize(positionToTarget), m_OriginToTargetNormal); if(glm::length((positionToTarget)) < glm::length(m_VelocityVec) || facing < 0){ m_Impacted = true; m_Dead = true; } //test to see if the ray between the current position of the slug and //the start position intersects with any bots. std::list<Vehicle*> hits = getListOfIntersectingBots(m_Origin, m_Position); */