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authorAki <please@ignore.pl>2022-12-31 18:56:32 +0100
committerAki <please@ignore.pl>2022-12-31 18:56:32 +0100
commit2c6e2d631760f962e58fef7048ec0c7d3ecaa387 (patch)
tree72fa93d4a67fbf18700b1d1a5a8d5ff91568323f /sim/src
parent3615d2a54325eca6e85dc0975e3391d5f943ec3a (diff)
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Turrets may now shoot multiple times per frame
Diffstat (limited to 'sim/src')
-rw-r--r--sim/src/TurretControl.cpp52
1 files changed, 33 insertions, 19 deletions
diff --git a/sim/src/TurretControl.cpp b/sim/src/TurretControl.cpp
index b5527fc..19dbe21 100644
--- a/sim/src/TurretControl.cpp
+++ b/sim/src/TurretControl.cpp
@@ -14,6 +14,9 @@ namespace sim
{
+bool consume(float& dt, double& target);
+
+
void
TurretControl::update(entt::registry& registry, entt::dispatcher& dispatcher, const float dt)
{
@@ -26,30 +29,41 @@ TurretControl::update(entt::registry& registry, entt::dispatcher& dispatcher, co
const auto& [state, transform] = registry.get<AIState, Transform>(control.owner); // no checks
if (!registry.valid(state.target))
continue;
- if (control.reload > 0.0)
- control.reload -= dt;
- if (control.rounds < 1 && control.reload <= 0.0)
- control.rounds = def.rounds;
- if (control.delay > 0.0)
- control.delay -= dt;
- if (control.rounds > 0 && control.delay <= 0.0) {
- auto& target_points = registry.get<HitPoints>(state.target);
- const auto& target = registry.get<Transform>(state.target);
- const auto distance = transform.position.distance(target.position);
- if (distance > def.optimal_range * 2.5)
- continue;
- const auto damage = def.effective_damage(distance);
- if (damage > 0.0) {
- target_points.health -= damage;
- dispatcher.trigger(Hit{damage, control.owner, state.target});
+ const auto& target = registry.get<Transform>(state.target);
+ const auto distance = transform.position.distance(target.position);
+ if (distance > def.optimal_range * 2.5)
+ continue;
+ auto remaining_dt = dt;
+ while (remaining_dt > 0.0) {
+ if (control.rounds < 1 && consume(remaining_dt, control.reload))
+ control.rounds = def.rounds;
+ if (control.rounds > 0 && consume(remaining_dt, control.delay)) {
+ auto& target_points = registry.get<HitPoints>(state.target);
+ const auto damage = def.effective_damage(distance);
+ if (damage > 0.0) {
+ target_points.health -= damage;
+ dispatcher.trigger(Hit{damage, control.owner, state.target});
+ }
+ control.delay = def.rate_of_fire;
+ if (--control.rounds < 1)
+ control.reload = def.reload;
}
- control.delay = def.rate_of_fire;
- if (--control.rounds < 1)
- control.reload = def.reload;
}
}
}
+bool
+consume(float& dt, double& target)
+{
+ if (target <= 0.0)
+ return true;
+ const auto _dt = dt;
+ dt -= target;
+ target -= _dt;
+ return target <= 0.0;
+}
+
+
} // namespace sim
} // namespace kurator