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#include <kurator/sim/weapons.h>

#include <entt/entt.hpp>

#include <kurator/sim/events.h>
#include <kurator/sim/FloatingMovement.h>
#include <kurator/sim/HitPoints.h>
#include <kurator/sim/State.h>
#include <kurator/universe/TurretType.h>


namespace kurator
{
namespace sim
{


static bool consume(float& dt, double& target);
static bool reload_(float& dt, Turret& turret);


void
Turret::shoot_at(State& ctx, const entt::entity& target, const double distance)
{
	float remaining_dt = ctx.clock.dt;
	while (reload_(remaining_dt, *this)) {
		auto& target_points = ctx.registry.get<HitPoints>(target);
		const auto& movement = ctx.registry.get<FloatingMovement>(target);
		auto damage = type.effective_damage(distance, movement.speed.magnitude());
		if (damage > 0.0) {
			damage = target_points.deal(damage);
			ctx.dispatcher.trigger(Hit{damage, owner, target});
		}
		delay = type.rate_of_fire;
		if (--rounds < 1)
			reload = type.reload;
	}
}


void
update_turrets(State& ctx)
{
	auto turrets = ctx.registry.view<Turret>();
	for (auto&& [entity, turret] : turrets.each()) {
		if (!ctx.registry.valid(turret.owner)) {
			ctx.registry.destroy(entity);
			continue;
		}
		float remaining_dt = ctx.clock.dt;
		while (remaining_dt > 0.0) {
			if (reload_(remaining_dt, turret))
				break;
		}
	}
}


bool
consume(float& dt, double& target)
{
	if (target <= 0.0)
		return true;
	const auto _dt = dt;
	dt -= target;
	target -= _dt;
	return target <= 0.0;
}


bool
reload_(float& dt, Turret& turret)  // at this point move it to the class?
{
	if (turret.rounds < 1 && consume(dt, turret.reload))
		turret.rounds = turret.type.rounds;
	return turret.rounds > 0 && consume(dt, turret.delay);
}


}  // namespace sim
}  // namespace kurator