blaster/Source/Blaster/Weapon/Shotgun.cpp

158 lines
4.9 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "Shotgun.h"
#include "Blaster/Character/BlasterCharacter.h"
#include "Blaster/Components/LagCompensationComponent.h"
#include "Blaster/PlayerController/BlasterPlayerController.h"
#include "Engine/SkeletalMeshSocket.h"
#include "Kismet/GameplayStatics.h"
#include "Kismet/KismetMathLibrary.h"
void AShotgun::FireShotgun(const TArray<FVector_NetQuantize>& HitTargets)
{
AWeapon::Fire(FVector());
APawn* OwnerPawn = Cast<APawn>(GetOwner());
if (OwnerPawn == nullptr) return;
AController* InstigatorController = OwnerPawn->GetController();
const USkeletalMeshSocket* MuzzleFlashSocket = GetWeaponMesh()->GetSocketByName("MuzzleFlash");
if (MuzzleFlashSocket)
{
const FTransform SocketTransform = MuzzleFlashSocket->GetSocketTransform(GetWeaponMesh());
const FVector Start = SocketTransform.GetLocation();
// Maps hit character to number of times hit
TMap<ABlasterCharacter*, uint32> HitMap;
TMap<ABlasterCharacter*, uint32> HeadShotHitMap;
for (FVector_NetQuantize HitTarget : HitTargets)
{
FHitResult FireHit;
WeaponTraceHit(Start, HitTarget, FireHit);
ABlasterCharacter* BlasterCharacter = Cast<ABlasterCharacter>(FireHit.GetActor());
if (BlasterCharacter)
{
const bool bHeadShot = FireHit.BoneName.ToString() == FString("head");
if (bHeadShot)
{
if (HeadShotHitMap.Contains(BlasterCharacter)) HeadShotHitMap[BlasterCharacter]++;
else HeadShotHitMap.Emplace(BlasterCharacter, 1);
}
else
{
if (HitMap.Contains(BlasterCharacter)) HitMap[BlasterCharacter]++;
else HitMap.Emplace(BlasterCharacter, 1);
}
if (ImpactParticles)
{
UGameplayStatics::SpawnEmitterAtLocation(
GetWorld(),
ImpactParticles,
FireHit.ImpactPoint,
FireHit.ImpactNormal.Rotation()
);
}
if (HitSound)
{
UGameplayStatics::PlaySoundAtLocation(
this,
HitSound,
FireHit.ImpactPoint,
.5f,
FMath::FRandRange(-.5f, .5f)
);
}
}
}
TArray<ABlasterCharacter*> HitCharacters;
// Maps Character hit to total damage
TMap<ABlasterCharacter*, uint32> DamageMap;
// Calculate body shot damage by multiplying times hit x Damage - Stored in DamageMap
for (auto HitPair : HitMap)
{
if (HitPair.Key)
{
DamageMap.Emplace(HitPair.Key, HitPair.Value * Damage);
HitCharacters.AddUnique(HitPair.Key);
}
}
// Calculate head shot damage by multiplying times hit x HeadShotDamage - Stored in DamageMap
for (auto HeadShotHitPair : HeadShotHitMap)
{
if (HeadShotHitPair.Key)
{
if (DamageMap.Contains(HeadShotHitPair.Key)) DamageMap[HeadShotHitPair.Key] += HeadShotHitPair.Value * HeadShotDamage;
else DamageMap.Emplace(HeadShotHitPair.Key, HeadShotHitPair.Value * HeadShotDamage);
HitCharacters.AddUnique(HeadShotHitPair.Key);
}
}
// Loop trough DamageMap to get total damage for each character
for (auto DamagePair : DamageMap)
{
if (DamagePair.Key && InstigatorController)
{
bool bCauseAuthDamage = !bUseServerSideRewind || OwnerPawn->IsLocallyControlled();
if (HasAuthority() && bCauseAuthDamage)
{
UGameplayStatics::ApplyDamage(
DamagePair.Key, // Character that was hit
DamagePair.Value, // Damage calculated in the two loops above
InstigatorController,
this,
UDamageType::StaticClass()
);
}
}
}
if (!HasAuthority() && bUseServerSideRewind)
{
OwnerCharacter = OwnerCharacter == nullptr ? Cast<ABlasterCharacter>(OwnerPawn) : OwnerCharacter;
OwnerController = OwnerController == nullptr ? Cast<ABlasterPlayerController>(InstigatorController) : OwnerController;
if (OwnerCharacter && OwnerController && OwnerCharacter->GetLagCompensation() && OwnerCharacter->IsLocallyControlled())
{
OwnerCharacter->GetLagCompensation()->ShotgunServerScoreRequest(
HitCharacters,
Start,
HitTargets,
OwnerController->GetServerTime() - OwnerController->SingleTripTime
);
}
}
}
}
void AShotgun::ShotgunTraceEndWithScatter(const FVector& HitTarget, TArray<FVector_NetQuantize>& HitTargets)
{
const USkeletalMeshSocket* MuzzleFlashSocket = GetWeaponMesh()->GetSocketByName("MuzzleFlash");
if (MuzzleFlashSocket == nullptr) return;
const FTransform SocketTransform = MuzzleFlashSocket->GetSocketTransform(GetWeaponMesh());
const FVector TraceStart = SocketTransform.GetLocation();
const FVector ToTargetNormalized = (HitTarget - TraceStart).GetSafeNormal();
const FVector SphereCenter = TraceStart + ToTargetNormalized * DistanceToSphere;
for (uint32 i = 0; i < NumberOfPellets; i++)
{
const FVector RandVec = UKismetMathLibrary::RandomUnitVector() * FMath::FRandRange(0.f, SphereRadius);
const FVector EndLoc = SphereCenter + RandVec;
FVector ToEndLoc = EndLoc - TraceStart;
ToEndLoc = FVector(TraceStart + ToEndLoc * TRACE_LENGTH / ToEndLoc.Size());
HitTargets.Add(ToEndLoc);
}
}