247 lines
7.4 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "BaseWeaponClass.h"
#include "AIHelpers.h"
#include "EndlessVendetta/EndlessVendettaCharacter.h"
#include "Kismet/KismetMathLibrary.h"
#include "Components/CapsuleComponent.h"
#include "Kismet/GameplayStatics.h"
#include "Engine/DamageEvents.h"
#include "EndlessVendetta/AI/EnemyCharacter.h"
// Sets default values
ABaseWeaponClass::ABaseWeaponClass()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void ABaseWeaponClass::BeginPlay()
{
Super::BeginPlay();
collisionParams.AddIgnoredActor(playerInWorld);
collisionParams.AddIgnoredActor(this);
// Attempt to find the player character
APlayerController* PlayerController = UGameplayStatics::GetPlayerController(this, 0);
playerInWorld = Cast<AEndlessVendettaCharacter>(PlayerController->GetCharacter());
endlessVendettaChar = Cast<AEndlessVendettaCharacter>(playerInWorld);
for (UActorComponent* actorComp : playerInWorld->GetComponentsByTag(UArrowComponent::StaticClass(), FName("GunStart")))
{
GunStartArrow = Cast<UArrowComponent>(actorComp);
break;
}
if (!playerControllerRef)
{
playerControllerRef = UGameplayStatics::GetPlayerController(GetWorld(), 0);
}
originalMagnitude = recoilMagnitude;
originalMaxAngleLeft = recoilMaxAngleLeft;
originalMaxAngleRight = recoilMaxAngleRight;
originalMinMultiplier = recoilMinMultiplier;
currentAmmoCount = MagazineSize;
UE_LOG(LogTemp, Display, TEXT("crnnt ammo: %d"), MagazineSize);
}
// Called every frame
void ABaseWeaponClass::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if (playerInWorld)
{
ApplyRecoil(DeltaTime);
}
if (currentPitch < 0 && bStopShooting)
{
float increment = currentPitch * DeltaTime * 8;
currentPitch -= increment;
playerInWorld->AddControllerPitchInput(-increment);
}
}
// Recoil Handling ////////////////////////////////////////////////////////////////////////////////////////////////////////////
void ABaseWeaponClass::GenerateRecoilVector()
{
float angle = FMath::RandRange(recoilMaxAngleLeft, -recoilMaxAngleRight); //randomg recoil vector angle between left and right
float recMag = recoilMagnitude * 252.f; //converting degrees to controller units
float tempMag = -FMath::RandRange(recMag * recoilMinMultiplier, recMag); // recoil magnitude
recoilResultYaw = FMath::Sin(FMath::DegreesToRadians(angle));
recoilResultPitch = FMath::Cos(FMath::DegreesToRadians(angle));
if (bulletCountShoot >= howMnyShotsTillRclStop)
{
recoilResultPitch = 0;
}
//scaling direction to magnitude
recoilResultPitch *= -tempMag;
recoilResultYaw *= tempMag;
//reset recoil to 0 of curve
recoilTime = 0;
}
void ABaseWeaponClass::ApplyRecoil(float DeltaTime)
{
if (recoilTime < 0.3)
{
float amplitude = RecoilCurve->GetFloatValue(recoilTime); //get current value of curve in time
recoilTime += DeltaTime;
if (bulletCountShoot <= 3)
{
playerInWorld->AddControllerPitchInput(GetRecoilPitch(amplitude, recoilTime));
currentPitch += GetRecoilPitch(amplitude,recoilTime);
}
playerInWorld->AddControllerPitchInput(FMath::RandRange(-5 * DeltaTime, 5* DeltaTime));
GunStartArrow->AddRelativeRotation(FRotator(-GetRecoilPitch(amplitude, recoilTime), 0, 0));
playerInWorld->AddControllerYawInput(GetRecoilYaw(amplitude, recoilTime));
UpdateSamples(amplitude, recoilTime);
}
}
void ABaseWeaponClass::nullSamples()
{
recoilCurvet = 0;
recoilCurvez1 = 0;
}
float ABaseWeaponClass::GetRecoilPitch(float Amp, float Time)
{
//Using the trapez method and we are getting the surface under the curve, each trapezoid consist of square and right triangle
float lower = recoilCurvez1 < Amp ? recoilCurvez1 : Amp; //get which point is common for both triangle and square of trapezoid
//lower point
float mult = (Time - recoilCurvet) * lower; //getting surface of square
mult += (Time - recoilCurvet) * (Amp - recoilCurvez1) / 2.0f; //getting and adding surface of triangle
return (recoilResultPitch * mult) / playerControllerRef->InputPitchScale_DEPRECATED; //calculating and return recoil force for current frame
}
//Same as getrecoilpitch
float ABaseWeaponClass::GetRecoilYaw(float Amp, float Time)
{
float lower = recoilCurvez1 < Amp ? recoilCurvez1 : Amp;
float mult = (Time - recoilCurvet) * lower;
mult += (Time - recoilCurvet) * (Amp - recoilCurvez1) / 2.0f;
return (recoilResultYaw * mult) / playerControllerRef->InputYawScale_DEPRECATED;
}
void ABaseWeaponClass::UpdateSamples(float Amp, float Time)
{
recoilCurvez1 = Amp;
recoilCurvet = Time;
}
// Fire handling //////////////////////////////////////////////////////////////////////////////////////////////////////////
void ABaseWeaponClass::ClickDetectionTimer()
{
GetWorldTimerManager().SetTimer(timerHandle, this, &ABaseWeaponClass::Fire, 1 / FireRate, false);
}
void ABaseWeaponClass::CancelFire()
{
GetWorldTimerManager().ClearTimer(timerHandle);
if (bulletCountShoot <= 0) return;
UE_LOG(LogTemp, Display, TEXT("FireCancelled"));
bulletCountShoot = 0;
GunStartArrow->SetRelativeRotation(FRotator(0));
//playerInWorld->GetController()->SetControlRotation(FRotator(0, playerInWorld->GetActorRotation().Yaw, playerInWorld->GetActorRotation().Roll));
bStopShooting = true;
nullSamples();
}
void ABaseWeaponClass::Fire()
{
if(currentAmmoCount > 0)
{
//do damage fallof based off distance
traceStart = GunStartArrow->GetComponentLocation();
traceEnd = traceStart + (GunStartArrow->GetForwardVector() * BulletDistance);
if (GetWorldTimerManager().IsTimerActive(timerHandle)) return;
GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams);
DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Black , false, 0.2f, 0U, 0.2f);
playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1);
currentAmmoCount -= 1;
GenerateRecoilVector();
ClickDetectionTimer();
bulletCountShoot += 1;
bStopShooting = false;
if (outHit.bBlockingHit)
{
if (!Cast<AAICharacter>(outHit.GetActor())) return;
Cast<AAICharacter>(outHit.GetActor())->TakeDamage(WeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this);
}
}
else if(currentAmmoCount <= 0)
{
UE_LOG(LogTemp, Display, TEXT("No ammo, Ammo count: %d"), currentAmmoCount);
}
}
void ABaseWeaponClass::WeaponScopedFire()
{
if (endlessVendettaChar->bIsScoped)
{
recoilMagnitude = scopedRecoilMag;
recoilMaxAngleLeft = scopedMaxAngleLeft;
recoilMaxAngleRight = scopedMaxAngleRight;
recoilMinMultiplier = scopedMinMultiplier;
}
else
{
recoilMagnitude = originalMagnitude;
recoilMaxAngleLeft = originalMaxAngleLeft;
recoilMaxAngleRight = originalMaxAngleRight;
recoilMinMultiplier = originalMinMultiplier;
}
}
void ABaseWeaponClass::ReloadTimer()
{
GetWorldTimerManager().SetTimer(reloadTimerHandle, this, &ABaseWeaponClass::WeaponReload, TimeToReload, false);
ShowReloadingWidget();
}
void ABaseWeaponClass::WeaponReload()
{
if(MagazineSize >= currentAmmoCount)
{
UE_LOG(LogTemp, Display, TEXT("Weapon Reloading: mag size: %d"), MagazineSize);
currentAmmoCount = MagazineSize;
endlessVendettaChar->bIsReloading = false;
HideReloadingWidget();
}
}
void ABaseWeaponClass::Interact()
{
GLog->Log("Interact Called");
}
void ABaseWeaponClass::InteractPrompt()
{
WeaponStatsPopUp();
UE_LOG(LogTemp, Warning, TEXT("InteractPrompt setup"))
}