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Make DamageInfo construction more explicit
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@ -570,41 +570,39 @@ void GameWorld::destroyEffect(VisualFX& effect) {
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void GameWorld::doWeaponScan(const WeaponScan& scan) {
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if (scan.type == ScanType::Radius) {
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HitTest test {*dynamicsWorld};
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const auto result = test.sphereTest(scan.center, scan.radius);
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const auto& result = test.sphereTest(scan.center, scan.radius);
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for(const auto& target : result) {
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if (!scan.doesDamage(target.object)) {
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continue;
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}
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GameObject::DamageInfo di;
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di.damageSource = scan.center;
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di.type = GameObject::DamageInfo::Melee;
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di.hitpoints = scan.damage;
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target.object->takeDamage(di);
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target.object->takeDamage(
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{
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GameObject::DamageInfo::DamageType::Melee,
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{}, scan.center, scan.damage
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});
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}
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} else if (scan.type == ScanType::HitScan) {
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btVector3 from(scan.center.x, scan.center.y, scan.center.z),
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to(scan.end.x, scan.end.y, scan.end.z);
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glm::vec3 hitEnd = scan.end;
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btCollisionWorld::ClosestRayResultCallback cb(from, to);
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cb.m_collisionFilterGroup = btBroadphaseProxy::AllFilter;
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dynamicsWorld->rayTest(from, to, cb);
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// TODO: did any weapons penetrate?
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if (cb.hasHit()) {
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GameObject* go = static_cast<GameObject*>(
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cb.m_collisionObject->getUserPointer());
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GameObject::DamageInfo di;
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hitEnd = di.damageLocation =
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glm::vec3(cb.m_hitPointWorld.x(), cb.m_hitPointWorld.y(),
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cb.m_hitPointWorld.z());
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di.damageSource = scan.center;
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di.type = GameObject::DamageInfo::Bullet;
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di.hitpoints = scan.damage;
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go->takeDamage(di);
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if (!cb.hasHit()) {
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return;
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}
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auto go = static_cast<GameObject *>(
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cb.m_collisionObject->getUserPointer());
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go->takeDamage(
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{
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GameObject::DamageInfo::DamageType::Bullet,
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{cb.m_hitPointWorld.x(), cb.m_hitPointWorld.y(),
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cb.m_hitPointWorld.z()},
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scan.center, scan.damage
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});
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}
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}
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@ -671,11 +669,13 @@ void handleVehicleResponse(GameObject* object, btManifoldPoint& mp, bool isA) {
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dmg = mp.getPositionWorldOnB();
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}
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object->takeDamage({{dmg.x(), dmg.y(), dmg.z()},
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{src.x(), src.y(), src.z()},
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0.f,
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GameObject::DamageInfo::Physics,
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mp.getAppliedImpulse()});
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object->takeDamage({
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GameObject::DamageInfo::DamageType::Physics,
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{dmg.x(), dmg.y(), dmg.z()},
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{src.x(), src.y(), src.z()},
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0.f,
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mp.getAppliedImpulse()
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});
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}
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void handleInstanceResponse(InstanceObject* instance, const btManifoldPoint& mp,
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@ -687,16 +687,20 @@ void handleInstanceResponse(InstanceObject* instance, const btManifoldPoint& mp,
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auto dmg = isA ? mp.m_positionWorldOnA : mp.m_positionWorldOnB;
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auto impulse = mp.getAppliedImpulse();
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if (impulse > 0.0f) {
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///@ todo Correctness: object damage calculation
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constexpr auto kMinimumDamageImpulse = 500.f;
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const auto hp = std::max(0.f, impulse - kMinimumDamageImpulse);
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instance->takeDamage({{dmg.x(), dmg.y(), dmg.z()},
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{dmg.x(), dmg.y(), dmg.z()},
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hp,
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GameObject::DamageInfo::Physics,
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impulse});
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if (impulse <= 0.0f) {
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return;
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}
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///@ todo Correctness: object damage calculation
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constexpr auto kMinimumDamageImpulse = 500.f;
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const auto hp = std::max(0.f, impulse - kMinimumDamageImpulse);
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instance->takeDamage({
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GameObject::DamageInfo::DamageType::Physics,
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{dmg.x(), dmg.y(), dmg.z()},
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{dmg.x(), dmg.y(), dmg.z()},
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hp,
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impulse
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});
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}
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} // namespace
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@ -164,7 +164,9 @@ public:
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}
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struct DamageInfo {
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enum DamageType { Explosion, Burning, Bullet, Physics, Melee };
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enum class DamageType {
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Explosion, Burning, Bullet, Physics, Melee
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};
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/**
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* World position of damage
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@ -190,6 +192,11 @@ public:
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* Physics impulse.
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*/
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float impulse;
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DamageInfo(DamageType type, const glm::vec3 &location,
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const glm::vec3 &source, float damage, float impulse = 0.f)
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: damageLocation(location), damageSource(source), hitpoints(damage),
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type(type), impulse(impulse) {}
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};
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virtual bool takeDamage(const DamageInfo& damage) {
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@ -78,8 +78,9 @@ void ProjectileObject::explode() {
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float d = glm::distance(getPosition(), o->getPosition());
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if (d > damageSize) continue;
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o->takeDamage({getPosition(), getPosition(),
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damage / glm::max(d, 1.f), DamageInfo::Explosion,
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o->takeDamage({DamageInfo::DamageType::Explosion,
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getPosition(), getPosition(),
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damage / glm::max(d, 1.f),
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0.f});
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}
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@ -207,9 +207,13 @@ Menu DebugState::createAIMenu() {
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if (pedestrianPtr->getLifetime() == GameObject::PlayerLifetime) {
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continue;
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}
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pedestrianPtr->takeDamage({pedestrianPtr->getPosition(),
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pedestrianPtr->getPosition(), 100.f,
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GameObject::DamageInfo::Explosion, 0.f});
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pedestrianPtr->takeDamage(
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{
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GameObject::DamageInfo::DamageType::Explosion,
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pedestrianPtr->getPosition(),
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pedestrianPtr->getPosition(), 100.f,
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0.f
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});
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}
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});
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@ -129,9 +129,11 @@ BOOST_AUTO_TEST_CASE(test_death) {
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BOOST_CHECK_EQUAL(character->getCurrentState().health, 100.f);
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BOOST_CHECK(character->isAlive());
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GameObject::DamageInfo dmg;
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dmg.type = GameObject::DamageInfo::Bullet;
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dmg.hitpoints = character->getCurrentState().health + 1.f;
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GameObject::DamageInfo dmg {
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GameObject::DamageInfo::DamageType::Bullet,
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{}, {},
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character->getCurrentState().health + 1.f
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};
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// Do some damage
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BOOST_CHECK(character->takeDamage(dmg));
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