138 lines
9.9 KiB
C++
138 lines
9.9 KiB
C++
// Copyright 2020 Mookie. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/PrimitiveComponent.h"
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#include "Kismet/GameplayStatics.h"
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#include "EBBullet.h"
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#include "EBBarrel.generated.h"
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UENUM(BlueprintType)
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enum class EFireMode : uint8
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{
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FM_Auto UMETA(DisplayName = "Full Auto"),
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FM_Semiauto UMETA(DisplayName = "Semiauto"),
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FM_Burst UMETA(DisplayName = "Burst"),
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FM_InterBurst UMETA(DisplayName = "Interruptible Burst"),
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FM_Manual UMETA(DisplayName = "Manual"),
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FM_Slamfire UMETA(DisplayName = "Slam Fire"),
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FM_Gatling UMETA(DisplayName = "Gatling")
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};
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UCLASS(Blueprintable, ClassGroup = (Custom), hidecategories = (Object, LOD, Physics, Lighting, TextureStreaming, Collision, HLOD, Mobile, VirtualTexture, ComponentReplication), editinlinenew, meta = (BlueprintSpawnableComponent))
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class EASYBALLISTICS_API UEBBarrel : public UPrimitiveComponent
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{
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GENERATED_BODY()
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public:
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// Sets default values for this component's properties
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UEBBarrel();
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// Called every frame
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug") float DebugArrowSize = 100.0f;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Velocity", meta = (ToolTip = "Bullet inherits barrel velocity, only works with physics enabled or with additional velocity set")) float InheritVelocity = 1.0f;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Velocity", meta = (ToolTip = "Amount of recoil applied to the barrel, only works with physics enabled")) float RecoilMultiplier = 1.0f;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Velocity", meta = (ToolTip = "Additional velocity, for use with InheritVelocity")) FVector AdditionalVelocity = FVector(0,0,0);
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon", meta = (ToolTip = "Additional maximum spread, in radians, applied on top of bullet spread", ClampMin = "0")) float Spread=0.0f;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon", meta = (ToolTip = "Additional Spread bias, higher is more accurate on average", ClampMin = "0")) float SpreadBias = 0.0f;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon", meta = (ToolTip = "Minimum of random multiplier applied to bullet muzzle velocity")) float MuzzleVelocityMultiplierMin = 1.0f;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon", meta = (ToolTip = "Maximum of random multiplier applied to bullet muzzle velocity")) float MuzzleVelocityMultiplierMax = 1.0f;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon", meta = (ToolTip = "Minimum fire rate, rounds per second")) float FireRateMin = 1.0f;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon", meta = (ToolTip = "Maximum fire rate, rounds per second, set to same number as FireRateMin to disable randomization")) float FireRateMax = 1.0f;
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UPROPERTY(Replicated, BlueprintReadWrite, EditAnywhere, Category = "Weapon") EFireMode FireMode = EFireMode::FM_Auto;
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UPROPERTY(Replicated, BlueprintReadWrite, EditAnywhere, Category = "Weapon") bool ShootingBlocked;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon", meta = (ToolTip = "Number of rounds auto fired in burst mode")) int BurstCount = 3;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon", meta = (ToolTip = "Minimum time between bursts")) float BurstCooldown = 0.0f;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon", meta = (ToolTip = "Automatically spin up gatling when trigger is being held down")) bool GatlingAutoSpool = true;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon") float GatlingSpoolUpTime = 1.0f;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon") float GatlingSpoolDownTime = 1.0f;
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UPROPERTY(BlueprintReadWrite, Category = "Weapon") float GatlingPhase = 0.0f;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Ammo") bool CycleAmmo = true;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Ammo", meta = (EditCondition = "CycleAmmo")) bool CycleAmmoUnlimited = true;
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UPROPERTY(Replicated, BlueprintReadWrite, EditAnywhere, Category = "Ammo") TArray<TSubclassOf<class AEBBullet>> Ammo;
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UPROPERTY(Replicated, BlueprintReadWrite, EditAnywhere, Category = "Ammo", meta = (EditCondition = "CycleAmmo")) int CycleAmmoCount;
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UPROPERTY(Replicated, BlueprintReadWrite, EditAnywhere, Category = "Ammo", meta = (EditCondition = "CycleAmmo")) int CycleAmmoPos;
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UPROPERTY(Replicated, BlueprintReadWrite, Category = "WeaponState") TSubclassOf<class AEBBullet> ChamberedBullet;
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UPROPERTY(Replicated, BlueprintReadWrite, Category = "WeaponState") bool Shooting;
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UPROPERTY(Replicated, BlueprintReadWrite, Category = "WeaponState") bool Spooling = false;
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UPROPERTY(BlueprintReadWrite, Category = "Weapon") float GatlingRPS = 0.0f;
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UPROPERTY(BlueprintReadWrite, Category = "WeaponState") bool LoadNext=true;
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UPROPERTY(BlueprintReadWrite, Category = "WeaponState") float Cooldown;
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UPROPERTY(BlueprintReadWrite, Category = "WeaponState") int BurstRemaining;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Replication") bool ReplicateVariables=true;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Replication") bool ReplicateShotFiredEvents = true;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Replication") bool ClientSideAim=false;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Replication") float ClientAimUpdateFrequency = 15.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Replication") float ClientAimDistanceLimit = 200.0f;
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FRandomStream RandomStream;
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UFUNCTION() void NextBullet();
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UFUNCTION(BlueprintPure, Category = "Ammo") int GetAmmoCount(bool CountChambered) const;
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UFUNCTION(BlueprintPure, Category = "Ammo") TArray<TSubclassOf<class AEBBullet>> GetAmmo(bool CountChambered) const;
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, Category = "Ammo") void SetAmmo(int count, bool UnloadChambered, bool CancelShooting, bool ManualCharge, const TArray<TSubclassOf<class AEBBullet>>& NewAmmo);
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UFUNCTION(Server, Reliable, WithValidation, BlueprintCallable, Category = "Ammo") void Charge();
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UFUNCTION(Server, Reliable, WithValidation, BlueprintCallable, Category = "Ammo") void UnloadChambered(bool ManualCharge);
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UFUNCTION(Server, Reliable, WithValidation, BlueprintCallable, Category = "Shooting") void SwitchFireMode(EFireMode NewFireMode);
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UFUNCTION(Server, Reliable, WithValidation, BlueprintCallable, Category = "Shooting") void GatlingSpool(bool Spool);
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UFUNCTION(BlueprintCallable, Category = "Shooting") void Shoot(bool Trigger);
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UFUNCTION(BlueprintCallable, meta = (AutoCreateRefTerm = "IgnoredActors"), Category = "Prediction") void PredictHit(bool& Hit, FHitResult& TraceResult, FVector& HitLocation, float& HitTime, AActor*& HitActor, TArray<FVector>& Trajectory, TSubclassOf<class AEBBullet> BulletClass, TArray<AActor*>IgnoredActors, float MaxTime = 10.0f, float Step = 0.1f) const;
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UFUNCTION(BlueprintCallable, meta = (AutoCreateRefTerm = "IgnoredActors"), Category = "Prediction") void PredictHitFromLocation(bool &Hit, FHitResult& TraceResult, FVector& HitLocation, float& HitTime, AActor*& HitActor, TArray<FVector>& Trajectory, TSubclassOf<class AEBBullet> BulletClass, FVector StartLocation, FVector AimDirection, TArray<AActor*>IgnoredActors, float MaxTime = 10.0f, float Step = 0.1f) const;
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UFUNCTION(BlueprintCallable, Category = "Prediction") void CalculateAimDirection(TSubclassOf<class AEBBullet> BulletClass, FVector TargetLocation, FVector TargetVelocity, FVector& AimDirection, FVector& PredictedTargetLocation, FVector& PredictedIntersectionLocation, float& PredictedFlightTime, float& Error, float MaxTime = 10.0f, float Step = 0.1f, int NumIterations = 4) const;
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UFUNCTION(BlueprintCallable, Category = "Prediction") void CalculateAimDirectionFromLocation(TSubclassOf<class AEBBullet> BulletClass, FVector StartLocation, FVector TargetLocation, FVector TargetVelocity, FVector& AimDirection, FVector& PredictedTargetLocation, FVector& PredictedIntersectionLocation, float& PredictedFlightTime, float& Error, float MaxTime = 10.0f, float Step=0.1f, int NumIterations = 4) const;
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UFUNCTION(BlueprintNativeEvent, Category = "Events") void InitialBulletTransform(FVector InLocation, FVector InDirection, FVector& OutLocation, FVector& OutDirection);
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UFUNCTION(BlueprintNativeEvent, Category = "Events") void ApplyRecoil(UPrimitiveComponent* Component, FVector InLocation, FVector Impulse);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FBeforeShotFired);
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UPROPERTY(BlueprintAssignable, Category = "Events")
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FBeforeShotFired BeforeShotFired;
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FShotFired);
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UPROPERTY(BlueprintAssignable, Category = "Events")
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FShotFired ShotFired;
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FAmmoDepleted);
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UPROPERTY(BlueprintAssignable, Category = "Events")
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FAmmoDepleted AmmoDepleted;
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FReadyToShoot);
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UPROPERTY(BlueprintAssignable, Category = "Events")
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FReadyToShoot ReadyToShoot;
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#if WITH_EDITOR
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virtual FPrimitiveSceneProxy* CreateSceneProxy() override;
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virtual bool IsZeroExtent() const override { return false; };
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virtual FBoxSphereBounds CalcBounds(const FTransform& LocalToWorld) const override;
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#endif
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private:
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void SpawnBullet(AActor* Owner, FVector LocalLocation, FVector LocalAim);
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UFUNCTION(Server, Unreliable, WithValidation) void ClientAim(FVector_NetQuantize NewLocation, FVector_NetQuantizeNormal NewAim);
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UFUNCTION(Server, Reliable, WithValidation) void ShootRep(bool Trigger);
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UFUNCTION(Server, Reliable, WithValidation) void ShootRepCSA(bool Trigger, FVector_NetQuantize NewLocation, FVector_NetQuantizeNormal NewAim);
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UFUNCTION(NetMulticast, Reliable)
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void ShotFiredMulticast();
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FVector Aim;
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FVector Location;
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bool RemoteAimReceived;
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float TimeSinceAimUpdate;
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bool PredictTrace(UWorld* World, AEBBullet* Bullet, FVector Start, FVector End, FHitResult &HitResult, TArray<AActor*> IgnoredActors) const;
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}; |