| 725 | } |
| 726 | |
| 727 | void AEquipment::fire(GameState &state, Vec3<float> targetPosition, StateRef<BattleUnit> targetUnit) |
| 728 | { |
| 729 | if (this->type->type != AEquipmentType::Type::Weapon) |
| 730 | { |
| 731 | LogError("fire() called on non-Weapon"); |
| 732 | return; |
| 733 | } |
| 734 | if (!readyToFire) |
| 735 | { |
| 736 | LogError("fire() called on non-ready Weapon"); |
| 737 | return; |
| 738 | } |
| 739 | |
| 740 | auto unit = ownerAgent->unit; |
| 741 | auto payload = getPayloadType(); |
| 742 | Vec3<float> originalTarget = targetPosition; |
| 743 | int number_of_shots; |
| 744 | |
| 745 | if (payload->fire_sfx) |
| 746 | { |
| 747 | fw().soundBackend->playSample(payload->fire_sfx, unit->position); |
| 748 | } |
| 749 | |
| 750 | number_of_shots = std::min(this->type->burst, this->ammo); |
| 751 | |
| 752 | if (type->launcher) |
| 753 | { |
| 754 | auto item = mksp<AEquipment>(); |
| 755 | item->type = payload; |
| 756 | item->ammo = 1; |
| 757 | if (payload->damage_type->effectType == DamageType::EffectType::Brainsucker) |
| 758 | { |
| 759 | item->prime(false, TICKS_PER_TURN, 10.0f); |
| 760 | } |
| 761 | else |
| 762 | { |
| 763 | item->prime(); |
| 764 | } |
| 765 | item->ownerUnit = ownerAgent->unit; |
| 766 | float velocityXY = 0.0f; |
| 767 | float velocityZ = 0.0f; |
| 768 | if (!getVelocityForLaunch(*unit, targetPosition, velocityXY, velocityZ)) |
| 769 | { |
| 770 | LogError("Firing a launcher with no valid trajectory?"); |
| 771 | return; |
| 772 | } |
| 773 | // Throw item (accuracy applied inside) |
| 774 | |
| 775 | for (int shot_number = 0; shot_number < number_of_shots; shot_number++) |
| 776 | { |
| 777 | item->throwItem(state, targetPosition, velocityXY, velocityZ, true); |
| 778 | } |
| 779 | } |
| 780 | else |
| 781 | { |
| 782 | auto unitPos = unit->getMuzzleLocation(); |
| 783 | |
| 784 | auto fromPos = unitPos * VELOCITY_SCALE_BATTLE; |
nothing calls this directly
no test coverage detected