refactor(debris): la bala impacta al cos O als trossos, mai a tots dos

This commit is contained in:
2026-05-25 21:26:32 +02:00
parent b511740d93
commit 610eaf257e
8 changed files with 87 additions and 32 deletions
+26 -4
View File
@@ -24,10 +24,11 @@ namespace Systems::EnemyEvents {
ctx.floating_score_manager.crear(POINTS, enemy.getCenter());
}
void doCreateDebris(Systems::Collision::Context& ctx, const Enemy& enemy) {
void doCreateDebris(Systems::Collision::Context& ctx, const Enemy& enemy, const Bullet* bullet) {
constexpr float SPEED_EXPLOSIO = 80.0F;
const Vec2 INHERITED_VEL = enemy.getVelocityVector() *
Defaults::Physics::Debris::ENEMY_VELOCITY_INHERITANCE;
const Vec2 BULLET_VEL = (bullet != nullptr) ? bullet->getBody().velocity : Vec2{};
ctx.debris_manager.explode(
enemy.getShape(),
enemy.getCenter(),
@@ -42,7 +43,8 @@ namespace Systems::EnemyEvents {
enemy.getConfig().colors.normal,
Defaults::Physics::Debris::ENEMY_LIFETIME,
Defaults::Physics::Debris::ENEMY_FRICTION,
Defaults::Physics::Debris::ENEMY_SEGMENT_MULTIPLIER);
Defaults::Physics::Debris::ENEMY_SEGMENT_MULTIPLIER,
BULLET_VEL);
}
void doCreateFireworks(Systems::Collision::Context& ctx, const Enemy& enemy) {
@@ -67,6 +69,24 @@ namespace Systems::EnemyEvents {
void dispatchEvent(Systems::Collision::Context& ctx, Enemy& enemy, EnemyEventType event, uint8_t shooter_id, const Bullet* bullet) {
const auto& actions = enemy.getConfig().events.getActions(event);
// Pre-scan: aquest event matarà l'enemic? Si sí, l'impuls de la bala
// va directament als debris (via doCreateDebris) i NO s'aplica al cos
// — així evitem el "double-count" on els trossos hereten la velocitat
// del cos (boostat per la bala) I a més el seu propi impuls de bala.
// Regla: el bullet impacta al cos O als trossos, mai a tots dos.
bool will_die = false;
for (const auto& action : actions) {
if (action.type == EnemyActionType::DESTROY) {
will_die = true;
break;
}
if (action.type == EnemyActionType::SET_HURT && enemy.isWounded()) {
will_die = true;
break;
}
}
for (const auto& action : actions) {
switch (action.type) {
case EnemyActionType::SET_HURT:
@@ -86,13 +106,15 @@ namespace Systems::EnemyEvents {
doAddScore(ctx, enemy, shooter_id);
break;
case EnemyActionType::CREATE_DEBRIS:
doCreateDebris(ctx, enemy);
doCreateDebris(ctx, enemy, bullet);
break;
case EnemyActionType::CREATE_FIREWORKS:
doCreateFireworks(ctx, enemy);
break;
case EnemyActionType::APPLY_IMPULSE:
doApplyImpulse(enemy, bullet);
if (!will_die) {
doApplyImpulse(enemy, bullet);
}
break;
}
}