Merge remote-tracking branch 'origin/master' into ScoreBoard
# Conflicts: # resources/Schema/Components.xsd # resources/Schema/Entities/Player.xml # resources/Schema/Types/Entity.xsd
This commit is contained in:
@@ -30,6 +30,7 @@ public:
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void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer, EntityID playerID);
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virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; }
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virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; }
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bool SpecialAbilityKeyDown() const { return m_SpecialAbilityKeyDown; }
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protected:
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const int m_PlayerID;
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@@ -145,10 +146,10 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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if (m_NumberOfMovementKeysDown == 0) {
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m_MovementKeyDown = false;
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}
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//you have just released the key, store what key it was and reset the doubletap-sensitivity-timer
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m_AssaultDashTapDirection = m_CurrentDirectionVector;
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m_AssaultDashDoubleTapDeltaTime = 0.f;
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//you have just released the key, store what key it was and reset the doubletap-sensitivity-timer
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m_AssaultDashTapDirection = m_CurrentDirectionVector;
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m_AssaultDashDoubleTapDeltaTime = 0.f;
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}
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}
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@@ -161,18 +162,11 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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}
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if (e.Command == "SpecialAbility") {
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if (e.Value > 0) {
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m_SpecialAbilityKeyDown = true;
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} else {
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m_SpecialAbilityKeyDown = false;
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}
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}
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if (m_SpecialAbilityKeyDown && m_MovementKeyDown) {
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m_ShiftDashing = true;
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} else {
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m_ShiftDashing = false;
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m_SpecialAbilityKeyDown = e.Value > 0;
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}
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m_ShiftDashing = m_SpecialAbilityKeyDown && m_MovementKeyDown;
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return true;
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}
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@@ -1,47 +1,40 @@
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#ifndef AssaultWeaponBehaviour_h__
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#define AssaultWeaponBehaviour_h__
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#include "Sound/EPlaySoundOnEntity.h"
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#include "Collision/Collision.h"
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#include "Core/ConfigFile.h"
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#include "WeaponBehaviour.h"
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#include "../SpawnerSystem.h"
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#include "Collision/Collision.h"
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#include "Core/EPlayerDamage.h"
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#include "Core/EShoot.h"
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#include "Sound/EPlaySoundOnEntity.h"
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class AssaultWeaponBehaviour : public WeaponBehaviour<AssaultWeaponBehaviour>
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{
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public:
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AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
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: WeaponBehaviour(systemParams, "AssaultWeapon", renderer, collisionOctree)
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: System(systemParams)
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, WeaponBehaviour(systemParams, "AssaultWeapon", renderer, collisionOctree)
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, m_RandomEngine(m_RandomDevice())
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{ }
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protected:
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virtual void OnPrimaryFire(WeaponInfo& wi) override;
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virtual void OnCeasePrimaryFire(WeaponInfo& wi) override;
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virtual void OnReload(WeaponInfo& wi) override;
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void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
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void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) override;
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void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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void OnReload(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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//bool OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e) override;
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private:
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// State
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bool m_Firing = false;
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bool m_Reloading = false;
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double m_ReloadTimer = 0.0;
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double m_TimeSinceLastFire = 0.0;
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EntityWrapper m_FirstPersonReloadImpostor;
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std::random_device m_RandomDevice;
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std::mt19937 m_RandomEngine;
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bool hasAmmo();
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void fireRound();
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void spawnTracer();
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float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
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void playFireSound();
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void playEmptySound();
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void viewPunch();
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void finishReload();
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void playShootAnimation();
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void playIdleAnimation();
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void playReloadAnimation();
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bool shoot(double damage);
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void showHitMarker();
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// Weapon functions
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void fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi);
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//void dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage);
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bool canFire(ComponentWrapper cWeapon, WeaponInfo& wi);
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bool dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi);
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// Utility
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//Camera cameraFromEntity(EntityWrapper camera);
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};
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#endif
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@@ -1,6 +1,10 @@
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#ifndef DefenderWeaponBehaviour_h__
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#define DefenderWeaponBehaviour_h__
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#include "WeaponBehaviour.h"
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#include "Collision/Collision.h"
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#include "Core/EPlayerDamage.h"
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#include "Sound/EPlaySoundOnEntity.h"
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class DefenderWeaponBehaviour : public WeaponBehaviour<DefenderWeaponBehaviour>
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{
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@@ -16,6 +20,7 @@ public:
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void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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void OnReload(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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bool OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e) override;
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private:
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@@ -29,4 +34,6 @@ private:
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// Utility
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Camera cameraFromEntity(EntityWrapper camera);
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};
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};
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#endif
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@@ -1,3 +1,6 @@
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#ifndef SidearmWeaponBehaviour_h__
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#define SidearmWeaponBehaviour_h__
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#include "WeaponBehaviour.h"
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#include "Collision/Collision.h"
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#include "Core/EPlayerDamage.h"
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@@ -30,4 +33,6 @@ private:
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bool canFire(ComponentWrapper cWeapon);
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bool playerInFirstPerson(EntityWrapper player);
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//float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
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};
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};
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#endif
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@@ -8,6 +8,7 @@
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#include "Input/EInputCommand.h"
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#include "Systems/SpawnerSystem.h"
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#include "Rendering/ESetCamera.h"
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#include "Core/ConfigFile.h"
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template <typename ETYPE>
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class WeaponBehaviour : public PureSystem
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@@ -21,8 +22,10 @@ public:
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, m_Renderer(renderer)
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, m_CollisionOctree(collisionOctree)
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{
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponBehaviour::_OnInputCommand)
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EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &WeaponBehaviour::_OnSetCamera)
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponBehaviour::_OnInputCommand);
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EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &WeaponBehaviour::_OnSetCamera);
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auto config = ResourceManager::Load<ConfigFile>("Config.ini");
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m_ConfigAutoReload = config->Get<bool>("Gameplay.AutoReload", true);
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}
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virtual ~WeaponBehaviour() = default;
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@@ -49,6 +52,7 @@ protected:
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EntityWrapper m_CurrentCamera;
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Octree<EntityAABB>* m_CollisionOctree;
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std::unordered_map<EntityWrapper, WeaponInfo> m_ActiveWeapons;
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bool m_ConfigAutoReload;
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virtual void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) { }
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virtual void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) { }
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