DefenderWeapon and SidearmWeapon

This commit is contained in:
2016-03-01 22:37:19 +01:00
parent afd0e69a8a
commit 13546aa3fc
14 changed files with 340 additions and 65 deletions
@@ -2,33 +2,73 @@
void DefenderWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
{
(double&)cWeapon["TimeSinceLastFire"] += dt;
double& fireCooldown = cWeapon["FireCooldown"];
fireCooldown = glm::max(0.0, fireCooldown - dt);
WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
}
void DefenderWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
{
bool isFiring = cWeapon["IsFiring"];
bool cooldownPassed = (double)cWeapon["TimeSinceLastFire"] >= (60.0 / (double)cWeapon["RPM"]);
bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
if (isFiring && cooldownPassed && isNotShielding) {
double& reloadTimer = cWeapon["ReloadTimer"];
reloadTimer = glm::max(0.0, reloadTimer - dt);
double reloadTime = cWeapon["ReloadTime"];
bool& isReloading = cWeapon["IsReloading"];
if (isReloading && reloadTimer <= 0.0) {
int& magAmmo = cWeapon["MagazineAmmo"];
int& magSize = cWeapon["MagazineSize"];
int& ammo = cWeapon["Ammo"];
if (magAmmo < magSize && ammo > 0) {
ammo -= 1;
magAmmo += 1;
reloadTimer = reloadTime;
} else {
isReloading = false;
}
}
if (canFire(cWeapon, wi)) {
fireShell(cWeapon, wi);
}
}
void DefenderWeaponBehaviour::OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
{
cWeapon["IsFiring"] = true;
bool cooldownPassed = (double)cWeapon["TimeSinceLastFire"] >= (60.0 / (double)cWeapon["RPM"]);
bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
if (cooldownPassed && isNotShielding) {
cWeapon["TriggerHeld"] = true;
if (canFire(cWeapon, wi)) {
fireShell(cWeapon, wi);
}
}
void DefenderWeaponBehaviour::OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
{
cWeapon["IsFiring"] = false;
cWeapon["TriggerHeld"] = false;
}
void DefenderWeaponBehaviour::OnReload(ComponentWrapper cWeapon, WeaponInfo& wi)
{
bool& isReloading = cWeapon["IsReloading"];
if (isReloading) {
return;
}
int& magAmmo = cWeapon["MagazineAmmo"];
int& magSize = cWeapon["MagazineSize"];
if (magAmmo >= magSize) {
return;
}
int& ammo = cWeapon["Ammo"];
if (ammo <= 0) {
return;
}
double reloadTime = cWeapon["ReloadTime"];
double& reloadTimer = cWeapon["ReloadTimer"];
// Start reload
isReloading = true;
reloadTimer = reloadTime;
}
bool DefenderWeaponBehaviour::OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e)
@@ -47,15 +87,23 @@ bool DefenderWeaponBehaviour::OnInputCommand(ComponentWrapper cWeapon, WeaponInf
return false;
}
bool DefenderWeaponBehaviour::OnSetCamera(const Events::SetCamera& e)
{
m_CurrentCamera = e.CameraEntity;
return true;
}
void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi)
{
cWeapon["TimeSinceLastFire"] = 0.0;
cWeapon["FireCooldown"] = 60.0 / (double)cWeapon["RPM"];
// Stop reloading
bool& isReloading = cWeapon["IsReloading"];
isReloading = false;
// Ammo
int& magAmmo = cWeapon["MagazineAmmo"];
if (magAmmo <= 0) {
OnReload(cWeapon, wi);
return;
} else {
magAmmo -= 1;
}
int numPellets = cWeapon["NumPellets"];
float spreadAngle = cWeapon["SpreadAngle"];
std::uniform_real_distribution<float> randomSpreadAngle(-spreadAngle, spreadAngle);
@@ -92,7 +140,6 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi
dealDamage(cWeapon, wi, direction, pelletDamage);
}
}
}
void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage)
@@ -154,16 +201,13 @@ void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& w
LOG_DEBUG("Damage: %f", damage);
}
float DefenderWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direction)
bool DefenderWeaponBehaviour::canFire(ComponentWrapper cWeapon, WeaponInfo& wi)
{
float distance;
glm::vec3 pos;
auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
if (entity) {
return distance;
} else {
return 100.f;
}
bool triggerHeld = cWeapon["TriggerHeld"];
bool cooldownPassed = (double)cWeapon["FireCooldown"] <= 0.0;
bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
// TODO: Ammo checks
return triggerHeld && cooldownPassed && isNotShielding;
}
Camera DefenderWeaponBehaviour::cameraFromEntity(EntityWrapper camera)