Merge remote-tracking branch 'origin/master' into Kill-streak-sounds

# Conflicts:
#	resources/DefaultConfig.ini
This commit is contained in:
stiffly
2016-03-03 17:32:04 +01:00
154 changed files with 24530 additions and 1614 deletions
@@ -0,0 +1,30 @@
#include "Game/Systems/AbilityCooldownHUDSystem.h"
void AbilityCooldownHUDSystem::Update(double dt)
{
//HUD element for tracking cooldown on the parent entity with Dashability TODO: Make sure it support other abilities when they are made.
auto abilityHUDs = m_World->GetComponents("AbilityCooldownHUD");
if (abilityHUDs == nullptr)
return;
for (auto& abilityHUDC : *abilityHUDs) {
EntityWrapper entity = EntityWrapper(m_World, abilityHUDC.EntityID);
EntityWrapper abilityEntity = entity.FirstParentWithComponent("DashAbility");
if (!abilityEntity.Valid())
return;
EntityWrapper cooldownTextEntity = entity.FirstChildByName("Cooldown");
if(cooldownTextEntity.Valid()) {
if(cooldownTextEntity.HasComponent("Text"))
{
double maxAbilityCD = (double)abilityEntity["DashAbility"]["CoolDownMaxTimer"];
double currentAbilityCD = (double)abilityEntity["DashAbility"]["CoolDownTimer"];
currentAbilityCD = currentAbilityCD >= 0.0 ? currentAbilityCD : 0.0;
std::string t = (std::string&)cooldownTextEntity["Text"]["Content"] = std::to_string(currentAbilityCD).substr(0, 3);
if(entity.HasComponent("Fill")) {
entity["Fill"]["Percentage"] = currentAbilityCD/maxAbilityCD; //TODO: current time needs to be in the component.
}
}
}
}
}
+93 -36
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@@ -3,45 +3,63 @@
AmmoPickupSystem::AmmoPickupSystem(SystemParams params)
: System(params)
{
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &AmmoPickupSystem::OnTriggerTouch);
if (IsServer) {
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &AmmoPickupSystem::OnTriggerTouch);
EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &AmmoPickupSystem::OnTriggerLeave);
}
if (IsClient) {
EVENT_SUBSCRIBE_MEMBER(m_EAmmoPickup, &AmmoPickupSystem::OnAmmoPickup);
}
}
void AmmoPickupSystem::Update(double dt)
{
for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it)
{
auto& ammoPickupPosition = *it;
//set the double timer value (value 3)
ammoPickupPosition.DecreaseThisRespawnTimer -= dt;
if (ammoPickupPosition.DecreaseThisRespawnTimer < 0.0) {
//spawn and delete the vector item
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/AmmoPickup.xml");
EntityFileParser parser(entityFile);
EntityID ammoPickupID = parser.MergeEntities(m_World);
if (IsServer) {
auto it = m_ETriggerTouchVector.begin();
while (it != m_ETriggerTouchVector.end()) {
auto& somePickup = *it;
somePickup.DecreaseThisRespawnTimer -= dt;
if (somePickup.DecreaseThisRespawnTimer < 0.0) {
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/AmmoPickup.xml");
EntityWrapper ammoPickup = entityFile->MergeInto(m_World);
//let the world know a pickup has spawned (graphics effects, etc)
Events::PickupSpawned ePickupSpawned;
ePickupSpawned.Pickup = EntityWrapper(m_World, ammoPickupID);
m_EventBroker->Publish(ePickupSpawned);
//let the world know a pickup has spawned
Events::PickupSpawned ePickupSpawned;
ePickupSpawned.Pickup = ammoPickup;
m_EventBroker->Publish(ePickupSpawned);
//set values from the old entity to the new entity
auto& newAmmoPickupEntity = EntityWrapper(m_World, ammoPickupID);
newAmmoPickupEntity["Transform"]["Position"] = ammoPickupPosition.Pos;
newAmmoPickupEntity["AmmoPickup"]["AmmoGain"] = ammoPickupPosition.AmmoGain;
newAmmoPickupEntity["AmmoPickup"]["RespawnTimer"] = ammoPickupPosition.RespawnTimer;
m_World->SetParent(newAmmoPickupEntity.ID, ammoPickupPosition.parentID);
//copy values from the old entity to the new entity
auto& newAmmoPickupEntity = ammoPickup;
newAmmoPickupEntity["Transform"]["Position"] = somePickup.Pos;
newAmmoPickupEntity["AmmoPickup"]["AmmoGain"] = somePickup.AmmoGain;
newAmmoPickupEntity["AmmoPickup"]["RespawnTimer"] = somePickup.RespawnTimer;
m_World->SetParent(newAmmoPickupEntity.ID, somePickup.parentID);
//erase the current element (AmmoPickupPosition)
m_ETriggerTouchVector.erase(it);
break;
//erase the current element (somePickup)
it = m_ETriggerTouchVector.erase(it);
}
else {
it++;
}
}
//still touching m_PickupAtMaximum?
for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) {
if (!it->player.Valid()) {
m_PickupAtMaximum.erase(it);
break;
}
if ((int)it->player["AssaultWeapon"]["Ammo"] < (int)it->player["AssaultWeapon"]["MaxAmmo"]) {
DoPickup(it->player, it->trigger);
m_PickupAtMaximum.erase(it);
break;
}
}
}
}
bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
{
if (e.Entity != LocalPlayer) {
if (!e.Entity.Valid()) {
return false;
}
//TODO: add other weapontypes
@@ -51,29 +69,68 @@ bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
if (!e.Trigger.HasComponent("AmmoPickup")) {
return false;
}
int maxWeaponAmmo = (int)e.Entity["AssaultWeapon"]["MaxAmmo"];
int& currentAmmo = (int)e.Entity["AssaultWeapon"]["Ammo"];
int ammoGiven = 0.01*(double)e.Trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo;
//if at maxammo, save the trigger-touch to a vector since standing inside it will not re-trigger the trigger
if ((int)e.Entity["AssaultWeapon"]["Ammo"] >= (int)e.Entity["AssaultWeapon"]["MaxAmmo"]) {
m_PickupAtMaximum.push_back({ e.Entity, e.Trigger });
return false;
}
DoPickup(e.Entity, e.Trigger);
return true;
}
bool AmmoPickupSystem::OnAmmoPickup(Events::AmmoPickup & e)
{
if (!e.Player.Valid()) {
return false;
}
//TODO: add other weapontypes
if (!e.Player.HasComponent("AssaultWeapon")) {
return false;
}
int maxWeaponAmmo = (int)e.Player["AssaultWeapon"]["MaxAmmo"];
int& currentAmmo = (int)e.Player["AssaultWeapon"]["Ammo"];
//cant pick up ammopacks if you are already at MaxAmmo
if (currentAmmo >= maxWeaponAmmo) {
return false;
}
//personEntered = e.Entity, thingEntered = e.Trigger
currentAmmo = std::min(currentAmmo + e.AmmoGain, maxWeaponAmmo);
return false;
}
bool AmmoPickupSystem::OnTriggerLeave(Events::TriggerLeave& e) {
if (!e.Trigger.HasComponent("AmmoPickup")) {
return false;
}
//triggerleave erases possible m_PickupAtMaximum
for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) {
if (it->trigger.ID == e.Trigger.ID && it->player.ID == e.Entity.ID) {
m_PickupAtMaximum.erase(it);
break;
}
}
return true;
}
void AmmoPickupSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger) {
int maxWeaponAmmo = (int)player["AssaultWeapon"]["MaxAmmo"];
int& currentAmmo = (int)player["AssaultWeapon"]["Ammo"];
int ammoGiven = 0.01*(double)trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo;
Events::AmmoPickup ePlayerAmmoPickup;
ePlayerAmmoPickup.AmmoGain = ammoGiven;
ePlayerAmmoPickup.Player = e.Entity;
ePlayerAmmoPickup.Player = player;
m_EventBroker->Publish(ePlayerAmmoPickup);
//immediately give the player the ammo
//immediately give the player the ammo (on server)
currentAmmo = std::min(currentAmmo + ammoGiven, maxWeaponAmmo);
//copy position, ammogain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
//we need to copy all values since each value can be different for each ammoPickup
m_ETriggerTouchVector.push_back({ e.Trigger["Transform"]["Position"], e.Trigger["AmmoPickup"]["AmmoGain"],
e.Trigger["AmmoPickup"]["RespawnTimer"], e.Trigger["AmmoPickup"]["RespawnTimer"], m_World->GetParent(e.Trigger.ID) });
m_ETriggerTouchVector.push_back({ (glm::vec3)trigger["Transform"]["Position"], trigger["AmmoPickup"]["AmmoGain"],
trigger["AmmoPickup"]["RespawnTimer"], trigger["AmmoPickup"]["RespawnTimer"], m_World->GetParent(trigger.ID) });
//delete the ammopickup
m_World->DeleteEntity(e.Trigger.ID);
return true;
m_World->DeleteEntity(trigger.ID);
}
+42
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@@ -0,0 +1,42 @@
#include "Game/Systems/BoostIconsHUDSystem.h"
void BoostIconsHUDSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt)
{
EntityWrapper assaultEntity = entity.FirstChildByName("Assault");
EntityWrapper defenderEntity = entity.FirstChildByName("Defender");
EntityWrapper sniperEntity = entity.FirstChildByName("Sniper");
if(assaultEntity.Valid()) {
if (assaultEntity.HasComponent("Fill")) {
EntityWrapper parentWithAssaultBoost = assaultEntity.FirstParentWithComponent("BoostAssault");
if (parentWithAssaultBoost.Valid()) {
(double&)assaultEntity["Fill"]["Percentage"] = 1.0;
} else {
(double&)assaultEntity["Fill"]["Percentage"] = 0.0;
}
}
}
if (defenderEntity.Valid()) {
if (defenderEntity.HasComponent("Fill")) {
EntityWrapper parentWithAssaultBoost = defenderEntity.FirstParentWithComponent("BoostDefender");
if (parentWithAssaultBoost.Valid()) {
(double&)defenderEntity["Fill"]["Percentage"] = 1.0;
} else {
(double&)defenderEntity["Fill"]["Percentage"] = 0.0;
}
}
}
if (sniperEntity.Valid()) {
if (sniperEntity.HasComponent("Fill")) {
EntityWrapper parentWithAssaultBoost = sniperEntity.FirstParentWithComponent("BoostSniper");
if (parentWithAssaultBoost.Valid()) {
(double&)sniperEntity["Fill"]["Percentage"] = 1.0;
} else {
(double&)sniperEntity["Fill"]["Percentage"] = 0.0;
}
}
}
}
+62
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@@ -0,0 +1,62 @@
#include "Systems/BoostSystem.h"
BoostSystem::BoostSystem(SystemParams params)
: System(params)
{
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &BoostSystem::OnPlayerDamage);
}
bool BoostSystem::OnPlayerDamage(Events::PlayerDamage& e)
{
if (e.Victim.ID == e.Inflictor.ID) {
return false;
}
if (!e.Victim.Valid() && e.Victim != LocalPlayer && !e.Victim.IsChildOf(LocalPlayer)) {
return false;
}
if (!e.Inflictor.Valid() || !e.Victim.Valid()) {
return false;
}
//if its not friendly fire, return
if ((int)m_World->GetComponent(e.Inflictor.ID, "Team")["Team"] != (int)m_World->GetComponent(e.Victim.ID, "Team")["Team"]) {
return false;
}
//determine the inflictors class
auto className = DetermineClass(e.Inflictor);
if (className == "") {
return false;
}
//get the XML file, example: "Schema/Entities/BoostclassName.xml"
std::string classXML = "Schema/Entities/" + className + ".xml";
//check if player already has a child with the component, if so delete that child
auto playerBoostAssaultEntity = e.Victim.FirstChildByName(className);
if (playerBoostAssaultEntity.Valid()) {
m_World->DeleteEntity(playerBoostAssaultEntity.ID);
}
//load boost XML file, set it entity parented with the victim player
auto entityFile = ResourceManager::Load<EntityFile>(classXML);
EntityWrapper boostAssaultEntity = entityFile->MergeInto(m_World);
m_World->SetName(boostAssaultEntity.ID, className);
m_World->SetParent(boostAssaultEntity.ID, e.Victim.ID);
return true;
}
std::string BoostSystem::DetermineClass(EntityWrapper inflictorPlayer)
{
//determine the class based on what component the inflictor-player has
if (m_World->HasComponent(inflictorPlayer.ID, "DashAbility")) {
return "BoostAssault";
}
if (m_World->HasComponent(inflictorPlayer.ID, "ShieldAbility")) {
return "BoostDefender";
}
if (m_World->HasComponent(inflictorPlayer.ID, "SprintAbility")) {
return "BoostSniper";
}
return "";
}
@@ -0,0 +1,183 @@
#include "Systems/CapturePointArrowHUDSystem.h"
CapturePointArrowHUDSystem::CapturePointArrowHUDSystem(SystemParams params)
: System(params)
, ImpureSystem()
{
EVENT_SUBSCRIBE_MEMBER(m_ECapturedEvent, &CapturePointArrowHUDSystem::OnCapturePointCaptured);
}
void CapturePointArrowHUDSystem::Update(double dt)
{
bool loadCheck = true;
int redTeamEnum;
int blueTeamEnum;
int spectatorTeamEnum;
//Get list for all CapturePointArrowHUDComponents
auto arrowHUDs = m_World->GetComponents("CapturePointArrowHUD");
auto capturePoints = m_World->GetComponents("CapturePoint");
if(arrowHUDs == nullptr) {
return;
}
for(auto& cArrowHUD : *arrowHUDs) {
//Get what team the current arrow corresponds to
EntityWrapper arrowEntity = EntityWrapper(m_World, cArrowHUD.EntityID);
if (!arrowEntity.Valid()) {
continue;
}
if(!arrowEntity.HasComponent("Team")) {
continue;
}
auto cTeam = arrowEntity["Team"];
int currentTeam = (int)cTeam["Team"];
if (loadCheck) {
redTeamEnum = (int)cTeam["Team"].Enum("Red");
blueTeamEnum = (int)cTeam["Team"].Enum("Blue");
spectatorTeamEnum = (int)cTeam["Team"].Enum("Spectator");
loadCheck = false;
if (!m_InitialtargetsSet) {
std::unordered_map<int, glm::vec3> blueTargets, redTargets;
EntityWrapper homeBlue, homeRed;
int lastCP = -INFINITY;
int firstCP = INFINITY;
for (auto& cCP : *capturePoints) {
auto homePointTeam = (int)cCP["HomePointForTeam"];
EntityWrapper capturePointEntity = EntityWrapper(m_World, cCP.EntityID);
int capturePointID = (int)capturePointEntity["CapturePoint"]["CapturePointNumber"];
if(capturePointID < firstCP) {
firstCP = capturePointID;
}
if(capturePointID > lastCP) {
lastCP = capturePointID;
}
if (!capturePointEntity.HasComponent("Team")) {
continue;
}
int currentOwner = (int)capturePointEntity["Team"]["Team"];
if(currentOwner != redTeamEnum) {
//This capturePoint is not owned by the red team and is therefor an eligible target for red team
glm::vec3 targetPos = Transform::AbsolutePosition(capturePointEntity);
redTargets.insert(std::pair<int, glm::vec3>(capturePointID, targetPos));
}
if(currentOwner != blueTeamEnum) {
//This capturePoint is not owned by the blue team and is therefor an eligible target for blue team
glm::vec3 targetPos = Transform::AbsolutePosition(capturePointEntity);
blueTargets.insert(std::pair<int, glm::vec3>(capturePointID, targetPos));
}
if(homePointTeam == blueTeamEnum) {
//CP is the home point for blue team.
homeBlue = capturePointEntity;
} else if (homePointTeam == redTeamEnum) {
//CP is the home point for red team.
homeRed = capturePointEntity;
}
}
if(!homeRed.Valid() || !homeBlue.Valid()) {
//One or both teams have no home point, cant continue
return;
}
std::unordered_map<int, glm::vec3>::const_iterator got;
//Find next target for red team.
if((int)homeRed["CapturePoint"]["CapturePointNumber"] == lastCP) {
//Red home base is the last capture point, count back from lastCP and find next target
for (int i = lastCP; i >= firstCP; i--) {
got = redTargets.find(i);
if(got == redTargets.end()) {
continue;
} else {
m_RedTeamCurrentTarget = got->second;
break;
}
}
} else if ((int)homeRed["CapturePoint"]["CapturePointNumber"] == firstCP) {
//Red home is the first capture point, count forward from firstCP and find next target.
for (int i = firstCP; i <= lastCP; i++) {
got = redTargets.find(i);
if(got == redTargets.end()) {
//Target was not found, try the next one after that.
continue;
} else {
m_RedTeamCurrentTarget = got->second;
break;
}
}
}
//Find next target for blue team
if ((int)homeBlue["CapturePoint"]["CapturePointNumber"] == lastCP) {
//Red home base is the last capture point, count back from lastCP and find next target
for (int i = lastCP; i >= firstCP; i--) {
got = blueTargets.find(i);
if (got == blueTargets.end()) {
continue;
} else {
m_BlueTeamCurrentTarget = got->second;
break;
}
}
} else if ((int)homeBlue["CapturePoint"]["CapturePointNumber"] == firstCP) {
//Red home is the first capture point, count forward from firstCP and find next target.
for (int i = firstCP; i <= lastCP; i++) {
got = blueTargets.find(i);
if (got == blueTargets.end()) {
//Target was not found, try the next one after that.
continue;
} else {
m_BlueTeamCurrentTarget = got->second;
break;
}
}
}
}
}
//if red team, get red team next point, otherwise blue team next point.
//Untill this is awailable we will just use the hardcoded value in the component.
//This will also give us a position, so we wont need to loop through all capturePoints.
glm::vec3 pos;
if(currentTeam == redTeamEnum) {
pos = m_RedTeamCurrentTarget;
} else if (currentTeam == blueTeamEnum) {
pos = m_BlueTeamCurrentTarget;
}
glm::vec3& arrowOri = arrowEntity["Transform"]["Orientation"];
glm::vec3 lookVector = glm::normalize(Transform::AbsolutePosition(arrowEntity) - pos); //Maybe should be player instead
float pitch = std::asin(-lookVector.y);
float yaw = std::atan2(lookVector.x, lookVector.z);
arrowOri.x = pitch;
arrowOri.y = yaw;
arrowOri.z = 0.f;
EntityWrapper parent = arrowEntity.Parent();
if (parent.Valid()) {
arrowOri -= Transform::AbsoluteOrientationEuler(parent);
}
}
}
bool CapturePointArrowHUDSystem::OnCapturePointCaptured(Events::Captured& e)
{
if(!e.BlueTeamNextCapturePoint.Valid() || !e.RedTeamNextCapturePoint.Valid()) {
return 0;
}
m_RedTeamCurrentTarget = Transform::AbsolutePosition(e.RedTeamNextCapturePoint);
m_BlueTeamCurrentTarget = Transform::AbsolutePosition(e.BlueTeamNextCapturePoint);
m_InitialtargetsSet = true;
return 0;
}
+11 -6
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@@ -6,7 +6,7 @@ CapturePointSystem::CapturePointSystem(SystemParams params)
, PureSystem("CapturePoint")
{
//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
if (!IsClient) {
if (IsServer) {
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &CapturePointSystem::OnTriggerTouch);
EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &CapturePointSystem::OnTriggerLeave);
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &CapturePointSystem::OnCaptured);
@@ -18,7 +18,7 @@ CapturePointSystem::CapturePointSystem(SystemParams params)
//NOTE: needs to run each frame, since we're possibly modifying the captureTimer for the capturePoints by dt
void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, ComponentWrapper& cCapturePoint, double dt)
{
if (IsClient) {
if (!IsServer) {
return;
}
if (m_WinnerWasFound) {
@@ -102,6 +102,12 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
nextPossibleCapturePoint["Blue"] = i - 1;
}
}
if (m_RecentlyCapturedNeedNextCapturePointNow) {
m_CapturedEvent.BlueTeamNextCapturePoint = m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Blue"]];
m_CapturedEvent.RedTeamNextCapturePoint = m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Red"]];
m_EventBroker->Publish(m_CapturedEvent);
m_RecentlyCapturedNeedNextCapturePointNow = false;
}
//reset timers and reset the bool that triggers this
if (m_ResetTimers) {
@@ -188,10 +194,9 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
teamComponent["Team"] = currentTeam;
cCapturePoint["CaptureTimer"] = glm::sign((double)cCapturePoint["CaptureTimer"])*captureTimeToTakeOver;
//publish Captured event
Events::Captured e;
e.CapturePointID = cCapturePoint.EntityID;
e.TeamNumberThatCapturedCapturePoint = currentTeam;
m_EventBroker->Publish(e);
m_RecentlyCapturedNeedNextCapturePointNow = true;
m_CapturedEvent.CapturePointTakenID = cCapturePoint.EntityID;
m_CapturedEvent.TeamNumberThatCapturedCapturePoint = currentTeam;
//NextPossibleCapturePoint will be calculated in the next update...
}
}
+7 -9
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@@ -9,7 +9,7 @@ DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params)
//load texture to cache
auto texture = CommonFunctions::LoadTexture("Textures/DamageIndicator.png", false);
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
auto entityFile = ResourceManager::Load<EntityXMLFile>("Schema/Entities/DamageIndicator.xml");
}
void DamageIndicatorSystem::Update(double dt) {
@@ -50,15 +50,13 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
//load & set the "2d" sprite
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
EntityFileParser parser(entityFile);
EntityID spriteID = parser.MergeEntities(m_World);
m_World->SetParent(spriteID, m_CurrentCamera);
auto spriteWrapper = EntityWrapper(m_World, spriteID);
EntityWrapper sprite = entityFile->MergeInto(m_World);
m_World->SetParent(sprite.ID, m_CurrentCamera);
//simply set the rotation z-wise to the angleBetweenVectors
spriteWrapper["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors);
sprite["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors);
if (!IsServer) {
updateDamageIndicatorVector.emplace_back(spriteWrapper, inflictorPos);
updateDamageIndicatorVector.emplace_back(sprite, inflictorPos);
}
return true;
@@ -127,8 +125,8 @@ glm::vec3 DamageIndicatorSystem::DamageIndicatorTest(EntityWrapper player) {
auto inflictorPos = glm::vec3(currentPos.x + testVar*6.0f, currentPos.y, currentPos.z + testVar2*6.0f);
//load the explosioneffect XML
auto deathEffect = ResourceManager::Load<EntityFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
EntityFileParser parser(deathEffect);
auto deathEffect = ResourceManager::Load<EntityXMLFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
EntityXMLFileParser parser(deathEffect);
EntityID deathEffectID = parser.MergeEntities(m_World);
EntityWrapper deathEffectEW = EntityWrapper(m_World, deathEffectID);
+5
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@@ -30,6 +30,11 @@ bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
ComponentWrapper cHealth = e.Victim["Health"];
double& health = cHealth["Health"];
//if player has the boost from a defender, subtract the damage taken by StrengthOfEffect amount
auto playerBoostDefenderEntity = e.Victim.FirstChildByName("BoostDefender");
if (playerBoostDefenderEntity.Valid()) {
e.Damage -= (double)playerBoostDefenderEntity["BoostDefender"]["StrengthOfEffect"];
}
health -= e.Damage;
return true;
+68 -34
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@@ -3,65 +3,99 @@
PickupSpawnSystem::PickupSpawnSystem(SystemParams params)
: System(params)
{
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &PickupSpawnSystem::OnTriggerTouch);
if (IsServer) {
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &PickupSpawnSystem::OnTriggerTouch);
EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &PickupSpawnSystem::OnTriggerLeave);
}
}
void PickupSpawnSystem::Update(double dt)
{
for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it)
{
auto& healthPickupPosition = *it;
//set the double timer value (value 3)
healthPickupPosition.DecreaseThisRespawnTimer -= dt;
if (healthPickupPosition.DecreaseThisRespawnTimer < 0) {
//spawn and delete the vector item
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/HealthPickup.xml");
EntityFileParser parser(entityFile);
EntityID healthPickupID = parser.MergeEntities(m_World);
if (IsServer) {
auto it = m_ETriggerTouchVector.begin();
while (it != m_ETriggerTouchVector.end()) {
auto& somePickup = *it;
somePickup.DecreaseThisRespawnTimer -= dt;
if (somePickup.DecreaseThisRespawnTimer < 0.0) {
//spawn the new healthPickup
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/HealthPickup.xml");
EntityWrapper healthPickup = entityFile->MergeInto(m_World);
//let the world know a pickup has spawned (graphics effects, etc)
Events::PickupSpawned ePickupSpawned;
ePickupSpawned.Pickup = EntityWrapper(m_World, healthPickupID);
m_EventBroker->Publish(ePickupSpawned);
//let the world know a pickup has spawned (graphics effects, etc)
Events::PickupSpawned ePickupSpawned;
ePickupSpawned.Pickup = healthPickup;
m_EventBroker->Publish(ePickupSpawned);
//set values from the old entity to the new entity
auto& newHealthPickupEntity = EntityWrapper(m_World, healthPickupID);
newHealthPickupEntity["Transform"]["Position"] = healthPickupPosition.Pos;
newHealthPickupEntity["HealthPickup"]["HealthGain"] = healthPickupPosition.HealthGain;
newHealthPickupEntity["HealthPickup"]["RespawnTimer"] = healthPickupPosition.RespawnTimer;
m_World->SetParent(newHealthPickupEntity.ID, healthPickupPosition.parentID);
//copy values from the old entity to the new entity
auto& newHealthPickupEntity = healthPickup;
newHealthPickupEntity["Transform"]["Position"] = somePickup.Pos;
newHealthPickupEntity["HealthPickup"]["HealthGain"] = somePickup.HealthGain;
newHealthPickupEntity["HealthPickup"]["RespawnTimer"] = somePickup.RespawnTimer;
m_World->SetParent(newHealthPickupEntity.ID, somePickup.parentID);
//erase the current element (healthPickupPosition)
m_ETriggerTouchVector.erase(it);
break;
//erase the current element (somePickup)
it = m_ETriggerTouchVector.erase(it);
} else {
it++;
}
}
//still touching PickupAtMaximum?
for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) {
if (!it->player.Valid()) {
m_PickupAtMaximum.erase(it);
break;
}
if ((double)it->player["Health"]["Health"] < (double)it->player["Health"]["MaxHealth"]) {
DoPickup(it->player, it->trigger);
m_PickupAtMaximum.erase(it);
break;
}
}
}
}
bool PickupSpawnSystem::OnTriggerTouch(Events::TriggerTouch& e)
{
if (!e.Trigger.HasComponent("HealthPickup")) {
return false;
}
double healthGiven = 0.01*(double)e.Trigger["HealthPickup"]["HealthGain"] * (double)e.Entity["Health"]["MaxHealth"];
//cant pick up healthpacks if you are already at MaxHealth
//if at maxhealth, save the trigger-touch to a vector since standing inside it will not re-trigger the trigger
if ((double)e.Entity["Health"]["Health"] >= (double)e.Entity["Health"]["MaxHealth"]) {
m_PickupAtMaximum.push_back({ e.Entity, e.Trigger });
return false;
}
//personEntered = e.Entity, thingEntered = e.Trigger
DoPickup(e.Entity, e.Trigger);
return true;
}
bool PickupSpawnSystem::OnTriggerLeave(Events::TriggerLeave& e)
{
if (!e.Trigger.HasComponent("HealthPickup")) {
return false;
}
//triggerleave erases possible m_PickupAtMaximum
for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) {
if (it->trigger.ID == e.Trigger.ID && it->player.ID == e.Entity.ID) {
m_PickupAtMaximum.erase(it);
break;
}
}
return true;
}
void PickupSpawnSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger)
{
double healthGiven = 0.01*(double)trigger["HealthPickup"]["HealthGain"] * (double)player["Health"]["MaxHealth"];
//only the server will increase the players hp and set it in the next delta
Events::PlayerHealthPickup ePlayerHealthPickup;
ePlayerHealthPickup.HealthAmount = healthGiven;
ePlayerHealthPickup.Player = e.Entity;
ePlayerHealthPickup.Player = player;
m_EventBroker->Publish(ePlayerHealthPickup);
//copy position, healthgain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
//we need to copy all values since each value can be different for each healthPickup
m_ETriggerTouchVector.push_back({ (glm::vec3)e.Trigger["Transform"]["Position"] ,e.Trigger["HealthPickup"]["HealthGain"],
e.Trigger["HealthPickup"]["RespawnTimer"],e.Trigger["HealthPickup"]["RespawnTimer"], m_World->GetParent(e.Trigger.ID) });
m_ETriggerTouchVector.push_back({ (glm::vec3)trigger["Transform"]["Position"], trigger["HealthPickup"]["HealthGain"],
trigger["HealthPickup"]["RespawnTimer"], trigger["HealthPickup"]["RespawnTimer"], m_World->GetParent(trigger.ID) });
//delete the healthpickup
m_World->DeleteEntity(e.Trigger.ID);
return true;
m_World->DeleteEntity(trigger.ID);
}
+22 -4
View File
@@ -4,6 +4,7 @@ PlayerDeathSystem::PlayerDeathSystem(SystemParams params)
: System(params)
{
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerDeathSystem::OnPlayerDeath);
EVENT_SUBSCRIBE_MEMBER(m_EEntityDeleted, &PlayerDeathSystem::OnEntityDeleted);
}
void PlayerDeathSystem::Update(double dt)
@@ -27,10 +28,8 @@ bool PlayerDeathSystem::OnPlayerDeath(Events::PlayerDeath& e)
void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
{
//load the explosioneffect XML
auto deathEffect = ResourceManager::Load<EntityFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
EntityFileParser parser(deathEffect);
EntityID deathEffectID = parser.MergeEntities(m_World);
EntityWrapper deathEffectEW = EntityWrapper(m_World, deathEffectID);
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
EntityWrapper deathEffectEW = entityFile->MergeInto(m_World);
//components that we need from player
auto playerModel = player.FirstChildByName("PlayerModel");
@@ -59,9 +58,28 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
//camera (with lifetime) behind the player
if (player == LocalPlayer) {
m_LocalPlayerDeathEffect = deathEffectEW;
auto cam = deathEffectEW.FirstChildByName("Camera");
Events::SetCamera eSetCamera;
eSetCamera.CameraEntity = cam;
m_EventBroker->Publish(eSetCamera);
}
}
bool PlayerDeathSystem::OnEntityDeleted(Events::EntityDeleted& e)
{
// We only care about when the local players death effect is removed.
if (m_LocalPlayerDeathEffect.ID != e.DeletedEntity) {
return false;
}
// Look for the spectator camera entity in the level.
EntityWrapper spectatorCam = m_World->GetFirstEntityByName("SpectatorCamera");
if (!spectatorCam.Valid() || !spectatorCam.HasComponent("Camera") || LocalPlayer.Valid()) {
return false;
}
Events::SetCamera eSetCamera;
eSetCamera.CameraEntity = spectatorCam;
m_EventBroker->Publish(eSetCamera);
return true;
}
+58 -24
View File
@@ -5,6 +5,7 @@ PlayerMovementSystem::PlayerMovementSystem(SystemParams params)
{
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &PlayerMovementSystem::OnPlayerSpawned);
EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &PlayerMovementSystem::OnDoubleJump);
EVENT_SUBSCRIBE_MEMBER(m_EDashAbility, &PlayerMovementSystem::OnDashAbility);
}
PlayerMovementSystem::~PlayerMovementSystem()
@@ -17,14 +18,9 @@ PlayerMovementSystem::~PlayerMovementSystem()
void PlayerMovementSystem::Update(double dt)
{
updateMovementControllers(dt);
if (IsServer) {
for (auto& kv : m_PlayerInputControllers) {
updateVelocity(kv.first, dt);
}
} else {
if (LocalPlayer.Valid()) {
updateVelocity(LocalPlayer, dt);
}
// Only do physics calculations on client and only for themselves.
if (IsClient && LocalPlayer.Valid()) {
updateVelocity(LocalPlayer, dt);
}
}
@@ -48,7 +44,7 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
ComponentWrapper cAnimationOffset = playerModel["AnimationOffset"];
float pitch = cameraOrientation.x + 0.2;
float pitch = cameraOrientation.x + 0.2f;
double time = (pitch + glm::half_pi<float>()) / glm::pi<float>();
cAnimationOffset["Time"] = time;
}
@@ -61,12 +57,18 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
float playerMovementSpeed = player["Player"]["MovementSpeed"];
float playerCrouchSpeed = player["Player"]["CrouchSpeed"];
glm::vec3& wishDirection = player["Player"]["CurrentWishDirection"];
auto playerBoostAssaultEntity = player.FirstChildByName("BoostAssault");
if (playerBoostAssaultEntity.Valid()) {
playerMovementSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
playerCrouchSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
}
if (player.HasComponent("Physics")) {
ComponentWrapper cPhysics = player["Physics"];
//Assault Dash Check
if (player.HasComponent("DashAbility")) {
controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"]);
controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"], player["DashAbility"]["CoolDownTimer"], player.ID);
}
wishDirection = controller->Movement() * glm::inverse(glm::quat(ori));
//this makes sure you can only dash in the 4 directions: forw,backw,left,right
@@ -112,16 +114,26 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
//if doubleTapped do Assault Dash - but only boost maximum 50.0f
float doubleTapDashBoost = controller->AssaultDashDoubleTapped() ? 40.0f : 1.0f;
accelerationSpeed = glm::min(doubleTapDashBoost*glm::min(accelerationSpeed, addSpeed), 50.0f);
//if player has Boost from an Assault class, accelerate the player faster
if (playerBoostAssaultEntity.Valid()) {
accelerationSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
}
velocity += accelerationSpeed * wishDirection;
ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
}
//you cant jump and dash at the same time - since there is no friction in the air and we would thus dash much further in the air
if (!controller->PlayerIsDashing() && controller->Jumping() && !controller->Crouching() && (isOnGround || !controller->DoubleJumping())) {
(bool)cPhysics["IsOnGround"] = false;
if (isOnGround) {
controller->SetDoubleJumping(false);
}
//If player presses Jump and is not crouching.
if (controller->Jumping() && !controller->Crouching()) {
if (isOnGround) {
controller->SetDoubleJumping(false);
} else {
(bool)cPhysics["IsOnGround"] = false;
velocity.y = player["Player"]["JumpSpeed"];
} else if (player.HasComponent("DoubleJump") && !controller->DoubleJumping()) {
//Enter here if player can double jump and is doing so.
(bool)cPhysics["IsOnGround"] = false;
velocity.y = player["DoubleJump"]["DoubleJumpSpeed"];
// If IsServer and network is off this will not work
if (IsClient) {
//put a hexagon at the players feet
@@ -133,7 +145,6 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
m_EventBroker->Publish(e);
}
}
velocity.y = 4.f;
}
if (player.HasComponent("AABB")) {
@@ -298,22 +309,45 @@ bool PlayerMovementSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
bool PlayerMovementSystem::OnDoubleJump(Events::DoubleJump & e)
{
// If entity does not exist, exit
if (!EntityWrapper(m_World, e.entityID).Valid()) {
if (!EntityWrapper(m_World, e.entityID).Valid()) {
return false;
}
// If entity IsLocalPlayer, exit
if (e.entityID == m_LocalPlayer.ID) {
if (e.entityID == m_LocalPlayer.ID) {
return false;
}
spawnHexagon(EntityWrapper(m_World, e.entityID));
return true;
}
void PlayerMovementSystem::spawnHexagon(EntityWrapper target)
{
{
//put a hexagon at the entitys... feet?
auto hexagonEffect = ResourceManager::Load<EntityFile>("Schema/Entities/DoubleJumpHexagon.xml");
EntityFileParser parser(hexagonEffect);
EntityID hexagonEffectID = parser.MergeEntities(m_World);
EntityWrapper hexagonEW = EntityWrapper(m_World, hexagonEffectID);
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DoubleJumpHexagon.xml");
EntityWrapper hexagonEW = entityFile->MergeInto(m_World);
hexagonEW["Transform"]["Position"] = (glm::vec3)target["Transform"]["Position"];
}
}
bool PlayerMovementSystem::OnDashAbility(Events::DashAbility & e)
{
EntityWrapper player(m_World, e.Player);
if (!player.Valid() || !IsClient || player.ID == LocalPlayer.ID) {
return false;
}
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DashEffect.xml");
EntityWrapper dashEffect = entityFile->MergeInto(m_World);
auto playerModel = player.FirstChildByName("PlayerModel");
auto playerEntityModel = playerModel["Model"];
auto playerEntityAnimation = playerModel["Animation"];
playerEntityModel.Copy(dashEffect["Model"]);
playerEntityAnimation.Copy(dashEffect["Animation"]);
dashEffect["ExplosionEffect"]["EndColor"] = (glm::vec4)playerEntityModel["Color"];
((glm::vec4&)dashEffect["ExplosionEffect"]["EndColor"]).w = 0.f;
dashEffect["Animation"]["Speed1"] = 0.0;
dashEffect["Animation"]["Speed2"] = 0.0;
dashEffect["Animation"]["Speed3"] = 0.0;
dashEffect["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
dashEffect["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"];
return true;
}
+67 -30
View File
@@ -1,29 +1,54 @@
#include "Systems/PlayerSpawnSystem.h"
//This should be set by the config anyway.
float PlayerSpawnSystem::m_RespawnTime = 15.0f;
PlayerSpawnSystem::PlayerSpawnSystem(SystemParams params)
: System(params)
, m_Timer(0.f)
, m_DbgConfigForceRespawn(false)
{
EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerSpawnSystem::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerSpawnerd, &PlayerSpawnSystem::OnPlayerSpawned);
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerSpawnSystem::OnPlayerDeath);
m_NetworkEnabled = ResourceManager::Load<ConfigFile>("Config.ini")->Get("Networking.StartNetwork", false);
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
m_NetworkEnabled = config->Get("Networking.StartNetwork", false);
m_ForcedRespawnTime = config->Get("Debug.RespawnTime", -1.0f);
m_DbgConfigForceRespawn = m_ForcedRespawnTime > 0 && IsServer;
}
void PlayerSpawnSystem::Update(double dt)
{
//Increase timer.
m_Timer += dt;
if (m_Timer < m_RespawnTime) {
return;
// If there are no CapturePointGameMode components we will just spawn immediately.
// Should be able to support older maps with this.
// TODO: In the future we might want to return instead, to avoid spawning in the menu for instance.
auto pool = m_World->GetComponents("CapturePointGameMode");
if (pool != nullptr && pool->size() > 0)
{
// Take the first CapturePointGameMode component found.
ComponentWrapper& modeComponent = *pool->begin();
// Increase timer.
double& timer = (double&)modeComponent["RespawnTime"];
timer += dt;
if (m_DbgConfigForceRespawn) {
(double&)modeComponent["MaxRespawnTime"] = m_ForcedRespawnTime;
}
double maxRespawnTime = (double)modeComponent["MaxRespawnTime"];
EntityWrapper spectatorCam = m_World->GetFirstEntityByName("SpectatorCamera");
if (spectatorCam.Valid()) {
EntityWrapper HUD = spectatorCam.FirstChildByName("SpectatorHUD");
if (HUD.Valid()) {
EntityWrapper respawnTimer = spectatorCam.FirstChildByName("RespawnTimer");
if (respawnTimer.Valid()) {
//Update respawn time in the HUD element.
respawnTimer["Text"]["Content"] = std::to_string(1 + (int)(maxRespawnTime - timer));
}
}
}
if (timer < maxRespawnTime) {
return;
}
// If respawn time has passed, we spawn all players that have requested to be spawned.
timer = 0;
}
//If respawn time has passed, we spawn all players that have requested to be spawned.
m_Timer = 0.f;
//If there are no spawn requests, return immediately, if we are client the SpawnRequests should always be empty.
// If there are no spawn requests, return immediately, if we are client the SpawnRequests should always be empty.
if (m_SpawnRequests.size() == 0) {
return;
}
@@ -43,7 +68,14 @@ void PlayerSpawnSystem::Update(double dt)
// If the spawner has a team affiliation, check it
if (spawner.HasComponent("Team")) {
if ((int)spawner["Team"]["Team"] != req.Team) {
auto cSpawnerTeam = spawner["Team"];
if ((int)cSpawnerTeam["Team"] != req.Team) {
// Increase num spawned players if someone picks spectator, since it is valid to pick spectator
// but don't spawn anything, goto next spawnrequest.
if (req.Team == (int)cSpawnerTeam["Team"].Enum("Spectator")) {
++numSpawnedPlayers;
break;
}
continue;
}
}
@@ -64,9 +96,9 @@ void PlayerSpawnSystem::Update(double dt)
}
}
if (numSpawnedPlayers != (int)m_SpawnRequests.size()) {
LOG_DEBUG("%i players were supposed to be spawned, but %i was spawned.", (int)m_SpawnRequests.size(), numSpawnedPlayers);
LOG_DEBUG("%i players were supposed to be spawned or set as spectator, but only %i was handled.", (int)m_SpawnRequests.size(), numSpawnedPlayers);
} else {
LOG_DEBUG("%i players were spawned.", numSpawnedPlayers);
LOG_DEBUG("%i players were spawned or set as spectator.", numSpawnedPlayers);
}
m_SpawnRequests.clear();
}
@@ -77,24 +109,29 @@ bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
return false;
}
if (e.Value == 0) {
return false;
}
// A dead client should be able to swap to the spectator camera.
if (IsClient && !LocalPlayer.Valid()) {
// Set the spectator camera as active, if it exists.
// Find the camera.
EntityWrapper spectatorCam = m_World->GetFirstEntityByName("SpectatorCamera");
if (spectatorCam.Valid() && spectatorCam.HasComponent("Camera")) {
Events::SetCamera eSetCamera;
eSetCamera.CameraEntity = spectatorCam;
m_EventBroker->Publish(eSetCamera);
}
}
// Team picks should be processed ONLY server-side!
// Don't make a spawn request if we're the client.
if (!IsServer && m_NetworkEnabled) {
return false;
}
if (e.Value == 0) {
return false;
}
//TODO: Spectating?
//Right now, return if someone picks spectator.
//1 signifies spectator here, could not get Playerteam component since it may be invalid or without team comp.
if ((ComponentInfo::EnumType)e.Value == 1) {
return false;
}
//Check if the player already requested spawn.
// Check if the player already requested spawn.
auto iter = m_SpawnRequests.begin();
for (; iter != m_SpawnRequests.end(); ++iter) {
if (iter->PlayerID == e.PlayerID) {
@@ -103,11 +140,11 @@ bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
}
if (iter != m_SpawnRequests.end()) {
//If player is in queue to spawn, then change their team affiliation in the request.
// If player is in queue to spawn, then change their team affiliation in the request.
iter->Team = (ComponentInfo::EnumType)e.Value;
} else if (m_PlayerEntities.count(e.PlayerID) == 0 || !m_PlayerEntities[e.PlayerID].Valid()) {
//If player is not in queue to spawn, then create a spawn request,
//but only if they are spectating and/or just connected.
// If player is not in queue to spawn, then create a spawn request,
// but only if they are spectating and/or just connected.
SpawnRequest req;
req.PlayerID = e.PlayerID;
req.Team = (ComponentInfo::EnumType)e.Value;
+10 -10
View File
@@ -31,12 +31,12 @@ bool SoundSystem::OnPlayerSpawned(const Events::PlayerSpawned &e)
if (e.PlayerID == -1) { // Local player
m_World->AttachComponent(e.Player.ID, "Listener");
Events::PlayAnonuncerVoice go;
go.FilePath = "Audio/announcer/" + m_Announcer + "/go.wav";
go.FilePath = "Audio/Announcer/" + m_Announcer + "/Go.wav";
m_EventBroker->Publish(go);
// TEMP: starts bgm
{
Events::PlayBackgroundMusic ev;
ev.FilePath = "Audio/bgm/layer1.wav";
ev.FilePath = "Audio/BGM/Layer1.wav";
m_EventBroker->Publish(ev);
}
}
@@ -78,7 +78,7 @@ void SoundSystem::playerJumps()
if (grounded) {
Events::PlaySoundOnEntity e;
e.EmitterID = LocalPlayer.ID;
e.FilePath = "Audio/jump/jump1.wav";
e.FilePath = "Audio/Jump/Jump1.wav";
m_EventBroker->Publish(e);
}
}
@@ -88,13 +88,13 @@ bool SoundSystem::OnCaptured(const Events::Captured & e)
if (!LocalPlayer.Valid()) {
return false;
}
int homeTeam = (int)m_World->GetComponent(e.CapturePointID, "Team")["Team"];
int homeTeam = (int)m_World->GetComponent(e.CapturePointTakenID, "Team")["Team"];
int team = (int)m_World->GetComponent(LocalPlayer.ID, "Team")["Team"];
Events::PlayAnonuncerVoice ev;
if (team == homeTeam) {
ev.FilePath = "Audio/announcer/" + m_Announcer + "/objective_achieved.wav";
ev.FilePath = "Audio/Announcer/" + m_Announcer + "/ObjectiveAchieved.wav";
} else {
ev.FilePath = "Audio/announcer/" + m_Announcer + "/objective_failed.wav"; // have not been tested
ev.FilePath = "Audio/Announcer/" + m_Announcer + "/ObjectiveFailed.wav";
}
m_EventBroker->Publish(ev);
return false;
@@ -112,7 +112,7 @@ bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e)
std::uniform_int_distribution<int> dist(1, 12);
int rand = dist(generator);
std::vector<std::string> paths;
paths.push_back("Audio/hurt/hurt" + std::to_string(rand) + ".wav");
paths.push_back("Audio/Hurt/Hurt" + std::to_string(rand) + ".wav");
Events::PlayQueueOnEntity ev;
ev.Emitter = LocalPlayer;
@@ -133,7 +133,7 @@ bool SoundSystem::OnPlayerDeath(const Events::PlayerDeath & e)
// Play the sound from the listener.
// TODO: We might want to hear other players die.
Events::PlayBackgroundMusic ev;
ev.FilePath = "Audio/die/die2.wav";
ev.FilePath = "Audio/Die/Die2.wav";
m_EventBroker->Publish(ev);
return false;
}
@@ -142,7 +142,7 @@ bool SoundSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup & e)
{
Events::PlaySoundOnEntity ev;
ev.EmitterID = LocalPlayer.ID;
ev.FilePath = "Audio/pickup/pickup2.wav";
ev.FilePath = "Audio/Pickup/Pickup2.wav";
m_EventBroker->Publish(ev);
return false;
}
@@ -157,7 +157,7 @@ bool SoundSystem::OnDoubleJump(const Events::DoubleJump & e)
}
Events::PlaySoundOnEntity ev;
ev.EmitterID = e.entityID;
ev.FilePath = "Audio/jump/jump2.wav";
ev.FilePath = "Audio/Jump/Jump2.wav";
m_EventBroker->Publish(ev);
return false;
}
+8 -6
View File
@@ -17,15 +17,17 @@ EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /
// Load the entity file and parse it
const std::string& entityFilePath = spawner["Spawner"]["EntityFile"];
auto entityFile = ResourceManager::Load<EntityFile>(entityFilePath);
if (entityFile == nullptr) {
EntityWrapper spawnedEntity;
try {
auto entityFile = ResourceManager::Load<EntityFile>(entityFilePath);
spawnedEntity = entityFile->MergeInto(world);
world->SetParent(spawnedEntity.ID, parent.ID);
} catch (const Resource::FailedLoadingException& e) {
return EntityWrapper::Invalid;
}
EntityFileParser parser(entityFile);
EntityWrapper spawnedEntity(world, parser.MergeEntities(world, parent.ID));
//If the spawned entity is collideable, then we must not spawn it where it collides with something that
//has a dontCollideComponent attached.
// If the spawned entity is collidable, then we must not spawn it where it collides with something that
// has a dontCollideComponent attached.
bool spawnOnCollidable = dontCollideComponent.empty() || !spawnedEntity.HasComponent("Collidable");
if (!spawnOnCollidable) {
boost::optional<EntityAABB> optBox = Collision::EntityAbsoluteAABB(spawnedEntity);
@@ -366,9 +366,10 @@ bool AssaultWeaponBehaviour::shoot(double damage)
return false;
}
// Check for friendly fire
// If friendly fire - reduce damage to 0 (needed to make Boosts, Ammosharing work)
if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)m_Player["Team"]["Team"]) {
return false;
damage = 0;
}
// Deal damage!
@@ -88,7 +88,7 @@ void DefenderWeaponBehaviour::fireShell(WeaponInfo& wi)
EntityWrapper spawner = weaponModelEntity.FirstChildByName("WeaponMuzzle");
Events::PlaySoundOnEntity e;
e.EmitterID = weaponModelEntity.ID;
e.FilePath = "Audio/laser/laser1.wav";
e.FilePath = "Audio/weapon/Shotgun/ShotgunFire.wav";
m_EventBroker->Publish(e);
for (auto& angles : pelletAngles) {
glm::vec3 direction = Transform::AbsoluteOrientation(spawner) * glm::quat(glm::vec3(angles, 0.f)) * glm::vec3(0, 0, -1);