WIP shoot

This commit is contained in:
2016-01-24 17:16:18 +01:00
parent 3261e21d96
commit 235b26ad61
10 changed files with 93 additions and 48 deletions
+12
View File
@@ -36,6 +36,18 @@ EntityWrapper EntityWrapper::FirstChildByName(const std::string& name)
return EntityWrapper::Invalid;
}
EntityWrapper EntityWrapper::FirstParentWithComponent(const std::string& componentType)
{
EntityWrapper entity = *this;
while (entity.Parent().Valid()) {
entity = entity.Parent();
if (entity.HasComponent(componentType)) {
return entity;
}
}
return EntityWrapper::Invalid;
}
bool EntityWrapper::IsChildOf(EntityWrapper potentialParent)
{
EntityWrapper entity = *this;
+2 -2
View File
@@ -327,8 +327,8 @@ bool Client::OnInputCommand(const Events::InputCommand & e)
bool Client::OnPlayerDamage(const Events::PlayerDamage & e)
{
Packet packet(MessageType::OnInputCommand, m_SendPacketID);
packet.WritePrimitive(e.DamageAmount);
packet.WritePrimitive(e.PlayerDamagedID);
packet.WritePrimitive(e.Damage);
packet.WritePrimitive(e.Player.ID);
send(packet);
return false;
}
+2 -2
View File
@@ -286,8 +286,8 @@ void Server::parseOnInputCommand(Packet& packet)
void Server::parseOnPlayerDamage(Packet & packet)
{
Events::PlayerDamage e;
e.DamageAmount = packet.ReadPrimitive<double>();
e.PlayerDamagedID = packet.ReadPrimitive<EntityID>();
e.Damage = packet.ReadPrimitive<double>();
e.Player = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
m_EventBroker->Publish(e);
//LOG_DEBUG("Server::parseOnPlayerDamage: Command is %s. Value is %f. PlayerID is %i.", e.DamageAmount, e.PlayerDamagedID, e.TypeOfDamage.c_str());
}
+1 -1
View File
@@ -49,7 +49,7 @@ void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& comp
bool HealthSystem::OnPlayerDamaged(const Events::PlayerDamage& e)
{
//save the changed HP to a vector. it will be taken care of in UpdateComponent
m_DeltaHealthVector.push_back(std::make_tuple(e.PlayerDamagedID, -e.DamageAmount));
//m_DeltaHealthVector.push_back(std::make_tuple(e.PlayerDamagedID, -e.DamageAmount));
return true;
}
+55 -25
View File
@@ -5,49 +5,79 @@ WeaponSystem::WeaponSystem(World* world, EventBroker* eventBroker, IRenderer* re
, ImpureSystem()
, m_Renderer(renderer)
{
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &WeaponSystem::OnPlayerSpawned);
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponSystem::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EShoot, &WeaponSystem::OnShoot);
}
void WeaponSystem::Update(double dt)
{
for (int i = m_EShootVector.size(); i > 0; i--)
{
//TODO: check if player has enough ammo and if weapon has a cooldown or not
//pick the object
PickData pickDataFromShot = m_Renderer->Pick(std::get<1>(m_EShootVector[i - 1]));
if (pickDataFromShot.Entity == EntityID_Invalid) {
m_EShootVector.erase(m_EShootVector.begin() + i - 1);
continue;
}
//if its a player, do PlayerDamage event
const bool hasPlayerComponent = m_World->HasComponent(pickDataFromShot.Entity, "Player");
if (hasPlayerComponent) {
Events::PlayerDamage ePlayerDamage;
//TODO: damage based on weapontype/class?
//TODO: multiple shots at the same time? (shotgunner)
ePlayerDamage.DamageAmount = 25;
ePlayerDamage.PlayerDamagedID = pickDataFromShot.Entity;
m_EventBroker->Publish(ePlayerDamage);
}
m_EShootVector.erase(m_EShootVector.begin() + i - 1);
}
bool WeaponSystem::OnPlayerSpawned(const Events::PlayerSpawned& e)
{
if (e.PlayerID == -1) {
m_LocalPlayer = e.Player;
}
return true;
}
bool WeaponSystem::OnInputCommand(const Events::InputCommand& e)
{
// Only shoot client-side!
if (e.PlayerID != -1) {
return false;
}
// Only shoot if the player is alive
if (!m_LocalPlayer.Valid()) {
return false;
}
if (e.Command == "PrimaryFire" && e.Value > 0) {
Events::Shoot eShoot;
eShoot.shooter = e.PlayerID;
eShoot.Player = m_LocalPlayer;
m_EventBroker->Publish(eShoot);
}
return true;
}
bool WeaponSystem::OnShoot(const Events::Shoot& e) {
//screen center, based on current resolution!
bool WeaponSystem::OnShoot(const Events::Shoot& eShoot) {
// Screen center, based on current resolution!
Rectangle screenResolution = m_Renderer->Resolution();
glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
m_EShootVector.push_back(std::make_pair(e.shooter, centerScreen));
// TODO: check if player has enough ammo and if weapon has a cooldown or not
// Pick middle of screen
PickData pickData = m_Renderer->Pick(centerScreen);
if (pickData.Entity == EntityID_Invalid) {
return false;
}
EntityWrapper player(m_World, pickData.Entity);
// Only care about players being hit
if (!player.HasComponent("Player")) {
player = player.FirstParentWithComponent("Player");
}
if (!player.Valid()) {
return false;
}
// Check for friendly fire
EntityWrapper shooter = eShoot.Player;
if ((ComponentInfo::EnumType)player["Team"]["Team"] == (ComponentInfo::EnumType)shooter["Team"]["Team"]) {
return false;
}
// TODO: Weapon damage calculations etc
Events::PlayerDamage ePlayerDamage;
ePlayerDamage.Player = player;
ePlayerDamage.Damage = 100;
m_EventBroker->Publish(ePlayerDamage);
return true;
}
}