Merge pull request #27 from teamfisk/ShootEvent

Shoot event
This commit is contained in:
William Moberg
2016-01-21 16:35:55 +01:00
8 changed files with 321 additions and 4 deletions
-2
View File
@@ -11,8 +11,6 @@ struct PlayerDamage : Event
{
double DamageAmount;
EntityID PlayerDamagedID;
//optional TypeOfDamage
std::string TypeOfDamage;
};
}
+19
View File
@@ -0,0 +1,19 @@
#ifndef EShoot_h__
#define EShoot_h__
#include "EventBroker.h"
#include "../Core/Entity.h"
#include "Engine/GLM.h"
namespace Events
{
struct Shoot : Event
{
//ID for who made the shot
EntityID shooter;
};
}
#endif
+38
View File
@@ -0,0 +1,38 @@
#ifndef WeaponSystem_h__
#define WeaponSystem_h__
//#include <GLFW/glfw3.h>
//#include <glm/common.hpp>
#include "Rendering/IRenderer.h"
#include "Common.h"
#include "Core/System.h"
#include "Core/EPlayerDamage.h"
#include "Core/EShoot.h"
#include "Input/EInputCommand.h"
#include <tuple>
#include <vector>
class WeaponSystem : public ImpureSystem
{
public:
WeaponSystem(EventBroker* eventBroker, IRenderer* renderer);
virtual void Update(World* world, double dt) override;
private:
//methods which will take care of specific events
EventRelay<WeaponSystem, Events::Shoot> m_EShoot;
bool WeaponSystem::OnShoot(const Events::Shoot& e);
EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
bool WeaponSystem::OnInputCommand(const Events::InputCommand& e);
IRenderer* m_Renderer;
std::vector<std::tuple<EntityID, glm::vec2>> m_EShootVector;
};
#endif
@@ -0,0 +1,209 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>../assets/Models/DummyScene.obj</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Health>
<Health>60</Health>
</c:Health>
<c:AABB/>
<c:Camera/>
<c:Listener/>
<c:Player/>
<c:Team>
<Team>3</Team>
</c:Team>
<c:Transform>
<Position X="5.7693491" Y="2.00600648" Z="2.02424884"/>
<Orientation X="0.157079354" Y="-0.872667432" Z="1.15912746e-08"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:CapturePoint>
<HomePointForTeam>3</HomePointForTeam>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.obj</Resource>
<Color A="1" B="1" G="0.200000003" R="0"/>
</c:Model>
<c:Team>
<Team>3</Team>
</c:Team>
<c:Transform>
<Position X="5.39647007" Y="2.36802292" Z="0.0546064377"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:CapturePoint>
<CapturePointNumber>1</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.obj</Resource>
<Color A="1" B="1" G="1" R="0"/>
</c:Model>
<c:Team/>
<c:Transform>
<Position X="3.68890452" Y="2.32191443" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:CapturePoint>
<CapturePointNumber>2</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.obj</Resource>
</c:Model>
<c:Team/>
<c:Transform>
<Position X="1.98802853" Y="2.16289616" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:CapturePoint>
<CapturePointNumber>3</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.obj</Resource>
<Color A="1" B="0" G="1" R="1"/>
</c:Model>
<c:Team/>
<c:Transform>
<Position X="0.196968079" Y="1.99913001" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:AABB/>
<c:CapturePoint>
<HomePointForTeam>2</HomePointForTeam>
<CapturePointNumber>4</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.obj</Resource>
<Color A="1" B="0" G="0.200000003" R="1"/>
</c:Model>
<c:Team>
<Team>2</Team>
</c:Team>
<c:Transform>
<Position X="-1.82539892" Y="1.96172595" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Health/>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.obj</Resource>
<Color A="1" B="0.482352942" G="0.490196079" R="1"/>
</c:Model>
<c:Player/>
<c:Team>
<Team>2</Team>
</c:Team>
<c:Transform>
<Position X="-7.44269609" Y="2.23822045" Z="-0.0577065349"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Health/>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.obj</Resource>
<Color A="1" B="0.482352942" G="0.490196079" R="1"/>
</c:Model>
<c:Player/>
<c:Team>
<Team>2</Team>
</c:Team>
<c:Transform>
<Position X="-5.74354839" Y="2.23822045" Z="1.40012479"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Health>
<Health>0</Health>
</c:Health>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.obj</Resource>
<Color A="1" B="0" G="0" R="2.25"/>
</c:Model>
<c:Player/>
<c:Team>
<Team>3</Team>
</c:Team>
<c:Transform>
<Position X="6.96941662" Y="2.02053547" Z="1.9484092"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Health>
<Health>0</Health>
</c:Health>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.obj</Resource>
<Color A="1" B="0" G="0" R="4.5"/>
</c:Model>
<c:Player/>
<c:Team>
<Team>3</Team>
</c:Team>
<c:Transform>
<Position X="7.70311165" Y="2.02053547" Z="-0.0348547697"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
-1
View File
@@ -288,7 +288,6 @@ bool Client::OnPlayerDamage(const Events::PlayerDamage & e)
Packet packet(MessageType::OnInputCommand, m_SendPacketID);
packet.WritePrimitive(e.DamageAmount);
packet.WritePrimitive(e.PlayerDamagedID);
packet.WriteString(e.TypeOfDamage);
send(packet);
return false;
}
-1
View File
@@ -240,7 +240,6 @@ void Server::parseOnPlayerDamage(Packet & packet)
Events::PlayerDamage e;
e.DamageAmount = packet.ReadPrimitive<double>();
e.PlayerDamagedID = packet.ReadPrimitive<EntityID>();
e.TypeOfDamage = packet.ReadString();
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());
}
+2
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@@ -9,6 +9,7 @@
#include "Systems/PlayerSpawnSystem.h"
#include "Core/EntityFileWriter.h"
#include "Game/Systems/CapturePointSystem.h"
#include "Game/Systems/WeaponSystem.h"
Game::Game(int argc, char* argv[])
{
@@ -82,6 +83,7 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<InterpolationSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer);
// Populate Octree with collidables
++updateOrderLevel;
m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision);
+53
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@@ -0,0 +1,53 @@
#include "Systems/WeaponSystem.h"
WeaponSystem::WeaponSystem(EventBroker* eventBroker, IRenderer* renderer)
: System(eventBroker)
, ImpureSystem()
, m_Renderer(renderer)
{
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponSystem::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EShoot, &WeaponSystem::OnShoot);
}
void WeaponSystem::Update(World* world, 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 = 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::OnInputCommand(const Events::InputCommand& e)
{
if (e.Command == "PrimaryFire" && e.Value > 0) {
Events::Shoot eShoot;
eShoot.shooter = e.PlayerID;
m_EventBroker->Publish(eShoot);
}
return true;
}
bool WeaponSystem::OnShoot(const Events::Shoot& e) {
//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));
return true;
}