@@ -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);
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||||
packet.WriteString(e.TypeOfDamage);
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||||
send(packet);
|
||||
return false;
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||||
}
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||||
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||||
@@ -240,7 +240,6 @@ void Server::parseOnPlayerDamage(Packet & packet)
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||||
Events::PlayerDamage e;
|
||||
e.DamageAmount = packet.ReadPrimitive<double>();
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||||
e.PlayerDamagedID = packet.ReadPrimitive<EntityID>();
|
||||
e.TypeOfDamage = packet.ReadString();
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||||
m_EventBroker->Publish(e);
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||||
//LOG_DEBUG("Server::parseOnPlayerDamage: Command is %s. Value is %f. PlayerID is %i.", e.DamageAmount, e.PlayerDamagedID, e.TypeOfDamage.c_str());
|
||||
}
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
#include "Systems/PlayerSpawnSystem.h"
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||||
#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);
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
Reference in New Issue
Block a user