Merge remote-tracking branch 'origin/master' into CoolDeathAnimation
# Conflicts: # include/Engine/Rendering/DrawScenePass.h # include/Engine/Rendering/RenderQueue.h # include/Engine/Rendering/RenderQueueFactory.h # include/Engine/Rendering/Renderer.h # include/Game/Game.h # resources/Schema/Components.xsd # resources/Schema/Entities/Test.xml # resources/Schema/Types/Entity.xsd # src/Engine/Rendering/DrawScenePass.cpp # src/Engine/Rendering/RenderQueueFactory.cpp # src/Engine/Rendering/Renderer.cpp # src/Game/Game.cpp
This commit is contained in:
+12
-5
@@ -10,16 +10,23 @@ include_directories(
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${Boost_INCLUDE_DIRS}
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)
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file(GLOB SOURCE_FILES
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"${INCLUDE_PATH}/*.h"
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#"*.cpp"
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file(GLOB SOURCE_FILES_Systems
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"${INCLUDE_PATH}/Systems/*.h"
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"Systems/*.cpp"
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)
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#source_group(Core FILES ${SOURCE_FILES})
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source_group(Systems FILES ${SOURCE_FILES_Systems})
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file(GLOB SOURCE_FILES_Events
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"${INCLUDE_PATH}/Events/*.h"
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"Events/*.cpp"
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)
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source_group(Events FILES ${SOURCE_FILES_Events})
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set(SOURCE_FILES
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${SOURCE_FILES}
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"Game.cpp"
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"PlayerSystem.cpp"
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${SOURCE_FILES_Systems}
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${SOURCE_FILES_Events}
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)
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set(LIBRARIES
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+60
-58
@@ -1,25 +1,35 @@
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#include "Game.h"
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#include "Collision/CollidableOctreeSystem.h"
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#include "Collision/TriggerSystem.h"
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#include "Collision/CollisionSystem.h"
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#include "Systems/RaptorCopterSystem.h"
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#include "Systems/HealthSystem.h"
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#include "Systems/PlayerMovementSystem.h"
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#include "Systems/SpawnerSystem.h"
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#include "Systems/PlayerSpawnSystem.h"
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#include "Core/EntityFileWriter.h"
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Game::Game(int argc, char* argv[])
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{
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ResourceManager::RegisterType<ConfigFile>("ConfigFile");
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ResourceManager::RegisterType<Sound>("Sound");
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ResourceManager::RegisterType<Model>("Model");
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ResourceManager::RegisterType<RawModel>("RawModel");
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ResourceManager::RegisterType<Texture>("Texture");
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ResourceManager::RegisterType<EntityXMLFile>("EntityXMLFile");
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ResourceManager::RegisterType<ShaderProgram>("ShaderProgram");
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ResourceManager::RegisterType<EntityFile>("EntityFile");
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m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
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ResourceManager::UseThreading = m_Config->Get<bool>("Multithreading.ResourceLoading", true);
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DisableMemoryPool::Value = m_Config->Get<bool>("Debug.DisableMemoryPool", false);
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LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
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// Create the core event broker
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m_EventBroker = new EventBroker();
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m_RenderQueueFactory = new RenderQueueFactory();
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// Create the renderer
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m_Renderer = new Renderer(m_EventBroker);
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m_Renderer = new Renderer(m_EventBroker, m_World);
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m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
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m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
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m_Renderer->SetResolution(Rectangle::Rectangle(
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@@ -29,7 +39,8 @@ Game::Game(int argc, char* argv[])
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m_Config->Get<int>("Video.Height", 720)
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));
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m_Renderer->Initialize();
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m_Renderer->Camera()->SetFOV(glm::radians(m_Config->Get<float>("Video.FOV", 90.f)));
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//m_Renderer->Camera()->SetFOV(glm::radians(m_Config->Get<float>("Video.FOV", 90.f)));
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m_RenderFrame = new RenderFrame();
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// Create input manager
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m_InputManager = new InputManager(m_Renderer->Window(), m_EventBroker);
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@@ -47,35 +58,64 @@ Game::Game(int argc, char* argv[])
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m_World = new World();
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std::string mapToLoad = m_Config->Get<std::string>("Debug.LoadMap", "");
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if (!mapToLoad.empty()) {
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ResourceManager::Load<EntityXMLFile>(mapToLoad)->PopulateWorld(m_World);
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auto file = ResourceManager::Load<EntityFile>(mapToLoad);
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EntityFilePreprocessor fpp(file);
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fpp.RegisterComponents(m_World);
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EntityFileParser fp(file);
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fp.MergeEntities(m_World);
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}
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//SO MUCH TEMP PLEASE REMOVE ME OMFG VIKTOR HELP
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m_Renderer->m_World = m_World;
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// Create Octrees
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m_OctreeCollision = new Octree(AABB(glm::vec3(-100), glm::vec3(100)), 4);
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m_OctreeFrustrumCulling = new Octree(AABB(glm::vec3(-100), glm::vec3(100)), 4);
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// Create system pipeline
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m_SystemPipeline = new SystemPipeline(m_EventBroker);
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m_SystemPipeline->AddSystem<RaptorCopterSystem>();
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m_SystemPipeline->AddSystem<PlayerSystem>();
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m_SystemPipeline->AddSystem<EditorSystem>(m_Renderer);
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m_SystemPipeline->AddSystem<CollisionSystem>();
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m_SystemPipeline->AddSystem<TriggerSystem>();
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m_SystemPipeline->AddSystem<ExplosionEffectSystem>();
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// All systems with orderlevel 0 will be updated first.
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unsigned int updateOrderLevel = 0;
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m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer);
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m_SystemPipeline->AddSystem<ExplosionEffectSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
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// Populate Octree with collidables
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision);
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// Collision and TriggerSystem should update after player.
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
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m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeCollision);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
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// Invoke network
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if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
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//boost::thread workerThread(&Game::networkFunction, this);
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networkFunction();
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}
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m_LastTime = glfwGetTime();
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debugInitialize();
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// Invoke sound system
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m_SoundSystem = new SoundSystem(m_World, m_EventBroker, m_Config->Get<bool>("Debug.EditorEnabled", false));
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m_LastTime = glfwGetTime();
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}
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Game::~Game()
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{
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// Call before to ensure that thread closes correctly.
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//if (m_IsClientOrServer)
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// m_ClientOrServer.Close();
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delete m_SystemPipeline;
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delete m_SoundSystem;
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delete m_OctreeFrustrumCulling;
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delete m_OctreeCollision;
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delete m_World;
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delete m_FrameStack;
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delete m_InputProxy;
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delete m_InputManager;
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delete m_RenderFrame;
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delete m_Renderer;
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delete m_EventBroker;
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}
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@@ -101,52 +141,19 @@ void Game::Tick()
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if (m_IsClientOrServer) {
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m_ClientOrServer->Update();
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}
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// Iterate through systems and update world!
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m_SystemPipeline->Update(m_World, dt);
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debugTick(dt);
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m_Renderer->Update(dt);
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m_EventBroker->Process<Client>();
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m_RenderQueueFactory->Update(m_World);
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m_SoundSystem->Update(dt);
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GLERROR("Game::Tick m_RenderQueueFactory->Update");
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m_Renderer->Draw(m_RenderQueueFactory->RenderQueues());
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m_Renderer->Draw(*m_RenderFrame);
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GLERROR("Game::Tick m_Renderer->Draw");
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m_EventBroker->Swap();
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m_EventBroker->Clear();
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}
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bool Game::debugOnInputCommand(const Events::InputCommand& e)
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{
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if (e.Command == "DebugReload" && e.Value == 1) {
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std::string mapToLoad = m_Config->Get<std::string>("Debug.LoadMap", "");
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if (!mapToLoad.empty()) {
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delete m_World;
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m_World = new World();
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ResourceManager::Release("EntityXMLFile", mapToLoad);
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ResourceManager::Load<EntityXMLFile>(mapToLoad)->PopulateWorld(m_World);
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}
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}
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if (e.Command == "SwitchToServer" && e.Value > 0) {
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m_ClientOrServer = new Server();
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LOG_INFO("Switching to server");
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m_ClientOrServer->Start(m_World, m_EventBroker);
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}
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if (e.Command == "SwitchToClient" && e.Value > 0) {
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m_ClientOrServer = new Client(m_Config);
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m_ClientOrServer->Start(m_World, m_EventBroker);
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LOG_INFO("Switching to client");
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}
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return false;
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}
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void Game::debugInitialize()
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{
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Game::debugOnInputCommand);
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}
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void Game::debugTick(double dt)
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{
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m_EventBroker->Process<Game>();
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@@ -164,10 +171,5 @@ void Game::networkFunction()
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m_ClientOrServer = new Server();
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}
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m_ClientOrServer->Start(m_World, m_EventBroker);
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// I don't think we are reaching this part of the code right now.
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// ~Game() is not called if the game is exited by closing console windows
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// When server or client is done set it to false.
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//m_IsClientOrServer = false;
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// Destroy it
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//delete m_ClientOrServer;
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}
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@@ -1,42 +0,0 @@
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#include "PlayerSystem.h"
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void PlayerSystem::UpdateComponent(World * world, ComponentWrapper & player, double dt)
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{
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player["Velocity"] = glm::vec3(0.f, 0.f, 0.f);
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if ((bool&)player["Forward"] == true) {
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((glm::vec3&)player["Velocity"]).z = m_Speed * float(dt) * -1;
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}
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if ((bool&)player["Left"] == true) {
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((glm::vec3&)player["Velocity"]).x = m_Speed * float(dt) * -1;
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}
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if ((bool&)player["Back"] == true) {
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((glm::vec3&)player["Velocity"]).z = m_Speed * float(dt);
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}
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if ((bool&)player["Right"] == true) {
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((glm::vec3&)player["Velocity"]).x = m_Speed * float(dt);
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}
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if ((glm::vec3)player["Velocity"] != glm::vec3(0.f)) {
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ComponentWrapper& transform = world->GetComponent(player.EntityID, "Transform");
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(glm::vec3&)transform["Position"] += (glm::vec3)player["Velocity"];
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}
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}
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bool PlayerSystem::OnTouch(const Events::TriggerTouch &event)
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{
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LOG_INFO("Player entity %i touched widget (entity %i).", event.Entity, event.Trigger);
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return false;
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}
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bool PlayerSystem::OnEnter(const Events::TriggerEnter &event)
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{
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LOG_INFO("Player entity %i entered widget (entity %i).", event.Entity, event.Trigger);
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return false;
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}
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bool PlayerSystem::OnLeave(const Events::TriggerLeave &event)
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{
|
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LOG_INFO("Player entity %i left widget (entity %i).", event.Entity, event.Trigger);
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return false;
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}
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@@ -0,0 +1,59 @@
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#include "Systems/HealthSystem.h"
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HealthSystem::HealthSystem(EventBroker* eventBroker)
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: System(eventBroker)
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, PureSystem("Health")
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{
|
||||
//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &HealthSystem::OnPlayerDamaged);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerHealthPickup, &HealthSystem::OnPlayerHealthPickup);
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}
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|
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void HealthSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt)
|
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{
|
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//if entityID of health is 9 then the players ID is also 9 (player,health are connected to the same entity)
|
||||
ComponentWrapper player = world->GetComponent(component.EntityID, "Player");
|
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double maxHealth = (double)component["MaxHealth"];
|
||||
|
||||
//process the DeltaHealthVector and change the entitys health accordingly
|
||||
for (size_t i = m_DeltaHealthVector.size(); i > 0; i--)
|
||||
{
|
||||
auto deltaHP = m_DeltaHealthVector[i - 1];
|
||||
//if we have a healthchange for the current player and health is greater than 0, then apply it
|
||||
if (std::get<0>(deltaHP) == player.EntityID && (double)component["Health"] > 0.0f) {
|
||||
//get the deltaHP value from the tuple and make sure you dont get more than maxHealth
|
||||
double newHealth = std::min((double)component["Health"] + (double)std::get<1>(deltaHP), maxHealth);
|
||||
component["Health"] = newHealth;
|
||||
m_DeltaHealthVector.erase(m_DeltaHealthVector.begin() + i - 1);
|
||||
//check if health is <= 0
|
||||
if ((double)component["Health"] <= 0.0f) {
|
||||
//publish death event
|
||||
Events::PlayerDeath e;
|
||||
e.PlayerID = player.EntityID;
|
||||
m_EventBroker->Publish(e);
|
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//clear the remaining hpDeltas for the dead player
|
||||
for (size_t j = m_DeltaHealthVector.size(); j > 0; j--)
|
||||
{
|
||||
if (std::get<0>(m_DeltaHealthVector[j - 1]) == player.EntityID)
|
||||
m_DeltaHealthVector.erase(m_DeltaHealthVector.begin() + j - 1);
|
||||
}
|
||||
//break the loop if the player is dead
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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));
|
||||
return true;
|
||||
}
|
||||
|
||||
bool HealthSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup& e)
|
||||
{
|
||||
//save the changed HP to a vector. it will be taken care of in UpdateComponent
|
||||
m_DeltaHealthVector.push_back(std::make_tuple(e.PlayerHealedID, e.HealthAmount));
|
||||
return true;
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
#include "Systems/PlayerMovementSystem.h"
|
||||
|
||||
void PlayerMovementSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt)
|
||||
{
|
||||
ComponentWrapper& cTransform = entity["Transform"];
|
||||
if (!entity.HasComponent("Physics")) {
|
||||
return;
|
||||
}
|
||||
ComponentWrapper& cPhysics = entity["Physics"];
|
||||
|
||||
glm::vec3& velocity = cPhysics["Velocity"];
|
||||
velocity.y -= 9.82 * dt;
|
||||
|
||||
glm::vec3& position = cTransform["Position"];
|
||||
position += velocity * (float)dt;
|
||||
}
|
||||
@@ -0,0 +1,51 @@
|
||||
#include "Systems/PlayerSpawnSystem.h"
|
||||
|
||||
PlayerSpawnSystem::PlayerSpawnSystem(EventBroker* eventBroker)
|
||||
: System(eventBroker)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerSpawnSystem::OnInputCommand);
|
||||
}
|
||||
|
||||
void PlayerSpawnSystem::Update(World* world, double dt)
|
||||
{
|
||||
auto playerSpawns = world->GetComponents("PlayerSpawn");
|
||||
if (playerSpawns == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto& team : m_SpawnRequests) {
|
||||
for (auto& cPlayerSpawn : *playerSpawns) {
|
||||
EntityWrapper spawner(world, cPlayerSpawn.EntityID);
|
||||
if (!spawner.HasComponent("Spawner")) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// If the spawner has a team affiliation, check it
|
||||
if (spawner.HasComponent("Team")) {
|
||||
if ((int)spawner["Team"]["Team"] != team) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// Spawn the player!
|
||||
EntityWrapper player = SpawnerSystem::Spawn(spawner);
|
||||
// Set the player team affiliation
|
||||
player["Team"]["Team"] = team;
|
||||
}
|
||||
}
|
||||
m_SpawnRequests.clear();
|
||||
}
|
||||
|
||||
bool PlayerSpawnSystem::OnInputCommand(const Events::InputCommand& e)
|
||||
{
|
||||
if (e.Command != "PickTeam") {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (e.Value != 0) {
|
||||
m_SpawnRequests.push_back((int)e.Value);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,61 @@
|
||||
#include "Systems/SpawnerSystem.h"
|
||||
|
||||
SpawnerSystem::SpawnerSystem(EventBroker* eventBroker) : System(eventBroker)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_OnSpawnerSpawn, &SpawnerSystem::OnSpawnerSpawn);
|
||||
}
|
||||
|
||||
EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /*= EntityWrapper::Invalid*/)
|
||||
{
|
||||
// Spawn the entity in the parent's world if it exists, otherwise in the spawner's world
|
||||
World* world = parent.World;
|
||||
if (world == nullptr) {
|
||||
world = spawner.World;
|
||||
}
|
||||
|
||||
// Find any SpawnPoints existing as children of spawner
|
||||
auto children = spawner.World->GetChildren(spawner.ID);
|
||||
std::vector<EntityWrapper> spawnPoints;
|
||||
for (auto kv = children.first; kv != children.second; ++kv) {
|
||||
const EntityID& child = kv->second;
|
||||
if (spawner.World->HasComponent(child, "SpawnPoint")) {
|
||||
spawnPoints.push_back(EntityWrapper(spawner.World, child));
|
||||
}
|
||||
}
|
||||
|
||||
// Choose a random SpawnPoint
|
||||
EntityWrapper spawnPoint = spawner;
|
||||
if (!spawnPoints.empty()) {
|
||||
if (spawnPoints.size() > 1) {
|
||||
static std::random_device randomDevice;
|
||||
static std::mt19937 randomGenerator(randomDevice());
|
||||
std::uniform_int_distribution<> distribution(0, std::distance(spawnPoints.begin(), spawnPoints.end()) - 1);
|
||||
auto randomSpawnPointIt = spawnPoints.begin();
|
||||
std::advance(randomSpawnPointIt, distribution(randomGenerator));
|
||||
spawnPoint = *randomSpawnPointIt;
|
||||
} else {
|
||||
spawnPoint = spawnPoints.front();
|
||||
}
|
||||
}
|
||||
|
||||
// Load the entity file and parse it
|
||||
const std::string& entityFilePath = spawner["Spawner"]["EntityFile"];
|
||||
auto entityFile = ResourceManager::Load<EntityFile>(entityFilePath);
|
||||
if (entityFile == nullptr) {
|
||||
return EntityWrapper::Invalid;
|
||||
}
|
||||
EntityFileParser parser(entityFile);
|
||||
EntityWrapper spawnedEntity(world, parser.MergeEntities(world, parent.ID));
|
||||
|
||||
// Set its position and orientation to that of the SpawnPoint
|
||||
spawnedEntity["Transform"]["Position"] = Transform::AbsolutePosition(spawnPoint.World, spawnPoint.ID);
|
||||
spawnedEntity["Transform"]["Orientation"] = glm::eulerAngles(Transform::AbsoluteOrientation(spawnPoint.World, spawnPoint.ID));
|
||||
|
||||
return spawnedEntity;
|
||||
}
|
||||
|
||||
bool SpawnerSystem::OnSpawnerSpawn(Events::SpawnerSpawn& e)
|
||||
{
|
||||
EntityWrapper spawnedEntity = Spawn(e.Spawner, e.Parent);
|
||||
return true;
|
||||
}
|
||||
Reference in New Issue
Block a user