Merge remote-tracking branch 'origin/master' into CoolDeathAnimation
# Conflicts: # include/Engine/Common.h # include/Engine/Rendering/DrawFinalPass.h # include/Engine/Rendering/DrawScenePass.h # include/Engine/Rendering/RenderQueue.h # include/Engine/Rendering/Renderer.h # resources/Shaders/ForwardPlus.frag.glsl # resources/Shaders/ForwardPlus.vert.glsl # src/Engine/Rendering/DrawFinalPass.cpp # src/Engine/Rendering/DrawScenePass.cpp # src/Engine/Rendering/RenderSystem.cpp # src/Engine/Rendering/Renderer.cpp # src/Game/Game.cpp
This commit is contained in:
@@ -4,11 +4,12 @@
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class ExplosionEffectSystem : public PureSystem
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{
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public:
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ExplosionEffectSystem(EventBroker* eventBroker)
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: PureSystem("ExplosionEffect")
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ExplosionEffectSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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, PureSystem("ExplosionEffect")
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{ }
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virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt) override
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
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{
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if ((double)component["TimeSinceDeath"] > (double)component["ExplosionDuration"]) {
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+4
-3
@@ -20,7 +20,8 @@
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#include "Rendering/RenderSystem.h"
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#include "Core/EntityFileParser.h"
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#include "Core/Octree.h"
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#include "Rendering/Font.h"
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#include "Systems/InterpolationSystem.h"
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// Network
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#include <boost/thread.hpp>
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#include "Network/Network.h"
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@@ -48,8 +49,8 @@ private:
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InputProxy* m_InputProxy;
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GUI::Frame* m_FrameStack;
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World* m_World;
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Octree* m_OctreeCollision;
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Octree* m_OctreeFrustrumCulling;
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Octree<AABB>* m_OctreeCollision;
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Octree<AABB>* m_OctreeFrustrumCulling;
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SystemPipeline* m_SystemPipeline;
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RenderFrame* m_RenderFrame;
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// Network variables
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@@ -0,0 +1,55 @@
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#ifndef CapturePointSystem_h__
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#define CapturePointSystem_h__
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#include <GLFW/glfw3.h>
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#include <glm/common.hpp>
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#include "Common.h"
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#include "Core/System.h"
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#include "Engine/Collision/ETrigger.h"
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#include "Core/ECaptured.h"
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#include "Core/EWin.h"
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#include <tuple>
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#include <vector>
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class CapturePointSystem : public PureSystem
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{
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public:
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//WARNING: on new map, destroy all info in the vectors, as well as reset all variables (just make new?)
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CapturePointSystem(World* world, EventBroker* eventBroker);
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//updatecomponent
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override;
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private:
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//methods which will take care of specific events
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EventRelay<CapturePointSystem, Events::TriggerTouch> m_ETriggerTouch;
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bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e);
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EventRelay<CapturePointSystem, Events::TriggerLeave> m_ETriggerLeave;
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bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e);
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EventRelay<CapturePointSystem, Events::Captured> m_ECaptured;
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bool CapturePointSystem::OnCaptured(const Events::Captured& e);
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bool m_WinnerWasFound = false;
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//need to track these variables for the captureSystem to work as per design!
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const int m_NotACapturePoint = 999;
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int m_RedTeamNextPossibleCapturePoint = m_NotACapturePoint;
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int m_BlueTeamNextPossibleCapturePoint = m_NotACapturePoint;
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int m_RedTeamHomeCapturePoint = m_NotACapturePoint;
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int m_BlueTeamHomeCapturePoint = m_NotACapturePoint;
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int m_NumberOfCapturePoints = 0;
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std::map<int, EntityID> m_CapturePointNumberToEntityIDMap;
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//std::vector<ComponentWrapper>
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const double m_CaptureTimeToTakeOver = 15.0;
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bool m_ResetTimers = false;
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//vectors which will keep track of enter/leave changes
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std::vector<std::tuple<EntityID, EntityID>> m_ETriggerTouchVector;
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std::vector<std::tuple<EntityID, EntityID>> m_ETriggerLeaveVector;
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};
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#endif
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@@ -16,15 +16,15 @@
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class HealthSystem : public PureSystem
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{
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public:
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HealthSystem(EventBroker* eventBroker);
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HealthSystem(World* world, EventBroker* eventBroker);
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//updatecomponent
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virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
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private:
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//methods which will take care of specific events
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EventRelay<HealthSystem, Events::PlayerDamage> m_EPlayerDamage;
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bool HealthSystem::OnPlayerDamaged(const Events::PlayerDamage& e);
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bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e);
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EventRelay<HealthSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
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bool HealthSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup& e);
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@@ -0,0 +1,53 @@
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#ifndef Systems_InterpolationSystem_h__
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#define Systems_InterpolationSystem_h__
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#include <queue>
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#include <unordered_map>
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#include <boost/shared_array.hpp>
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#include <glm/common.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include "Common.h"
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#include "Core/System.h"
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#include "Core/EventBroker.h"
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#include "Core/ResourceManager.h"
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#include "Core/ConfigFile.h"
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#include "Core/EPlayerSpawned.h"
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#include "Network/EInterpolate.h"
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class InterpolationSystem : public PureSystem
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{
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struct Transform
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{
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glm::vec3 Position;
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glm::vec3 Scale;
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glm::quat Orientation;
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double interpolationTime;
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};
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public:
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InterpolationSystem(World* world, EventBroker* eventBroker);
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~InterpolationSystem() { }
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& transform, double dt) override;
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private:
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std::unordered_map<EntityID, Transform> m_NextTransform;
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std::unordered_map<EntityID, Transform> m_LastReceivedTransform;
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EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
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//glm::vec3 vectorInterpolation(glm::vec3 prev, glm::vec3 next, double currentTime);
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template <typename T>
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T vectorInterpolation(T prev, T next, double currentTime)
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{
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T difference = next - prev;
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T vector = (difference / m_SnapshotInterval) * static_cast<float>(currentTime);
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return vector;
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}
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float m_SnapshotInterval;
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EventRelay<InterpolationSystem, Events::Interpolate> m_EInterpolate;
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bool InterpolationSystem::OnInterpolate(const Events::Interpolate& e);
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EventRelay<InterpolationSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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};
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#endif
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@@ -1,14 +1,23 @@
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#include "Common.h"
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#include "GLM.h"
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#include "Core/System.h"
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#include "Core/EPlayerSpawned.h"
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#include "Input/FirstPersonInputController.h"
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#include <imgui/imgui.h>
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class PlayerMovementSystem : public PureSystem
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class PlayerMovementSystem : public ImpureSystem, PureSystem
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{
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public:
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PlayerMovementSystem(EventBroker* eventBroker)
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: System(eventBroker)
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, PureSystem("Player")
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{ }
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PlayerMovementSystem(World* world, EventBroker* eventBroker);
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~PlayerMovementSystem();
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virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt);
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virtual void Update(double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt);
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private:
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// State
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std::unordered_map<EntityWrapper, FirstPersonInputController<PlayerMovementSystem>*> m_PlayerInputControllers;
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EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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};
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@@ -2,17 +2,30 @@
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#include "Input/EInputCommand.h"
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#include "Systems/SpawnerSystem.h"
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#include "Events/ESpawnerSpawn.h"
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#include "Core/EPlayerSpawned.h"
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#include "Rendering/ESetCamera.h"
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#include "Core/ConfigFile.h"
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class PlayerSpawnSystem : public ImpureSystem
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{
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public:
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PlayerSpawnSystem(EventBroker* eventBroker);
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PlayerSpawnSystem(World* world, EventBroker* eventBroker);
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virtual void Update(World* world, double dt) override;
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virtual void Update(double dt) override;
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private:
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struct SpawnRequest
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{
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int PlayerID;
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ComponentInfo::EnumType Team;
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};
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bool m_NetworkEnabled = false;
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std::vector<SpawnRequest> m_SpawnRequests;
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std::map<int, EntityWrapper> m_PlayerEntities;
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EventRelay<PlayerSpawnSystem, Events::InputCommand> m_OnInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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std::vector<int> m_SpawnRequests;
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EventRelay<PlayerSpawnSystem, Events::PlayerSpawned> m_OnPlayerSpawnerd;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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};
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@@ -4,14 +4,14 @@
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class RaptorCopterSystem : public PureSystem
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{
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public:
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RaptorCopterSystem(EventBroker* eventBroker)
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: System(eventBroker)
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RaptorCopterSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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, PureSystem("RaptorCopter")
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{ }
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virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt) override
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
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{
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ComponentWrapper& transform = world->GetComponent(component.EntityID, "Transform");
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ComponentWrapper& transform = m_World->GetComponent(component.EntityID, "Transform");
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(glm::vec3&)transform["Orientation"] += (float)(double)component["Speed"] * (float)dt * (glm::vec3)component["Axis"];
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}
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};
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@@ -13,7 +13,7 @@
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class SpawnerSystem : public System
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{
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public:
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SpawnerSystem(EventBroker* eventBroker);
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SpawnerSystem(World* world, EventBroker* eventBroker);
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static EntityWrapper Spawn(EntityWrapper spawner, EntityWrapper parent = EntityWrapper::Invalid);
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@@ -0,0 +1,41 @@
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#ifndef WeaponSystem_h__
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#define WeaponSystem_h__
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//#include <GLFW/glfw3.h>
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//#include <glm/common.hpp>
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#include "Rendering/IRenderer.h"
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#include "Common.h"
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#include "Core/System.h"
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#include "Core/EPlayerDamage.h"
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#include "Core/EShoot.h"
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#include "Core/EPlayerSpawned.h"
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#include "Input/EInputCommand.h"
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#include <tuple>
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#include <vector>
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class WeaponSystem : public ImpureSystem
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{
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public:
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WeaponSystem(World* world, EventBroker* eventBroker, IRenderer* renderer);
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virtual void Update(double dt) override;
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private:
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IRenderer* m_Renderer;
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// State
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EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
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// Events
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EventRelay<WeaponSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool WeaponSystem::OnPlayerSpawned(const Events::PlayerSpawned& e);
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EventRelay<WeaponSystem, Events::Shoot> m_EShoot;
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bool WeaponSystem::OnShoot(const Events::Shoot& e);
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EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
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bool WeaponSystem::OnInputCommand(const Events::InputCommand& e);
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};
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#endif
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