Merge remote-tracking branch 'origin/master' into AssaultBoost
# Conflicts: # resources/Schema/Components.xsd
This commit is contained in:
+15
-3
@@ -1,6 +1,6 @@
|
||||
project(TacticalZ-Game)
|
||||
|
||||
find_package(Boost REQUIRED COMPONENTS system filesystem thread chrono)
|
||||
find_package(Boost REQUIRED COMPONENTS system filesystem thread chrono program_options)
|
||||
|
||||
set(INCLUDE_PATH ${CMAKE_SOURCE_DIR}/include/Game)
|
||||
include_directories(
|
||||
@@ -16,19 +16,31 @@ file(GLOB SOURCE_FILES_Systems
|
||||
)
|
||||
source_group(Systems FILES ${SOURCE_FILES_Systems})
|
||||
|
||||
file(GLOB SOURCE_FILES_Systems_Weapon
|
||||
"${INCLUDE_PATH}/Systems/Weapon/*.h"
|
||||
"Systems/Weapon/*.cpp"
|
||||
)
|
||||
source_group(Systems\\Weapon FILES ${SOURCE_FILES_Systems_Weapon})
|
||||
|
||||
file(GLOB SOURCE_FILES_Events
|
||||
"${INCLUDE_PATH}/Events/*.h"
|
||||
"Events/*.cpp"
|
||||
)
|
||||
source_group(Events FILES ${SOURCE_FILES_Events})
|
||||
|
||||
file(GLOB SOURCE_FILES_Network
|
||||
"${INCLUDE_PATH}/Network/*.h"
|
||||
"Network/*.cpp"
|
||||
)
|
||||
source_group(Network FILES ${SOURCE_FILES_Network})
|
||||
set(SOURCE_FILES
|
||||
${SOURCE_FILES}
|
||||
"Game.cpp"
|
||||
"MiniDump.cpp"
|
||||
${SOURCE_FILES_Systems}
|
||||
${SOURCE_FILES_Systems_Weapon}
|
||||
${SOURCE_FILES_Events}
|
||||
|
||||
|
||||
${SOURCE_FILES_Network}
|
||||
)
|
||||
|
||||
set(LIBRARIES
|
||||
|
||||
+86
-37
@@ -12,19 +12,32 @@
|
||||
#include "Systems/PlayerDeathSystem.h"
|
||||
#include "Core/EntityFileWriter.h"
|
||||
#include "Game/Systems/CapturePointSystem.h"
|
||||
#include "Game/Systems/CapturePointHUDSystem.h"
|
||||
#include "Game/Systems/PickupSpawnSystem.h"
|
||||
#include "Game/Systems/WeaponSystem.h"
|
||||
#include "Game/Systems/PlayerHUD.h"
|
||||
#include "Game/Systems/AmmoPickupSystem.h"
|
||||
#include "Game/Systems/DamageIndicatorSystem.h"
|
||||
#include "Game/Systems/Weapon/WeaponSystem.h"
|
||||
#include "Rendering/AnimationSystem.h"
|
||||
#include "Game/Systems/HealthHUDSystem.h"
|
||||
#include "Rendering/BoneAttachmentSystem.h"
|
||||
#include "Game/Systems/LifetimeSystem.h"
|
||||
#include "../Engine/Rendering/AnimationSystem.h"
|
||||
#include "../Engine/Core/UniformScaleSystem.h"
|
||||
#include "Rendering/AnimationSystem.h"
|
||||
#include "Network/MultiplayerSnapshotFilter.h"
|
||||
#include "Game/Systems/AmmunitionHUDSystem.h"
|
||||
#include "Game/Systems/KillFeedSystem.h"
|
||||
|
||||
|
||||
Game::Game(int argc, char* argv[])
|
||||
{
|
||||
parseArgs(argc, argv);
|
||||
|
||||
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
|
||||
ResourceManager::RegisterType<Sound>("Sound");
|
||||
ResourceManager::RegisterType<Model>("Model");
|
||||
ResourceManager::RegisterType<RawModel>("RawModel");
|
||||
ResourceManager::RegisterType<Texture>("Texture");
|
||||
ResourceManager::RegisterType<PNG>("Png");
|
||||
ResourceManager::RegisterType<ShaderProgram>("ShaderProgram");
|
||||
ResourceManager::RegisterType<EntityFile>("EntityFile");
|
||||
ResourceManager::RegisterType<Font>("FontFile");
|
||||
@@ -33,6 +46,7 @@ Game::Game(int argc, char* argv[])
|
||||
ResourceManager::UseThreading = m_Config->Get<bool>("Multithreading.ResourceLoading", true);
|
||||
DisableMemoryPool::Value = m_Config->Get<bool>("Debug.DisableMemoryPool", false);
|
||||
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
|
||||
PlayerSpawnSystem::SetRespawnTime(m_Config->Get<float>("Debug.RespawnTime", 15.0f));
|
||||
|
||||
// Create the core event broker
|
||||
m_EventBroker = new EventBroker();
|
||||
@@ -77,6 +91,18 @@ Game::Game(int argc, char* argv[])
|
||||
// Create the sound manager
|
||||
m_SoundManager = new SoundManager(m_World, m_EventBroker);
|
||||
|
||||
// Initialize network
|
||||
if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
|
||||
if (m_IsServer) {
|
||||
m_NetworkServer = new Server(m_World, m_EventBroker, m_NetworkPort);
|
||||
m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " SERVER");
|
||||
} else if (m_IsClient) {
|
||||
m_NetworkClient = new Client(m_World, m_EventBroker, std::make_unique<MultiplayerSnapshotFilter>(m_EventBroker));
|
||||
m_NetworkClient->Connect(m_NetworkAddress, m_NetworkPort);
|
||||
m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " CLIENT");
|
||||
}
|
||||
}
|
||||
|
||||
// Create Octrees
|
||||
// TODO: Perhaps the world bounds should be set in some non-arbitrary way instead of this.
|
||||
AABB boxContainingTheWorld(glm::vec3(-300), glm::vec3(300));
|
||||
@@ -84,33 +110,40 @@ Game::Game(int argc, char* argv[])
|
||||
m_OctreeTrigger = new Octree<EntityAABB>(boxContainingTheWorld, 4);
|
||||
m_OctreeFrustrumCulling = new Octree<EntityAABB>(boxContainingTheWorld, 4);
|
||||
// Create system pipeline
|
||||
m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker);
|
||||
m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker, m_IsClient, m_IsServer);
|
||||
|
||||
// All systems with orderlevel 0 will be updated first.
|
||||
unsigned int updateOrderLevel = 0;
|
||||
m_SystemPipeline->AddSystem<InterpolationSystem>(updateOrderLevel);
|
||||
++updateOrderLevel;
|
||||
m_SystemPipeline->AddSystem<SoundSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<ExplosionEffectSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<InterpolationSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PlayerDeathSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer);
|
||||
m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer, m_OctreeCollision);
|
||||
m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<AmmoPickupSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<AmmunitionHUDSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
|
||||
// Populate Octree with collidables
|
||||
++updateOrderLevel;
|
||||
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
|
||||
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
|
||||
m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
|
||||
m_SystemPipeline->AddSystem<PlayerHUD>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
|
||||
|
||||
m_SystemPipeline->AddSystem<UniformScaleSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<HealthHUDSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PlayerDeathSystem>(updateOrderLevel);
|
||||
// Collision and TriggerSystem should update after player.
|
||||
++updateOrderLevel;
|
||||
m_SystemPipeline->AddSystem<BoneAttachmentSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
|
||||
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeTrigger);
|
||||
++updateOrderLevel;
|
||||
@@ -118,12 +151,6 @@ Game::Game(int argc, char* argv[])
|
||||
++updateOrderLevel;
|
||||
m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
|
||||
|
||||
// Invoke network
|
||||
if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
|
||||
//boost::thread workerThread(&Game::networkFunction, this);
|
||||
networkFunction();
|
||||
}
|
||||
|
||||
m_LastTime = glfwGetTime();
|
||||
}
|
||||
|
||||
@@ -134,6 +161,12 @@ Game::~Game()
|
||||
delete m_OctreeCollision;
|
||||
delete m_OctreeTrigger;
|
||||
delete m_SoundManager;
|
||||
if (m_NetworkClient != nullptr) {
|
||||
delete m_NetworkClient;
|
||||
}
|
||||
if (m_NetworkServer != nullptr) {
|
||||
delete m_NetworkServer;
|
||||
}
|
||||
delete m_World;
|
||||
delete m_FrameStack;
|
||||
delete m_InputProxy;
|
||||
@@ -164,40 +197,56 @@ void Game::Tick()
|
||||
m_SoundManager->Update(dt);
|
||||
|
||||
// Update network
|
||||
if (m_IsClientOrServer) {
|
||||
m_ClientOrServer->Update();
|
||||
m_EventBroker->Process<MultiplayerSnapshotFilter>();
|
||||
if (m_NetworkClient != nullptr) {
|
||||
m_NetworkClient->Update();
|
||||
}
|
||||
if (m_NetworkServer != nullptr) {
|
||||
m_NetworkServer->Update();
|
||||
}
|
||||
//m_SoundManager->Update(dt);
|
||||
|
||||
// Iterate through systems and update world!
|
||||
m_EventBroker->Process<SystemPipeline>();
|
||||
m_SystemPipeline->Update(dt);
|
||||
debugTick(dt);
|
||||
m_Renderer->Update(dt);
|
||||
GLERROR("Game::Tick m_RenderQueueFactory->Update");
|
||||
m_Renderer->Draw(*m_RenderFrame);
|
||||
m_RenderFrame->Clear();
|
||||
GLERROR("Game::Tick m_Renderer->Draw");
|
||||
m_EventBroker->Swap();
|
||||
m_EventBroker->Clear();
|
||||
}
|
||||
|
||||
void Game::debugTick(double dt)
|
||||
int Game::parseArgs(int argc, char* argv[])
|
||||
{
|
||||
m_EventBroker->Process<Game>();
|
||||
namespace po = boost::program_options;
|
||||
|
||||
po::options_description desc("Options");
|
||||
desc.add_options()
|
||||
("help", "Help")
|
||||
("server,s", po::bool_switch(&m_IsServer), "Launch game in server mode")
|
||||
("connect", po::value<std::string>(&m_NetworkAddress)->default_value(""), "Connect to this address in client mode")
|
||||
("port,p", po::value<int>(&m_NetworkPort), "Port to listen on or connect to");
|
||||
;
|
||||
|
||||
po::variables_map vm;
|
||||
try {
|
||||
po::store(po::parse_command_line(argc, argv, desc), vm);
|
||||
po::notify(vm);
|
||||
} catch (std::exception& e) {
|
||||
LOG_ERROR(e.what());
|
||||
return 1;
|
||||
}
|
||||
|
||||
if (vm.count("help")) {
|
||||
std::cout << desc << std::endl;
|
||||
exit(1);
|
||||
}
|
||||
|
||||
// HACK: Right now, client and server are mutually exclusive
|
||||
m_IsClient = true;
|
||||
if (m_IsServer) {
|
||||
m_IsClient = false;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void Game::networkFunction()
|
||||
{
|
||||
bool isServer = m_Config->Get<bool>("Networking.IsServer", false);
|
||||
if (!isServer) {
|
||||
m_IsClientOrServer = true;
|
||||
m_ClientOrServer = new Client(m_Config);
|
||||
}
|
||||
if (isServer) {
|
||||
m_IsClientOrServer = true;
|
||||
m_ClientOrServer = new Server();
|
||||
}
|
||||
m_ClientOrServer->Start(m_World, m_EventBroker);
|
||||
|
||||
}
|
||||
@@ -0,0 +1,110 @@
|
||||
/*
|
||||
Author: Vladimir Sedach.
|
||||
|
||||
Purpose: demo of Call Stack creation by our own means,
|
||||
and with MiniDumpWriteDump() function of DbgHelp.dll.
|
||||
*/
|
||||
|
||||
#include <iostream>
|
||||
#include <ctime>
|
||||
|
||||
#include <windows.h>
|
||||
#include <tlhelp32.h>
|
||||
//#include "dbghelp.h"
|
||||
|
||||
//#define DEBUG_DPRINTF 1 //allow d()
|
||||
//#include "wfun.h"
|
||||
|
||||
#pragma optimize("y", off) //generate stack frame pointers for all functions - same as /Oy- in the project
|
||||
#pragma warning(disable: 4200) //nonstandard extension used : zero-sized array in struct/union
|
||||
#pragma warning(disable: 4100) //unreferenced formal parameter
|
||||
|
||||
// In case you don't have dbghelp.h.
|
||||
#ifndef _DBGHELP_
|
||||
|
||||
typedef struct _MINIDUMP_EXCEPTION_INFORMATION {
|
||||
DWORD ThreadId;
|
||||
PEXCEPTION_POINTERS ExceptionPointers;
|
||||
BOOL ClientPointers;
|
||||
} MINIDUMP_EXCEPTION_INFORMATION, *PMINIDUMP_EXCEPTION_INFORMATION;
|
||||
|
||||
typedef enum _MINIDUMP_TYPE {
|
||||
MiniDumpNormal = 0x00000000,
|
||||
MiniDumpWithDataSegs = 0x00000001,
|
||||
} MINIDUMP_TYPE;
|
||||
|
||||
typedef BOOL (WINAPI * MINIDUMP_WRITE_DUMP)(
|
||||
IN HANDLE hProcess,
|
||||
IN DWORD ProcessId,
|
||||
IN HANDLE hFile,
|
||||
IN MINIDUMP_TYPE DumpType,
|
||||
IN CONST PMINIDUMP_EXCEPTION_INFORMATION ExceptionParam, OPTIONAL
|
||||
IN PVOID UserStreamParam, OPTIONAL
|
||||
IN PVOID CallbackParam OPTIONAL
|
||||
);
|
||||
|
||||
#else
|
||||
|
||||
typedef BOOL (WINAPI * MINIDUMP_WRITE_DUMP)(
|
||||
IN HANDLE hProcess,
|
||||
IN DWORD ProcessId,
|
||||
IN HANDLE hFile,
|
||||
IN MINIDUMP_TYPE DumpType,
|
||||
IN CONST PMINIDUMP_EXCEPTION_INFORMATION ExceptionParam, OPTIONAL
|
||||
IN PMINIDUMP_USER_STREAM_INFORMATION UserStreamParam, OPTIONAL
|
||||
IN PMINIDUMP_CALLBACK_INFORMATION CallbackParam OPTIONAL
|
||||
);
|
||||
#endif //#ifndef _DBGHELP_
|
||||
|
||||
HMODULE hDbgHelp;
|
||||
MINIDUMP_WRITE_DUMP MiniDumpWriteDump_;
|
||||
|
||||
// Tool Help functions.
|
||||
typedef HANDLE (WINAPI * CREATE_TOOL_HELP32_SNAPSHOT)(DWORD dwFlags, DWORD th32ProcessID);
|
||||
|
||||
//*************************************************************************************
|
||||
void WINAPI Create_Dump(PEXCEPTION_POINTERS pException, BOOL File_Flag, BOOL Show_Flag)
|
||||
//*************************************************************************************
|
||||
// Create dump.
|
||||
// pException can be either GetExceptionInformation() or NULL.
|
||||
// If File_Flag = TRUE - write dump files (.dmz and .dmp) with the name of the current process.
|
||||
// If Show_Flag = TRUE - show message with Get_Exception_Info() dump.
|
||||
{
|
||||
// Try to get MiniDumpWriteDump() address.
|
||||
hDbgHelp = LoadLibrary("DBGHELP.DLL");
|
||||
MiniDumpWriteDump_ = (MINIDUMP_WRITE_DUMP)GetProcAddress(hDbgHelp, "MiniDumpWriteDump");
|
||||
|
||||
// If MiniDumpWriteDump() of DbgHelp.dll available.
|
||||
if (MiniDumpWriteDump_)
|
||||
{
|
||||
HANDLE hDump_File;
|
||||
CHAR Dump_Path[MAX_PATH];
|
||||
|
||||
GetModuleFileName(NULL, Dump_Path, sizeof(Dump_Path)); //path of current process
|
||||
std::time_t t = std::time(NULL);
|
||||
char tStr[16];
|
||||
std::strftime(tStr, 32, " %a %H-%M-%S", std::localtime(&t));
|
||||
std::string time(tStr);
|
||||
std::string path(Dump_Path);
|
||||
path = path.substr(0, path.length() - 4);
|
||||
path += time + ".dmp";
|
||||
|
||||
MINIDUMP_EXCEPTION_INFORMATION M;
|
||||
M.ThreadId = GetCurrentThreadId();
|
||||
M.ExceptionPointers = pException;
|
||||
M.ClientPointers = 0;
|
||||
|
||||
hDump_File = CreateFile(path.c_str(), GENERIC_WRITE, 0, NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, NULL);
|
||||
|
||||
MiniDumpWriteDump_(GetCurrentProcess(), GetCurrentProcessId(), hDump_File,
|
||||
MiniDumpNormal, (pException) ? &M : NULL, NULL, NULL);
|
||||
|
||||
CloseHandle(hDump_File);
|
||||
|
||||
std::cout << "Memory dumped to: \"" << path.c_str() << "\"";
|
||||
MessageBox(NULL, ("Application crashed, memory dumped to: " + path).c_str(), "MiniDump", MB_ICONHAND | MB_OK);
|
||||
} else {
|
||||
MessageBox(NULL, "Application crashed, memory dump failed.", "MiniDump", MB_ICONHAND | MB_OK);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,42 @@
|
||||
#include "Network/MultiplayerSnapshotFilter.h"
|
||||
|
||||
MultiplayerSnapshotFilter::MultiplayerSnapshotFilter(EventBroker* eventBroker)
|
||||
: m_EventBroker(eventBroker)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &MultiplayerSnapshotFilter::OnPlayerSpawned);
|
||||
}
|
||||
|
||||
bool MultiplayerSnapshotFilter::FilterComponent(EntityWrapper entity, SharedComponentWrapper& component)
|
||||
{
|
||||
if (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer)) {
|
||||
if (
|
||||
component.Info.Name == "Transform"
|
||||
|| component.Info.Name == "Physics"
|
||||
|| component.Info.Name == "AssaultWeapon"
|
||||
|| component.Info.Name == "Animation"
|
||||
|| component.Info.Name == "AnimationOffset"
|
||||
|| entity.Name() == "PlayerName"
|
||||
) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if (component.Info.Name == "Physics") {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (component.Info.Name == "Transform" || component.Info.Name == "Physics") {
|
||||
m_EventBroker->Publish(Events::Interpolate(entity, component));
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool MultiplayerSnapshotFilter::OnPlayerSpawned(Events::PlayerSpawned ePlayerSpawned)
|
||||
{
|
||||
if (ePlayerSpawned.PlayerID == -1) {
|
||||
m_LocalPlayer = ePlayerSpawned.Player;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
@@ -0,0 +1,78 @@
|
||||
#include "Systems/AmmoPickupSystem.h"
|
||||
|
||||
AmmoPickupSystem::AmmoPickupSystem(SystemParams params)
|
||||
: System(params)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &AmmoPickupSystem::OnTriggerTouch);
|
||||
}
|
||||
|
||||
void AmmoPickupSystem::Update(double dt)
|
||||
{
|
||||
for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it)
|
||||
{
|
||||
auto& ammoPickupPosition = *it;
|
||||
//set the double timer value (value 3)
|
||||
ammoPickupPosition.DecreaseThisRespawnTimer -= dt;
|
||||
if (ammoPickupPosition.DecreaseThisRespawnTimer < 0.0) {
|
||||
//spawn and delete the vector item
|
||||
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/AmmoPickup.xml");
|
||||
EntityFileParser parser(entityFile);
|
||||
EntityID ammoPickupID = parser.MergeEntities(m_World);
|
||||
|
||||
//let the world know a pickup has spawned (graphics effects, etc)
|
||||
Events::PickupSpawned ePickupSpawned;
|
||||
ePickupSpawned.Pickup = EntityWrapper(m_World, ammoPickupID);
|
||||
m_EventBroker->Publish(ePickupSpawned);
|
||||
|
||||
//set values from the old entity to the new entity
|
||||
auto& newAmmoPickupEntity = EntityWrapper(m_World, ammoPickupID);
|
||||
newAmmoPickupEntity["Transform"]["Position"] = ammoPickupPosition.Pos;
|
||||
newAmmoPickupEntity["AmmoPickup"]["AmmoGain"] = ammoPickupPosition.AmmoGain;
|
||||
newAmmoPickupEntity["AmmoPickup"]["RespawnTimer"] = ammoPickupPosition.RespawnTimer;
|
||||
|
||||
//erase the current element (AmmoPickupPosition)
|
||||
m_ETriggerTouchVector.erase(it);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
|
||||
{
|
||||
if (e.Entity != LocalPlayer) {
|
||||
return false;
|
||||
}
|
||||
//TODO: add other weapontypes
|
||||
if (!e.Entity.HasComponent("AssaultWeapon")) {
|
||||
return false;
|
||||
}
|
||||
if (!e.Trigger.HasComponent("AmmoPickup")) {
|
||||
return false;
|
||||
}
|
||||
int maxWeaponAmmo = (int)e.Entity["AssaultWeapon"]["MaxAmmo"];
|
||||
int& currentAmmo = (int)e.Entity["AssaultWeapon"]["Ammo"];
|
||||
|
||||
int ammoGiven = 0.01*(double)e.Trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo;
|
||||
//cant pick up ammopacks if you are already at MaxAmmo
|
||||
if (currentAmmo >= maxWeaponAmmo) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//personEntered = e.Entity, thingEntered = e.Trigger
|
||||
Events::AmmoPickup ePlayerAmmoPickup;
|
||||
ePlayerAmmoPickup.AmmoGain = ammoGiven;
|
||||
ePlayerAmmoPickup.Player = e.Entity;
|
||||
m_EventBroker->Publish(ePlayerAmmoPickup);
|
||||
//immediately give the player the ammo
|
||||
currentAmmo = std::min(currentAmmo + ammoGiven, maxWeaponAmmo);
|
||||
|
||||
//copy position, ammogain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
|
||||
//we need to copy all values since each value can be different for each ammoPickup
|
||||
m_ETriggerTouchVector.push_back({ (glm::vec3)e.Trigger["Transform"]["Position"] ,e.Trigger["AmmoPickup"]["AmmoGain"],
|
||||
e.Trigger["AmmoPickup"]["RespawnTimer"],e.Trigger["AmmoPickup"]["RespawnTimer"] });
|
||||
|
||||
//delete the ammopickup
|
||||
m_World->DeleteEntity(e.Trigger.ID);
|
||||
return true;
|
||||
}
|
||||
@@ -0,0 +1,36 @@
|
||||
#include "Game/Systems/AmmunitionHUDSystem.h"
|
||||
|
||||
void AmmunitionHUDSystem::Update(double dt)
|
||||
{
|
||||
//Hud element for tracking ammunition from parent with AssaultWeapon component.Child with the name "MagazineAmmo" tracks clip ammunition.Child with the name "Ammo" tracks ammo.</xs:documentation>
|
||||
|
||||
auto ammunitionHUDs = m_World->GetComponents("AmmunitionHUD");
|
||||
if (ammunitionHUDs == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto& ammunitionHUDComponent : *ammunitionHUDs) {
|
||||
EntityWrapper entity = EntityWrapper(m_World, ammunitionHUDComponent.EntityID);
|
||||
|
||||
EntityWrapper playerEntity = entity.FirstParentWithComponent("AssaultWeapon");
|
||||
|
||||
if (!playerEntity.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
EntityWrapper magazineAmmo = entity.FirstChildByName("MagazineAmmo");
|
||||
if(magazineAmmo.Valid()) {
|
||||
if(magazineAmmo.HasComponent("Text")) {
|
||||
(std::string&)magazineAmmo["Text"]["Content"] = std::to_string((int)playerEntity["AssaultWeapon"]["MagazineAmmo"]);
|
||||
}
|
||||
}
|
||||
|
||||
EntityWrapper ammo = entity.FirstChildByName("Ammo");
|
||||
if (ammo.Valid()) {
|
||||
if (ammo.HasComponent("Text")) {
|
||||
(std::string&)ammo["Text"]["Content"] = std::to_string((int)playerEntity["AssaultWeapon"]["Ammo"]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,59 @@
|
||||
#include "Systems/CapturePointHUDSystem.h"
|
||||
|
||||
CapturePointHUDSystem::CapturePointHUDSystem(SystemParams params)
|
||||
: System(params)
|
||||
, ImpureSystem()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
void CapturePointHUDSystem::Update(double dt)
|
||||
{
|
||||
bool LoadCheck = true;
|
||||
int redTeam;
|
||||
int blueTeam;
|
||||
int spectatorTeam;
|
||||
|
||||
auto CapturePointHUDElements = m_World->GetComponents("CapturePointHUD");
|
||||
auto CapturePoints = m_World->GetComponents("CapturePoint");
|
||||
if (CapturePointHUDElements == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
if(!CapturePointHUDElements) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto& cCapturePointHUD : *CapturePointHUDElements) {
|
||||
int HUD_ID = cCapturePointHUD["CapturePointNumber"];
|
||||
EntityWrapper entityHUD = EntityWrapper(m_World, cCapturePointHUD.EntityID);
|
||||
EntityWrapper entityHUDparent = entityHUD.Parent();
|
||||
|
||||
for (auto& cCapturePoint : *CapturePoints) {
|
||||
EntityWrapper entityCP = EntityWrapper(m_World, cCapturePoint.EntityID);
|
||||
|
||||
//Check if the HUD corresponds to the Capture Point Number
|
||||
if (HUD_ID == (int)entityCP["CapturePoint"]["CapturePointNumber"]) {
|
||||
ComponentWrapper& teamComponent = entityCP["Team"];
|
||||
if (LoadCheck) {
|
||||
redTeam = (int)teamComponent["Team"].Enum("Red");
|
||||
blueTeam = (int)teamComponent["Team"].Enum("Blue");
|
||||
spectatorTeam = (int)teamComponent["Team"].Enum("Spectator");
|
||||
LoadCheck = false;
|
||||
}
|
||||
//Color hud with team color
|
||||
auto capturePointTeam = (int)teamComponent["Team"];
|
||||
entityHUDparent["Sprite"]["Color"] = capturePointTeam == blueTeam ? glm::vec4(0, 0.2f, 1, 0.7f) : capturePointTeam == redTeam ? glm::vec4(1, 0.0f, 0, 0.7f) : glm::vec4(1, 1, 1, 0.3f);
|
||||
|
||||
//Progress is scaled with time
|
||||
double currentCaptureTime = (double)entityCP["CapturePoint"]["CaptureTimer"];
|
||||
double progress = glm::abs(currentCaptureTime)/15.0;
|
||||
int currentCapturingTeam = currentCaptureTime > 0 ? redTeam : currentCaptureTime < 0 ? blueTeam : spectatorTeam;
|
||||
((glm::vec3&)entityHUD["Transform"]["Orientation"]).z = currentCapturingTeam == redTeam ? glm::half_pi<float>()+glm::pi<float>() : glm::half_pi<float>();
|
||||
glm::vec4 fillColor = currentCapturingTeam == redTeam ? glm::vec4(1, 0.f, 0, 0.7f) : glm::vec4(0, 0.2f, 1, 0.7f);
|
||||
entityHUD["Fill"]["Color"] = fillColor;
|
||||
entityHUD["Fill"]["Percentage"] = progress;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,20 +1,26 @@
|
||||
#include "Systems/CapturePointSystem.h"
|
||||
#include <algorithm>
|
||||
|
||||
CapturePointSystem::CapturePointSystem(World* world, EventBroker* eventBroker)
|
||||
: System(world, eventBroker)
|
||||
CapturePointSystem::CapturePointSystem(SystemParams params)
|
||||
: System(params)
|
||||
, PureSystem("CapturePoint")
|
||||
{
|
||||
//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &CapturePointSystem::OnTriggerTouch);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &CapturePointSystem::OnTriggerLeave);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &CapturePointSystem::OnCaptured);
|
||||
if (IsClient) {
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &CapturePointSystem::OnTriggerTouch);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &CapturePointSystem::OnTriggerLeave);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &CapturePointSystem::OnCaptured);
|
||||
}
|
||||
}
|
||||
|
||||
//here all capturepoints will update their component
|
||||
//NOTE: needs to run each frame, since we're possibly modifying the captureTimer for the capturePoints by dt
|
||||
void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, ComponentWrapper& cCapturePoint, double dt)
|
||||
{
|
||||
if (!IsClient) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_WinnerWasFound) {
|
||||
return;
|
||||
}
|
||||
@@ -32,6 +38,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
|
||||
const int redTeam = (int)teamComponent["Team"].Enum("Red");
|
||||
const int blueTeam = (int)teamComponent["Team"].Enum("Blue");
|
||||
const int spectatorTeam = (int)teamComponent["Team"].Enum("Spectator");
|
||||
const double captureTimeToTakeOver = (double)cCapturePoint["CapturePointMaxTimer"];
|
||||
|
||||
int homePointForTeam = (int)cCapturePoint["HomePointForTeam"];
|
||||
if (m_NumberOfCapturePoints == 0 && capturePointNumber != 0 && (homePointForTeam == redTeam || homePointForTeam == blueTeam)) {
|
||||
@@ -57,7 +64,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
|
||||
int blueTeamPlayersStandingInside = 0;
|
||||
if (capturePointEntity.HasComponent("Model")) {
|
||||
//Now sets team color to the capturepoint, or white if it is uncaptured.
|
||||
capturePointEntity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.2f, 1, 0.3) : ownedBy == redTeam ? glm::vec4(1, 0.2f, 0, 0.3) : glm::vec4(1, 1, 1, 0.3);
|
||||
capturePointEntity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.0f, 1, 0.3) : ownedBy == redTeam ? glm::vec4(1, 0.0f, 0, 0.3) : glm::vec4(1, 1, 1, 0.3);
|
||||
}
|
||||
|
||||
//calculate next possible capturePoint for both teams
|
||||
@@ -98,20 +105,16 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
|
||||
ComponentWrapper& capturePoint = m_CapturePointNumberToEntityMap[i]["CapturePoint"];
|
||||
if ((int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Red"] &&
|
||||
(int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Blue"]) {
|
||||
capturePoint["CaptureTimer"] = 0.0;
|
||||
//RED = +, BLUE = -, NONE
|
||||
auto teamOwners = (int)m_CapturePointNumberToEntityMap[i]["Team"]["Team"];
|
||||
if (teamOwners == redTeam || teamOwners == blueTeam) {
|
||||
capturePoint["CaptureTimer"] = teamOwners == blueTeam ? -captureTimeToTakeOver : captureTimeToTakeOver;
|
||||
}
|
||||
}
|
||||
}
|
||||
m_ResetTimers = false;
|
||||
}
|
||||
|
||||
//colorize next possible capturepoint
|
||||
if (nextPossibleCapturePoint["Red"] == capturePointNumber) {
|
||||
capturePointEntity["Model"]["Color"] = glm::vec4(1, 1, 0, 0.3);
|
||||
}
|
||||
if (nextPossibleCapturePoint["Blue"] == capturePointNumber) {
|
||||
capturePointEntity["Model"]["Color"] = glm::vec4(0, 1, 1, 0.3);
|
||||
}
|
||||
|
||||
//check how many players are standing inside and are healthy
|
||||
for (size_t i = m_ETriggerTouchVector.size(); i > 0; i--)
|
||||
{
|
||||
@@ -170,9 +173,6 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
|
||||
//B. at most one of the teams have players inside
|
||||
//if capturePoint is not owned by the take-over team, just modify the CaptureTimer accordingly
|
||||
if (ownedBy != currentTeam && canCapture) {
|
||||
if (abs((double)cCapturePoint["CaptureTimer"]) < 0.001f) {
|
||||
LOG_DEBUG("Point is being captured by team %i", currentTeam); //Remove when we tested sufficiently.
|
||||
}
|
||||
cCapturePoint["CaptureTimer"] = (double)cCapturePoint["CaptureTimer"] + timerDeltaChange;
|
||||
}
|
||||
//if capturePoint is owned by the team, and the other team has been trying to take it, then increase/decrease the timer towards 0.0
|
||||
@@ -180,12 +180,11 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
|
||||
(ownedBy == currentTeam && currentTeam == blueTeam && (double)cCapturePoint["CaptureTimer"] > 0.0)) {
|
||||
cCapturePoint["CaptureTimer"] = (double)cCapturePoint["CaptureTimer"] + timerDeltaChange;
|
||||
}
|
||||
//check if captureTimer > m_CaptureTimeToTakeOver and if so change owner and publish the eCaptured event
|
||||
if (abs((double)cCapturePoint["CaptureTimer"]) > abs(m_CaptureTimeToTakeOver) && canCapture) {
|
||||
//check if captureTimer > captureTimeToTakeOver and if so change owner and publish the eCaptured event
|
||||
if (abs((double)cCapturePoint["CaptureTimer"]) > captureTimeToTakeOver && canCapture) {
|
||||
teamComponent["Team"] = currentTeam;
|
||||
cCapturePoint["CaptureTimer"] = 0.0;
|
||||
cCapturePoint["CaptureTimer"] = glm::sign((double)cCapturePoint["CaptureTimer"])*captureTimeToTakeOver;
|
||||
//publish Captured event
|
||||
LOG_DEBUG("Point is captured by team %i!", currentTeam); //Remove when we tested sufficiently.
|
||||
Events::Captured e;
|
||||
e.CapturePointID = cCapturePoint.EntityID;
|
||||
e.TeamNumberThatCapturedCapturePoint = currentTeam;
|
||||
|
||||
@@ -0,0 +1,76 @@
|
||||
#include "Systems/DamageIndicatorSystem.h"
|
||||
|
||||
DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params)
|
||||
: System(params)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &DamageIndicatorSystem::OnPlayerDamage);
|
||||
//current camera
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &DamageIndicatorSystem::OnSetCamera);
|
||||
|
||||
//load texture to cache
|
||||
auto texture = CommonFunctions::LoadTexture("Textures/DamageIndicator.png", false);
|
||||
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
|
||||
}
|
||||
|
||||
bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
|
||||
{
|
||||
if (m_CurrentCamera == EntityID_Invalid) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//if (e.Victim != LocalPlayer) {
|
||||
// return false;
|
||||
//}
|
||||
if (e.Victim.Valid() && e.Victim != LocalPlayer && !e.Victim.IsChildOf(LocalPlayer)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!e.Inflictor.Valid() || !e.Victim.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//grab players direction
|
||||
auto playerOrientation = glm::quat((glm::vec3)e.Victim["Transform"]["Orientation"]);
|
||||
|
||||
//get the position vectors, but ignore the y-height
|
||||
auto enemyPosition = (glm::vec3)e.Inflictor["Transform"]["Position"];
|
||||
auto playerPosition = (glm::vec3)e.Victim["Transform"]["Position"];
|
||||
enemyPosition.y = 0.0f;
|
||||
playerPosition.y = 0.0f;
|
||||
|
||||
//calculate the enemy to player vector
|
||||
auto enemyPlayerVector = glm::normalize(playerPosition - enemyPosition);
|
||||
|
||||
//get angle from players current rotation, this angle is how much you rotate around the y-axis
|
||||
auto playerAngle = glm::angle(playerOrientation);
|
||||
auto playerRotationVector = glm::normalize(glm::rotateY(glm::vec3(0, 0, 1), playerAngle));
|
||||
|
||||
//dot product of players direction-vector and enemys-to-playervector will give the cos of the angle between the vectors
|
||||
auto playerRotationDot = glm::dot(playerRotationVector, enemyPlayerVector);
|
||||
//to get the angle between the vectors just do cos-inverse
|
||||
auto angleBetweenVectors = glm::acos(playerRotationDot);
|
||||
|
||||
//rotate the direction-vector 90 degrees to get the players side-vector
|
||||
auto playerSideVector = glm::normalize(glm::rotateY(glm::vec3(0, 0, 1), playerAngle + 1.57f));
|
||||
//dot of sidevector positive = enemy is on the right side, dot sidevector negative = left side
|
||||
auto playerSideVectorDot = glm::dot(playerSideVector, enemyPlayerVector);
|
||||
if (playerSideVectorDot < 0) {
|
||||
angleBetweenVectors = -angleBetweenVectors;
|
||||
}
|
||||
|
||||
//load & set the "2d" sprite
|
||||
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
|
||||
EntityFileParser parser(entityFile);
|
||||
EntityID spriteID = parser.MergeEntities(m_World);
|
||||
m_World->SetParent(spriteID, m_CurrentCamera);
|
||||
auto spriteWrapper = EntityWrapper(m_World, spriteID);
|
||||
//simply set the rotation z-wise to the angleBetweenVectors
|
||||
spriteWrapper["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool DamageIndicatorSystem::OnSetCamera(const Events::SetCamera& e) {
|
||||
m_CurrentCamera = e.CameraEntity.ID;
|
||||
return true;
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
#include "Systems/ExplosionEffectSystem.h"
|
||||
|
||||
void ExplosionEffectSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
|
||||
{
|
||||
if ((double)component["TimeSinceDeath"] > (double)component["ExplosionDuration"]) {
|
||||
(double)component["TimeSinceDeath"] = 0.f;
|
||||
}
|
||||
(double&)component["TimeSinceDeath"] += dt;
|
||||
|
||||
//if ((bool)Component["Gravity"] == true) {
|
||||
// (bool)Component["ExponentialAccelaration"] = false;
|
||||
//}
|
||||
}
|
||||
|
||||
@@ -1,21 +1,6 @@
|
||||
#include "Game/Systems/PlayerHUD.h"
|
||||
#include "Game/Systems/HealthHUDSystem.h"
|
||||
|
||||
PlayerHUD::PlayerHUD(World* world, EventBroker* eventBrokerer)
|
||||
:System(world, eventBrokerer)
|
||||
, m_World(world)
|
||||
, m_EventBroker(eventBrokerer)
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
|
||||
PlayerHUD::~PlayerHUD()
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
|
||||
void PlayerHUD::Update(double dt)
|
||||
void HealthHUDSystem::Update(double dt)
|
||||
{
|
||||
auto healthHUDs = m_World->GetComponents("HealthHUD");
|
||||
if (healthHUDs == nullptr) {
|
||||
@@ -42,13 +27,13 @@ void PlayerHUD::Update(double dt)
|
||||
s = s + "/";
|
||||
s = s + std::to_string((int)(double)entityIDParent["Health"]["MaxHealth"]);
|
||||
float healthPercentage = (double)entityIDParent["Health"]["Health"]/(double)entityIDParent["Health"]["MaxHealth"];
|
||||
(glm::vec4&)entity["Text"]["Color"] = glm::vec4(1.0 - healthPercentage, 0.f, healthPercentage, 1.f);
|
||||
//(glm::vec4&)entity["Text"]["Color"] = glm::vec4(1.0 - healthPercentage, 0.f, healthPercentage, glm::vec4(entity["Text"]["Color"]).a);
|
||||
entity["Text"]["Content"] = s;
|
||||
}
|
||||
|
||||
if(entity.HasComponent("Fill")) {
|
||||
float healthPercentage = (double)entityIDParent["Health"]["Health"]/(double)entityIDParent["Health"]["MaxHealth"];
|
||||
(glm::vec4&)entity["Fill"]["Color"] = glm::vec4(1.0 - healthPercentage, 0.f, healthPercentage, 0.f);
|
||||
(glm::vec4&)entity["Fill"]["Color"] = glm::vec4(1.0 - healthPercentage, 0.f, healthPercentage, glm::vec4(entity["Fill"]["Color"]).a);
|
||||
(double&)entity["Fill"]["Percentage"] = healthPercentage;
|
||||
|
||||
}
|
||||
@@ -1,34 +1,52 @@
|
||||
#include "Systems/HealthSystem.h"
|
||||
|
||||
HealthSystem::HealthSystem(World* m_World, EventBroker* eventBroker)
|
||||
: System(m_World, eventBroker)
|
||||
HealthSystem::HealthSystem(SystemParams params)
|
||||
: System(params)
|
||||
, PureSystem("Health")
|
||||
{
|
||||
//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &HealthSystem::OnPlayerDamaged);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerHealthPickup, &HealthSystem::OnPlayerHealthPickup);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_InputCommand, &HealthSystem::OnInputCommand);
|
||||
m_NetworkEnabled = ResourceManager::Load<ConfigFile>("Config.ini")->Get("Networking.StartNetwork", false);
|
||||
}
|
||||
|
||||
void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
|
||||
void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cHealth, double dt)
|
||||
{
|
||||
double& health = cHealth["Health"];
|
||||
if (health <= 0.0) {
|
||||
Events::PlayerDeath ePlayerDeath;
|
||||
ePlayerDeath.Player = entity;
|
||||
m_EventBroker->Publish(ePlayerDeath);
|
||||
//Note: we will delete the entity in PlayerDeathSystem
|
||||
}
|
||||
}
|
||||
|
||||
bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
|
||||
{
|
||||
ComponentWrapper cHealth = e.Player["Health"];
|
||||
if (!IsServer && m_NetworkEnabled) {
|
||||
return false;
|
||||
}
|
||||
|
||||
ComponentWrapper cHealth = e.Victim["Health"];
|
||||
double& health = cHealth["Health"];
|
||||
if (e.Player.HasComponent("BoostDefender")) {
|
||||
e.Damage -= (double)e.Player["BoostDefender"]["StrengthOfEffect"];
|
||||
}
|
||||
health -= e.Damage;
|
||||
|
||||
if (health <= 0.0) {
|
||||
Events::PlayerDeath ePlayerDeath;
|
||||
ePlayerDeath.Player = e.Player;
|
||||
m_EventBroker->Publish(ePlayerDeath);
|
||||
//Note: we will delete the entity in PlayerDeathSystem
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool HealthSystem::OnInputCommand(Events::InputCommand& e)
|
||||
{
|
||||
if (e.Command == "TakeDamage" && e.Value > 0 && LocalPlayer.Valid()) {
|
||||
Events::PlayerDamage ev;
|
||||
ev.Inflictor = LocalPlayer;
|
||||
ev.Victim = LocalPlayer;
|
||||
ev.Damage = e.Value;
|
||||
m_EventBroker->Publish(ev);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,84 +1,98 @@
|
||||
#include "Systems/InterpolationSystem.h"
|
||||
|
||||
InterpolationSystem::InterpolationSystem(World* world, EventBroker* eventBroker)
|
||||
: System(world, eventBroker)
|
||||
, PureSystem("Transform")
|
||||
InterpolationSystem::InterpolationSystem(SystemParams params)
|
||||
: System(params)
|
||||
{
|
||||
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||
m_SnapshotInterval = config->Get<float>("Networking.SnapshotInterval", 0.05f);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EInterpolate, &InterpolationSystem::OnInterpolate);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &InterpolationSystem::OnPlayerSpawned);
|
||||
}
|
||||
|
||||
void InterpolationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& transform, double dt)
|
||||
void InterpolationSystem::Update(double dt)
|
||||
{
|
||||
// Don't interpolate entities that might already have been removed
|
||||
if (!entity.Valid()) {
|
||||
return;
|
||||
// Position
|
||||
for (auto& kv : m_InterpolatePosition) {
|
||||
EntityWrapper entity = kv.first;
|
||||
if (!entity.Valid()) {
|
||||
continue;
|
||||
}
|
||||
auto& iPosition = kv.second;
|
||||
glm::vec3& position = iPosition.Component[iPosition.Field];
|
||||
|
||||
iPosition.Alpha += dt;
|
||||
float alpha = glm::min(iPosition.Alpha / m_SnapshotInterval, 1.0);
|
||||
position = iPosition.Start + ((iPosition.Goal - iPosition.Start) * alpha);
|
||||
}
|
||||
|
||||
if (m_NextTransform.find(transform.EntityID) != m_NextTransform.end()) { // Exists in map
|
||||
m_NextTransform[transform.EntityID].interpolationTime += static_cast<float>(dt);
|
||||
Transform sTransform = m_NextTransform[transform.EntityID];
|
||||
float time = sTransform.interpolationTime;
|
||||
if (time > m_SnapshotInterval) {
|
||||
if (m_LastReceivedTransform.find(transform.EntityID) != m_LastReceivedTransform.end()) {
|
||||
m_NextTransform[transform.EntityID] = m_LastReceivedTransform[transform.EntityID];
|
||||
m_NextTransform[transform.EntityID].interpolationTime = time - m_SnapshotInterval;
|
||||
sTransform = m_NextTransform[transform.EntityID];
|
||||
m_LastReceivedTransform.erase(transform.EntityID);
|
||||
} else {
|
||||
m_NextTransform.erase(transform.EntityID);
|
||||
}
|
||||
// Orientation
|
||||
for (auto& kv : m_InterpolateOrientation) {
|
||||
EntityWrapper entity = kv.first;
|
||||
if (!entity.Valid()) {
|
||||
continue;
|
||||
}
|
||||
if (transform.Info.Name == "Transform") {
|
||||
bool isLocalPlayer = entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer);
|
||||
// Position
|
||||
glm::vec3 nextPosition = sTransform.Position;
|
||||
glm::vec3 currentPosition = static_cast<glm::vec3>(transform["Position"]);
|
||||
// HACK: Don't force position for players
|
||||
if (!isLocalPlayer) {
|
||||
(glm::vec3&)transform["Position"] += vectorInterpolation<glm::vec3>(currentPosition, nextPosition, sTransform.interpolationTime);
|
||||
}
|
||||
// Orientation
|
||||
// Don't force orientation for players
|
||||
if (!isLocalPlayer) {
|
||||
glm::quat nextOrientation = sTransform.Orientation;
|
||||
glm::quat currentOrientation = glm::quat(static_cast<glm::vec3>(transform["Orientation"]));
|
||||
(glm::vec3&)transform["Orientation"] = glm::eulerAngles(glm::slerp<float>(currentOrientation, nextOrientation, sTransform.interpolationTime / m_SnapshotInterval));
|
||||
}
|
||||
// Scale
|
||||
glm::vec3 nextScale = sTransform.Scale;
|
||||
glm::vec3 currentScale = static_cast<glm::vec3>(transform["Scale"]);
|
||||
(glm::vec3&)transform["Scale"] += vectorInterpolation<glm::vec3>(currentScale, nextScale, sTransform.interpolationTime);
|
||||
auto& iOrientation = kv.second;
|
||||
glm::vec3& orientation = iOrientation.Component[iOrientation.Field];
|
||||
|
||||
iOrientation.Alpha += dt / m_SnapshotInterval;
|
||||
iOrientation.Alpha = glm::min(iOrientation.Alpha, 1.0);
|
||||
orientation = glm::eulerAngles(glm::slerp(iOrientation.Start, iOrientation.Goal, (float)iOrientation.Alpha));
|
||||
}
|
||||
|
||||
// Velocity
|
||||
for (auto& kv : m_InterpolateVelocity) {
|
||||
EntityWrapper entity = kv.first;
|
||||
if (!entity.Valid()) {
|
||||
continue;
|
||||
}
|
||||
auto& iVelocity = kv.second;
|
||||
glm::vec3& position = iVelocity.Component[iVelocity.Field];
|
||||
|
||||
iVelocity.Alpha += dt;
|
||||
float alpha = glm::min(iVelocity.Alpha / m_SnapshotInterval, 1.0);
|
||||
position = iVelocity.Start + ((iVelocity.Goal - iVelocity.Start) * alpha);
|
||||
}
|
||||
}
|
||||
|
||||
bool InterpolationSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
|
||||
bool InterpolationSystem::OnInterpolate(Events::Interpolate& e)
|
||||
{
|
||||
m_LocalPlayer = e.Player;
|
||||
if (e.Component.Info.Name == "Transform") {
|
||||
auto cTransform = e.Entity["Transform"];
|
||||
|
||||
// Position
|
||||
Interpolation<glm::vec3> iPosition(
|
||||
cTransform,
|
||||
"Position",
|
||||
cTransform["Position"],
|
||||
e.Component["Position"]
|
||||
);
|
||||
m_InterpolatePosition.erase(e.Entity);
|
||||
m_InterpolatePosition.insert(std::make_pair(e.Entity, iPosition));
|
||||
|
||||
// Orientation
|
||||
Interpolation<glm::quat> iOrientation(
|
||||
cTransform,
|
||||
"Orientation",
|
||||
glm::quat((glm::vec3&)cTransform["Orientation"]),
|
||||
glm::quat((glm::vec3&)e.Component["Orientation"])
|
||||
);
|
||||
m_InterpolateOrientation.erase(e.Entity);
|
||||
m_InterpolateOrientation.insert(std::make_pair(e.Entity, iOrientation));
|
||||
} else if (e.Component.Info.Name == "Physics") {
|
||||
auto cPhysics = e.Entity["Physics"];
|
||||
if (!e.Entity.HasComponent("Player")) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Velocity
|
||||
Interpolation<glm::vec3> iVelocity(
|
||||
cPhysics,
|
||||
"Velocity",
|
||||
cPhysics["Velocity"],
|
||||
e.Component["Velocity"]
|
||||
);
|
||||
m_InterpolateVelocity.erase(e.Entity);
|
||||
m_InterpolateVelocity.insert(std::make_pair(e.Entity, iVelocity));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool InterpolationSystem::OnInterpolate(const Events::Interpolate & e)
|
||||
{
|
||||
Transform transform;
|
||||
int offset = 0;
|
||||
// Read the data
|
||||
memcpy(&transform.Position, e.DataArray.get() + offset, sizeof(glm::vec3));
|
||||
offset += sizeof(glm::vec3);
|
||||
glm::vec3 tempOrientation;
|
||||
memcpy(&tempOrientation, e.DataArray.get() + offset, sizeof(glm::vec3));
|
||||
transform.Orientation = glm::quat(tempOrientation);
|
||||
offset += sizeof(glm::vec3);
|
||||
memcpy(&transform.Scale, e.DataArray.get() + offset, sizeof(glm::vec3));
|
||||
transform.interpolationTime = 0.0f;
|
||||
|
||||
if (m_NextTransform.find(e.Entity) != m_NextTransform.end()) { // Did exist
|
||||
m_LastReceivedTransform[e.Entity] = transform;
|
||||
} else { // Did not
|
||||
m_NextTransform[e.Entity] = transform;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,80 @@
|
||||
#include "Game/Systems/KillFeedSystem.h"
|
||||
|
||||
void KillFeedSystem::Update(double dt)
|
||||
{
|
||||
auto killFeeds = m_World->GetComponents("KillFeed");
|
||||
if (killFeeds == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto& killFeedComponent : *killFeeds) {
|
||||
EntityWrapper entity = EntityWrapper(m_World, killFeedComponent.EntityID);
|
||||
|
||||
for (int i = 1; i <= 3; i++) {
|
||||
EntityWrapper child = entity.FirstChildByName("KillFeed" + std::to_string(i));
|
||||
if (child.HasComponent("Text")) {
|
||||
(std::string&)child["Text"]["Content"] = "";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
int feedIndex = 1;
|
||||
for (auto it = m_DeathQueue.begin(); it != m_DeathQueue.end(); ) {
|
||||
bool remove = false;
|
||||
|
||||
EntityWrapper child = entity.FirstChildByName("KillFeed" + std::to_string(feedIndex));
|
||||
|
||||
if (child.HasComponent("Text")) {
|
||||
(std::string&)child["Text"]["Content"] = (*it).Content;
|
||||
(glm::vec4&)child["Text"]["Color"] = (*it).Color;
|
||||
|
||||
(*it).TimeToLive -= dt;
|
||||
|
||||
if ((*it).TimeToLive <= 0.f) {
|
||||
(std::string&)child["Text"]["Content"] = "";
|
||||
(glm::vec4&)child["Text"]["Color"] = (*it).Color;
|
||||
remove = true;
|
||||
}
|
||||
}
|
||||
feedIndex++;
|
||||
if(feedIndex > 3) {
|
||||
break;
|
||||
}
|
||||
|
||||
if(remove) {
|
||||
it = m_DeathQueue.erase(it);
|
||||
} else {
|
||||
it++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool KillFeedSystem::OnPlayerDeath(Events::PlayerDeath& e)
|
||||
{
|
||||
KillFeedInfo kfInfo;
|
||||
|
||||
if (e.Player.HasComponent("Team")) {
|
||||
int red = e.Player["Team"].Enum("Team", "Red");
|
||||
int blue = e.Player["Team"].Enum("Team", "Blue");
|
||||
|
||||
if ((int)e.Player["Team"]["Team"] == red) {
|
||||
kfInfo.Content = "Blue Player killed Red Player";
|
||||
kfInfo.Color = glm::vec4(0.f, 0.2f, 1.f, 0.8f);
|
||||
m_DeathQueue.push_back(kfInfo);
|
||||
} else if ((int)e.Player["Team"]["Team"] == blue) {
|
||||
kfInfo.Content = "Red Player killed blue Player";
|
||||
kfInfo.Color = glm::vec4(1.f, 0.f, 0.f, 0.8f);
|
||||
m_DeathQueue.push_back(kfInfo);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if(m_DeathQueue.size() > 3) {
|
||||
m_DeathQueue.pop_front();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -1,7 +1,7 @@
|
||||
#include "Systems/PickupSpawnSystem.h"
|
||||
|
||||
PickupSpawnSystem::PickupSpawnSystem(World* m_World, EventBroker* eventBroker)
|
||||
: System(m_World, eventBroker)
|
||||
PickupSpawnSystem::PickupSpawnSystem(SystemParams params)
|
||||
: System(params)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &PickupSpawnSystem::OnTriggerTouch);
|
||||
}
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#include "Systems/PlayerDeathSystem.h"
|
||||
|
||||
PlayerDeathSystem::PlayerDeathSystem(World* m_World, EventBroker* eventBroker)
|
||||
: System(m_World, eventBroker)
|
||||
PlayerDeathSystem::PlayerDeathSystem(SystemParams params)
|
||||
: System(params)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerDeathSystem::OnPlayerDeath);
|
||||
}
|
||||
@@ -34,14 +34,23 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
|
||||
|
||||
//components that we need from player
|
||||
auto playerCamera = player.FirstChildByName("Camera");
|
||||
auto playerEntityModel = player.FirstChildByName("PlayerModel")["Model"];
|
||||
auto playerEntityAnimation = player.FirstChildByName("PlayerModel")["Animation"];
|
||||
auto playerModel = player.FirstChildByName("PlayerModel");
|
||||
if (!playerCamera.Valid() || !playerModel.Valid()) {
|
||||
return;
|
||||
}
|
||||
if (!playerModel.HasComponent("Model") || !playerModel.HasComponent("Animation")) {
|
||||
return;
|
||||
}
|
||||
auto playerEntityModel = playerModel["Model"];
|
||||
auto playerEntityAnimation = playerModel["Animation"];
|
||||
|
||||
//copy the data from player to explisioneffectmodel
|
||||
playerEntityModel.Copy(deathEffectEW["Model"]);
|
||||
playerEntityAnimation.Copy(deathEffectEW["Animation"]);
|
||||
//freeze the animation
|
||||
deathEffectEW["Animation"]["Speed"] = 0.0;
|
||||
deathEffectEW["Animation"]["Speed1"] = 0.0;
|
||||
deathEffectEW["Animation"]["Speed2"] = 0.0;
|
||||
deathEffectEW["Animation"]["Speed3"] = 0.0;
|
||||
|
||||
//copy the models position,orientation
|
||||
deathEffectEW["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
|
||||
@@ -50,8 +59,10 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
|
||||
//deathEffectEW["ExplosionEffect"]["ExplosionOrigin"] = glm::vec3(0, 0, 0);
|
||||
|
||||
//camera (with lifetime) behind the player
|
||||
auto cam = deathEffectEW.FirstChildByName("Camera");
|
||||
Events::SetCamera eSetCamera;
|
||||
eSetCamera.CameraEntity = cam;
|
||||
m_EventBroker->Publish(eSetCamera);
|
||||
if (player == LocalPlayer) {
|
||||
auto cam = deathEffectEW.FirstChildByName("Camera");
|
||||
Events::SetCamera eSetCamera;
|
||||
eSetCamera.CameraEntity = cam;
|
||||
m_EventBroker->Publish(eSetCamera);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,8 +1,7 @@
|
||||
#include "Systems/PlayerMovementSystem.h"
|
||||
|
||||
PlayerMovementSystem::PlayerMovementSystem(World* world, EventBroker* eventBroker)
|
||||
: System(world, eventBroker)
|
||||
, PureSystem("Player")
|
||||
PlayerMovementSystem::PlayerMovementSystem(SystemParams params)
|
||||
: System(params)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &PlayerMovementSystem::OnPlayerSpawned);
|
||||
}
|
||||
@@ -15,6 +14,12 @@ PlayerMovementSystem::~PlayerMovementSystem()
|
||||
}
|
||||
|
||||
void PlayerMovementSystem::Update(double dt)
|
||||
{
|
||||
updateMovementControllers(dt);
|
||||
updateVelocity(dt);
|
||||
}
|
||||
|
||||
void PlayerMovementSystem::updateMovementControllers(double dt)
|
||||
{
|
||||
for (auto& kv : m_PlayerInputControllers) {
|
||||
EntityWrapper player = kv.first;
|
||||
@@ -24,12 +29,21 @@ void PlayerMovementSystem::Update(double dt)
|
||||
continue;
|
||||
}
|
||||
|
||||
// Aim pitch
|
||||
EntityWrapper cameraEntity = player.FirstChildByName("Camera");
|
||||
if (cameraEntity.Valid()) {
|
||||
glm::vec3& cameraOrientation = cameraEntity["Transform"]["Orientation"];
|
||||
cameraOrientation.x += controller->Rotation().x;
|
||||
// Limit camera pitch so we don't break our necks
|
||||
cameraOrientation.x = glm::clamp(cameraOrientation.x, -glm::half_pi<float>(), glm::half_pi<float>());
|
||||
// Set third person model aim pitch
|
||||
EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
|
||||
if (playerModel.Valid()) {
|
||||
ComponentWrapper cAnimationOffset = playerModel["AnimationOffset"];
|
||||
float pitch = cameraOrientation.x + 0.2;
|
||||
double time = (pitch + glm::half_pi<float>()) / glm::pi<float>();
|
||||
cAnimationOffset["Time"] = time;
|
||||
}
|
||||
}
|
||||
|
||||
ComponentWrapper& cTransform = player["Transform"];
|
||||
@@ -38,6 +52,7 @@ void PlayerMovementSystem::Update(double dt)
|
||||
|
||||
float playerMovementSpeed = player["Player"]["MovementSpeed"];
|
||||
float playerCrouchSpeed = player["Player"]["CrouchSpeed"];
|
||||
glm::vec3& wishDirection = player["Player"]["CurrentWishDirection"];
|
||||
|
||||
if (player.HasComponent("Physics")) {
|
||||
ComponentWrapper cPhysics = player["Physics"];
|
||||
@@ -45,7 +60,7 @@ void PlayerMovementSystem::Update(double dt)
|
||||
if (player.HasComponent("DashAbility")) {
|
||||
controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"]);
|
||||
}
|
||||
glm::vec3 wishDirection = controller->Movement() * glm::inverse(glm::quat(ori));
|
||||
wishDirection = controller->Movement() * glm::inverse(glm::quat(ori));
|
||||
//this makes sure you can only dash in the 4 directions: forw,backw,left,right
|
||||
if (controller->AssaultDashDoubleTapped() && controller->Movement().z != 0 && controller->Movement().x != 0) {
|
||||
wishDirection = glm::vec3(controller->Movement().x, 0, 0)* glm::inverse(glm::quat(ori));
|
||||
@@ -64,18 +79,18 @@ void PlayerMovementSystem::Update(double dt)
|
||||
}
|
||||
glm::vec3& velocity = cPhysics["Velocity"];
|
||||
bool isOnGround = (bool)cPhysics["IsOnGround"];
|
||||
ImGui::Text(isOnGround ? "On ground" : "In air");
|
||||
ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
|
||||
//ImGui::Text(isOnGround ? "On ground" : "In air");
|
||||
//ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
|
||||
glm::vec3 groundVelocity(0.f, 0.f, 0.f);
|
||||
groundVelocity.x = velocity.x;
|
||||
groundVelocity.z = velocity.z;
|
||||
ImGui::Text("groundVelocity: (%f, %f, %f) |%f|", groundVelocity.x, groundVelocity.y, groundVelocity.z, glm::length(groundVelocity));
|
||||
ImGui::Text("wishDirection: (%f, %f, %f) |%f|", wishDirection.x, wishDirection.y, wishDirection.z, glm::length(wishDirection));
|
||||
//ImGui::Text("groundVelocity: (%f, %f, %f) |%f|", groundVelocity.x, groundVelocity.y, groundVelocity.z, glm::length(groundVelocity));
|
||||
//ImGui::Text("wishDirection: (%f, %f, %f) |%f|", wishDirection.x, wishDirection.y, wishDirection.z, glm::length(wishDirection));
|
||||
float currentSpeedProj = glm::dot(groundVelocity, wishDirection);
|
||||
float addSpeed = wishSpeed - currentSpeedProj;
|
||||
ImGui::Text("currentSpeedProj: %f", currentSpeedProj);
|
||||
ImGui::Text("wishSpeed: %f", wishSpeed);
|
||||
ImGui::Text("addSpeed: %f", addSpeed);
|
||||
//ImGui::Text("currentSpeedProj: %f", currentSpeedProj);
|
||||
//ImGui::Text("wishSpeed: %f", wishSpeed);
|
||||
//ImGui::Text("addSpeed: %f", addSpeed);
|
||||
|
||||
if (addSpeed > 0) {
|
||||
static float accel = 15.f;
|
||||
@@ -100,12 +115,20 @@ void PlayerMovementSystem::Update(double dt)
|
||||
//you cant jump and dash at the same time - since there is no friction in the air and we would thus dash much further in the air
|
||||
if (!controller->PlayerIsDashing() && controller->Jumping() && !controller->Crouching() && (isOnGround || !controller->DoubleJumping())) {
|
||||
(bool)cPhysics["IsOnGround"] = false;
|
||||
if (velocity.y == 0.f) {
|
||||
if (isOnGround) {
|
||||
controller->SetDoubleJumping(false);
|
||||
} else {
|
||||
controller->SetDoubleJumping(true);
|
||||
Events::DoubleJump e;
|
||||
m_EventBroker->Publish(e);
|
||||
if (IsClient) {
|
||||
//put a hexagon at the players feet
|
||||
auto hexagonEffect = ResourceManager::Load<EntityFile>("Schema/Entities/DoubleJumpHexagon.xml");
|
||||
EntityFileParser parser(hexagonEffect);
|
||||
EntityID hexagonEffectID = parser.MergeEntities(m_World);
|
||||
EntityWrapper hexagonEW = EntityWrapper(m_World, hexagonEffectID);
|
||||
hexagonEW["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
|
||||
controller->SetDoubleJumping(true);
|
||||
Events::DoubleJump e;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
velocity.y = 4.f;
|
||||
}
|
||||
@@ -123,24 +146,74 @@ void PlayerMovementSystem::Update(double dt)
|
||||
EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
|
||||
if (playerModel.Valid()) {
|
||||
ComponentWrapper cAnimation = playerModel["Animation"];
|
||||
std::string& animationName1 = cAnimation["AnimationName1"];
|
||||
std::string& animationName2 = cAnimation["AnimationName2"];
|
||||
double& animationTime1 = cAnimation["Time1"];
|
||||
double& animationTime2 = cAnimation["Time2"];
|
||||
double& animationSpeed1 = cAnimation["Speed1"];
|
||||
double& animationSpeed2 = cAnimation["Speed2"];
|
||||
double& animationWeight1 = cAnimation["Weight1"];
|
||||
double& animationWeight2 = cAnimation["Weight2"];
|
||||
|
||||
float movementLength = glm::length(groundVelocity);
|
||||
//TODO: add assault dash animation here
|
||||
if (glm::length(controller->Movement()) > 0.f) {
|
||||
if (controller->Crouching()) {
|
||||
cAnimation["Name"] = "Crouch Walk";
|
||||
(double&)cAnimation["Speed"] = 1.f * -glm::sign(controller->Movement().z);
|
||||
double forwardMovement = controller->Movement().z;
|
||||
double strafeMovement = controller->Movement().x;
|
||||
|
||||
if (controller->Crouching() && animationName1 != "CrouchWalk") {
|
||||
animationName1 = "CrouchWalk";
|
||||
animationSpeed1 = 1.0 * -glm::sign(controller->Movement().z);
|
||||
} else {
|
||||
cAnimation["Name"] = "Run";
|
||||
(double&)cAnimation["Speed"] = 2.f * -glm::sign(controller->Movement().z);
|
||||
if (glm::abs(forwardMovement) > 0) {
|
||||
if (animationName1 != "Run") {
|
||||
animationName1 = "Run";
|
||||
if (animationName2 == "StrafeLeft" || animationName2 == "StrafeRight") {
|
||||
animationTime1 = animationTime2;
|
||||
} else {
|
||||
animationTime1 = 0.0;
|
||||
}
|
||||
}
|
||||
animationSpeed1 = 2.f * -glm::sign(forwardMovement);
|
||||
}
|
||||
|
||||
if (glm::abs(strafeMovement) > 0) {
|
||||
if (animationName2 != "StrafeLeft" && animationName2 != "StrafeRight") {
|
||||
if (strafeMovement < 0) {
|
||||
animationName2 = "StrafeLeft";
|
||||
}
|
||||
if (strafeMovement > 0) {
|
||||
animationName2 = "StrafeRight";
|
||||
}
|
||||
if (animationName1 == "Run") {
|
||||
animationTime2 = animationTime1;
|
||||
} else {
|
||||
animationTime2 = 0.0;
|
||||
}
|
||||
}
|
||||
animationSpeed2 = 2.f * glm::abs(strafeMovement);
|
||||
}
|
||||
|
||||
double strafeWeight = glm::abs(strafeMovement) / (glm::abs(forwardMovement) + glm::abs(strafeMovement));
|
||||
animationWeight2 = strafeWeight;
|
||||
animationWeight1 = 1.0 - strafeWeight;
|
||||
}
|
||||
} else {
|
||||
if (controller->Crouching()) {
|
||||
cAnimation["Name"] = "Crouch";
|
||||
(double&)cAnimation["Speed"] = 1.f;
|
||||
animationName1 = "Crouch";
|
||||
animationName2 = "";
|
||||
animationSpeed1 = 1.0;
|
||||
animationSpeed2 = 0.0;
|
||||
animationWeight1 = 1.0;
|
||||
animationWeight2 = 0.0;
|
||||
} else {
|
||||
cAnimation["Name"] = "Hold Pos";
|
||||
(double&)cAnimation["Speed"] = 1.f;
|
||||
animationName1 = "Idle";
|
||||
animationName2 = "";
|
||||
animationSpeed1 = 1.f;
|
||||
animationSpeed2 = 0.0;
|
||||
animationWeight1 = 1.0;
|
||||
animationWeight2 = 0.0;
|
||||
//cAnimation["AnimationName2"] = "Idle";
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -151,14 +224,16 @@ void PlayerMovementSystem::Update(double dt)
|
||||
playerStep(dt);
|
||||
}
|
||||
|
||||
void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
|
||||
|
||||
void PlayerMovementSystem::updateVelocity(double dt)
|
||||
{
|
||||
ComponentWrapper& cTransform = entity["Transform"];
|
||||
if (!entity.HasComponent("Physics")) {
|
||||
// Only apply velocity to local player
|
||||
if (!LocalPlayer.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
ComponentWrapper& cPhysics = entity["Physics"];
|
||||
ComponentWrapper& cTransform = LocalPlayer["Transform"];
|
||||
ComponentWrapper& cPhysics = LocalPlayer["Physics"];
|
||||
glm::vec3& velocity = cPhysics["Velocity"];
|
||||
bool isOnGround = (bool)cPhysics["IsOnGround"];
|
||||
|
||||
@@ -166,7 +241,8 @@ void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
|
||||
float speed = glm::length(velocity);
|
||||
static float groundFriction = 7.f;
|
||||
ImGui::InputFloat("groundFriction", &groundFriction);
|
||||
static float airFriction = 0.f;
|
||||
static float airFriction = 2.f;
|
||||
|
||||
ImGui::InputFloat("airFriction", &airFriction);
|
||||
float friction = isOnGround ? groundFriction : airFriction;
|
||||
if (speed > 0) {
|
||||
@@ -176,6 +252,7 @@ void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
|
||||
velocity.z *= multiplier;
|
||||
}
|
||||
|
||||
// Gravity
|
||||
if (cPhysics["Gravity"]) {
|
||||
velocity.y -= 9.82f * (float)dt;
|
||||
}
|
||||
@@ -191,13 +268,12 @@ void PlayerMovementSystem::playerStep(double dt)
|
||||
}
|
||||
// Position of the local player, used see how far a player has moved.
|
||||
glm::vec3 pos = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Transform")["Position"];
|
||||
// Velocity of the local player, used to see if a player is airborne.
|
||||
glm::vec3 vel = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["Velocity"];
|
||||
// Used to see if a player is airborne.
|
||||
bool grounded = (bool)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["IsOnGround"];
|
||||
m_DistanceMoved += glm::length(pos - m_LastPosition);
|
||||
// Set the last position for next iteration
|
||||
m_LastPosition = pos;
|
||||
bool isAirborne = vel.y != 0;
|
||||
if (m_DistanceMoved > m_PlayerStepLength && !isAirborne) {
|
||||
if (m_DistanceMoved > m_PlayerStepLength && grounded) {
|
||||
// Player moved a step's distance
|
||||
// Create footstep sound
|
||||
Events::PlaySoundOnEntity e;
|
||||
|
||||
@@ -1,20 +1,39 @@
|
||||
#include "Systems/PlayerSpawnSystem.h"
|
||||
|
||||
PlayerSpawnSystem::PlayerSpawnSystem(World* m_World, EventBroker* eventBroker)
|
||||
: System(m_World, eventBroker)
|
||||
//This should be set by the config anyway.
|
||||
float PlayerSpawnSystem::m_RespawnTime = 15.0f;
|
||||
|
||||
PlayerSpawnSystem::PlayerSpawnSystem(SystemParams params)
|
||||
: System(params)
|
||||
, m_Timer(0.f)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerSpawnSystem::OnInputCommand);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerSpawnerd, &PlayerSpawnSystem::OnPlayerSpawned);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerSpawnSystem::OnPlayerDeath);
|
||||
m_NetworkEnabled = ResourceManager::Load<ConfigFile>("Config.ini")->Get("Networking.StartNetwork", false);
|
||||
}
|
||||
|
||||
void PlayerSpawnSystem::Update(double dt)
|
||||
{
|
||||
//Increase timer.
|
||||
m_Timer += dt;
|
||||
if (m_Timer < m_RespawnTime) {
|
||||
return;
|
||||
}
|
||||
//If respawn time has passed, we spawn all players that have requested to be spawned.
|
||||
m_Timer = 0.f;
|
||||
|
||||
//If there are no spawn requests, return immediately, if we are client the SpawnRequests should always be empty.
|
||||
if (m_SpawnRequests.size() == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto playerSpawns = m_World->GetComponents("PlayerSpawn");
|
||||
if (playerSpawns == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
int numSpawnedPlayers = 0;
|
||||
for (auto& req : m_SpawnRequests) {
|
||||
for (auto& cPlayerSpawn : *playerSpawns) {
|
||||
EntityWrapper spawner(m_World, cPlayerSpawn.EntityID);
|
||||
@@ -40,29 +59,61 @@ void PlayerSpawnSystem::Update(double dt)
|
||||
e.Player = player;
|
||||
e.Spawner = spawner;
|
||||
m_EventBroker->Publish(e);
|
||||
|
||||
++numSpawnedPlayers;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (numSpawnedPlayers != (int)m_SpawnRequests.size()) {
|
||||
LOG_DEBUG("%i players were supposed to be spawned, but %i was spawned.", (int)m_SpawnRequests.size(), numSpawnedPlayers);
|
||||
} else {
|
||||
LOG_DEBUG("%i players were spawned.", numSpawnedPlayers);
|
||||
}
|
||||
m_SpawnRequests.clear();
|
||||
}
|
||||
|
||||
bool PlayerSpawnSystem::OnInputCommand(const Events::InputCommand& e)
|
||||
bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
|
||||
{
|
||||
if (e.Command != "PickTeam") {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Team picks should be processed ONLY server-side!
|
||||
// Don't make a spawn request if PlayerID is -1, i.e. we're the client.
|
||||
if (e.PlayerID == -1 && m_NetworkEnabled) {
|
||||
// Don't make a spawn request if we're the client.
|
||||
if (!IsServer && m_NetworkEnabled) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (e.Value != 0) {
|
||||
if (e.Value == 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//TODO: Spectating?
|
||||
//Right now, return if someone picks spectator.
|
||||
//1 signifies spectator here, could not get Playerteam component since it may be invalid or without team comp.
|
||||
if ((ComponentInfo::EnumType)e.Value == 1) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//Check if the player already requested spawn.
|
||||
auto iter = m_SpawnRequests.begin();
|
||||
for (; iter != m_SpawnRequests.end(); ++iter) {
|
||||
if (iter->PlayerID == e.PlayerID) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (iter != m_SpawnRequests.end()) {
|
||||
//If player is in queue to spawn, then change their team affiliation in the request.
|
||||
iter->Team = (ComponentInfo::EnumType)e.Value;
|
||||
} else if (m_PlayerEntities.count(e.PlayerID) == 0 || !m_PlayerEntities[e.PlayerID].Valid()) {
|
||||
//If player is not in queue to spawn, then create a spawn request,
|
||||
//but only if they are spectating and/or just connected.
|
||||
SpawnRequest req;
|
||||
req.PlayerID = e.PlayerID;
|
||||
req.Team = (ComponentInfo::EnumType)e.Value;
|
||||
m_SpawnRequests.push_back(req);
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
@@ -70,22 +121,27 @@ bool PlayerSpawnSystem::OnInputCommand(const Events::InputCommand& e)
|
||||
|
||||
bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
|
||||
{
|
||||
// When a player is actually spawned (since the actual spawning is handled on the server)
|
||||
|
||||
// Check if a player already exists
|
||||
if (m_PlayerEntities.count(e.PlayerID) != 0) {
|
||||
// TODO: Disallow infinite respawning here
|
||||
if (m_PlayerEntities[e.PlayerID].Valid()) {
|
||||
m_World->DeleteEntity(m_PlayerEntities[e.PlayerID].ID);
|
||||
}
|
||||
}
|
||||
|
||||
// Store the player for future reference
|
||||
m_PlayerEntities[e.PlayerID] = e.Player;
|
||||
m_PlayerIDs[e.Player.ID] = e.PlayerID;
|
||||
|
||||
// When a player is actually spawned (since the actual spawning is handled on the server)
|
||||
// Hack should be moved.
|
||||
|
||||
// TODO: Set the player name to whatever
|
||||
EntityWrapper playerName = e.Player.FirstChildByName("PlayerName");
|
||||
if (playerName.Valid()) {
|
||||
playerName["Text"]["Content"] = e.PlayerName;
|
||||
}
|
||||
|
||||
if (!IsClient) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the camera to the correct entity
|
||||
EntityWrapper cameraEntity = e.Player.FirstChildByName("Camera");
|
||||
if (cameraEntity.Valid()) {
|
||||
bool outOfBodyExperience = ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.OutOfBodyExperience", false);
|
||||
if (cameraEntity.Valid() && !outOfBodyExperience) {
|
||||
Events::SetCamera e;
|
||||
e.CameraEntity = cameraEntity;
|
||||
m_EventBroker->Publish(e);
|
||||
@@ -103,11 +159,32 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Set the player name to whatever
|
||||
EntityWrapper playerName = e.Player.FirstChildByName("PlayerName");
|
||||
if (playerName.Valid()) {
|
||||
playerName["Text"]["Content"] = e.PlayerName;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool PlayerSpawnSystem::OnPlayerDeath(Events::PlayerDeath& e)
|
||||
{
|
||||
//Only spawn request if network is disabled or we are server.
|
||||
if (!IsServer && m_NetworkEnabled) {
|
||||
return false;
|
||||
}
|
||||
if (!e.Player.HasComponent("Team")) {
|
||||
return false;
|
||||
}
|
||||
ComponentWrapper cTeam = e.Player["Team"];
|
||||
//A spectator can't die anyway
|
||||
if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Spectator")) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (m_PlayerIDs.count(e.Player.ID) == 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
SpawnRequest req;
|
||||
req.PlayerID = m_PlayerIDs.at(e.Player.ID);
|
||||
req.Team = cTeam["Team"];
|
||||
m_SpawnRequests.push_back(req);
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,22 +1,20 @@
|
||||
#include "Game/Systems/SoundSystem.h"
|
||||
|
||||
SoundSystem::SoundSystem(World* world, EventBroker* eventbroker)
|
||||
: System(world, eventbroker)
|
||||
SoundSystem::SoundSystem(SystemParams params)
|
||||
: System(params)
|
||||
, PureSystem("SoundEmitter")
|
||||
//, ImpureSystem()
|
||||
{
|
||||
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||
m_Announcer = ResourceManager::Load<ConfigFile>("Config.ini")->Get<std::string>("Sound.Announcer", "female");
|
||||
m_World = world;
|
||||
m_EventBroker = eventbroker;
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &SoundSystem::OnPlayerSpawned);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_InputCommand, &SoundSystem::OnInputCommand);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &SoundSystem::OnDoubleJump);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EDashAbility, &SoundSystem::OnDashAbility);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EShoot, &SoundSystem::OnShoot);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &SoundSystem::OnPlayerDamage);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &SoundSystem::OnCaptured);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &SoundSystem::OnTriggerTouch);
|
||||
if (IsClient) {
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &SoundSystem::OnPlayerSpawned);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_InputCommand, &SoundSystem::OnInputCommand);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &SoundSystem::OnDoubleJump);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EDashAbility, &SoundSystem::OnDashAbility);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &SoundSystem::OnPlayerDamage);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &SoundSystem::OnCaptured);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &SoundSystem::OnTriggerTouch);
|
||||
}
|
||||
}
|
||||
|
||||
void SoundSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt)
|
||||
@@ -24,8 +22,12 @@ void SoundSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComp
|
||||
|
||||
void SoundSystem::Update(double dt)
|
||||
{
|
||||
if (!IsClient) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Temp for play test.
|
||||
if(m_DrumsIsPlaying) {
|
||||
if (m_DrumsIsPlaying) {
|
||||
m_DrumsIsPlaying = !drumTimer(dt);
|
||||
}
|
||||
}
|
||||
@@ -34,9 +36,8 @@ bool SoundSystem::OnPlayerSpawned(const Events::PlayerSpawned &e)
|
||||
{
|
||||
if (e.PlayerID == -1) { // Local player
|
||||
m_World->AttachComponent(e.Player.ID, "Listener");
|
||||
m_LocalPlayer = e.Player;
|
||||
Events::PlaySoundOnEntity go;
|
||||
go.EmitterID = m_LocalPlayer.ID;
|
||||
go.EmitterID = LocalPlayer.ID;
|
||||
go.FilePath = "Audio/announcer/" + m_Announcer + "/go.wav";
|
||||
m_EventBroker->Publish(go);
|
||||
// TEMP: starts bgm
|
||||
@@ -57,22 +58,20 @@ bool SoundSystem::OnInputCommand(const Events::InputCommand & e)
|
||||
return true;
|
||||
}
|
||||
}
|
||||
if (e.Command == "TakeDamage" && e.Value > 0) {
|
||||
Events::PlayerDamage ev;
|
||||
ev.Player = m_LocalPlayer;
|
||||
ev.Damage = 1.0;
|
||||
m_EventBroker->Publish(ev);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void SoundSystem::playerJumps()
|
||||
{
|
||||
glm::vec3 vel = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["Velocity"];
|
||||
if (vel.y == 0) {
|
||||
if (!LocalPlayer.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
bool grounded = (bool)m_World->GetComponent(LocalPlayer.ID, "Physics")["IsOnGround"];
|
||||
if (grounded) {
|
||||
Events::PlaySoundOnEntity e;
|
||||
e.EmitterID = m_LocalPlayer.ID;
|
||||
e.EmitterID = LocalPlayer.ID;
|
||||
e.FilePath = "Audio/jump/jump1.wav";
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
@@ -89,26 +88,17 @@ bool SoundSystem::drumTimer(double dt)
|
||||
}
|
||||
}
|
||||
|
||||
bool SoundSystem::OnShoot(const Events::Shoot & e)
|
||||
{
|
||||
Events::PlaySoundOnEntity ev;
|
||||
ev.EmitterID = m_LocalPlayer.ID;
|
||||
ev.FilePath = "Audio/laser/laser1.wav";
|
||||
m_EventBroker->Publish(ev);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoundSystem::OnCaptured(const Events::Captured & e)
|
||||
{
|
||||
int homeTeam = (int)m_World->GetComponent(e.CapturePointID, "Team")["Team"];
|
||||
int team = (int)m_World->GetComponent(m_LocalPlayer.ID, "Team")["Team"];
|
||||
int team = (int)m_World->GetComponent(LocalPlayer.ID, "Team")["Team"];
|
||||
Events::PlaySoundOnEntity ev;
|
||||
if (team == homeTeam) {
|
||||
ev.FilePath = "Audio/announcer/" + m_Announcer + "/objective_achieved.wav";
|
||||
} else {
|
||||
ev.FilePath = "Audio/announcer/" + m_Announcer + "/objective_failed.wav"; // have not been tested
|
||||
}
|
||||
ev.EmitterID = m_LocalPlayer.ID;
|
||||
ev.EmitterID = LocalPlayer.ID;
|
||||
m_EventBroker->Publish(ev);
|
||||
// Temp for play test.
|
||||
m_DrumsIsPlaying = false;
|
||||
@@ -124,13 +114,13 @@ bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e)
|
||||
std::vector<std::string> paths;
|
||||
paths.push_back("Audio/hurt/hurt" + std::to_string(rand) + ".wav");
|
||||
|
||||
// // Breathe
|
||||
// int ammountOfbreaths = (static_cast<int>(e.Damage) / 10) + 2; // TEMP: Idk something stupid like this shit
|
||||
// for (int i = 0; i < ammountOfbreaths; i++) {
|
||||
// paths.push_back("Audio/exhausted/breath.wav");
|
||||
// }
|
||||
// // Breathe
|
||||
// int ammountOfbreaths = (static_cast<int>(e.Damage) / 10) + 2; // TEMP: Idk something stupid like this shit
|
||||
// for (int i = 0; i < ammountOfbreaths; i++) {
|
||||
// paths.push_back("Audio/exhausted/breath.wav");
|
||||
// }
|
||||
Events::PlayQueueOnEntity ev;
|
||||
ev.Emitter = m_LocalPlayer;
|
||||
ev.Emitter = LocalPlayer;
|
||||
ev.FilePaths = paths;
|
||||
m_EventBroker->Publish(ev);
|
||||
return false;
|
||||
@@ -139,8 +129,8 @@ bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e)
|
||||
bool SoundSystem::OnPlayerDeath(const Events::PlayerDeath & e)
|
||||
{
|
||||
Events::PlaySoundOnEntity ev;
|
||||
ev.EmitterID = m_LocalPlayer.ID;
|
||||
ev.FilePath = "Audio/die/die2.wav";
|
||||
ev.EmitterID = LocalPlayer.ID;
|
||||
ev.FilePath = "Audio/die/die2.wav";
|
||||
m_EventBroker->Publish(ev);
|
||||
return false;
|
||||
}
|
||||
@@ -148,7 +138,7 @@ bool SoundSystem::OnPlayerDeath(const Events::PlayerDeath & e)
|
||||
bool SoundSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup & e)
|
||||
{
|
||||
Events::PlaySoundOnEntity ev;
|
||||
ev.EmitterID = m_LocalPlayer.ID;
|
||||
ev.EmitterID = LocalPlayer.ID;
|
||||
ev.FilePath = "Audio/pickup/pickup2.wav";
|
||||
m_EventBroker->Publish(ev);
|
||||
return false;
|
||||
@@ -162,7 +152,7 @@ bool SoundSystem::OnTriggerTouch(const Events::TriggerTouch & e)
|
||||
}
|
||||
if (m_World->HasComponent(e.Trigger.ID, "CapturePoint")) {
|
||||
Events::PlaySoundOnEntity ev; // should be BGM
|
||||
ev.EmitterID = m_LocalPlayer.ID;
|
||||
ev.EmitterID = LocalPlayer.ID;
|
||||
ev.FilePath = "Audio/bgm/drumstest.wav";
|
||||
m_EventBroker->Publish(ev);
|
||||
// Temp for play test.
|
||||
@@ -174,7 +164,7 @@ bool SoundSystem::OnTriggerTouch(const Events::TriggerTouch & e)
|
||||
bool SoundSystem::OnDoubleJump(const Events::DoubleJump & e)
|
||||
{
|
||||
Events::PlaySoundOnEntity ev;
|
||||
ev.EmitterID = m_LocalPlayer.ID;
|
||||
ev.EmitterID = LocalPlayer.ID;
|
||||
ev.FilePath = "Audio/jump/jump2.wav";
|
||||
m_EventBroker->Publish(ev);
|
||||
return false;
|
||||
@@ -183,7 +173,7 @@ bool SoundSystem::OnDoubleJump(const Events::DoubleJump & e)
|
||||
bool SoundSystem::OnDashAbility(const Events::DashAbility &e)
|
||||
{
|
||||
Events::PlaySoundOnEntity ev;
|
||||
ev.EmitterID = m_LocalPlayer.ID;
|
||||
ev.EmitterID = LocalPlayer.ID;
|
||||
ev.FilePath = "Audio/jump/dash1.wav";
|
||||
m_EventBroker->Publish(ev);
|
||||
return false;
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#include "Systems/SpawnerSystem.h"
|
||||
|
||||
SpawnerSystem::SpawnerSystem(World* world, EventBroker* eventBroker)
|
||||
: System(world, eventBroker)
|
||||
SpawnerSystem::SpawnerSystem(SystemParams params)
|
||||
: System(params)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_OnSpawnerSpawn, &SpawnerSystem::OnSpawnerSpawn);
|
||||
}
|
||||
@@ -48,10 +48,12 @@ EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /
|
||||
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);
|
||||
// TODO: Quaternions, bitch
|
||||
//spawnedEntity["Transform"]["Orientation"] = glm::eulerAngles(Transform::AbsoluteOrientation(spawnPoint.World, spawnPoint.ID));
|
||||
if (spawnPoint != parent) {
|
||||
// Set its position and orientation to that of the SpawnPoint
|
||||
spawnedEntity["Transform"]["Position"] = Transform::AbsolutePosition(spawnPoint.World, spawnPoint.ID);
|
||||
// TODO: Quaternions, bitch
|
||||
spawnedEntity["Transform"]["Orientation"] = glm::eulerAngles(Transform::AbsoluteOrientation(spawnPoint));
|
||||
}
|
||||
|
||||
return spawnedEntity;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,413 @@
|
||||
#include "Systems/Weapon/AssaultWeaponBehaviour.h"
|
||||
|
||||
AssaultWeaponBehaviour::AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper player)
|
||||
: WeaponBehaviour(systemParams, renderer, collisionOctree, player)
|
||||
{
|
||||
m_FirstPersonModel = m_Player.FirstChildByName("Hands");
|
||||
m_ThirdPersonModel = m_Player.FirstChildByName("PlayerModel");
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EAnimationComplete, &AssaultWeaponBehaviour::OnAnimationComplete);
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::Fire()
|
||||
{
|
||||
m_TimeSinceLastFire = 0.0;
|
||||
m_Firing = true;
|
||||
fireRound();
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::CeaseFire()
|
||||
{
|
||||
m_Firing = false;
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::Reload()
|
||||
{
|
||||
if (m_Reloading) {
|
||||
return;
|
||||
}
|
||||
|
||||
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
|
||||
int magAmmo = cAssaultWeapon["MagazineAmmo"];
|
||||
int magSize = cAssaultWeapon["MagazineSize"];
|
||||
int ammo = cAssaultWeapon["Ammo"];
|
||||
|
||||
// Don't reload if we're already fully loaded
|
||||
if (magAmmo == magSize) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Don't reload if we're completly out of ammo
|
||||
if (ammo == 0) {
|
||||
playEmptySound();
|
||||
m_TimeSinceLastFire = -0.0f; // HACK: To make empty sound play with interval
|
||||
return;
|
||||
}
|
||||
|
||||
m_Reloading = true;
|
||||
m_ReloadTimer = cAssaultWeapon["ReloadTime"];
|
||||
playReloadAnimation();
|
||||
Events::PlaySoundOnEntity e;
|
||||
e.EmitterID = cAssaultWeapon.EntityID;
|
||||
e.FilePath = "Audio/weapon/reload.wav";
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::Update(double dt)
|
||||
{
|
||||
if (m_Reloading) {
|
||||
m_ReloadTimer -= dt;
|
||||
// Re-enable glow on reload impersonator half-way through the animation
|
||||
if (IsClient) {
|
||||
if (m_ReloadTimer <= (double)m_Player["AssaultWeapon"]["ReloadTime"] / 2.0) {
|
||||
if (m_FirstPersonReloadImpersonator.Valid()) {
|
||||
m_FirstPersonReloadImpersonator["Model"]["GlowMap"] = true;
|
||||
}
|
||||
if (m_ThirdPersonReloadImpersonator.Valid()) {
|
||||
m_ThirdPersonReloadImpersonator["Model"]["GlowMap"] = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (m_ReloadTimer <= 0) {
|
||||
finishReload();
|
||||
}
|
||||
}
|
||||
|
||||
if (m_Firing && !m_Reloading) {
|
||||
m_TimeSinceLastFire += dt;
|
||||
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
|
||||
if (m_TimeSinceLastFire >= 1.0 / ((double)cAssaultWeapon["RPM"] / 60.0)) {
|
||||
fireRound();
|
||||
}
|
||||
}
|
||||
|
||||
if (!m_Firing && !m_Reloading) {
|
||||
if (IsClient) {
|
||||
playIdleAnimation();
|
||||
}
|
||||
}
|
||||
|
||||
// Disable glow map on weapon if it's out of ammo
|
||||
// Make real first person weapon model visible again
|
||||
if (IsClient) {
|
||||
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
|
||||
if (firstPersonWeaponModel.Valid()) {
|
||||
firstPersonWeaponModel["Model"]["GlowMap"] = hasAmmo();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool AssaultWeaponBehaviour::OnAnimationComplete(Events::AnimationComplete& e)
|
||||
{
|
||||
if (e.Entity != m_FirstPersonModel) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//if (e.Name == "ShootRifle") {
|
||||
// if (!m_Firing) {
|
||||
// playIdleAnimation();
|
||||
// }
|
||||
//}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool AssaultWeaponBehaviour::hasAmmo()
|
||||
{
|
||||
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
|
||||
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
|
||||
return magAmmo > 0;
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::fireRound()
|
||||
{
|
||||
if (m_Reloading) {
|
||||
return;
|
||||
}
|
||||
|
||||
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
|
||||
|
||||
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
|
||||
int ammo = cAssaultWeapon["Ammo"];
|
||||
|
||||
// Reload if our magazine is empty
|
||||
if (magAmmo <= 0) {
|
||||
Reload();
|
||||
return;
|
||||
}
|
||||
|
||||
// Fire
|
||||
magAmmo -= 1;
|
||||
m_TimeSinceLastFire = 0.0;
|
||||
|
||||
// Effects
|
||||
if (IsClient) {
|
||||
spawnTracer();
|
||||
playFireSound();
|
||||
viewPunch();
|
||||
playShootAnimation();
|
||||
bool hit = shoot(cAssaultWeapon["BaseDamage"]);
|
||||
if (hit) {
|
||||
showHitMarker();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::spawnTracer()
|
||||
{
|
||||
if (!IsClient) {
|
||||
return;
|
||||
}
|
||||
|
||||
EntityWrapper spawner;
|
||||
bool outOfBodyExperience = ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.OutOfBodyExperience", false);
|
||||
if (m_Player == LocalPlayer && !outOfBodyExperience) {
|
||||
spawner = m_Player.FirstChildByName("WeaponMuzzle");
|
||||
} else {
|
||||
spawner = m_Player.FirstChildByName("ThirdPersonWeaponMuzzle");
|
||||
}
|
||||
|
||||
if (!spawner.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
float distance = traceRayDistance(Transform::AbsolutePosition(spawner), Transform::AbsoluteOrientation(spawner) * glm::vec3(0, 0, -1));
|
||||
EntityWrapper ray = SpawnerSystem::Spawn(spawner);
|
||||
((glm::vec3&)ray["Transform"]["Scale"]).z = (distance / 100.f);
|
||||
}
|
||||
|
||||
float AssaultWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direction)
|
||||
{
|
||||
// TODO: Cast a ray and size tracer appropriately
|
||||
float distance;
|
||||
glm::vec3 pos;
|
||||
auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
|
||||
if (entity) {
|
||||
return distance;
|
||||
} else {
|
||||
return 100.f;
|
||||
}
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::playFireSound()
|
||||
{
|
||||
if (!IsClient) {
|
||||
return;
|
||||
}
|
||||
|
||||
Events::PlaySoundOnEntity e;
|
||||
e.EmitterID = m_Player.ID;
|
||||
e.FilePath = "Audio/laser/laser1.wav";
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
|
||||
void AssaultWeaponBehaviour::playEmptySound()
|
||||
{
|
||||
if (!IsClient) {
|
||||
return;
|
||||
}
|
||||
|
||||
Events::PlaySoundOnEntity e;
|
||||
e.EmitterID = m_Player.ID;
|
||||
e.FilePath = "Audio/weapon/zeroAmmo.wav";
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::viewPunch()
|
||||
{
|
||||
EntityWrapper playerCamera = m_Player.FirstChildByName("Camera");
|
||||
if (!playerCamera.Valid()) {
|
||||
return;
|
||||
}
|
||||
float viewPunch = m_Player["AssaultWeapon"]["ViewPunch"];
|
||||
ComponentWrapper cTransform = playerCamera["Transform"];
|
||||
glm::vec3& orientation = cTransform["Orientation"];
|
||||
orientation.x += viewPunch;
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::finishReload()
|
||||
{
|
||||
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
|
||||
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
|
||||
int magSize = cAssaultWeapon["MagazineSize"];
|
||||
int& ammo = cAssaultWeapon["Ammo"];
|
||||
|
||||
// Throw away rounds in magazine to incentivise ammo sharing
|
||||
int toLoad = glm::min(magSize, ammo);
|
||||
magAmmo = toLoad;
|
||||
ammo -= toLoad;
|
||||
|
||||
// Make real first person weapon model visible again
|
||||
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
|
||||
if (firstPersonWeaponModel.Valid()) {
|
||||
firstPersonWeaponModel["Model"]["Visible"] = true;
|
||||
}
|
||||
EntityWrapper thirdPersonWeaponModel = m_Player.FirstChildByName("ThirdPersonWeaponModel");
|
||||
if (thirdPersonWeaponModel.Valid()) {
|
||||
thirdPersonWeaponModel["Model"]["Visible"] = true;
|
||||
}
|
||||
|
||||
m_Reloading = false;
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::playShootAnimation()
|
||||
{
|
||||
ComponentWrapper cAnimation = m_FirstPersonModel["Animation"];
|
||||
if (cAnimation["AnimationName1"] != "ShootRifle") {
|
||||
cAnimation["AnimationName1"] = "ShootRifle";
|
||||
cAnimation["Weight1"] = 1.0;
|
||||
cAnimation["Time1"] = 0.0;
|
||||
cAnimation["Speed1"] = 1.0;
|
||||
cAnimation["Loop1"] = true;
|
||||
}
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::playIdleAnimation()
|
||||
{
|
||||
if (!m_FirstPersonModel.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
ComponentWrapper cAnimation = m_FirstPersonModel["Animation"];
|
||||
std::string& animationName1 = cAnimation["AnimationName1"];
|
||||
double& animationSpeed1 = cAnimation["Speed1"];
|
||||
|
||||
std::string animationToPlay = "Idle";
|
||||
double speedToSet = 1.0;
|
||||
|
||||
ComponentWrapper cPlayer = m_Player["Player"];
|
||||
glm::vec3 movementDirection = cPlayer["CurrentWishDirection"];
|
||||
if (glm::length2(movementDirection) > 0) {
|
||||
animationToPlay = "Run";
|
||||
ComponentWrapper cPhysics = m_Player["Physics"];
|
||||
speedToSet = glm::length((glm::vec3)cPhysics["Velocity"]) / (float)cPlayer["MovementSpeed"];
|
||||
}
|
||||
|
||||
if (animationName1 != animationToPlay) {
|
||||
cAnimation["AnimationName1"] = animationToPlay;
|
||||
cAnimation["Weight1"] = 1.0;
|
||||
cAnimation["Time1"] = 0.0;
|
||||
cAnimation["Loop1"] = true;
|
||||
}
|
||||
|
||||
if (animationSpeed1 != speedToSet) {
|
||||
cAnimation["Speed1"] = speedToSet;
|
||||
}
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::playReloadAnimation()
|
||||
{
|
||||
// Play animation
|
||||
// First person
|
||||
if (IsClient)
|
||||
{
|
||||
ComponentWrapper cAnimation = m_FirstPersonModel["Animation"];
|
||||
cAnimation["AnimationName1"] = "ReloadSwitch";
|
||||
cAnimation["Weight1"] = 1.0;
|
||||
cAnimation["Time1"] = 0.0;
|
||||
cAnimation["Speed1"] = 0.5;
|
||||
cAnimation["Loop1"] = true;
|
||||
}
|
||||
// TODO: Third person
|
||||
//{
|
||||
// ComponentWrapper cAnimation = m_ThirdPersonModel["Animation"];
|
||||
// cAnimation["AnimationName1"] = "ReloadSwitch";
|
||||
// cAnimation["Weight1"] = 1.0;
|
||||
// cAnimation["Time1"] = 0.0;
|
||||
// cAnimation["Speed1"] = 0.5;
|
||||
// cAnimation["Loop1"] = true;
|
||||
//}
|
||||
|
||||
// Hide weapon model and spawn the exploding version
|
||||
{
|
||||
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
|
||||
EntityWrapper reloadSpawner = m_Player.FirstChildByName("FirstPersonReloadSpawner");
|
||||
if (IsClient) {
|
||||
m_FirstPersonReloadImpersonator = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
|
||||
firstPersonWeaponModel["Model"].Copy(m_FirstPersonReloadImpersonator["Model"]);
|
||||
}
|
||||
firstPersonWeaponModel["Model"]["Visible"] = false;
|
||||
}
|
||||
{
|
||||
EntityWrapper thirdPersonWeaponModel = m_Player.FirstChildByName("ThirdPersonWeaponModel");
|
||||
EntityWrapper reloadSpawner = m_Player.FirstChildByName("ThirdPersonReloadSpawner");
|
||||
if (IsClient) {
|
||||
m_ThirdPersonReloadImpersonator = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
|
||||
thirdPersonWeaponModel["Model"].Copy(m_ThirdPersonReloadImpersonator["Model"]);
|
||||
}
|
||||
thirdPersonWeaponModel["Model"]["Visible"] = false;
|
||||
}
|
||||
}
|
||||
|
||||
bool AssaultWeaponBehaviour::shoot(double damage)
|
||||
{
|
||||
// Only do shooting clientside
|
||||
if (!IsClient) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Only handle shooting for the local player
|
||||
if (m_Player != LocalPlayer) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Make sure the player isn't shooting from the grave
|
||||
if (!m_Player.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Screen center, based on current resolution!
|
||||
Rectangle screenResolution = m_Renderer->GetViewportSize();
|
||||
glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
|
||||
|
||||
// Pick middle of screen
|
||||
PickData pickData = m_Renderer->Pick(centerScreen);
|
||||
if (pickData.Entity == EntityID_Invalid) {
|
||||
return false;
|
||||
}
|
||||
|
||||
EntityWrapper victim(m_World, pickData.Entity);
|
||||
if (!victim.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Don't let us shoot ourselves in the foot
|
||||
if (victim == LocalPlayer) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Only care about players being hit
|
||||
if (!victim.HasComponent("Player")) {
|
||||
victim = victim.FirstParentWithComponent("Player");
|
||||
}
|
||||
if (!victim.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check for friendly fire
|
||||
if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)m_Player["Team"]["Team"]) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Deal damage!
|
||||
Events::PlayerDamage ePlayerDamage;
|
||||
ePlayerDamage.Inflictor = m_Player;
|
||||
ePlayerDamage.Victim = victim;
|
||||
ePlayerDamage.Damage = damage;
|
||||
m_EventBroker->Publish(ePlayerDamage);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::showHitMarker()
|
||||
{
|
||||
// Show hit marker
|
||||
EntityWrapper hitMarkerSpawner = m_Player.FirstChildByName("HitMarkerSpawner");
|
||||
if (hitMarkerSpawner.Valid()) {
|
||||
SpawnerSystem::Spawn(hitMarkerSpawner, hitMarkerSpawner);
|
||||
Events::PlaySoundOnEntity e;
|
||||
e.EmitterID = m_Player.ID;
|
||||
e.FilePath = "Audio/weapon/hitclick.wav";
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,96 @@
|
||||
#include "Systems/Weapon/WeaponSystem.h"
|
||||
|
||||
WeaponSystem::WeaponSystem(SystemParams params, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
|
||||
: System(params)
|
||||
, PureSystem("Player")
|
||||
, m_SystemParams(params)
|
||||
, m_Renderer(renderer)
|
||||
, m_CollisionOctree(collisionOctree)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponSystem::OnInputCommand);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &WeaponSystem::OnPlayerSpawned);
|
||||
}
|
||||
|
||||
void WeaponSystem::Update(double dt)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void WeaponSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt)
|
||||
{
|
||||
// Update potential weapon behaviour for player
|
||||
auto it = m_ActiveWeapons.find(entity);
|
||||
if (it == m_ActiveWeapons.end()) {
|
||||
selectWeapon(entity, 1);
|
||||
}
|
||||
|
||||
m_EventBroker->Process<WeaponBehaviour>();
|
||||
m_ActiveWeapons.at(entity)->Update(dt);
|
||||
}
|
||||
|
||||
bool WeaponSystem::OnInputCommand(Events::InputCommand& e)
|
||||
{
|
||||
EntityWrapper player = e.Player;
|
||||
if (e.PlayerID == -1) {
|
||||
player = LocalPlayer;
|
||||
}
|
||||
|
||||
// Make sure player is alive
|
||||
if (!player.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Weapon selection
|
||||
if (e.Command == "SelectWeapon") {
|
||||
if (e.Value != 0) {
|
||||
//selectWeapon(player, static_cast<ComponentInfo::EnumType>(e.Value));
|
||||
}
|
||||
}
|
||||
|
||||
// Fire
|
||||
if (e.Command == "PrimaryFire") {
|
||||
if (m_ActiveWeapons.find(player) != m_ActiveWeapons.end()) {
|
||||
auto weapon = m_ActiveWeapons.at(player);
|
||||
if (e.Value > 0) {
|
||||
weapon->Fire();
|
||||
} else {
|
||||
weapon->CeaseFire();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Reload
|
||||
if (e.Command == "Reload" && e.Value != 0) {
|
||||
if (m_ActiveWeapons.find(player) != m_ActiveWeapons.end()) {
|
||||
auto weapon = m_ActiveWeapons.at(player);
|
||||
weapon->Reload();
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void WeaponSystem::selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot)
|
||||
{
|
||||
// Primary
|
||||
if (slot == 1) {
|
||||
// TODO: if class...
|
||||
if (m_ActiveWeapons.count(player) == 0) {
|
||||
m_ActiveWeapons.insert(std::make_pair(player, std::make_shared<AssaultWeaponBehaviour>(m_SystemParams, m_Renderer, m_CollisionOctree, player)));
|
||||
} else {
|
||||
//m_ActiveWeapons.erase(player);
|
||||
}
|
||||
}
|
||||
|
||||
// Secondary
|
||||
if (slot == 2) {
|
||||
//m_ActiveWeapons[player] = std::make_shared<PistolWeaponBehaviour>();
|
||||
}
|
||||
}
|
||||
|
||||
bool WeaponSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
|
||||
{
|
||||
// Select primary weapon on player spawn
|
||||
// TODO: Select the active one specified by player component
|
||||
return true;
|
||||
}
|
||||
@@ -1,141 +0,0 @@
|
||||
#include "Systems/WeaponSystem.h"
|
||||
|
||||
WeaponSystem::WeaponSystem(World* world, EventBroker* eventBroker, IRenderer* renderer)
|
||||
: System(world, eventBroker)
|
||||
, 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)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
if (e.PlayerID == -1) {
|
||||
eShoot.Player = m_LocalPlayer;
|
||||
} else {
|
||||
eShoot.Player = e.Player;
|
||||
}
|
||||
m_EventBroker->Publish(eShoot);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool WeaponSystem::OnShoot(Events::Shoot& eShoot)
|
||||
{
|
||||
if (!eShoot.Player.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// TODO: Weapon firing effects here
|
||||
|
||||
auto rayRed = ResourceManager::Load<EntityFile>("Schema/Entities/RayRed.xml");
|
||||
auto rayBlue = ResourceManager::Load<EntityFile>("Schema/Entities/RayBlue.xml");
|
||||
|
||||
EntityWrapper weapon = eShoot.Player.FirstChildByName("WeaponMuzzle");
|
||||
if (weapon.Valid()) {
|
||||
EntityWrapper ray;
|
||||
if ((ComponentInfo::EnumType)eShoot.Player["Team"]["Team"] == eShoot.Player["Team"]["Team"].Enum("Red")) {
|
||||
EntityFileParser parser(rayRed);
|
||||
EntityID rayID = parser.MergeEntities(m_World);
|
||||
ray = EntityWrapper(m_World, rayID);
|
||||
} else {
|
||||
EntityFileParser parser(rayBlue);
|
||||
EntityID rayID = parser.MergeEntities(m_World);
|
||||
ray = EntityWrapper(m_World, rayID);
|
||||
}
|
||||
|
||||
glm::mat4 transformation = Transform::AbsoluteTransformation(weapon);
|
||||
glm::vec3 scale;
|
||||
glm::vec3 translation;
|
||||
glm::quat orientation;
|
||||
glm::vec3 skew;
|
||||
glm::vec4 perspective;
|
||||
glm::decompose(transformation, scale, orientation, translation, skew, perspective);
|
||||
|
||||
// Matrix to euler angles
|
||||
glm::vec3 euler;
|
||||
euler.y = glm::asin(-transformation[0][2]);
|
||||
if (cos(euler.y) != 0) {
|
||||
euler.x = atan2(transformation[1][2], transformation[2][2]);
|
||||
euler.z = atan2(transformation[0][1], transformation[0][0]);
|
||||
} else {
|
||||
euler.x = atan2(-transformation[2][0], transformation[1][1]);
|
||||
euler.z = 0;
|
||||
}
|
||||
|
||||
//LOG_DEBUG("rotation: %f %f %f", euler.x, euler.y, euler.z);
|
||||
(glm::vec3&)ray["Transform"]["Position"] = translation;
|
||||
(glm::vec3&)ray["Transform"]["Orientation"] = euler;
|
||||
//(glm::vec3&)ray["Transform"]["Orientation"] = Transform::AbsoluteOrientationEuler(weapon);
|
||||
}
|
||||
|
||||
// Only run further picking code client-side!
|
||||
if (eShoot.Player != m_LocalPlayer) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Screen center, based on current resolution!
|
||||
// TODO: check if player has enough ammo and if weapon has a cooldown or not
|
||||
Rectangle screenResolution = m_Renderer->GetViewportSize();
|
||||
glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
|
||||
|
||||
// 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;
|
||||
}
|
||||
+18
-4
@@ -1,11 +1,25 @@
|
||||
#include "Game.h"
|
||||
#include "MiniDump.h"
|
||||
|
||||
LONG WINAPI CrashHandler(EXCEPTION_POINTERS* pException);
|
||||
|
||||
int main(int argc, char* argv[])
|
||||
{
|
||||
Game game(argc, argv);
|
||||
while (game.Running()) {
|
||||
game.Tick();
|
||||
}
|
||||
::SetUnhandledExceptionFilter(CrashHandler);
|
||||
|
||||
Game game(argc, argv);
|
||||
while (game.Running()) {
|
||||
game.Tick();
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
LONG WINAPI CrashHandler(EXCEPTION_POINTERS* pException)
|
||||
{
|
||||
//Take minidump. path should be bin/TacticalZ.dmp
|
||||
//Then show MessageBox, and exit application.
|
||||
Create_Dump(pException, 1, 1);
|
||||
|
||||
return EXCEPTION_EXECUTE_HANDLER;// EXCEPTION_CONTINUE_SEARCH
|
||||
}
|
||||
Reference in New Issue
Block a user