Merge remote-tracking branch 'origin/master' into AssaultBoost

# Conflicts:
#	resources/Schema/Components.xsd
This commit is contained in:
verysecrethero
2016-02-17 11:52:06 +01:00
264 changed files with 22496 additions and 2483 deletions
+78
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@@ -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;
}
+36
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@@ -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;
}
}
}
}
+21 -22
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@@ -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;
}
+28 -10
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@@ -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;
}
+79 -65
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@@ -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;
}
+80
View File
@@ -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;
}
+2 -2
View File
@@ -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);
}
+20 -9
View File
@@ -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);
}
}
+109 -33
View File
@@ -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;
+100 -23
View File
@@ -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;
}
}
+38 -48
View File
@@ -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;
+8 -6
View File
@@ -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);
}
}
+96
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@@ -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;
}
-141
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@@ -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;
}