Merge remote-tracking branch 'origin/master' into AssaultBoost
# Conflicts: # resources/Schema/Components.xsd # src/Game/Systems/PlayerMovementSystem.cpp
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@@ -11,38 +11,6 @@ HealthSystem::HealthSystem(World* m_World, EventBroker* eventBroker)
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void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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{
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//if entityID of health is 9 then the players ID is also 9 (player,health are connected to the same entity)
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double maxHealth = (double)component["MaxHealth"];
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//process the DeltaHealthVector and change the entitys health accordingly
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for (size_t i = m_DeltaHealthVector.size(); i > 0; i--)
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{
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auto deltaHP = m_DeltaHealthVector[i - 1];
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//if we have a healthchange for the current player and health is greater than 0, then apply it
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if (std::get<0>(deltaHP) == component.EntityID && (double)component["Health"] > 0.0f) {
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//get the deltaHP value from the tuple and make sure you dont get more than maxHealth
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double newHealth = std::min((double)component["Health"] + (double)std::get<1>(deltaHP), maxHealth);
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component["Health"] = newHealth;
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m_DeltaHealthVector.erase(m_DeltaHealthVector.begin() + i - 1);
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//check if health is <= 0
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if ((double)component["Health"] <= 0.0f) {
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component["Health"] = 0.0;
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//publish death event
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Events::PlayerDeath e;
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e.PlayerID = component.EntityID;
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m_EventBroker->Publish(e);
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//clear the remaining hpDeltas for the dead player
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for (size_t j = m_DeltaHealthVector.size(); j > 0; j--)
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{
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if (std::get<0>(m_DeltaHealthVector[j - 1]) == component.EntityID)
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m_DeltaHealthVector.erase(m_DeltaHealthVector.begin() + j - 1);
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}
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//delete the player and break the loop
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m_World->DeleteEntity(entity.ID);
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break;
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}
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}
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}
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}
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bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
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@@ -61,10 +29,13 @@ bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
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return true;
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}
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bool HealthSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup& e)
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bool HealthSystem::OnPlayerHealthPickup(Events::PlayerHealthPickup& e)
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{
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//save the changed HP to a vector. it will be taken care of in UpdateComponent
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m_DeltaHealthVector.push_back(std::make_tuple(e.PlayerHealedID, e.HealthAmount));
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ComponentWrapper cHealth = e.Player["Health"];
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double& health = cHealth["Health"];
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//NOTE: its possible to get more than MaxHealth health
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health += e.HealthAmount;
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return true;
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}
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@@ -41,8 +41,15 @@ void PlayerMovementSystem::Update(double dt)
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if (player.HasComponent("Physics")) {
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ComponentWrapper cPhysics = player["Physics"];
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//Assault Dash Check
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if (player.HasComponent("DashAbility")) {
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controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"]);
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}
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glm::vec3 wishDirection = controller->Movement() * glm::inverse(glm::quat(ori));
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//this makes sure you can only dash in the 4 directions: forw,backw,left,right
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if (controller->AssaultDashDoubleTapped() && controller->Movement().z != 0 && controller->Movement().x != 0) {
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wishDirection = glm::vec3(controller->Movement().x, 0, 0)* glm::inverse(glm::quat(ori));
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}
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float wishSpeed;
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if (controller->Crouching()) {
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wishSpeed = playerCrouchSpeed;
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@@ -71,7 +78,9 @@ void PlayerMovementSystem::Update(double dt)
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static float surfaceFriction = 5.f;
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ImGui::InputFloat("surfaceFriction", &surfaceFriction);
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float accelerationSpeed = actualAccel * (float)dt * wishSpeed * surfaceFriction;
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accelerationSpeed = glm::min(accelerationSpeed, addSpeed);
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//if doubleTapped do Assault Dash - but only boost maximum 50.0f
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float doubleTapDashBoost = controller->AssaultDashDoubleTapped() ? 40.0f : 1.0f;
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accelerationSpeed = glm::min(doubleTapDashBoost*glm::min(accelerationSpeed, addSpeed), 50.0f);
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//if player has Boost from an Assault class, accelerate the player faster
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if (player.HasComponent("BoostAssault")) {
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accelerationSpeed *= (double) player["BoostAssault"]["StrengthOfEffect"];
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@@ -80,7 +89,8 @@ void PlayerMovementSystem::Update(double dt)
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ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
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}
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if (controller->Jumping() && !controller->Crouching() && (velocity.y == 0.f || !controller->DoubleJumping())) {
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//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
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if (!controller->PlayerIsDashing() && controller->Jumping() && !controller->Crouching() && (velocity.y == 0.f || !controller->DoubleJumping())) {
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if (velocity.y == 0.f) {
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controller->SetDoubleJumping(false);
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} else {
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@@ -104,6 +114,7 @@ void PlayerMovementSystem::Update(double dt)
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ComponentWrapper cAnimation = playerModel["Animation"];
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float movementLength = glm::length(groundVelocity);
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//TODO: add assault dash animation here
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if (glm::length(controller->Movement()) > 0.f) {
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if (controller->Crouching()) {
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cAnimation["Name"] = "Crouch Walk";
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