Work in progress weapon system
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@@ -9,29 +9,108 @@
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#include "Core/System.h"
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#include "Core/EPlayerDamage.h"
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#include "Core/EShoot.h"
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#include "Core/EPlayerSpawned.h"
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#include "Input/EInputCommand.h"
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#include "Core/EntityFile.h"
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#include "Core/EntityFileParser.h"
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#include <tuple>
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#include <vector>
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class WeaponSystem : public ImpureSystem
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class WeaponSystem : public PureSystem, ImpureSystem
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{
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public:
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WeaponSystem(SystemParams params, IRenderer* renderer);
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virtual void Update(double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt) override;
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private:
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IRenderer* m_Renderer;
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std::unordered_map<EntityWrapper, std::shared_ptr<WeaponBehaviour>> m_ActiveWeapons;
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// Events
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EventRelay<WeaponSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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EventRelay<WeaponSystem, Events::Shoot> m_EShoot;
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bool WeaponSystem::OnShoot(Events::Shoot& e);
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bool OnShoot(Events::Shoot& e);
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EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
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bool WeaponSystem::OnInputCommand(Events::InputCommand& e);
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bool OnInputCommand(Events::InputCommand& e);
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void selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot);
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};
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class WeaponBehaviour
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{
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public:
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WeaponBehaviour(EntityWrapper weaponEntity)
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: m_Entity(weaponEntity)
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{ }
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virtual void Fire() = 0;
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virtual void CeaseFire() { }
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virtual void Reload() { }
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virtual void Update(double dt) { }
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protected:
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EntityWrapper m_Entity;
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};
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class AssaultWeaponBehaviour : public WeaponBehaviour
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{
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public:
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AssaultWeaponBehaviour(EntityWrapper weaponEntity)
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: WeaponBehaviour(weaponEntity)
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{ }
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virtual void Fire() override
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{
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m_TimeSinceLastFire = 0.0;
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m_Firing = true;
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fireRound();
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}
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virtual void CeaseFire() override
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{
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m_Firing = false;
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}
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virtual void Update(double dt) override
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{
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if (!m_Firing) {
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return;
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}
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m_TimeSinceLastFire += dt;
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ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
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if (m_TimeSinceLastFire > (double)cAssaultWeapon["RPM"] / 60.0) {
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fireRound();
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}
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}
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private:
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bool m_Firing = false;
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double m_TimeSinceLastFire = 0.0;
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ComponentWrapper m_Component;
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void fireRound()
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{
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ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
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int& magAmmo = cAssaultWeapon["MagazineAmmo"];
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int ammo = cAssaultWeapon["Ammo"];
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// Reload if our magazine is empty and we have ammo to fill it with
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if (magAmmo <= 0 && ammo > 0) {
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CeaseFire();
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Reload();
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return;
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}
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// Fire
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magAmmo -= 1;
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m_TimeSinceLastFire = 0.0;
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}
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};
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#endif
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