Merge remote-tracking branch 'origin/master' into Menu
# Conflicts: # src/Game/Game.cpp
This commit is contained in:
+1
-1
Submodule assets updated: 0fd6b66b59...078e014f3d
@@ -0,0 +1,18 @@
|
||||
#ifndef EAmmoPickup_h__
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||||
#define EAmmoPickup_h__
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||||
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#include "EventBroker.h"
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||||
#include "../Core/EntityWrapper.h"
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namespace Events
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||||
{
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||||
struct AmmoPickup : Event
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||||
{
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||||
EntityWrapper Player;
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int AmmoGain;
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};
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||||
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}
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||||
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#endif
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@@ -0,0 +1,32 @@
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||||
#ifndef AmmoPickupSystem_h__
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#define AmmoPickupSystem_h__
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#include "Core/System.h"
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#include "Core/Transform.h"
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#include "Core/ResourceManager.h"
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#include "Core/EntityFileParser.h"
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#include "Core/EPickupSpawned.h"
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#include "Core/EAmmoPickup.h"
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#include "Engine/Collision/ETrigger.h"
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#include "Common.h"
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class AmmoPickupSystem : public ImpureSystem
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{
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public:
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AmmoPickupSystem(SystemParams params);
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virtual void Update(double dt) override;
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private:
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EventRelay<AmmoPickupSystem, Events::TriggerTouch> m_ETriggerTouch;
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bool OnTriggerTouch(Events::TriggerTouch& e);
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struct NewAmmoPickup {
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glm::vec3 Pos;
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double AmmoGain;
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double RespawnTimer;
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double DecreaseThisRespawnTimer;
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};
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std::vector<NewAmmoPickup> m_ETriggerTouchVector;
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};
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#endif
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@@ -9,6 +9,7 @@
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#include "Core/EPlayerDamage.h"
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#include "Core/EPlayerHealthPickup.h"
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#include "Core/EPlayerDeath.h"
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#include "../Engine/Input/EInputCommand.h"
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#include <tuple>
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#include <vector>
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@@ -28,7 +29,9 @@ private:
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bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e);
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EventRelay<HealthSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
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bool HealthSystem::OnPlayerHealthPickup(Events::PlayerHealthPickup& e);
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EventRelay<HealthSystem, Events::InputCommand> m_InputCommand;
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bool HealthSystem::OnInputCommand(Events::InputCommand& e);
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//vector which will keep track of health changes
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std::vector<std::tuple<EntityID, double>> m_DeltaHealthVector;
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@@ -13,6 +13,8 @@ public:
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PlayerSpawnSystem(SystemParams params);
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virtual void Update(double dt) override;
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static void SetRespawnTime(float respawnTime) { m_RespawnTime = respawnTime; };
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private:
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struct SpawnRequest
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@@ -23,10 +25,19 @@ private:
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bool m_NetworkEnabled = false;
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std::vector<SpawnRequest> m_SpawnRequests;
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||||
|
||||
//Player ID -> EntityWrapper.
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std::map<int, EntityWrapper> m_PlayerEntities;
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||||
//EntityWrapper ID -> Player ID.
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std::map<EntityID, int> m_PlayerIDs;
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||||
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||||
static float m_RespawnTime;
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float m_Timer;
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EventRelay<PlayerSpawnSystem, Events::InputCommand> m_OnInputCommand;
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||||
bool OnInputCommand(const Events::InputCommand& e);
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bool OnInputCommand(Events::InputCommand& e);
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EventRelay<PlayerSpawnSystem, Events::PlayerSpawned> m_OnPlayerSpawnerd;
|
||||
bool OnPlayerSpawned(Events::PlayerSpawned& e);
|
||||
EventRelay<PlayerSpawnSystem, Events::PlayerDeath> m_OnPlayerDeath;
|
||||
bool OnPlayerDeath(Events::PlayerDeath& e);
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||||
};
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||||
@@ -4,6 +4,7 @@ LoadMap=
|
||||
; if true -> Pool allocation is not used when calling Allocate/Free, just use regular dynamic allocation.
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||||
; if false -> Use pool allocation.
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||||
DisableMemoryPool=false
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||||
RespawnTime = 8.0
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||||
EditorEnabled=false
|
||||
OutOfBodyExperience=false
|
||||
|
||||
|
||||
@@ -24,4 +24,5 @@ F1=ToggleEditor
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||||
C=ConnectToServer
|
||||
N=SwitchToServer
|
||||
M=SwitchToClient
|
||||
P=SwitchToPlayer
|
||||
P=SwitchToPlayer
|
||||
K=TakeDamage,1500
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||||
@@ -32,6 +32,7 @@
|
||||
<xs:include schemaLocation="Components/Lifetime.xsd"/>
|
||||
<xs:include schemaLocation="Components/HiddenForLocalPlayer.xsd"/>
|
||||
<xs:include schemaLocation="Components/HealthPickup.xsd"/>
|
||||
<xs:include schemaLocation="Components/AmmoPickup.xsd"/>
|
||||
<xs:include schemaLocation="Components/AnimationOffset.xsd"/>
|
||||
<xs:include schemaLocation="Components/DashAbility.xsd"/>
|
||||
<xs:include schemaLocation="Components/AssaultWeapon.xsd"/>
|
||||
|
||||
@@ -0,0 +1,5 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<AmmoPickup xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="AmmoPickup.xsd">
|
||||
<RespawnTimer>3</RespawnTimer>
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<AmmoGain>30</AmmoGain>
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||||
</AmmoPickup>
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||||
@@ -0,0 +1,21 @@
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||||
<?xml version="1.0"?>
|
||||
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
|
||||
<xs:element name="AmmoPickup">
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||||
<xs:annotation>
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||||
<xs:documentation>An Ammo Pickup</xs:documentation>
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||||
</xs:annotation>
|
||||
<xs:complexType>
|
||||
<xs:all>
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||||
<xs:element name="RespawnTimer" type="t:double" minOccurs="0">
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||||
<xs:annotation><xs:documentation>The respawn timer for a ammo pickup</xs:documentation></xs:annotation>
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||||
</xs:element>
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||||
<xs:element name="AmmoGain" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>How much percent ammo gain the player will get</xs:documentation></xs:annotation>
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||||
</xs:element>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -0,0 +1,18 @@
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||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:AmmoPickup/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="1" Z="0"/>
|
||||
</c:Transform>
|
||||
<c:Trigger/>
|
||||
</Components>
|
||||
|
||||
<Children/>
|
||||
|
||||
</Entity>
|
||||
@@ -0,0 +1,294 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity name="Scenemesh">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/LevelBase/MapVersion1.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="DirectionalLight">
|
||||
<Components>
|
||||
<c:DirectionalLight>
|
||||
<Intensity>2</Intensity>
|
||||
</c:DirectionalLight>
|
||||
<c:Model>
|
||||
<Resource>Models/DirectionalLightWidget.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="61.9050903" Z="0"/>
|
||||
<Scale X="50" Y="50" Z="50"/>
|
||||
<Orientation X="4.42700005" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="PointLight">
|
||||
<Components>
|
||||
<c:PointLight>
|
||||
<Radius>8</Radius>
|
||||
<Intensity>2.7999999523162842</Intensity>
|
||||
</c:PointLight>
|
||||
<c:Transform>
|
||||
<Position X="0.370978802" Y="1.88588905" Z="-0.55370003"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="PointLight">
|
||||
<Components>
|
||||
<c:PointLight>
|
||||
<Radius>8</Radius>
|
||||
<Intensity>2.7999999523162842</Intensity>
|
||||
</c:PointLight>
|
||||
<c:Transform>
|
||||
<Position X="38.0347443" Y="1.88588905" Z="62.7340622"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.904668212" Y="0" Z="8.48177528"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-4.61666441" Y="0" Z="-8.51156044"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-7.56803513" Y="-0.0658408776" Z="0.59418112"/>
|
||||
<Scale X="1.20000005" Y="0.900000036" Z="1.30000007"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="10.460474" Y="0" Z="-3.92580295"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="1.09146011" Y="-0.315138876" Z="-0.333906144"/>
|
||||
<Scale X="150" Y="1" Z="180"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="BluSpawn">
|
||||
<Components>
|
||||
<c:PlayerSpawn/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/Player.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Blue/>
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform>
|
||||
<Position X="57.7363472" Y="1.18853188" Z="79.5"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Transform>
|
||||
<Position X="-2.05988312" Y="0" Z="2.79573512"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="1.85022807" Y="0" Z="-2.08909845"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="2.98651481" Y="0" Z="-4.67667246"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="-5.16323137" Y="0" Z="3.62892342"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="RedSpawn">
|
||||
<Components>
|
||||
<c:PlayerSpawn/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/Player.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Red/>
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform>
|
||||
<Position X="-60.2567062" Y="1.60000002" Z="-78.1000061"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="2.24403"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="2.20245028" Y="0" Z="-1.97843659"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="4.79769945" Y="0" Z="-5.2088728"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:AmmoPickup>
|
||||
<RespawnTimer>1</RespawnTimer>
|
||||
<AmmoGain>22</AmmoGain>
|
||||
</c:AmmoPickup>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="60" Y="1" Z="75"/>
|
||||
</c:Transform>
|
||||
<c:Trigger/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:AmmoPickup>
|
||||
<RespawnTimer>1</RespawnTimer>
|
||||
<AmmoGain>22</AmmoGain>
|
||||
</c:AmmoPickup>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="60" Y="1" Z="77"/>
|
||||
</c:Transform>
|
||||
<c:Trigger/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:AmmoPickup>
|
||||
<RespawnTimer>4</RespawnTimer>
|
||||
<AmmoGain>44</AmmoGain>
|
||||
</c:AmmoPickup>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="60" Y="1" Z="79"/>
|
||||
</c:Transform>
|
||||
<c:Trigger/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
+1816
-658
File diff suppressed because it is too large
Load Diff
+4
-1
@@ -14,6 +14,7 @@
|
||||
#include "Game/Systems/CapturePointSystem.h"
|
||||
#include "Game/Systems/CapturePointHUDSystem.h"
|
||||
#include "Game/Systems/PickupSpawnSystem.h"
|
||||
#include "Game/Systems/AmmoPickupSystem.h"
|
||||
#include "Game/Systems/DamageIndicatorSystem.h"
|
||||
#include "Game/Systems/Weapon/WeaponSystem.h"
|
||||
#include "Rendering/AnimationSystem.h"
|
||||
@@ -44,6 +45,7 @@ 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();
|
||||
@@ -120,12 +122,12 @@ Game::Game(int argc, char* argv[])
|
||||
m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PlayerDeathSystem>(updateOrderLevel);
|
||||
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);
|
||||
// Populate Octree with collidables
|
||||
@@ -136,6 +138,7 @@ Game::Game(int argc, char* argv[])
|
||||
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);
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
@@ -22,6 +22,10 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!e.Inflictor.Valid() || !e.Victim.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//grab players direction
|
||||
auto playerOrientation = glm::quat((glm::vec3)e.Victim["Transform"]["Orientation"]);
|
||||
|
||||
|
||||
@@ -7,6 +7,7 @@ HealthSystem::HealthSystem(SystemParams params)
|
||||
//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);
|
||||
}
|
||||
|
||||
void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
|
||||
@@ -29,6 +30,17 @@ bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
|
||||
return true;
|
||||
}
|
||||
|
||||
bool HealthSystem::OnInputCommand(Events::InputCommand& e)
|
||||
{
|
||||
if (e.Command == "TakeDamage" && e.Value > 0 && LocalPlayer.Valid()) {
|
||||
Events::PlayerDamage ev;
|
||||
ev.Victim = LocalPlayer;
|
||||
ev.Damage = e.Value;
|
||||
m_EventBroker->Publish(ev);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool HealthSystem::OnPlayerHealthPickup(Events::PlayerHealthPickup& e)
|
||||
{
|
||||
ComponentWrapper cHealth = e.Player["Health"];
|
||||
|
||||
@@ -34,8 +34,15 @@ 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"]);
|
||||
|
||||
@@ -1,20 +1,39 @@
|
||||
#include "Systems/PlayerSpawnSystem.h"
|
||||
|
||||
//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;
|
||||
@@ -70,21 +121,15 @@ bool PlayerSpawnSystem::OnInputCommand(const Events::InputCommand& e)
|
||||
|
||||
bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
|
||||
{
|
||||
// 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)
|
||||
if (!IsClient) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// 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;
|
||||
|
||||
// Set the camera to the correct entity
|
||||
EntityWrapper cameraEntity = e.Player.FirstChildByName("Camera");
|
||||
@@ -114,4 +159,24 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
SpawnRequest req;
|
||||
req.PlayerID = m_PlayerIDs.at(e.Player.ID);
|
||||
req.Team = cTeam["Team"];
|
||||
m_SpawnRequests.push_back(req);
|
||||
}
|
||||
|
||||
@@ -52,12 +52,6 @@ bool SoundSystem::OnInputCommand(const Events::InputCommand & e)
|
||||
return true;
|
||||
}
|
||||
}
|
||||
if (e.Command == "TakeDamage" && e.Value > 0) {
|
||||
Events::PlayerDamage ev;
|
||||
ev.Victim = LocalPlayer;
|
||||
ev.Damage = 1.0;
|
||||
m_EventBroker->Publish(ev);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user