From 8eea0c83953dc84be7e9769d1bb9a080be29e0b1 Mon Sep 17 00:00:00 2001 From: William Moberg Date: Thu, 11 Feb 2016 16:08:19 +0100 Subject: [PATCH 1/8] WIP respawning. --- include/Game/Systems/PlayerSpawnSystem.h | 13 ++- resources/DefaultConfig.ini | 1 + resources/Schema/Entities/MovementTest.xml | 117 --------------------- src/Game/Game.cpp | 3 +- src/Game/Systems/PlayerDeathSystem.cpp | 15 ++- src/Game/Systems/PlayerSpawnSystem.cpp | 76 ++++++++++++- src/Game/Systems/SoundSystem.cpp | 4 +- 7 files changed, 101 insertions(+), 128 deletions(-) diff --git a/include/Game/Systems/PlayerSpawnSystem.h b/include/Game/Systems/PlayerSpawnSystem.h index f5aa7b82..681620bb 100644 --- a/include/Game/Systems/PlayerSpawnSystem.h +++ b/include/Game/Systems/PlayerSpawnSystem.h @@ -13,6 +13,8 @@ public: PlayerSpawnSystem(World* world, EventBroker* eventBroker); virtual void Update(double dt) override; + + static void SetRespawnTime(float respawnTime) { m_RespawnTime = respawnTime; }; private: struct SpawnRequest @@ -23,10 +25,19 @@ private: bool m_NetworkEnabled = false; std::vector m_SpawnRequests; + + //Player ID -> EntityWrapper. std::map m_PlayerEntities; + //EntityWrapper ID -> Player ID. + std::map m_PlayerIDs; + + static float m_RespawnTime; + float m_Timer; EventRelay m_OnInputCommand; - bool OnInputCommand(const Events::InputCommand& e); + bool OnInputCommand(Events::InputCommand& e); EventRelay m_OnPlayerSpawnerd; bool OnPlayerSpawned(Events::PlayerSpawned& e); + EventRelay m_OnPlayerDeath; + bool OnPlayerDeath(Events::PlayerDeath& e); }; \ No newline at end of file diff --git a/resources/DefaultConfig.ini b/resources/DefaultConfig.ini index 12ec06c8..1b4fffc8 100644 --- a/resources/DefaultConfig.ini +++ b/resources/DefaultConfig.ini @@ -4,6 +4,7 @@ LoadMap= ; if true -> Pool allocation is not used when calling Allocate/Free, just use regular dynamic allocation. ; if false -> Use pool allocation. DisableMemoryPool=false +RespawnTime = 8.0 [Editor] CameraSpeed=3 diff --git a/resources/Schema/Entities/MovementTest.xml b/resources/Schema/Entities/MovementTest.xml index b8b68ef1..e7bbf236 100644 --- a/resources/Schema/Entities/MovementTest.xml +++ b/resources/Schema/Entities/MovementTest.xml @@ -120,123 +120,6 @@ - - - - - - - - - - false - - - 5 - - - - - - - - - - - - - - - - - - - - - - - - Fonts/DroidSans.ttf,100 - - false - - - - - - - - - - - - - Models/Widgets/Camera.mesh - - - - - - - - - - - - - - - Models/Widgets/Camera.mesh - false - - - - - - - - - - - - Models/Characters/Assault/AssaultHeadless.mesh - - - - - - - - - - - - Models/Core/UnitCube.mesh - - false - - - - - - - - - - - - Models/Core/UnitCube.mesh - - false - - - - - - - - - diff --git a/src/Game/Game.cpp b/src/Game/Game.cpp index 95310952..6d8933da 100644 --- a/src/Game/Game.cpp +++ b/src/Game/Game.cpp @@ -34,6 +34,7 @@ Game::Game(int argc, char* argv[]) ResourceManager::UseThreading = m_Config->Get("Multithreading.ResourceLoading", true); DisableMemoryPool::Value = m_Config->Get("Debug.DisableMemoryPool", false); LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get("Debug.LogLevel", 1)); + PlayerSpawnSystem::SetRespawnTime(m_Config->Get("Debug.RespawnTime", 15.0f)); // Create the core event broker m_EventBroker = new EventBroker(); @@ -97,7 +98,6 @@ Game::Game(int argc, char* argv[]) m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel); - m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel, m_Renderer); m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel); @@ -109,6 +109,7 @@ Game::Game(int argc, char* argv[]) m_SystemPipeline->AddSystem(updateOrderLevel, m_OctreeFrustrumCulling); m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel); + m_SystemPipeline->AddSystem(updateOrderLevel); // Collision and TriggerSystem should update after player. ++updateOrderLevel; diff --git a/src/Game/Systems/PlayerDeathSystem.cpp b/src/Game/Systems/PlayerDeathSystem.cpp index 60c31ce5..021056fd 100644 --- a/src/Game/Systems/PlayerDeathSystem.cpp +++ b/src/Game/Systems/PlayerDeathSystem.cpp @@ -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"]; diff --git a/src/Game/Systems/PlayerSpawnSystem.cpp b/src/Game/Systems/PlayerSpawnSystem.cpp index 5f46cce3..0ca7bbac 100644 --- a/src/Game/Systems/PlayerSpawnSystem.cpp +++ b/src/Game/Systems/PlayerSpawnSystem.cpp @@ -1,20 +1,39 @@ #include "Systems/PlayerSpawnSystem.h" +//This should be set by the config anyway. +float PlayerSpawnSystem::m_RespawnTime = 15.0f; + PlayerSpawnSystem::PlayerSpawnSystem(World* m_World, EventBroker* eventBroker) : System(m_World, eventBroker) + , 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("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); @@ -40,13 +59,19 @@ 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; @@ -58,11 +83,37 @@ bool PlayerSpawnSystem::OnInputCommand(const Events::InputCommand& e) return false; } - if (e.Value != 0) { + if (e.Value == 0) { + return false; + } + + //TODO: Spectating? + if (e.Player.Valid() && e.Player.HasComponent("Team")) { + ComponentWrapper cTeam = e.Player["Team"]; + if ((ComponentInfo::EnumType)e.Value == cTeam["Team"].Enum("Spectator")) { + return false; + } + } + + 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. + 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; @@ -82,6 +133,7 @@ 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; // Set the camera to the correct entity EntityWrapper cameraEntity = e.Player.FirstChildByName("Camera"); @@ -110,4 +162,20 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e) } return true; -} \ No newline at end of file +} + +bool PlayerSpawnSystem::OnPlayerDeath(Events::PlayerDeath& e) +{ + 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[e.Player.ID]; + req.Team = cTeam["Team"]; + m_SpawnRequests.push_back(req); +} diff --git a/src/Game/Systems/SoundSystem.cpp b/src/Game/Systems/SoundSystem.cpp index e3aa49b2..7026bfd3 100644 --- a/src/Game/Systems/SoundSystem.cpp +++ b/src/Game/Systems/SoundSystem.cpp @@ -57,10 +57,10 @@ bool SoundSystem::OnInputCommand(const Events::InputCommand & e) return true; } } - if (e.Command == "TakeDamage" && e.Value > 0) { + if (e.Command == "TakeDamage" && e.Value > 0 && m_LocalPlayer.Valid()) { Events::PlayerDamage ev; ev.Player = m_LocalPlayer; - ev.Damage = 1.0; + ev.Damage = e.Value; m_EventBroker->Publish(ev); } From 14054ad8987ebfd5041a52951da822bcf5b57872 Mon Sep 17 00:00:00 2001 From: William Moberg Date: Thu, 11 Feb 2016 17:08:45 +0100 Subject: [PATCH 2/8] WIP respawning. --- src/Game/Systems/PlayerSpawnSystem.cpp | 14 +++++++++----- src/Game/Systems/SoundSystem.cpp | 2 +- 2 files changed, 10 insertions(+), 6 deletions(-) diff --git a/src/Game/Systems/PlayerSpawnSystem.cpp b/src/Game/Systems/PlayerSpawnSystem.cpp index aaca4551..0d84bb5d 100644 --- a/src/Game/Systems/PlayerSpawnSystem.cpp +++ b/src/Game/Systems/PlayerSpawnSystem.cpp @@ -95,6 +95,7 @@ bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e) } } + //Check if the player already requested spawn. auto iter = m_SpawnRequests.begin(); for (; iter != m_SpawnRequests.end(); ++iter) { if (iter->PlayerID == e.PlayerID) { @@ -103,7 +104,7 @@ bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e) } if (iter != m_SpawnRequests.end()) { - //If player is in queue to spawn, then change their team affiliation. + //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, @@ -121,6 +122,10 @@ bool PlayerSpawnSystem::OnInputCommand(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; @@ -134,10 +139,6 @@ 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; - // Set the camera to the correct entity EntityWrapper cameraEntity = e.Player.FirstChildByName("Camera"); if (cameraEntity.Valid()) { @@ -169,6 +170,9 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e) bool PlayerSpawnSystem::OnPlayerDeath(Events::PlayerDeath& e) { + if (!IsServer && m_NetworkEnabled) { + return false; + } if (!e.Player.HasComponent("Team")) { return false; } diff --git a/src/Game/Systems/SoundSystem.cpp b/src/Game/Systems/SoundSystem.cpp index 9788817f..a9b1ccaf 100644 --- a/src/Game/Systems/SoundSystem.cpp +++ b/src/Game/Systems/SoundSystem.cpp @@ -52,7 +52,7 @@ bool SoundSystem::OnInputCommand(const Events::InputCommand & e) return true; } } - if (e.Command == "TakeDamage" && e.Value > 0 && m_LocalPlayer.Valid()) { + if (e.Command == "TakeDamage" && e.Value > 0 && LocalPlayer.Valid()) { Events::PlayerDamage ev; ev.Player = LocalPlayer; ev.Damage = e.Value; From dd131e7652a93623baa0723a7a2967076b970df7 Mon Sep 17 00:00:00 2001 From: William Moberg Date: Thu, 11 Feb 2016 22:49:31 +0100 Subject: [PATCH 3/8] Respawning may work, not been tested over network yet. --- src/Game/Systems/PlayerSpawnSystem.cpp | 23 ++++++++--------------- 1 file changed, 8 insertions(+), 15 deletions(-) diff --git a/src/Game/Systems/PlayerSpawnSystem.cpp b/src/Game/Systems/PlayerSpawnSystem.cpp index 0d84bb5d..65184384 100644 --- a/src/Game/Systems/PlayerSpawnSystem.cpp +++ b/src/Game/Systems/PlayerSpawnSystem.cpp @@ -78,8 +78,8 @@ bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e) } // 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; } @@ -88,11 +88,10 @@ bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e) } //TODO: Spectating? - if (e.Player.Valid() && e.Player.HasComponent("Team")) { - ComponentWrapper cTeam = e.Player["Team"]; - if ((ComponentInfo::EnumType)e.Value == cTeam["Team"].Enum("Spectator")) { - return false; - } + //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. @@ -131,13 +130,6 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e) 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); - } - } // Set the camera to the correct entity EntityWrapper cameraEntity = e.Player.FirstChildByName("Camera"); @@ -170,6 +162,7 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e) bool PlayerSpawnSystem::OnPlayerDeath(Events::PlayerDeath& e) { + //Only spawn request if network is disabled or we are server. if (!IsServer && m_NetworkEnabled) { return false; } @@ -182,7 +175,7 @@ bool PlayerSpawnSystem::OnPlayerDeath(Events::PlayerDeath& e) return false; } SpawnRequest req; - req.PlayerID = m_PlayerIDs[e.Player.ID]; + req.PlayerID = m_PlayerIDs.at(e.Player.ID); req.Team = cTeam["Team"]; m_SpawnRequests.push_back(req); } From af30e515641711dc83e8c4ad42b3f0da68279d97 Mon Sep 17 00:00:00 2001 From: verysecrethero Date: Thu, 11 Feb 2016 23:56:40 +0100 Subject: [PATCH 4/8] Added AmmoPickupSystem with Component, Entity. Changed so PlayerDeathSystem gets updated after Health/Ammo systems, credits to William. --- include/Engine/Core/EAmmoPickup.h | 18 ++ include/Game/Systems/AmmoPickupSystem.h | 32 ++ resources/Schema/Components.xsd | 1 + resources/Schema/Components/AmmoPickup.xml | 5 + resources/Schema/Components/AmmoPickup.xsd | 21 ++ resources/Schema/Entities/AmmoPickup.xml | 18 ++ resources/Schema/Entities/AmmoPickupTest.xml | 294 +++++++++++++++++++ src/Game/Game.cpp | 4 +- src/Game/Systems/AmmoPickupSystem.cpp | 78 +++++ 9 files changed, 470 insertions(+), 1 deletion(-) create mode 100644 include/Engine/Core/EAmmoPickup.h create mode 100644 include/Game/Systems/AmmoPickupSystem.h create mode 100644 resources/Schema/Components/AmmoPickup.xml create mode 100644 resources/Schema/Components/AmmoPickup.xsd create mode 100644 resources/Schema/Entities/AmmoPickup.xml create mode 100644 resources/Schema/Entities/AmmoPickupTest.xml create mode 100644 src/Game/Systems/AmmoPickupSystem.cpp diff --git a/include/Engine/Core/EAmmoPickup.h b/include/Engine/Core/EAmmoPickup.h new file mode 100644 index 00000000..6d854d48 --- /dev/null +++ b/include/Engine/Core/EAmmoPickup.h @@ -0,0 +1,18 @@ +#ifndef EAmmoPickup_h__ +#define EAmmoPickup_h__ + +#include "EventBroker.h" +#include "../Core/EntityWrapper.h" + +namespace Events +{ + + struct AmmoPickup : Event + { + EntityWrapper Player; + int AmmoGain; + }; + +} + +#endif \ No newline at end of file diff --git a/include/Game/Systems/AmmoPickupSystem.h b/include/Game/Systems/AmmoPickupSystem.h new file mode 100644 index 00000000..a54b8495 --- /dev/null +++ b/include/Game/Systems/AmmoPickupSystem.h @@ -0,0 +1,32 @@ +#ifndef AmmoPickupSystem_h__ +#define AmmoPickupSystem_h__ + +#include "Core/System.h" +#include "Core/Transform.h" +#include "Core/ResourceManager.h" +#include "Core/EntityFileParser.h" +#include "Core/EPickupSpawned.h" +#include "Core/EAmmoPickup.h" +#include "Engine/Collision/ETrigger.h" +#include "Common.h" + +class AmmoPickupSystem : public ImpureSystem +{ +public: + AmmoPickupSystem(SystemParams params); + + virtual void Update(double dt) override; + +private: + EventRelay m_ETriggerTouch; + bool OnTriggerTouch(Events::TriggerTouch& e); + + struct NewAmmoPickup { + glm::vec3 Pos; + double AmmoGain; + double RespawnTimer; + double DecreaseThisRespawnTimer; + }; + std::vector m_ETriggerTouchVector; +}; +#endif diff --git a/resources/Schema/Components.xsd b/resources/Schema/Components.xsd index f950e8c8..53e666de 100644 --- a/resources/Schema/Components.xsd +++ b/resources/Schema/Components.xsd @@ -32,6 +32,7 @@ + diff --git a/resources/Schema/Components/AmmoPickup.xml b/resources/Schema/Components/AmmoPickup.xml new file mode 100644 index 00000000..6da0b6fa --- /dev/null +++ b/resources/Schema/Components/AmmoPickup.xml @@ -0,0 +1,5 @@ + + + 3 + 30 + \ No newline at end of file diff --git a/resources/Schema/Components/AmmoPickup.xsd b/resources/Schema/Components/AmmoPickup.xsd new file mode 100644 index 00000000..1970eb78 --- /dev/null +++ b/resources/Schema/Components/AmmoPickup.xsd @@ -0,0 +1,21 @@ + + + + + + + + An Ammo Pickup + + + + + The respawn timer for a ammo pickup + + + How much percent ammo gain the player will get + + + + + diff --git a/resources/Schema/Entities/AmmoPickup.xml b/resources/Schema/Entities/AmmoPickup.xml new file mode 100644 index 00000000..534b76e2 --- /dev/null +++ b/resources/Schema/Entities/AmmoPickup.xml @@ -0,0 +1,18 @@ + + + + + + + + Models/Core/UnitSphere.mesh + + + + + + + + + + diff --git a/resources/Schema/Entities/AmmoPickupTest.xml b/resources/Schema/Entities/AmmoPickupTest.xml new file mode 100644 index 00000000..22690c65 --- /dev/null +++ b/resources/Schema/Entities/AmmoPickupTest.xml @@ -0,0 +1,294 @@ + + + + + + + + + + + + Models/LevelBase/MapVersion1.mesh + + + + + + + + + 2 + + + Models/DirectionalLightWidget.mesh + false + + + + + + + + + + + + + 8 + 2.7999999523162842 + + + + + + + + + + + 8 + 2.7999999523162842 + + + + + + + + + + + + + Models/Core/UnitCube.mesh + + + + + + + + + + + + + Models/Core/UnitCube.mesh + + + + + + + + + + + + + Models/Core/UnitCube.mesh + + + + + + + + + + + + + + Models/Core/UnitCube.mesh + + + + + + + + + + + + + Models/Core/UnitCube.mesh + + + + + + + + + + + + + Models/Core/UnitCube.mesh + false + + + Schema/Entities/Player.xml + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Models/Core/UnitCube.mesh + false + + + Schema/Entities/Player.xml + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 1 + 22 + + + Models/Core/UnitSphere.mesh + + + + + + + + + + + + + 1 + 22 + + + Models/Core/UnitSphere.mesh + + + + + + + + + + + + + 4 + 44 + + + Models/Core/UnitSphere.mesh + + + + + + + + + + + diff --git a/src/Game/Game.cpp b/src/Game/Game.cpp index 8ee6dbed..e555923c 100644 --- a/src/Game/Game.cpp +++ b/src/Game/Game.cpp @@ -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/WeaponSystem.h" #include "Rendering/AnimationSystem.h" @@ -118,12 +119,12 @@ Game::Game(int argc, char* argv[]) m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel); - m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel, m_Renderer, m_OctreeCollision); m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel); + m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel); // Populate Octree with collidables ++updateOrderLevel; @@ -132,6 +133,7 @@ Game::Game(int argc, char* argv[]) m_SystemPipeline->AddSystem(updateOrderLevel, m_OctreeFrustrumCulling); m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel); + m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel); // Collision and TriggerSystem should update after player. ++updateOrderLevel; diff --git a/src/Game/Systems/AmmoPickupSystem.cpp b/src/Game/Systems/AmmoPickupSystem.cpp new file mode 100644 index 00000000..f6778fe4 --- /dev/null +++ b/src/Game/Systems/AmmoPickupSystem.cpp @@ -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("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; +} From f1c2413cf930c7d05601bda62d6bee0deb4072a4 Mon Sep 17 00:00:00 2001 From: William Moberg Date: Fri, 12 Feb 2016 00:39:27 +0100 Subject: [PATCH 5/8] Respawning and team picking seems to be working well. --- src/Game/Systems/DamageIndicatorSystem.cpp | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/src/Game/Systems/DamageIndicatorSystem.cpp b/src/Game/Systems/DamageIndicatorSystem.cpp index a29309b5..8d586ac1 100644 --- a/src/Game/Systems/DamageIndicatorSystem.cpp +++ b/src/Game/Systems/DamageIndicatorSystem.cpp @@ -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"]); From 40ae2b8cbbe5bb72d5ed24578930ad6ef396e5e2 Mon Sep 17 00:00:00 2001 From: William Moberg Date: Fri, 12 Feb 2016 00:52:58 +0100 Subject: [PATCH 6/8] DefaultInput key 'K' to kill player, since we can't respawn when alive. Also moved TakeDamage InputCommand to HealthSystem. --- include/Game/Systems/HealthSystem.h | 5 ++++- resources/DefaultInput.ini | 3 ++- src/Game/Systems/HealthSystem.cpp | 12 ++++++++++++ src/Game/Systems/SoundSystem.cpp | 6 ------ 4 files changed, 18 insertions(+), 8 deletions(-) diff --git a/include/Game/Systems/HealthSystem.h b/include/Game/Systems/HealthSystem.h index b66d8eb0..21a52330 100644 --- a/include/Game/Systems/HealthSystem.h +++ b/include/Game/Systems/HealthSystem.h @@ -9,6 +9,7 @@ #include "Core/EPlayerDamage.h" #include "Core/EPlayerHealthPickup.h" #include "Core/EPlayerDeath.h" +#include "../Engine/Input/EInputCommand.h" #include #include @@ -28,7 +29,9 @@ private: bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e); EventRelay m_EPlayerHealthPickup; bool HealthSystem::OnPlayerHealthPickup(Events::PlayerHealthPickup& e); - + EventRelay m_InputCommand; + bool HealthSystem::OnInputCommand(Events::InputCommand& e); + //vector which will keep track of health changes std::vector> m_DeltaHealthVector; diff --git a/resources/DefaultInput.ini b/resources/DefaultInput.ini index 683d48e2..d5489c3a 100644 --- a/resources/DefaultInput.ini +++ b/resources/DefaultInput.ini @@ -24,4 +24,5 @@ F1=ToggleEditor C=ConnectToServer N=SwitchToServer M=SwitchToClient -P=SwitchToPlayer \ No newline at end of file +P=SwitchToPlayer +K=TakeDamage,1500 \ No newline at end of file diff --git a/src/Game/Systems/HealthSystem.cpp b/src/Game/Systems/HealthSystem.cpp index 29d8790d..0fc113b9 100644 --- a/src/Game/Systems/HealthSystem.cpp +++ b/src/Game/Systems/HealthSystem.cpp @@ -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"]; diff --git a/src/Game/Systems/SoundSystem.cpp b/src/Game/Systems/SoundSystem.cpp index db3575ab..59fd4a7f 100644 --- a/src/Game/Systems/SoundSystem.cpp +++ b/src/Game/Systems/SoundSystem.cpp @@ -52,12 +52,6 @@ bool SoundSystem::OnInputCommand(const Events::InputCommand & e) return true; } } - if (e.Command == "TakeDamage" && e.Value > 0 && LocalPlayer.Valid()) { - Events::PlayerDamage ev; - ev.Victim = LocalPlayer; - ev.Damage = e.Value; - m_EventBroker->Publish(ev); - } return false; } From 3e42c067ab02723e16b22203e96c855cd1cdacc6 Mon Sep 17 00:00:00 2001 From: antc13 Date: Fri, 12 Feb 2016 01:43:20 +0100 Subject: [PATCH 7/8] New Map with meshes WIP Update. --- resources/Schema/Entities/NewMap.xml | 3587 ++++++++++++++++++++++---- 1 file changed, 3096 insertions(+), 491 deletions(-) diff --git a/resources/Schema/Entities/NewMap.xml b/resources/Schema/Entities/NewMap.xml index a79fee7b..e0fcf912 100644 --- a/resources/Schema/Entities/NewMap.xml +++ b/resources/Schema/Entities/NewMap.xml @@ -104,6 +104,100 @@ + + + + Models/Props/Walls/SciFiWallTop.mesh + + + + + + + + + Models/Props/Walls/SciFiWallBig.mesh + + + + + + + + + + Models/Props/Walls/SciFiWallMedium.mesh + + + + + + + + + + Models/Props/Walls/SciFiWallSmall1.mesh + + + + + + + + + + Models/Props/Walls/SciFiWallSmall2.mesh + + + + + + + + + + Models/Props/Walls/SciFiWallBig.mesh + + + + + + + + + + + + Models/Props/Walls/SciFiWallMedium.mesh + + + + + + + + + + + + Models/Props/Walls/SciFiWallSmall3.mesh + + + + + + + + + + Models/Props/Walls/SciFiWallSmall4.mesh + + + + + + + @@ -116,8 +210,7 @@ - Models/Props/Pillars/SciFiPillar1.mesh - + Models/Props/Pillars/SciFiPillar1Blue.mesh @@ -130,12 +223,11 @@ - Models/Props/Pillars/SciFiPillar1.mesh - + Models/Props/Pillars/SciFiPillar1Red.mesh - - + + @@ -169,7 +261,7 @@ - Models/Props/Pillars/SciFiPillar2.mesh + Models/Props/Pillars/SciFiPillar2Red.mesh @@ -182,7 +274,7 @@ - Models/Props/Pillars/SciFiPillar3.mesh + Models/Props/Pillars/SciFiPillar3Blue.mesh @@ -196,10 +288,10 @@ - Models/Props/Pillars/SciFiPillar1.mesh + Models/Props/Pillars/SciFiPillar1Blue.mesh - + @@ -210,10 +302,10 @@ - Models/Props/Pillars/SciFiPillar1.mesh + Models/Props/Pillars/SciFiPillar1Red.mesh - + @@ -224,7 +316,7 @@ - Models/Props/Pillars/SciFiPillar3.mesh + Models/Props/Pillars/SciFiPillar3Red.mesh @@ -266,8 +358,8 @@ Models/Props/Pillars/StonePillar.mesh - - + + @@ -292,7 +384,7 @@ Models/Props/Pillars/SciFiPillar2.mesh - + @@ -324,6 +416,141 @@ + + + + + Models/Props/Pillars/SciFiPillar2Blue.mesh + + + + + + + + + + + + + + Models/Props/Pillars/SciFiPillar2Blue.mesh + + + + + + + + + + + + + + Models/Props/Pillars/SciFiPillar2Blue.mesh + + + + + + + + + + + + + + Models/Props/Pillars/SciFiPillar2Blue.mesh + + + + + + + + + + + + + Models/Props/Pillars/StonePillar.mesh + + + + + + + + + + + + + Models/Props/Pillars/SciFiPillar2Red.mesh + + + + + + + + + + + + + + Models/Props/Pillars/SciFiPillar2Red.mesh + + + + + + + + + + + + + Models/Props/Pillars/SciFiPillar2Red.mesh + + + + + + + + + + + + + + Models/Props/Pillars/StonePillar.mesh + + + + + + + + + + + + + Models/Props/Pillars/SciFiPillar2Red.mesh + + + + + + + + @@ -338,7 +565,7 @@ Models/Props/Walls/BigWall.mesh - + @@ -349,6 +576,7 @@ Models/Props/Walls/BigWall.mesh + @@ -363,7 +591,7 @@ Models/Props/Walls/BigWall.mesh - + @@ -388,7 +616,8 @@ Models/Props/Walls/BigWall.mesh - + + @@ -399,6 +628,7 @@ Models/Props/Walls/BigWall.mesh + @@ -413,7 +643,8 @@ Models/Props/Walls/BigWall.mesh - + + @@ -424,7 +655,8 @@ Models/Props/Walls/BigWall.mesh - + + @@ -438,7 +670,7 @@ Models/Props/Walls/BigWall.mesh - + @@ -450,7 +682,7 @@ Models/Props/Walls/BigWall.mesh - + @@ -464,7 +696,7 @@ Models/Props/Walls/BigWall.mesh - + @@ -480,7 +712,7 @@ Models/Props/Walls/BigWall.mesh - + @@ -492,7 +724,7 @@ Models/Props/Walls/BigWall.mesh - + @@ -505,7 +737,7 @@ Models/Props/Walls/BigWall.mesh - + @@ -585,8 +817,8 @@ Models/Props/Walls/SmallWall2.mesh - - + + @@ -710,11 +942,11 @@ - Models/Props/Walls/MediumWall3.mesh + Models/Props/Walls/MediumWall1.mesh - - + + @@ -722,10 +954,10 @@ - Models/Props/Walls/MediumWall3.mesh + Models/Props/Walls/MediumWall1.mesh - + @@ -734,10 +966,10 @@ - Models/Props/Walls/MediumWall3.mesh + Models/Props/Walls/MediumWall1.mesh - + @@ -751,7 +983,7 @@ Models/Props/Walls/BigWall.mesh - + @@ -762,7 +994,7 @@ Models/Props/Walls/BigWall.mesh - + @@ -774,7 +1006,7 @@ Models/Props/Walls/BigWall.mesh - + @@ -801,7 +1033,8 @@ Models/Props/Walls/BigWall.mesh - + + @@ -813,7 +1046,7 @@ Models/Props/Walls/BigWall.mesh - + @@ -827,7 +1060,7 @@ Models/Props/Walls/BigWall.mesh - + @@ -838,7 +1071,7 @@ Models/Props/Walls/BigWall.mesh - + @@ -850,7 +1083,7 @@ Models/Props/Walls/BigWall.mesh - + @@ -876,7 +1109,7 @@ Models/Props/Walls/BigWall.mesh - + @@ -966,7 +1199,8 @@ Models/Props/Walls/BigWall.mesh - + + @@ -977,7 +1211,7 @@ Models/Props/Walls/BigWall.mesh - + @@ -988,6 +1222,7 @@ Models/Props/Walls/BigWall.mesh + @@ -1016,7 +1251,7 @@ Models/Props/Walls/SmallWall2.mesh - + @@ -1027,7 +1262,7 @@ Models/Props/Walls/BigWall.mesh - + @@ -1054,7 +1289,7 @@ Models/Props/Walls/BigWall.mesh - + @@ -1065,7 +1300,7 @@ Models/Props/Walls/BigWall.mesh - + @@ -1077,7 +1312,7 @@ Models/Props/Walls/BigWall.mesh - + @@ -1089,7 +1324,7 @@ Models/Props/Walls/BigWall.mesh - + @@ -1103,7 +1338,7 @@ Models/Props/Walls/BigWall.mesh - + @@ -1115,7 +1350,7 @@ Models/Props/Walls/BigWall.mesh - + @@ -1130,8 +1365,479 @@ Models/Props/Walls/MediumWall3.mesh - - + + + + + + + + + + + Models/Props/Walls/BigWall.mesh + + + + + + + + + + + Models/Props/Walls/BigWall.mesh + + + + + + + + + + + + Models/Props/Walls/BigWall.mesh + + + + + + + + + + + + + + Models/Props/Walls/BigWall.mesh + + + + + + + + + + + + Models/Props/Walls/BigWall.mesh + + + + + + + + + + + + + + Models/Props/Walls/BigWall.mesh + + + + + + + + + + + + Models/Props/Walls/BigWall.mesh + + + + + + + + + + + + Models/Props/Walls/SmallWall2.mesh + + + + + + + + + + + + Models/Props/Walls/BigWall.mesh + + + + + + + + + + + + + + Models/Props/Walls/SmallWall3.mesh + + + + + + + + + + + + Models/Props/Walls/SpecialWall1.mesh + + + + + + + + + + + + + + Models/Props/Flora/SpecialRoot.mesh + + + + + + + + + + + + + Models/Props/Walls/MediumWall1.mesh + + + + + + + + + + + + + Models/Props/Walls/MediumWall1.mesh + + + + + + + + + + + + + Models/Props/Walls/MediumWall1.mesh + + + + + + + + + + + + Models/Props/Walls/MediumWall3.mesh + + + + + + + + + + + + + Models/Props/Walls/MediumWall1.mesh + + + + + + + + + + + + Models/Props/Walls/MediumWall1.mesh + + + + + + + + + + + + + + Models/Props/Walls/SmallWall2.mesh + + + + + + + + + + + + + + + + + + + + + + Models/Props/Walls/SmallWall2.mesh + + + + + + + + + + + + Models/Props/Walls/SmallWall2.mesh + + + + + + + + + + + + Models/Props/Walls/MediumWall3.mesh + + + + + + + + + + + + Models/Props/Walls/MediumWall2.mesh + + + + + + + + + + + Models/Props/Walls/MediumWall2.mesh + + + + + + + + + + + + + Models/Props/Walls/SmallWall3.mesh + + + + + + + + + + + + Models/Props/Walls/SmallWall4.mesh + + + + + + + + + + + + + + + + Models/Props/Walls/MediumWall3.mesh + + + + + + + + + + + + + Models/Props/Walls/MediumWall2.mesh + + + + + + + + + + + + + Models/Props/Walls/SpecialWall1.mesh + + + + + + + + + + + + + + Models/Props/Walls/MediumWall1.mesh + + + + + + + + + + + + + Models/Props/Walls/SpecialWall1.mesh + + + + + + + + + + + + Models/Props/Walls/SpecialWall1.mesh + + + + + + + + + + + + + Models/Props/Walls/SpecialWall1.mesh + + + + + + + + + + + + + Models/Props/Walls/SpecialWall1.mesh + + + + + + + + + + + + + Models/Props/Walls/SpecialWall1.mesh + + + + + + + + + + + + + + Models/Props/Walls/SpecialWall1.mesh + + + + + @@ -1150,9 +1856,9 @@ Models/Props/Bridges/WoodenBridge.mesh - + - + @@ -1164,9 +1870,9 @@ Models/Props/Bridges/WoodenBridge.mesh - - - + + + @@ -1178,8 +1884,8 @@ Models/Props/Bridges/WoodenBridge.mesh - - + + @@ -1191,12 +1897,117 @@ Models/Props/Bridges/SciFiBridge.mesh - + - + - + + + + + + Models/Props/Bridges/SciFiBridgeDefense.mesh + + + + + + + + + + + + Models/Props/Bridges/SciFiBridgeDefense.mesh + + + + + + + + + + + Models/Props/Bridges/SciFiBridgeDefense.mesh + + + + + + + + + + + Models/Props/Bridges/SciFiBridgeDefense.mesh + + + + + + + + + + + + + + + + + + Models/Props/Bridges/SciFiBridgeDefense.mesh + + + + + + + + + + + + Models/Props/Bridges/SciFiBridgeDefense.mesh + + + + + + + + + + + Models/Props/Bridges/SciFiBridgeDefense.mesh + + + + + + + + + + + Models/Props/Bridges/SciFiBridgeDefense.mesh + + + + + + + + + + + + + + @@ -1205,23 +2016,209 @@ Models/Props/Bridges/SciFiBridge.mesh - + + + + + + + Models/Props/Bridges/SciFiBridgeDefense.mesh + + + + + + + + + + + + Models/Props/Bridges/SciFiBridgeDefense.mesh + + + + + + + + + + + Models/Props/Bridges/SciFiBridgeDefense.mesh + + + + + + + + + + + + Models/Props/Bridges/SciFiBridgeDefense.mesh + + + + + + + + + + + + + + + + + + Models/Props/Bridges/SciFiBridgeDefense.mesh + + + + + + + + + + + + Models/Props/Bridges/SciFiBridgeDefense.mesh + + + + + + + + + + + Models/Props/Bridges/SciFiBridgeDefense.mesh + + + + + + + + + + + Models/Props/Bridges/SciFiBridgeDefense.mesh + + + + + + + + + + + + + + + + + + + + Models/Props/Pillars/SciFiBridgePillar1.mesh + + + + + + + - Models/Props/Flora/TreeLog.mesh + Models/Props/Bridges/SciFiBridge.mesh - - - + + + + + + + + + + + Models/Props/Bridges/SciFiBridge.mesh + + + + + + + + + + + + + Models/Props/Pillars/SciFiBridgePillar1.mesh + + + + + + + + + + + + + + Models/Props/Bridges/SciFiBridge.mesh + + + + + + + + + + + + + Models/Props/Bridges/SciFiBridge.mesh + + + + + + + + + + + + + Models/Props/Bridges/WoodenBridge.mesh + + + + + @@ -1240,9 +2237,9 @@ Models/Props/Pillars/SciFiBridgePillar1.mesh - + - + @@ -1254,7 +2251,7 @@ Models/Props/Pillars/SciFiBridgePillar1.mesh - + @@ -1319,8 +2316,7 @@ Models/Props/Pillars/SciFiBridgePillar1.mesh - - + @@ -1347,8 +2343,8 @@ Models/Props/Walls/MediumWall1.mesh - - + + @@ -1431,6 +2427,93 @@ + + + + Models/Core/UnitPlane.mesh + + true + + + + + + + + + + + + + Models/Core/UnitPlane.mesh + + true + + + + + + + + + + + + + + Models/Core/UnitCube.mesh + + + + + + + + + + + + + Models/Core/UnitCube.mesh + + + + + + + + + + + + + + + + Models/Props/Pillars/SciFiBridgePillar1.mesh + + + + + + + + + + + + + + Models/Props/Pillars/SciFiBridgePillar1.mesh + + + + + + + + + @@ -1445,59 +2528,11 @@ true - + + - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - - - - Models/Props/Flora/AliveBush.mesh - true - - - - - - - - + @@ -1506,7 +2541,7 @@ true - + @@ -1517,7 +2552,7 @@ true - + @@ -1529,7 +2564,7 @@ true - + @@ -1541,7 +2576,7 @@ true - + @@ -1553,7 +2588,7 @@ true - + @@ -1565,7 +2600,7 @@ true - + @@ -1605,13 +2640,444 @@ true - + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + + + + Models/Props/Flora/SpecialRoot.mesh + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + + + + Models/Props/Flora/SpecialRoot.mesh + + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + + + + Models/Props/Flora/AliveBush.mesh + true + + + + + + + + + + + + + + Models/Props/Flora/SpecialRoot.mesh + + + + + + + + @@ -1636,28 +3102,15 @@ - Models/Props/Stones/BigStone.mesh + Models/Props/Stones/MediumStone2.mesh - - + + + - - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - - - + @@ -1672,161 +3125,6 @@ - - - - - Models/Props/Stones/MediumStone1.mesh - - - - - - - - - - - - Models/Props/Stones/MediumStone1.mesh - - - - - - - - - - - - - Models/Props/Stones/MediumStone1.mesh - - - - - - - - - - - - - Models/Props/Stones/MediumStone1.mesh - - - - - - - - - - - - - Models/Props/Stones/MediumStone1.mesh - - - - - - - - - - - - - Models/Props/Stones/MediumStone1.mesh - - - - - - - - - - - - - Models/Props/Stones/MediumStone1.mesh - - - - - - - - - - - - Models/Props/Stones/MediumStone1.mesh - - - - - - - - - - - - - Models/Props/Stones/BigStone.mesh - - - - - - - - - - - - - Models/Props/Stones/MediumStone1.mesh - - - - - - - - - - - - Models/Props/Stones/MediumStone1.mesh - - - - - - - - - - - - - Models/Props/Stones/MediumStone1.mesh - - - - - - - - - - @@ -1834,8 +3132,9 @@ Models/Props/Stones/BigStone.mesh - - + + + @@ -1888,8 +3187,8 @@ Models/Props/Stones/BigStone.mesh - - + + @@ -1901,8 +3200,9 @@ Models/Props/Stones/MediumStone1.mesh - - + + + @@ -1911,11 +3211,12 @@ - Models/Props/Stones/MediumStone1.mesh + Models/Props/Stones/SmallStone1.mesh - - + + + @@ -1967,91 +3268,12 @@ Models/Props/Stones/MediumStone1.mesh - - + + + - - - - - - Models/Props/Stones/MediumStone1.mesh - - - - - - - - - - - - - - - Models/Props/Stones/MediumStone1.mesh - - - - - - - - - - - - Models/Props/Stones/MediumStone1.mesh - - - - - - - - - - - - - Models/Props/Stones/MediumStone1.mesh - - - - - - - - - - - - - Models/Props/Stones/MediumStone1.mesh - - - - - - - - - - - - Models/Props/Stones/MediumStone1.mesh - - - - - - - - - - + @@ -2060,7 +3282,7 @@ Models/Props/Stones/BigStone.mesh - + @@ -2072,8 +3294,8 @@ Models/Props/Stones/BigStone.mesh - - + + @@ -2085,14 +3307,683 @@ Models/Props/Stones/BigStone.mesh - - + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + Models/Props/Stones/SmallStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalRed.mesh + + + + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalRed.mesh + + + + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalRed.mesh + + + + + + + + + + + + + + Models/Props/Walls/MediumWall1.mesh + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + Models/Props/Stones/SmallStone1.mesh + + + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + + Models/Props/Stones/SmallStone2.mesh + + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/SmallStone1.mesh + + + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/SmallStone1.mesh + + + + + + + + + + + + + Models/Props/Stones/SmallStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/SmallStone1.mesh + + + + + + + + + + + + + + Models/Props/Stones/MediumStone1.mesh + + + + + + + + + + + + + + + + + + + Models/Props/Stones/SmallStone1.mesh + + + + + + + + + + + + + Models/Props/Stones/SmallStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + + Models/Props/Stones/SmallStone1.mesh + + + + + + + + + + + + + + + Models/Props/Stones/SmallStone1.mesh + + + + + + + + + + + + + + Models/Props/Stones/SmallStone1.mesh + + + + + + + + + + + + + + + + Models/Props/Stones/SmallStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/SmallStone1.mesh + + + + + + + + + + + + + Models/Props/Stones/SmallStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + + Models/Props/Stones/SmallStone1.mesh + + + + + + + + + + + + + + + + Models/Props/Stones/SmallStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/MediumStone1.mesh + + + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + + + + + Models/Props/Stones/BigStone.mesh + + + + + + + + + + + + + Models/Props/Stones/SmallStone2.mesh + + + + + + + + + + + + + + Models/Props/Stones/MediumStone2.mesh + + + + + + + + + @@ -2107,9 +3998,9 @@ Models/Props/PickUps/PickUpHolder.mesh - - - + + + @@ -2121,9 +4012,9 @@ Models/Props/PickUps/PickUpHolder.mesh - - - + + + @@ -2136,7 +4027,7 @@ - + @@ -2149,8 +4040,58 @@ Models/Props/PickUps/PickUpHolder.mesh - - + + + + + + + + + + + + + + + + + + + + Models/Props/PickUps/PickUpHolder.mesh + + + + + + + + + + + + + Models/Props/PickUps/HealthPickUp.mesh + + + + + + + + + + + + + + + Models/Props/PickUps/PickUpHolder.mesh + + + + @@ -2162,9 +4103,9 @@ Models/Props/PickUps/PickUpHolder.mesh - - - + + + @@ -2176,8 +4117,547 @@ Models/Props/PickUps/PickUpHolder.mesh - + + + + + + + + + + + + Models/Props/PickUps/PickUpHolder.mesh + + + + + + + + + + + + + + + + + + + + + Models/Props/Stones/AssaultHolder.mesh + + + + + + + + + + + + Models/Props/Stones/AssaultHolder.mesh + + + + + + + + + + + + + + + Models/Props/Stones/AssaultHolder.mesh + + + + + + + + + + + + Models/Props/Stones/AssaultHolder.mesh + + + + + + + + + + + + + + + Models/Props/Stones/AssaultHolder.mesh + + + + + + + + + + + + Models/Props/Stones/AssaultHolder.mesh + + + + + + + + + + + + Models/Props/Stones/AssaultHolder.mesh + + + + + + + + + + + + Models/Props/Stones/AssaultHolder.mesh + + + + + + + + + + + + + + + + + + + Models/Props/Stones/AssaultHolder.mesh + + + + + + + + + + + + + Models/Props/Stones/AssaultHolder.mesh + + + + + + + + + + + + + + Models/Props/Stones/AssaultHolder.mesh + + + + + + + + + + + + + + Models/Props/Stones/AssaultHolder.mesh + + + + + + + + + + + + + + + + + + + + + Models/Props/SciFiHolder1.mesh + + + + + + + + + + + + + Models/Props/SciFiHolder1.mesh + + + + + + + + + + + + + Models/Props/SciFiHolder1.mesh + + + + + + + + + + + + + Models/Props/SciFiHolder1.mesh + + + + + + + + + + + + + Models/Props/SciFiHolder1.mesh + + + + + + + + + + + + + Models/Props/SciFiHolder1.mesh + + + + + + + + + + + + + Models/Props/SciFiHolder1.mesh + + + + + + + + + + + + + Models/Props/SciFiHolder1.mesh + + + + + + + + + + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalRed.mesh + + + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalRed.mesh + + + + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalRed.mesh + + + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalBlue.mesh + + + + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalBlue.mesh + + + + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalBlue.mesh + + + + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalBlue.mesh + + + + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalBlue.mesh + + + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalRed.mesh + + + + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalRed.mesh + + + + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalBlue.mesh + + + + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalBlue.mesh + + + + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalRed.mesh + + + + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalRed.mesh + + + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalBlue.mesh + + + + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalBlue.mesh + + + + + + + + + + + + + + Models/Props/Stones/ShinyStoneCrystalRed.mesh + + + + + @@ -2193,107 +4673,177 @@ - - - - - - - - + - Models/Props/CapturePoint.mesh - + Models/Props/CapturePoint/CapturePointBlue.mesh - - - - - - + - - + + + + + + + + + + Models/Core/UnitCylinder.mesh + + true + + + + + + + + + + + + + + + - - - 1 - + - Models/Props/CapturePoint.mesh - + Models/Props/CapturePoint/CapturePointNeutral.mesh - - + - - + + + + + 1 + + + Models/Core/UnitCylinder.mesh + + true + + + + + + + + + + + - - - 2 - + - Models/Props/CapturePoint.mesh + Models/Props/CapturePoint/CapturePointNeutral.mesh - - + - - + + + + + 2 + + + Models/Core/UnitCylinder.mesh + + true + + + + + + + + + + + - - - 3 - + - Models/Props/CapturePoint.mesh - + Models/Props/CapturePoint/CapturePointNeutral.mesh - - + - - + + + + + 1.5498908015879351 + 3 + + + Models/Core/UnitCylinder.mesh + + true + + + + + + + + + + + - - - - - - 4 - + - Models/Props/CapturePoint.mesh - + Models/Props/CapturePoint/CapturePointRed.mesh - - - - - - + - - + + + + + + + + 4 + + + Models/Core/UnitCylinder.mesh + + true + + + + + + + + + + + + + + + @@ -2373,23 +4923,78 @@ 1 - + - + - - Models/Characters/Assault/AssaultTPose.mesh - + + + Schema/Entities/Player.xml + + + + + + - + - + + + + + + Models/Characters/Assault/AssaultTPose.mesh + + + + + + + + + + + + Models/Characters/Assault/AssaultTPose.mesh + + + + + + + + + + + + Models/Characters/Assault/AssaultTPose.mesh + + + + + + + + + + + + Models/Characters/Assault/AssaultTPose.mesh + + + + + + + + From 241717591430c5c871ac29f2c6876bd6b380eec3 Mon Sep 17 00:00:00 2001 From: antc13 Date: Fri, 12 Feb 2016 02:06:52 +0100 Subject: [PATCH 8/8] New Map with Meshes WIP. Probably final for Playtest. --- assets | 2 +- resources/Schema/Entities/NewMap.xml | 99 +++++++++++++--------------- 2 files changed, 46 insertions(+), 55 deletions(-) diff --git a/assets b/assets index 4d36fdce..078e014f 160000 --- a/assets +++ b/assets @@ -1 +1 @@ -Subproject commit 4d36fdced7007a594a56b7371bb26861876889aa +Subproject commit 078e014f3d24a100c4cb544ac6807aa2b54149b2 diff --git a/resources/Schema/Entities/NewMap.xml b/resources/Schema/Entities/NewMap.xml index e0fcf912..d67540da 100644 --- a/resources/Schema/Entities/NewMap.xml +++ b/resources/Schema/Entities/NewMap.xml @@ -562,7 +562,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallBlue.mesh @@ -573,7 +573,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallBlue.mesh @@ -588,7 +588,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallBlue.mesh @@ -599,7 +599,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallBlue.mesh @@ -613,7 +613,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallRed.mesh @@ -625,7 +625,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallRed.mesh @@ -640,7 +640,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallRed.mesh @@ -652,7 +652,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallRed.mesh @@ -667,7 +667,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallRed.mesh @@ -679,7 +679,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallRed.mesh @@ -693,7 +693,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallRed.mesh @@ -709,7 +709,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallBlue.mesh @@ -721,7 +721,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallBlue.mesh @@ -734,7 +734,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallBlue.mesh @@ -980,7 +980,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallRed.mesh @@ -991,7 +991,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallRed.mesh @@ -1003,7 +1003,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallRed.mesh @@ -1014,7 +1014,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallRed.mesh @@ -1030,7 +1030,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallRed.mesh @@ -1043,7 +1043,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallRed.mesh @@ -1057,7 +1057,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallBlue.mesh @@ -1068,7 +1068,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallBlue.mesh @@ -1080,7 +1080,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallBlue.mesh @@ -1092,7 +1092,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallBlue.mesh @@ -1106,7 +1106,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallBlue.mesh @@ -1196,7 +1196,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallBlue.mesh @@ -1208,7 +1208,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallBlue.mesh @@ -1219,7 +1219,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallBlue.mesh @@ -1259,7 +1259,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallBlue.mesh @@ -1270,7 +1270,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallBlue.mesh @@ -1286,7 +1286,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallBlue.mesh @@ -1297,7 +1297,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallBlue.mesh @@ -1309,7 +1309,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallBlue.mesh @@ -1321,7 +1321,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallBlue.mesh @@ -1335,7 +1335,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallBlue.mesh @@ -1347,7 +1347,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallBlue.mesh @@ -1375,7 +1375,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallRed.mesh @@ -1386,7 +1386,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallRed.mesh @@ -1398,7 +1398,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallRed.mesh @@ -1412,7 +1412,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallRed.mesh @@ -1424,7 +1424,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallRed.mesh @@ -1438,7 +1438,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallRed.mesh @@ -1450,7 +1450,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallRed.mesh @@ -1474,7 +1474,7 @@ - Models/Props/Walls/BigWall.mesh + Models/Props/Walls/BigWallRed.mesh @@ -1611,16 +1611,7 @@ - - - - - - - - - - +