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

# Conflicts:
#	src/Game/Game.cpp
This commit is contained in:
viktorljung
2016-02-12 02:09:14 +01:00
20 changed files with 2413 additions and 687 deletions
+4 -1
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@@ -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);
+78
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@@ -0,0 +1,78 @@
#include "Systems/AmmoPickupSystem.h"
AmmoPickupSystem::AmmoPickupSystem(SystemParams params)
: System(params)
{
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &AmmoPickupSystem::OnTriggerTouch);
}
void AmmoPickupSystem::Update(double dt)
{
for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it)
{
auto& ammoPickupPosition = *it;
//set the double timer value (value 3)
ammoPickupPosition.DecreaseThisRespawnTimer -= dt;
if (ammoPickupPosition.DecreaseThisRespawnTimer < 0.0) {
//spawn and delete the vector item
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/AmmoPickup.xml");
EntityFileParser parser(entityFile);
EntityID ammoPickupID = parser.MergeEntities(m_World);
//let the world know a pickup has spawned (graphics effects, etc)
Events::PickupSpawned ePickupSpawned;
ePickupSpawned.Pickup = EntityWrapper(m_World, ammoPickupID);
m_EventBroker->Publish(ePickupSpawned);
//set values from the old entity to the new entity
auto& newAmmoPickupEntity = EntityWrapper(m_World, ammoPickupID);
newAmmoPickupEntity["Transform"]["Position"] = ammoPickupPosition.Pos;
newAmmoPickupEntity["AmmoPickup"]["AmmoGain"] = ammoPickupPosition.AmmoGain;
newAmmoPickupEntity["AmmoPickup"]["RespawnTimer"] = ammoPickupPosition.RespawnTimer;
//erase the current element (AmmoPickupPosition)
m_ETriggerTouchVector.erase(it);
break;
}
}
}
bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
{
if (e.Entity != LocalPlayer) {
return false;
}
//TODO: add other weapontypes
if (!e.Entity.HasComponent("AssaultWeapon")) {
return false;
}
if (!e.Trigger.HasComponent("AmmoPickup")) {
return false;
}
int maxWeaponAmmo = (int)e.Entity["AssaultWeapon"]["MaxAmmo"];
int& currentAmmo = (int)e.Entity["AssaultWeapon"]["Ammo"];
int ammoGiven = 0.01*(double)e.Trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo;
//cant pick up ammopacks if you are already at MaxAmmo
if (currentAmmo >= maxWeaponAmmo) {
return false;
}
//personEntered = e.Entity, thingEntered = e.Trigger
Events::AmmoPickup ePlayerAmmoPickup;
ePlayerAmmoPickup.AmmoGain = ammoGiven;
ePlayerAmmoPickup.Player = e.Entity;
m_EventBroker->Publish(ePlayerAmmoPickup);
//immediately give the player the ammo
currentAmmo = std::min(currentAmmo + ammoGiven, maxWeaponAmmo);
//copy position, ammogain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
//we need to copy all values since each value can be different for each ammoPickup
m_ETriggerTouchVector.push_back({ (glm::vec3)e.Trigger["Transform"]["Position"] ,e.Trigger["AmmoPickup"]["AmmoGain"],
e.Trigger["AmmoPickup"]["RespawnTimer"],e.Trigger["AmmoPickup"]["RespawnTimer"] });
//delete the ammopickup
m_World->DeleteEntity(e.Trigger.ID);
return true;
}
@@ -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"]);
+12
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@@ -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"];
+9 -2
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@@ -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"]);
+81 -16
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@@ -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);
}
-6
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@@ -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;
}