Merge remote-tracking branch 'origin/master' into Animations
# Conflicts: # resources/Schema/Types/Entity.xsd
This commit is contained in:
@@ -27,6 +27,7 @@ struct EntityWrapper
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bool HasComponent(const std::string& componentType);
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void AttachComponent(const char* componentName);
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EntityWrapper Parent();
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EntityWrapper FirstParentByName(const std::string& parentEntityName);
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EntityWrapper FirstChildByName(const std::string& name);
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EntityWrapper FirstLevelChildByName(const std::string& name);
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EntityWrapper FirstParentWithComponent(const std::string& componentType);
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@@ -22,6 +22,7 @@
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#include "../Core/ELockMouse.h"
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#include "../Core/EFileDropped.h"
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#include "../Rendering/Texture.h"
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#include "Game/Events/ESpawnerSpawn.h"
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class EditorGUI
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{
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@@ -30,6 +30,7 @@ public:
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void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer, EntityID playerID);
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virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; }
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virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; }
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bool SpecialAbilityKeyDown() const { return m_SpecialAbilityKeyDown; }
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protected:
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const int m_PlayerID;
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@@ -145,10 +146,10 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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if (m_NumberOfMovementKeysDown == 0) {
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m_MovementKeyDown = false;
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}
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//you have just released the key, store what key it was and reset the doubletap-sensitivity-timer
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m_AssaultDashTapDirection = m_CurrentDirectionVector;
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m_AssaultDashDoubleTapDeltaTime = 0.f;
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//you have just released the key, store what key it was and reset the doubletap-sensitivity-timer
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m_AssaultDashTapDirection = m_CurrentDirectionVector;
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m_AssaultDashDoubleTapDeltaTime = 0.f;
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}
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}
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@@ -161,18 +162,11 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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}
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if (e.Command == "SpecialAbility") {
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if (e.Value > 0) {
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m_SpecialAbilityKeyDown = true;
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} else {
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m_SpecialAbilityKeyDown = false;
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}
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}
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if (m_SpecialAbilityKeyDown && m_MovementKeyDown) {
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m_ShiftDashing = true;
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} else {
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m_ShiftDashing = false;
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m_SpecialAbilityKeyDown = e.Value > 0;
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}
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m_ShiftDashing = m_SpecialAbilityKeyDown && m_MovementKeyDown;
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return true;
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}
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@@ -24,7 +24,9 @@ public:
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{
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// Check if we are trying to add more than the package can fit.
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if (m_MaxPacketSize < m_Offset + sizeof(T)) {
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LOG_WARNING("Packet AddPrimitive(): You are trying to add more than we have allocated for! New size is %i bytes\n", m_MaxPacketSize*2);
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if (m_MaxPacketSize >= 32000) {
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LOG_WARNING("Package::WritePrimitive(): New size is huge %i bytes\n", m_MaxPacketSize*2);
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}
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resizeData();
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}
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memcpy(m_Data + m_Offset, &val, sizeof(T));
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@@ -1,17 +0,0 @@
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#ifndef AmmunitionHUDSystem_h__
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#define AmmunitionHUDSystem_h__
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#include "../../Engine/Core/System.h"
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#include "../../Engine/GLM.h"
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class AmmunitionHUDSystem : public ImpureSystem
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{
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public:
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AmmunitionHUDSystem(SystemParams params)
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: System(params)
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{ }
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virtual void Update(double dt) override;
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};
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#endif
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@@ -0,0 +1,19 @@
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#ifndef AmmunitionHUDSystem_h__
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#define AmmunitionHUDSystem_h__
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#include <boost/lexical_cast.hpp>
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#include "../../Engine/Core/System.h"
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#include "../../Engine/GLM.h"
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class TextFieldReader : public PureSystem
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{
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public:
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TextFieldReader(SystemParams params)
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: System(params)
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, PureSystem("TextFieldReader")
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{ }
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cTextFieldReader, double dt) override;
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};
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#endif
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@@ -1,47 +1,40 @@
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#ifndef AssaultWeaponBehaviour_h__
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#define AssaultWeaponBehaviour_h__
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#include "Sound/EPlaySoundOnEntity.h"
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#include "Collision/Collision.h"
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#include "Core/ConfigFile.h"
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#include "WeaponBehaviour.h"
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#include "../SpawnerSystem.h"
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#include "Collision/Collision.h"
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#include "Core/EPlayerDamage.h"
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#include "Core/EShoot.h"
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#include "Sound/EPlaySoundOnEntity.h"
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class AssaultWeaponBehaviour : public WeaponBehaviour<AssaultWeaponBehaviour>
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{
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public:
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AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
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: WeaponBehaviour(systemParams, "AssaultWeapon", renderer, collisionOctree)
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: System(systemParams)
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, WeaponBehaviour(systemParams, "AssaultWeapon", renderer, collisionOctree)
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, m_RandomEngine(m_RandomDevice())
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{ }
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protected:
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virtual void OnPrimaryFire(WeaponInfo& wi) override;
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virtual void OnCeasePrimaryFire(WeaponInfo& wi) override;
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virtual void OnReload(WeaponInfo& wi) override;
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void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
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void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) override;
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void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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void OnReload(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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//bool OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e) override;
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private:
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// State
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bool m_Firing = false;
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bool m_Reloading = false;
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double m_ReloadTimer = 0.0;
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double m_TimeSinceLastFire = 0.0;
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EntityWrapper m_FirstPersonReloadImpostor;
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std::random_device m_RandomDevice;
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std::mt19937 m_RandomEngine;
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bool hasAmmo();
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void fireRound();
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void spawnTracer();
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float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
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void playFireSound();
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void playEmptySound();
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void viewPunch();
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void finishReload();
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void playShootAnimation();
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void playIdleAnimation();
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void playReloadAnimation();
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bool shoot(double damage);
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void showHitMarker();
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// Weapon functions
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void fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi);
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//void dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage);
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bool canFire(ComponentWrapper cWeapon, WeaponInfo& wi);
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bool dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi);
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// Utility
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//Camera cameraFromEntity(EntityWrapper camera);
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};
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#endif
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@@ -1,7 +1,10 @@
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#ifndef DefenderWeaponBehaviour_h__
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#define DefenderWeaponBehaviour_h__
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#include "WeaponBehaviour.h"
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#include "Collision/Collision.h"
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#include "Core/EPlayerDamage.h"
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#include "Rendering/ESetCamera.h"
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#include "Sound/EPlaySoundOnEntity.h"
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class DefenderWeaponBehaviour : public WeaponBehaviour<DefenderWeaponBehaviour>
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{
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@@ -10,29 +13,27 @@ public:
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: System(systemParams)
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, WeaponBehaviour(systemParams, "DefenderWeapon", renderer, collisionOctree)
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, m_RandomEngine(m_RandomDevice())
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{
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EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &DefenderWeaponBehaviour::OnSetCamera);
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}
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{ }
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void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
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void UpdateWeapon(WeaponInfo& wi, double dt) override;
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void OnPrimaryFire(WeaponInfo& wi) override;
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void OnCeasePrimaryFire(WeaponInfo& wi) override;
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bool OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e) override;
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void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) override;
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void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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void OnReload(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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bool OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e) override;
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private:
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std::random_device m_RandomDevice;
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std::mt19937 m_RandomEngine;
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EntityWrapper m_CurrentCamera;
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EventRelay<DefenderWeaponBehaviour, Events::SetCamera> m_ESetCamera;
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bool OnSetCamera(const Events::SetCamera& e);
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// Weapon functions
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void fireShell(WeaponInfo& wi);
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void dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage);
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void fireShell(ComponentWrapper cWeapon, WeaponInfo& wi);
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void dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage);
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bool canFire(ComponentWrapper cWeapon, WeaponInfo& wi);
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// Utility
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float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
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Camera cameraFromEntity(EntityWrapper camera);
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};
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};
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#endif
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@@ -0,0 +1,38 @@
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#ifndef SidearmWeaponBehaviour_h__
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#define SidearmWeaponBehaviour_h__
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#include "WeaponBehaviour.h"
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#include "Collision/Collision.h"
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#include "Core/EPlayerDamage.h"
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|
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class SidearmWeaponBehaviour : public WeaponBehaviour<SidearmWeaponBehaviour>
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{
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public:
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SidearmWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
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||||
: System(systemParams)
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, WeaponBehaviour(systemParams, "SidearmWeapon", renderer, collisionOctree)
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, m_RandomEngine(m_RandomDevice())
|
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{ }
|
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|
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void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
|
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void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) override;
|
||||
void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
|
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void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
|
||||
void OnEquip(ComponentWrapper cWeapon, WeaponInfo& wi) override;
|
||||
void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) override;
|
||||
|
||||
private:
|
||||
std::random_device m_RandomDevice;
|
||||
std::mt19937 m_RandomEngine;
|
||||
|
||||
// Weapon functions
|
||||
void fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi);
|
||||
//void dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage);
|
||||
|
||||
// Utility
|
||||
bool canFire(ComponentWrapper cWeapon);
|
||||
bool playerInFirstPerson(EntityWrapper player);
|
||||
//float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -7,6 +7,8 @@
|
||||
#include "Collision/EntityAABB.h"
|
||||
#include "Input/EInputCommand.h"
|
||||
#include "Systems/SpawnerSystem.h"
|
||||
#include "Rendering/ESetCamera.h"
|
||||
#include "Core/ConfigFile.h"
|
||||
|
||||
template <typename ETYPE>
|
||||
class WeaponBehaviour : public PureSystem
|
||||
@@ -20,42 +22,85 @@ public:
|
||||
, m_Renderer(renderer)
|
||||
, m_CollisionOctree(collisionOctree)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponBehaviour::_OnInputCommand)
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponBehaviour::_OnInputCommand);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &WeaponBehaviour::_OnSetCamera);
|
||||
auto config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||
m_ConfigAutoReload = config->Get<bool>("Gameplay.AutoReload", true);
|
||||
}
|
||||
virtual ~WeaponBehaviour() = default;
|
||||
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
|
||||
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override
|
||||
{
|
||||
auto weapon = getActiveWeapon(entity);
|
||||
if (!weapon) {
|
||||
return;
|
||||
} else {
|
||||
UpdateWeapon(*weapon, dt);
|
||||
UpdateWeapon(cWeapon, *weapon, dt);
|
||||
}
|
||||
}
|
||||
|
||||
protected:
|
||||
struct WeaponInfo
|
||||
{
|
||||
std::string WeaponComponent;
|
||||
EntityWrapper Player;
|
||||
EntityWrapper WeaponEntity;
|
||||
EntityWrapper FirstPersonEntity;
|
||||
EntityWrapper ThirdPersonEntity;
|
||||
ComponentWrapper GetComponent() { return WeaponEntity[WeaponComponent]; }
|
||||
};
|
||||
|
||||
IRenderer* m_Renderer;
|
||||
EntityWrapper m_CurrentCamera;
|
||||
Octree<EntityAABB>* m_CollisionOctree;
|
||||
std::unordered_map<EntityWrapper, WeaponInfo> m_ActiveWeapons;
|
||||
bool m_ConfigAutoReload;
|
||||
|
||||
virtual void UpdateWeapon(WeaponInfo& wi, double dt) { }
|
||||
virtual void OnPrimaryFire(WeaponInfo& wi) { }
|
||||
virtual void OnCeasePrimaryFire(WeaponInfo& wi) { }
|
||||
virtual void OnReload(WeaponInfo& wi) { }
|
||||
virtual bool OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e) { return false; }
|
||||
virtual void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) { }
|
||||
virtual void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) { }
|
||||
virtual void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) { }
|
||||
virtual void OnReload(ComponentWrapper cWeapon, WeaponInfo& wi) { }
|
||||
virtual void OnEquip(ComponentWrapper cWeapon, WeaponInfo& wi) { }
|
||||
virtual void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) { }
|
||||
virtual bool OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e) { return false; }
|
||||
|
||||
bool isPlayerInFirstPerson(EntityWrapper player)
|
||||
{
|
||||
if (!m_CurrentCamera.Valid()) {
|
||||
return false;
|
||||
} else {
|
||||
return m_CurrentCamera == player || m_CurrentCamera.IsChildOf(player);
|
||||
}
|
||||
}
|
||||
|
||||
// Returns wi.FirstPersonEntity or wi.ThirdPersonEntity depending on
|
||||
// if the player is in first person mode or not.
|
||||
EntityWrapper getRelevantWeaponModelEntity(WeaponInfo& wi)
|
||||
{
|
||||
if (isPlayerInFirstPerson(wi.Player)) {
|
||||
return wi.FirstPersonEntity;
|
||||
} else {
|
||||
return wi.ThirdPersonEntity;
|
||||
}
|
||||
}
|
||||
|
||||
float traceRayDistance(glm::vec3 origin, glm::vec3 direction)
|
||||
{
|
||||
float distance;
|
||||
glm::vec3 pos;
|
||||
auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
|
||||
if (entity) {
|
||||
return distance;
|
||||
} else {
|
||||
return 100.f;
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
EventRelay<ETYPE, Events::SetCamera> m_ESetCamera;
|
||||
bool _OnSetCamera(const Events::SetCamera& e)
|
||||
{
|
||||
m_CurrentCamera = e.CameraEntity;
|
||||
return true;
|
||||
}
|
||||
EventRelay<ETYPE, Events::InputCommand> m_EInputCommand;
|
||||
bool _OnInputCommand(const Events::InputCommand& e)
|
||||
{
|
||||
@@ -70,15 +115,19 @@ private:
|
||||
}
|
||||
|
||||
// Make sure the player has this weapon
|
||||
auto weapon = getWeaponComponent(player);
|
||||
if (!weapon) {
|
||||
auto cWeapon = getWeaponComponent(player);
|
||||
if (!cWeapon) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Weapon selection
|
||||
if (e.Command == "SelectWeapon") {
|
||||
if (static_cast<ComponentInfo::EnumType>(e.Value) == static_cast<ComponentInfo::EnumType>((*weapon)["Slot"])) {
|
||||
selectWeapon(player);
|
||||
if (e.Value > 0) {
|
||||
if (static_cast<ComponentInfo::EnumType>(e.Value) == static_cast<ComponentInfo::EnumType>((*cWeapon)["Slot"])) {
|
||||
selectWeapon(*cWeapon, player);
|
||||
} else {
|
||||
holsterWeapon(*cWeapon, player);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -91,18 +140,18 @@ private:
|
||||
// Fire
|
||||
if (e.Command == "PrimaryFire") {
|
||||
if (e.Value > 0) {
|
||||
OnPrimaryFire(*activeWeapon);
|
||||
OnPrimaryFire(*cWeapon, *activeWeapon);
|
||||
} else {
|
||||
OnCeasePrimaryFire(*activeWeapon);
|
||||
OnCeasePrimaryFire(*cWeapon, *activeWeapon);
|
||||
}
|
||||
}
|
||||
|
||||
// Reload
|
||||
if (e.Command == "Reload" && e.Value != 0) {
|
||||
OnReload(*activeWeapon);
|
||||
OnReload(*cWeapon, *activeWeapon);
|
||||
}
|
||||
|
||||
return OnInputCommand(*activeWeapon, e);
|
||||
return OnInputCommand(*cWeapon, *activeWeapon, e);
|
||||
}
|
||||
|
||||
boost::optional<ComponentWrapper> getWeaponComponent(EntityWrapper player)
|
||||
@@ -129,8 +178,13 @@ private:
|
||||
return activeWeapon;
|
||||
}
|
||||
|
||||
void selectWeapon(EntityWrapper player)
|
||||
void selectWeapon(ComponentWrapper cWeapon, EntityWrapper player)
|
||||
{
|
||||
// Don't reselect weapon if it's already active
|
||||
if (getActiveWeapon(player)) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Find the weapon attachments matching the weapon type
|
||||
std::vector<EntityWrapper> weaponAttachments = player.ChildrenWithComponent("WeaponAttachment");
|
||||
EntityWrapper firstPersonAttachment;
|
||||
@@ -152,14 +206,6 @@ private:
|
||||
return;
|
||||
}
|
||||
|
||||
// Purge other weapon entities
|
||||
for (auto& attachment : weaponAttachments) {
|
||||
//if (attachment == firstPersonAttachment || attachment == thirdPersonAttachment) {
|
||||
// continue;
|
||||
//}
|
||||
attachment.DeleteChildren();
|
||||
}
|
||||
|
||||
// Spawn the weapon(s)
|
||||
EntityWrapper firstPersonWeapon;
|
||||
EntityWrapper thirdPersonWeapon;
|
||||
@@ -170,11 +216,36 @@ private:
|
||||
thirdPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
|
||||
}
|
||||
|
||||
m_ActiveWeapons[player].WeaponComponent = m_ComponentType;
|
||||
m_ActiveWeapons[player].Player = player;
|
||||
m_ActiveWeapons[player].WeaponEntity = player;
|
||||
m_ActiveWeapons[player].FirstPersonEntity = firstPersonWeapon;
|
||||
m_ActiveWeapons[player].ThirdPersonEntity = thirdPersonWeapon;
|
||||
WeaponInfo& wi = m_ActiveWeapons[player];
|
||||
wi.Player = player;
|
||||
wi.WeaponEntity = player;
|
||||
wi.FirstPersonEntity = firstPersonWeapon;
|
||||
wi.ThirdPersonEntity = thirdPersonWeapon;
|
||||
|
||||
OnEquip(cWeapon, wi);
|
||||
}
|
||||
|
||||
void holsterWeapon(ComponentWrapper cWeapon, EntityWrapper player)
|
||||
{
|
||||
auto activeWeapon = getActiveWeapon(player);
|
||||
if (!activeWeapon) {
|
||||
return;
|
||||
}
|
||||
WeaponInfo& wi = *activeWeapon;
|
||||
|
||||
// Send holster event
|
||||
OnHolster(cWeapon, wi);
|
||||
|
||||
// Delete weapon entities
|
||||
if (wi.FirstPersonEntity.Valid()) {
|
||||
m_World->DeleteEntity(wi.FirstPersonEntity.ID);
|
||||
}
|
||||
if (wi.ThirdPersonEntity.Valid()) {
|
||||
m_World->DeleteEntity(wi.ThirdPersonEntity.ID);
|
||||
}
|
||||
|
||||
// Make weapon inactive
|
||||
m_ActiveWeapons.erase(player);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user