Added Assault,Defender,Sniper Components,Entities. Added ShieldAbility,Sprintability-Component (not implemented). Changed BoostSystem to use a childed Boost to the player. All friendly fire is 0 damage.

This commit is contained in:
verysecrethero
2016-02-18 10:40:09 +01:00
parent c3ed429377
commit 7f489b3569
19 changed files with 125 additions and 32 deletions
+13 -10
View File
@@ -25,35 +25,38 @@ bool BoostSystem::OnPlayerDamage(Events::PlayerDamage& e)
return false;
}
//friendly fire
auto className = determineClass(e.Inflictor);
auto className = DetermineClass(e.Inflictor);
if (className == "") {
return false;
}
//"Schema/Entities/BoostAssault.xml"
//"Schema/Entities/Boost-.xml"
std::string classXML = "Schema/Entities/" + className + ".xml";
//class
//check if player already has the component
auto playerBoostAssaultEntity = e.Victim.FirstChildByName(className);
if (playerBoostAssaultEntity.Valid()) {
m_World->DeleteEntity(playerBoostAssaultEntity.ID);
}
//load & set the BoostAssault Component
auto entityFile = ResourceManager::Load<EntityFile>(classXML);
EntityFileParser parser(entityFile);
EntityID boostAssaultEntity = parser.MergeEntities(m_World);
m_World->SetName(boostAssaultEntity, className);
m_World->SetParent(boostAssaultEntity, e.Victim.ID);
return true;
}
std::string BoostSystem::determineClass(EntityWrapper player)
std::string BoostSystem::DetermineClass(EntityWrapper inflictorPlayer)
{
if (m_World->HasComponent(player.ID, "DashAbility")) {
//determine the class based on what component the inflictor-player has
if (m_World->HasComponent(inflictorPlayer.ID, "DashAbility")) {
return "BoostAssault";
}
if (m_World->HasComponent(player.ID, "DefenderShield")) {
if (m_World->HasComponent(inflictorPlayer.ID, "ShieldAbility")) {
return "BoostDefender";
}
if (m_World->HasComponent(player.ID, "SniperSprint")) {
if (m_World->HasComponent(inflictorPlayer.ID, "SprintAbility")) {
return "BoostSniper";
}
return "";
+3 -2
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@@ -30,8 +30,9 @@ bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
ComponentWrapper cHealth = e.Victim["Health"];
double& health = cHealth["Health"];
if (e.Victim.HasComponent("BoostDefender")) {
e.Damage -= (double)e.Victim["BoostDefender"]["StrengthOfEffect"];
auto playerBoostDefenderEntity = e.Victim.FirstChildByName("BoostDefender");
if (playerBoostDefenderEntity.Valid()) {
e.Damage -= (double)playerBoostDefenderEntity["BoostDefender"]["StrengthOfEffect"];
}
health -= e.Damage;
+6 -5
View File
@@ -53,9 +53,10 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
float playerMovementSpeed = player["Player"]["MovementSpeed"];
float playerCrouchSpeed = player["Player"]["CrouchSpeed"];
glm::vec3& wishDirection = player["Player"]["CurrentWishDirection"];
if (player.HasComponent("BoostAssault")) {
playerMovementSpeed *= (double)player["BoostAssault"]["StrengthOfEffect"];
playerCrouchSpeed *= (double)player["BoostAssault"]["StrengthOfEffect"];
auto playerBoostAssaultEntity = player.FirstChildByName("BoostAssault");
if (playerBoostAssaultEntity.Valid()) {
playerMovementSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
playerCrouchSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
}
@@ -110,8 +111,8 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
float doubleTapDashBoost = controller->AssaultDashDoubleTapped() ? 40.0f : 1.0f;
accelerationSpeed = glm::min(doubleTapDashBoost*glm::min(accelerationSpeed, addSpeed), 50.0f);
//if player has Boost from an Assault class, accelerate the player faster
if (player.HasComponent("BoostAssault")) {
accelerationSpeed *= (double)player["BoostAssault"]["StrengthOfEffect"];
if (playerBoostAssaultEntity.Valid()) {
accelerationSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
}
velocity += accelerationSpeed * wishDirection;
ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
@@ -385,11 +385,10 @@ bool AssaultWeaponBehaviour::shoot(double damage)
}
// Do Not Check for friendly fire
//// Check for friendly fire
//if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)m_Player["Team"]["Team"]) {
// return false;
//}
// BoostUpdate: If friendly fire - reduce damage to 0
if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)m_Player["Team"]["Team"]) {
damage = 0;
}
// Deal damage!
Events::PlayerDamage ePlayerDamage;