diff --git a/include/Game/Systems/BoostSystem.h b/include/Game/Systems/BoostSystem.h new file mode 100644 index 00000000..f82707ab --- /dev/null +++ b/include/Game/Systems/BoostSystem.h @@ -0,0 +1,21 @@ +#ifndef BoostSystem_h__ +#define BoostSystem_h__ + +#include "Core/System.h" +#include "Core/ResourceManager.h" +#include "Core/EntityFileParser.h" +#include "Core/EPlayerDamage.h" +#include "Common.h" + +class BoostSystem : public System +{ +public: + BoostSystem(SystemParams params); + +private: + EventRelay m_EPlayerDamage; + bool OnPlayerDamage(Events::PlayerDamage& e); + + std::string DetermineClass(EntityWrapper player); +}; +#endif \ No newline at end of file diff --git a/resources/Schema/Components.xsd b/resources/Schema/Components.xsd index eb41ed6a..97b835ee 100644 --- a/resources/Schema/Components.xsd +++ b/resources/Schema/Components.xsd @@ -35,7 +35,12 @@ + + + + + diff --git a/resources/Schema/Components/BoostAssault.xml b/resources/Schema/Components/BoostAssault.xml new file mode 100644 index 00000000..c76fe21e --- /dev/null +++ b/resources/Schema/Components/BoostAssault.xml @@ -0,0 +1,4 @@ + + + 2 + diff --git a/resources/Schema/Components/BoostAssault.xsd b/resources/Schema/Components/BoostAssault.xsd new file mode 100644 index 00000000..f7d348b7 --- /dev/null +++ b/resources/Schema/Components/BoostAssault.xsd @@ -0,0 +1,18 @@ + + + + + + + + This is the assault's class boost component + + + + + This is the strength of the boost effect + + + + + diff --git a/resources/Schema/Components/BoostDefender.xml b/resources/Schema/Components/BoostDefender.xml new file mode 100644 index 00000000..fad0d2b7 --- /dev/null +++ b/resources/Schema/Components/BoostDefender.xml @@ -0,0 +1,4 @@ + + + 10 + diff --git a/resources/Schema/Components/BoostDefender.xsd b/resources/Schema/Components/BoostDefender.xsd new file mode 100644 index 00000000..167b41dd --- /dev/null +++ b/resources/Schema/Components/BoostDefender.xsd @@ -0,0 +1,18 @@ + + + + + + + + This is the defender's class boost component + + + + + This is the strength of the boost effect + + + + + diff --git a/resources/Schema/Components/BoostSniper.xml b/resources/Schema/Components/BoostSniper.xml new file mode 100644 index 00000000..844b7c59 --- /dev/null +++ b/resources/Schema/Components/BoostSniper.xml @@ -0,0 +1,4 @@ + + + 10 + diff --git a/resources/Schema/Components/BoostSniper.xsd b/resources/Schema/Components/BoostSniper.xsd new file mode 100644 index 00000000..2d62a9da --- /dev/null +++ b/resources/Schema/Components/BoostSniper.xsd @@ -0,0 +1,18 @@ + + + + + + + + This is the sniper's class boost component + + + + + This is the strength of the boost effect + + + + + diff --git a/resources/Schema/Components/ShieldAbility.xml b/resources/Schema/Components/ShieldAbility.xml new file mode 100644 index 00000000..49fcf0c0 --- /dev/null +++ b/resources/Schema/Components/ShieldAbility.xml @@ -0,0 +1,4 @@ + + + 2.0 + \ No newline at end of file diff --git a/resources/Schema/Components/ShieldAbility.xsd b/resources/Schema/Components/ShieldAbility.xsd new file mode 100644 index 00000000..5cf2145c --- /dev/null +++ b/resources/Schema/Components/ShieldAbility.xsd @@ -0,0 +1,18 @@ + + + + + + + + A shield component for one of the classes + + + + + This is the cooldown on shield + + + + + \ No newline at end of file diff --git a/resources/Schema/Components/SprintAbility.xml b/resources/Schema/Components/SprintAbility.xml new file mode 100644 index 00000000..2aac99d6 --- /dev/null +++ b/resources/Schema/Components/SprintAbility.xml @@ -0,0 +1,4 @@ + + + 2.0 + \ No newline at end of file diff --git a/resources/Schema/Components/SprintAbility.xsd b/resources/Schema/Components/SprintAbility.xsd new file mode 100644 index 00000000..4207dee2 --- /dev/null +++ b/resources/Schema/Components/SprintAbility.xsd @@ -0,0 +1,18 @@ + + + + + + + + A sprint component for one of the classes + + + + + This is the cooldown on sprint + + + + + \ No newline at end of file diff --git a/resources/Schema/Entities/BoostAssault.xml b/resources/Schema/Entities/BoostAssault.xml new file mode 100644 index 00000000..9c8e54fd --- /dev/null +++ b/resources/Schema/Entities/BoostAssault.xml @@ -0,0 +1,14 @@ + + + + + + + 10 + + + + + + + diff --git a/resources/Schema/Entities/BoostAssaultTest.xml b/resources/Schema/Entities/BoostAssaultTest.xml new file mode 100644 index 00000000..89dcd0d7 --- /dev/null +++ b/resources/Schema/Entities/BoostAssaultTest.xml @@ -0,0 +1,5311 @@ + + + + + + + + + + + + + + + + + + Models/Props/Ground.mesh + + + + + + + + + Models/Props/Highground1.mesh + + + + + + + + + + Models/Props/Highground2.mesh + + + + + + + + + + Models/Props/Highground1.mesh + + + + + + + + + + + + Models/Props/Highground2.mesh + + + + + + + + + + + + Models/Props/Highground3.mesh + + + + + + + + + + Models/Props/Highground4.mesh + + + + + + + + + + Models/Props/Highground5.mesh + + + + + + + + + + + Models/Props/Highground6.mesh + + + + + + + + + + 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-5089,7 +5089,7 @@ - + @@ -5165,7 +5165,7 @@ - + @@ -5184,7 +5184,7 @@ - + @@ -5203,7 +5203,7 @@ - + @@ -5222,7 +5222,7 @@ - + @@ -5241,7 +5241,7 @@ - + @@ -5260,7 +5260,7 @@ - + @@ -5279,7 +5279,7 @@ - + @@ -5298,7 +5298,7 @@ - + diff --git a/src/Game/Game.cpp b/src/Game/Game.cpp index 2946d656..88f683b5 100644 --- a/src/Game/Game.cpp +++ b/src/Game/Game.cpp @@ -26,6 +26,7 @@ #include "Network/MultiplayerSnapshotFilter.h" #include "Game/Systems/AmmunitionHUDSystem.h" #include "Game/Systems/KillFeedSystem.h" +#include "Game/Systems/BoostSystem.h" #include "GUI/ButtonSystem.h" #include "GUI/MainMenuSystem.h" @@ -132,6 +133,15 @@ 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_SystemPipeline->AddSystem(updateOrderLevel); + m_SystemPipeline->AddSystem(updateOrderLevel); + m_SystemPipeline->AddSystem(updateOrderLevel); + 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_Renderer); // Populate Octree with collidables diff --git a/src/Game/Systems/BoostSystem.cpp b/src/Game/Systems/BoostSystem.cpp new file mode 100644 index 00000000..9e4d6968 --- /dev/null +++ b/src/Game/Systems/BoostSystem.cpp @@ -0,0 +1,63 @@ +#include "Systems/BoostSystem.h" + +BoostSystem::BoostSystem(SystemParams params) + : System(params) +{ + EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &BoostSystem::OnPlayerDamage); +} + +bool BoostSystem::OnPlayerDamage(Events::PlayerDamage& e) +{ + if (e.Victim.ID == e.Inflictor.ID) { + return false; + } + if (!e.Victim.Valid() && e.Victim != LocalPlayer && !e.Victim.IsChildOf(LocalPlayer)) { + return false; + } + if (!e.Inflictor.Valid() || !e.Victim.Valid()) { + return false; + } + + //if its not friendly fire, return + if ((int)m_World->GetComponent(e.Inflictor.ID, "Team")["Team"] != (int)m_World->GetComponent(e.Victim.ID, "Team")["Team"]) { + return false; + } + + //determine the inflictors class + auto className = DetermineClass(e.Inflictor); + if (className == "") { + return false; + } + + //get the XML file, example: "Schema/Entities/BoostclassName.xml" + std::string classXML = "Schema/Entities/" + className + ".xml"; + + //check if player already has a child with the component, if so delete that child + auto playerBoostAssaultEntity = e.Victim.FirstChildByName(className); + if (playerBoostAssaultEntity.Valid()) { + m_World->DeleteEntity(playerBoostAssaultEntity.ID); + } + //load boost XML file, set it entity parented with the victim player + auto entityFile = ResourceManager::Load(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 inflictorPlayer) +{ + //determine the class based on what component the inflictor-player has + if (m_World->HasComponent(inflictorPlayer.ID, "DashAbility")) { + return "BoostAssault"; + } + if (m_World->HasComponent(inflictorPlayer.ID, "ShieldAbility")) { + return "BoostDefender"; + } + if (m_World->HasComponent(inflictorPlayer.ID, "SprintAbility")) { + return "BoostSniper"; + } + return ""; +} diff --git a/src/Game/Systems/HealthSystem.cpp b/src/Game/Systems/HealthSystem.cpp index 94f23c67..b4ace6b9 100644 --- a/src/Game/Systems/HealthSystem.cpp +++ b/src/Game/Systems/HealthSystem.cpp @@ -30,6 +30,11 @@ bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e) ComponentWrapper cHealth = e.Victim["Health"]; double& health = cHealth["Health"]; + //if player has the boost from a defender, subtract the damage taken by StrengthOfEffect amount + auto playerBoostDefenderEntity = e.Victim.FirstChildByName("BoostDefender"); + if (playerBoostDefenderEntity.Valid()) { + e.Damage -= (double)playerBoostDefenderEntity["BoostDefender"]["StrengthOfEffect"]; + } health -= e.Damage; return true; diff --git a/src/Game/Systems/PlayerMovementSystem.cpp b/src/Game/Systems/PlayerMovementSystem.cpp index 47612ca0..f2090890 100644 --- a/src/Game/Systems/PlayerMovementSystem.cpp +++ b/src/Game/Systems/PlayerMovementSystem.cpp @@ -61,6 +61,12 @@ void PlayerMovementSystem::updateMovementControllers(double dt) float playerMovementSpeed = player["Player"]["MovementSpeed"]; float playerCrouchSpeed = player["Player"]["CrouchSpeed"]; glm::vec3& wishDirection = player["Player"]["CurrentWishDirection"]; + auto playerBoostAssaultEntity = player.FirstChildByName("BoostAssault"); + if (playerBoostAssaultEntity.Valid()) { + playerMovementSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"]; + playerCrouchSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"]; + } + if (player.HasComponent("Physics")) { ComponentWrapper cPhysics = player["Physics"]; @@ -112,6 +118,10 @@ void PlayerMovementSystem::updateMovementControllers(double dt) //if doubleTapped do Assault Dash - but only boost maximum 50.0f 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 (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)); } diff --git a/src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp_ b/src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp_ index c3b3385f..547ed36a 100644 --- a/src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp_ +++ b/src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp_ @@ -366,9 +366,10 @@ bool AssaultWeaponBehaviour::shoot(double damage) return false; } - // Check for friendly fire + + // If friendly fire - reduce damage to 0 (needed to make Boosts, Ammosharing work) if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)m_Player["Team"]["Team"]) { - return false; + damage = 0; } // Deal damage!