Merge pull request #119 from teamfisk/AssaultBoost

BoostSystem
This commit is contained in:
Tobias Dahl
2016-03-02 16:44:49 +01:00
22 changed files with 5590 additions and 12 deletions
+10
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@@ -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<DamageIndicatorSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<AmmunitionHUDSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
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);
m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<BoostSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<ButtonSystem>(updateOrderLevel, m_Renderer);
m_SystemPipeline->AddSystem<MainMenuSystem>(updateOrderLevel, m_Renderer);
// Populate Octree with collidables
+63
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@@ -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<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 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 "";
}
+5
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@@ -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;
+10
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@@ -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));
}
@@ -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!