Merge branch 'master' into Respawning
This commit is contained in:
@@ -26,6 +26,7 @@
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#include "Network/MultiplayerSnapshotFilter.h"
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#include "Game/Systems/AmmunitionHUDSystem.h"
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#include "Game/Systems/KillFeedSystem.h"
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#include "Game/Systems/BoostSystem.h"
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#include "GUI/ButtonSystem.h"
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#include "GUI/MainMenuSystem.h"
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@@ -132,6 +133,15 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AmmunitionHUDSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AmmoPickupSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AmmunitionHUDSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<BoostSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<ButtonSystem>(updateOrderLevel, m_Renderer);
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m_SystemPipeline->AddSystem<MainMenuSystem>(updateOrderLevel, m_Renderer);
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// Populate Octree with collidables
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@@ -5,6 +5,7 @@ AmmoPickupSystem::AmmoPickupSystem(SystemParams params)
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{
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if (IsServer) {
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &AmmoPickupSystem::OnTriggerTouch);
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &AmmoPickupSystem::OnTriggerLeave);
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}
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if (IsClient) {
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EVENT_SUBSCRIBE_MEMBER(m_EAmmoPickup, &AmmoPickupSystem::OnAmmoPickup);
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@@ -14,43 +15,51 @@ AmmoPickupSystem::AmmoPickupSystem(SystemParams params)
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void AmmoPickupSystem::Update(double dt)
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{
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if (IsServer) {
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for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it) {
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auto& ammoPickupPosition = *it;
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//set the double timer value (value 3)
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ammoPickupPosition.DecreaseThisRespawnTimer -= dt;
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if (ammoPickupPosition.DecreaseThisRespawnTimer < 0.0) {
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//spawn and delete the vector item
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auto it = m_ETriggerTouchVector.begin();
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while (it != m_ETriggerTouchVector.end()) {
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auto& somePickup = *it;
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somePickup.DecreaseThisRespawnTimer -= dt;
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if (somePickup.DecreaseThisRespawnTimer < 0.0) {
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auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/AmmoPickup.xml");
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EntityFileParser parser(entityFile);
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EntityID ammoPickupID = parser.MergeEntities(m_World);
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//let the world know a pickup has spawned (graphics effects, etc)
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//let the world know a pickup has spawned
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Events::PickupSpawned ePickupSpawned;
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ePickupSpawned.Pickup = EntityWrapper(m_World, ammoPickupID);
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m_EventBroker->Publish(ePickupSpawned);
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//set values from the old entity to the new entity
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//copy values from the old entity to the new entity
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auto& newAmmoPickupEntity = EntityWrapper(m_World, ammoPickupID);
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newAmmoPickupEntity["Transform"]["Position"] = ammoPickupPosition.Pos;
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newAmmoPickupEntity["AmmoPickup"]["AmmoGain"] = ammoPickupPosition.AmmoGain;
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newAmmoPickupEntity["AmmoPickup"]["RespawnTimer"] = ammoPickupPosition.RespawnTimer;
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m_World->SetParent(newAmmoPickupEntity.ID, ammoPickupPosition.parentID);
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newAmmoPickupEntity["Transform"]["Position"] = somePickup.Pos;
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newAmmoPickupEntity["AmmoPickup"]["AmmoGain"] = somePickup.AmmoGain;
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newAmmoPickupEntity["AmmoPickup"]["RespawnTimer"] = somePickup.RespawnTimer;
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m_World->SetParent(newAmmoPickupEntity.ID, somePickup.parentID);
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//erase the current element (AmmoPickupPosition)
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m_ETriggerTouchVector.erase(it);
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//erase the current element (somePickup)
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it = m_ETriggerTouchVector.erase(it);
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}
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else {
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it++;
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}
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}
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//still touching m_PickupAtMaximum?
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for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) {
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if (!it->player.Valid()) {
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m_PickupAtMaximum.erase(it);
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break;
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}
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if ((int)it->player["AssaultWeapon"]["Ammo"] < (int)it->player["AssaultWeapon"]["MaxAmmo"]) {
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DoPickup(it->player, it->trigger);
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m_PickupAtMaximum.erase(it);
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break;
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}
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}
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}
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}
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bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
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{
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/*if (e.Entity != LocalPlayer) {
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return false;
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}*/
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if (!e.Entity.Valid()) {
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return false;
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}
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@@ -61,30 +70,13 @@ bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
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if (!e.Trigger.HasComponent("AmmoPickup")) {
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return false;
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}
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int maxWeaponAmmo = (int)e.Entity["AssaultWeapon"]["MaxAmmo"];
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int& currentAmmo = (int)e.Entity["AssaultWeapon"]["Ammo"];
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int ammoGiven = 0.01*(double)e.Trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo;
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//cant pick up ammopacks if you are already at MaxAmmo
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if (currentAmmo >= maxWeaponAmmo) {
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//if at maxammo, save the trigger-touch to a vector since standing inside it will not re-trigger the trigger
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if ((int)e.Entity["AssaultWeapon"]["Ammo"] >= (int)e.Entity["AssaultWeapon"]["MaxAmmo"]) {
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m_PickupAtMaximum.push_back({ e.Entity, e.Trigger });
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return false;
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}
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//personEntered = e.Entity, thingEntered = e.Trigger
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Events::AmmoPickup ePlayerAmmoPickup;
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ePlayerAmmoPickup.AmmoGain = ammoGiven;
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ePlayerAmmoPickup.Player = e.Entity;
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m_EventBroker->Publish(ePlayerAmmoPickup);
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//immediately give the player the ammo
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//currentAmmo = std::min(currentAmmo + ammoGiven, maxWeaponAmmo);
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//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)
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//we need to copy all values since each value can be different for each ammoPickup
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m_ETriggerTouchVector.push_back({ e.Trigger["Transform"]["Position"], e.Trigger["AmmoPickup"]["AmmoGain"],
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e.Trigger["AmmoPickup"]["RespawnTimer"], e.Trigger["AmmoPickup"]["RespawnTimer"], m_World->GetParent(e.Trigger.ID) });
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//delete the ammopickup
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m_World->DeleteEntity(e.Trigger.ID);
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DoPickup(e.Entity, e.Trigger);
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return true;
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}
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@@ -107,3 +99,39 @@ bool AmmoPickupSystem::OnAmmoPickup(Events::AmmoPickup & e)
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currentAmmo = std::min(currentAmmo + e.AmmoGain, maxWeaponAmmo);
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return false;
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}
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bool AmmoPickupSystem::OnTriggerLeave(Events::TriggerLeave& e) {
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if (!e.Trigger.HasComponent("AmmoPickup")) {
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return false;
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}
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//triggerleave erases possible m_PickupAtMaximum
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for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) {
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if (it->trigger.ID == e.Trigger.ID && it->player.ID == e.Entity.ID) {
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m_PickupAtMaximum.erase(it);
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break;
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}
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}
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return true;
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}
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void AmmoPickupSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger) {
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int maxWeaponAmmo = (int)player["AssaultWeapon"]["MaxAmmo"];
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int& currentAmmo = (int)player["AssaultWeapon"]["Ammo"];
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int ammoGiven = 0.01*(double)trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo;
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Events::AmmoPickup ePlayerAmmoPickup;
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ePlayerAmmoPickup.AmmoGain = ammoGiven;
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ePlayerAmmoPickup.Player = player;
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m_EventBroker->Publish(ePlayerAmmoPickup);
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//immediately give the player the ammo (on server)
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currentAmmo = std::min(currentAmmo + ammoGiven, maxWeaponAmmo);
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//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)
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//we need to copy all values since each value can be different for each ammoPickup
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m_ETriggerTouchVector.push_back({ (glm::vec3)trigger["Transform"]["Position"], trigger["AmmoPickup"]["AmmoGain"],
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trigger["AmmoPickup"]["RespawnTimer"], trigger["AmmoPickup"]["RespawnTimer"], m_World->GetParent(trigger.ID) });
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//delete the ammopickup
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m_World->DeleteEntity(trigger.ID);
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}
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@@ -0,0 +1,63 @@
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#include "Systems/BoostSystem.h"
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BoostSystem::BoostSystem(SystemParams params)
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: System(params)
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{
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &BoostSystem::OnPlayerDamage);
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}
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bool BoostSystem::OnPlayerDamage(Events::PlayerDamage& e)
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{
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if (e.Victim.ID == e.Inflictor.ID) {
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return false;
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}
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if (!e.Victim.Valid() && e.Victim != LocalPlayer && !e.Victim.IsChildOf(LocalPlayer)) {
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return false;
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}
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if (!e.Inflictor.Valid() || !e.Victim.Valid()) {
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return false;
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}
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//if its not friendly fire, return
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if ((int)m_World->GetComponent(e.Inflictor.ID, "Team")["Team"] != (int)m_World->GetComponent(e.Victim.ID, "Team")["Team"]) {
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return false;
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}
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//determine the inflictors class
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auto className = DetermineClass(e.Inflictor);
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if (className == "") {
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return false;
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}
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//get the XML file, example: "Schema/Entities/BoostclassName.xml"
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std::string classXML = "Schema/Entities/" + className + ".xml";
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//check if player already has a child with the component, if so delete that child
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auto playerBoostAssaultEntity = e.Victim.FirstChildByName(className);
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if (playerBoostAssaultEntity.Valid()) {
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m_World->DeleteEntity(playerBoostAssaultEntity.ID);
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}
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//load boost XML file, set it entity parented with the victim player
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auto entityFile = ResourceManager::Load<EntityFile>(classXML);
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EntityFileParser parser(entityFile);
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EntityID boostAssaultEntity = parser.MergeEntities(m_World);
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m_World->SetName(boostAssaultEntity, className);
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m_World->SetParent(boostAssaultEntity, e.Victim.ID);
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return true;
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}
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std::string BoostSystem::DetermineClass(EntityWrapper inflictorPlayer)
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{
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//determine the class based on what component the inflictor-player has
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if (m_World->HasComponent(inflictorPlayer.ID, "DashAbility")) {
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return "BoostAssault";
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}
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if (m_World->HasComponent(inflictorPlayer.ID, "ShieldAbility")) {
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return "BoostDefender";
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}
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if (m_World->HasComponent(inflictorPlayer.ID, "SprintAbility")) {
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return "BoostSniper";
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}
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return "";
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}
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@@ -30,6 +30,11 @@ bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
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ComponentWrapper cHealth = e.Victim["Health"];
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double& health = cHealth["Health"];
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//if player has the boost from a defender, subtract the damage taken by StrengthOfEffect amount
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auto playerBoostDefenderEntity = e.Victim.FirstChildByName("BoostDefender");
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if (playerBoostDefenderEntity.Valid()) {
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e.Damage -= (double)playerBoostDefenderEntity["BoostDefender"]["StrengthOfEffect"];
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}
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health -= e.Damage;
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return true;
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@@ -5,18 +5,19 @@ PickupSpawnSystem::PickupSpawnSystem(SystemParams params)
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{
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if (IsServer) {
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &PickupSpawnSystem::OnTriggerTouch);
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &PickupSpawnSystem::OnTriggerLeave);
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}
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}
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void PickupSpawnSystem::Update(double dt)
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{
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if (IsServer) {
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for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it) {
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auto& healthPickupPosition = *it;
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//set the double timer value (value 3)
|
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healthPickupPosition.DecreaseThisRespawnTimer -= dt;
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if (healthPickupPosition.DecreaseThisRespawnTimer < 0) {
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//spawn and delete the vector item
|
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auto it = m_ETriggerTouchVector.begin();
|
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while (it != m_ETriggerTouchVector.end()) {
|
||||
auto& somePickup = *it;
|
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somePickup.DecreaseThisRespawnTimer -= dt;
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if (somePickup.DecreaseThisRespawnTimer < 0.0) {
|
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//spawn the new healthPickup
|
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auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/HealthPickup.xml");
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EntityFileParser parser(entityFile);
|
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EntityID healthPickupID = parser.MergeEntities(m_World);
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@@ -26,45 +27,76 @@ void PickupSpawnSystem::Update(double dt)
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ePickupSpawned.Pickup = EntityWrapper(m_World, healthPickupID);
|
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m_EventBroker->Publish(ePickupSpawned);
|
||||
|
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//set values from the old entity to the new entity
|
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//copy values from the old entity to the new entity
|
||||
auto& newHealthPickupEntity = EntityWrapper(m_World, healthPickupID);
|
||||
newHealthPickupEntity["Transform"]["Position"] = healthPickupPosition.Pos;
|
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newHealthPickupEntity["HealthPickup"]["HealthGain"] = healthPickupPosition.HealthGain;
|
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newHealthPickupEntity["HealthPickup"]["RespawnTimer"] = healthPickupPosition.RespawnTimer;
|
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m_World->SetParent(newHealthPickupEntity.ID, healthPickupPosition.parentID);
|
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newHealthPickupEntity["Transform"]["Position"] = somePickup.Pos;
|
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newHealthPickupEntity["HealthPickup"]["HealthGain"] = somePickup.HealthGain;
|
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newHealthPickupEntity["HealthPickup"]["RespawnTimer"] = somePickup.RespawnTimer;
|
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m_World->SetParent(newHealthPickupEntity.ID, somePickup.parentID);
|
||||
|
||||
//erase the current element (healthPickupPosition)
|
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m_ETriggerTouchVector.erase(it);
|
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//erase the current element (somePickup)
|
||||
it = m_ETriggerTouchVector.erase(it);
|
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} else {
|
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it++;
|
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}
|
||||
}
|
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//still touching PickupAtMaximum?
|
||||
for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) {
|
||||
if (!it->player.Valid()) {
|
||||
m_PickupAtMaximum.erase(it);
|
||||
break;
|
||||
}
|
||||
if ((double)it->player["Health"]["Health"] < (double)it->player["Health"]["MaxHealth"]) {
|
||||
DoPickup(it->player, it->trigger);
|
||||
m_PickupAtMaximum.erase(it);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool PickupSpawnSystem::OnTriggerTouch(Events::TriggerTouch& e)
|
||||
{
|
||||
if (!e.Trigger.HasComponent("HealthPickup")) {
|
||||
return false;
|
||||
}
|
||||
double healthGiven = 0.01*(double)e.Trigger["HealthPickup"]["HealthGain"] * (double)e.Entity["Health"]["MaxHealth"];
|
||||
//cant pick up healthpacks if you are already at MaxHealth
|
||||
//if at maxhealth, save the trigger-touch to a vector since standing inside it will not re-trigger the trigger
|
||||
if ((double)e.Entity["Health"]["Health"] >= (double)e.Entity["Health"]["MaxHealth"]) {
|
||||
m_PickupAtMaximum.push_back({ e.Entity, e.Trigger });
|
||||
return false;
|
||||
}
|
||||
|
||||
//personEntered = e.Entity, thingEntered = e.Trigger
|
||||
DoPickup(e.Entity, e.Trigger);
|
||||
return true;
|
||||
}
|
||||
bool PickupSpawnSystem::OnTriggerLeave(Events::TriggerLeave& e)
|
||||
{
|
||||
if (!e.Trigger.HasComponent("HealthPickup")) {
|
||||
return false;
|
||||
}
|
||||
//triggerleave erases possible m_PickupAtMaximum
|
||||
for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) {
|
||||
if (it->trigger.ID == e.Trigger.ID && it->player.ID == e.Entity.ID) {
|
||||
m_PickupAtMaximum.erase(it);
|
||||
break;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
void PickupSpawnSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger)
|
||||
{
|
||||
double healthGiven = 0.01*(double)trigger["HealthPickup"]["HealthGain"] * (double)player["Health"]["MaxHealth"];
|
||||
|
||||
//only the server will increase the players hp and set it in the next delta
|
||||
Events::PlayerHealthPickup ePlayerHealthPickup;
|
||||
ePlayerHealthPickup.HealthAmount = healthGiven;
|
||||
ePlayerHealthPickup.Player = e.Entity;
|
||||
ePlayerHealthPickup.Player = player;
|
||||
m_EventBroker->Publish(ePlayerHealthPickup);
|
||||
|
||||
//copy position, healthgain, 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 healthPickup
|
||||
m_ETriggerTouchVector.push_back({ (glm::vec3)e.Trigger["Transform"]["Position"], e.Trigger["HealthPickup"]["HealthGain"],
|
||||
e.Trigger["HealthPickup"]["RespawnTimer"], e.Trigger["HealthPickup"]["RespawnTimer"], m_World->GetParent(e.Trigger.ID) });
|
||||
m_ETriggerTouchVector.push_back({ (glm::vec3)trigger["Transform"]["Position"], trigger["HealthPickup"]["HealthGain"],
|
||||
trigger["HealthPickup"]["RespawnTimer"], trigger["HealthPickup"]["RespawnTimer"], m_World->GetParent(trigger.ID) });
|
||||
|
||||
//delete the healthpickup
|
||||
m_World->DeleteEntity(e.Trigger.ID);
|
||||
return true;
|
||||
m_World->DeleteEntity(trigger.ID);
|
||||
}
|
||||
|
||||
@@ -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!
|
||||
|
||||
Reference in New Issue
Block a user