New weapon behaviours

This commit is contained in:
2016-03-01 13:26:50 +01:00
parent 6507efc0db
commit b431a875f7
12 changed files with 232 additions and 54 deletions
+1 -1
View File
@@ -17,7 +17,7 @@ void Renderer::Initialize()
m_TextPass->Initialize();
/* m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
m_UnitQuad = ResourceManager::Load<Model>(sModels/Core/UnitQuad.obj");
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");*/
m_ImGuiRenderPass = new ImGuiRenderPass(this, m_EventBroker);
@@ -6,36 +6,32 @@ void DefenderWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWr
WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
}
void DefenderWeaponBehaviour::UpdateWeapon(WeaponInfo& wi, double dt)
void DefenderWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
{
ComponentWrapper cWeapon = wi.GetComponent();
bool isFiring = cWeapon["IsFiring"];
bool cooldownPassed = (double)cWeapon["TimeSinceLastFire"] >= (60.0 / (double)cWeapon["RPM"]);
bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
if (isFiring && cooldownPassed && isNotShielding) {
fireShell(wi);
fireShell(cWeapon, wi);
}
}
void DefenderWeaponBehaviour::OnPrimaryFire(WeaponInfo& wi)
void DefenderWeaponBehaviour::OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
{
ComponentWrapper cWeapon = wi.GetComponent();
cWeapon["IsFiring"] = true;
bool cooldownPassed = (double)cWeapon["TimeSinceLastFire"] >= (60.0 / (double)cWeapon["RPM"]);
bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
if (cooldownPassed && isNotShielding) {
fireShell(wi);
fireShell(cWeapon, wi);
}
}
void DefenderWeaponBehaviour::OnCeasePrimaryFire(WeaponInfo& wi)
void DefenderWeaponBehaviour::OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
{
ComponentWrapper cWeapon = wi.GetComponent();
cWeapon["IsFiring"] = false;
}
bool DefenderWeaponBehaviour::OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e)
bool DefenderWeaponBehaviour::OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e)
{
if (e.Command == "SpecialAbility" && IsServer) {
EntityWrapper attachment = wi.Player.FirstChildByName("ShieldAttachment");
@@ -57,10 +53,8 @@ bool DefenderWeaponBehaviour::OnSetCamera(const Events::SetCamera& e)
return true;
}
void DefenderWeaponBehaviour::fireShell(WeaponInfo& wi)
void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi)
{
ComponentWrapper cWeapon = wi.GetComponent();
cWeapon["TimeSinceLastFire"] = 0.0;
int numPellets = cWeapon["NumPellets"];
float spreadAngle = cWeapon["SpreadAngle"];
@@ -95,13 +89,13 @@ void DefenderWeaponBehaviour::fireShell(WeaponInfo& wi)
orientation.x += angles.x;
orientation.y += angles.y;
glm::vec3 trajectory = direction * distance;
dealDamage(wi, direction, pelletDamage);
dealDamage(cWeapon, wi, direction, pelletDamage);
}
}
}
void DefenderWeaponBehaviour::dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage)
void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage)
{
// Only deal damage client side
if (!IsClient) {
@@ -0,0 +1,58 @@
#include "Systems/Weapon/SidearmWeaponBehaviour.h"
void SidearmWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
{
double& cooldown = cWeapon["FireCooldown"];
if (cooldown > 0) {
cooldown -= dt;
if (cooldown < 0) {
cooldown = 0;
}
}
WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
}
void SidearmWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
{
if (canFire(cWeapon)) {
fireBullet(cWeapon, wi);
}
}
void SidearmWeaponBehaviour::OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
{
cWeapon["TriggerHeld"] = true;
if (canFire(cWeapon)) {
fireBullet(cWeapon, wi);
}
}
void SidearmWeaponBehaviour::OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
{
cWeapon["TriggerHeld"] = false;
}
void SidearmWeaponBehaviour::OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi)
{
// Make sure the trigger is released if weapon is holstered while firing
cWeapon["TriggerHeld"] = false;
// Cancel any reload
cWeapon["IsReloading"] = false;
cWeapon["ReloadTimer"] = 0.0;
LOG_DEBUG("HOLSTER");
}
void SidearmWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi)
{
}
bool SidearmWeaponBehaviour::canFire(ComponentWrapper cWeapon)
{
bool triggerHeld = cWeapon["TriggerHeld"];
double& cooldown = cWeapon["FireCooldown"];
// TODO: Ammo checks
return triggerHeld && cooldown <= 0.0;
}