WIP multi-weapon behaviours
This commit is contained in:
@@ -1,413 +0,0 @@
|
||||
#include "Systems/Weapon/AssaultWeaponBehaviour.h"
|
||||
|
||||
AssaultWeaponBehaviour::AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper player)
|
||||
: WeaponBehaviour(systemParams, renderer, collisionOctree, player)
|
||||
{
|
||||
m_FirstPersonModel = m_Player.FirstChildByName("Hands");
|
||||
m_ThirdPersonModel = m_Player.FirstChildByName("PlayerModel");
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EAnimationComplete, &AssaultWeaponBehaviour::OnAnimationComplete);
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::Fire()
|
||||
{
|
||||
m_TimeSinceLastFire = 0.0;
|
||||
m_Firing = true;
|
||||
fireRound();
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::CeaseFire()
|
||||
{
|
||||
m_Firing = false;
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::Reload()
|
||||
{
|
||||
if (m_Reloading) {
|
||||
return;
|
||||
}
|
||||
|
||||
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
|
||||
int magAmmo = cAssaultWeapon["MagazineAmmo"];
|
||||
int magSize = cAssaultWeapon["MagazineSize"];
|
||||
int ammo = cAssaultWeapon["Ammo"];
|
||||
|
||||
// Don't reload if we're already fully loaded
|
||||
if (magAmmo == magSize) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Don't reload if we're completly out of ammo
|
||||
if (ammo == 0) {
|
||||
playEmptySound();
|
||||
m_TimeSinceLastFire = -0.0f; // HACK: To make empty sound play with interval
|
||||
return;
|
||||
}
|
||||
|
||||
m_Reloading = true;
|
||||
m_ReloadTimer = cAssaultWeapon["ReloadTime"];
|
||||
playReloadAnimation();
|
||||
Events::PlaySoundOnEntity e;
|
||||
e.EmitterID = cAssaultWeapon.EntityID;
|
||||
e.FilePath = "Audio/weapon/reload.wav";
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::Update(double dt)
|
||||
{
|
||||
if (m_Reloading) {
|
||||
m_ReloadTimer -= dt;
|
||||
// Re-enable glow on reload impersonator half-way through the animation
|
||||
if (IsClient) {
|
||||
if (m_ReloadTimer <= (double)m_Player["AssaultWeapon"]["ReloadTime"] / 2.0) {
|
||||
if (m_FirstPersonReloadImpersonator.Valid()) {
|
||||
m_FirstPersonReloadImpersonator["Model"]["GlowMap"] = true;
|
||||
}
|
||||
if (m_ThirdPersonReloadImpersonator.Valid()) {
|
||||
m_ThirdPersonReloadImpersonator["Model"]["GlowMap"] = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (m_ReloadTimer <= 0) {
|
||||
finishReload();
|
||||
}
|
||||
}
|
||||
|
||||
if (m_Firing && !m_Reloading) {
|
||||
m_TimeSinceLastFire += dt;
|
||||
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
|
||||
if (m_TimeSinceLastFire >= 1.0 / ((double)cAssaultWeapon["RPM"] / 60.0)) {
|
||||
fireRound();
|
||||
}
|
||||
}
|
||||
|
||||
if (!m_Firing && !m_Reloading) {
|
||||
if (IsClient) {
|
||||
playIdleAnimation();
|
||||
}
|
||||
}
|
||||
|
||||
// Disable glow map on weapon if it's out of ammo
|
||||
// Make real first person weapon model visible again
|
||||
if (IsClient) {
|
||||
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
|
||||
if (firstPersonWeaponModel.Valid()) {
|
||||
firstPersonWeaponModel["Model"]["GlowMap"] = hasAmmo();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool AssaultWeaponBehaviour::OnAnimationComplete(Events::AnimationComplete& e)
|
||||
{
|
||||
if (e.Entity != m_FirstPersonModel) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//if (e.Name == "ShootRifle") {
|
||||
// if (!m_Firing) {
|
||||
// playIdleAnimation();
|
||||
// }
|
||||
//}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool AssaultWeaponBehaviour::hasAmmo()
|
||||
{
|
||||
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
|
||||
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
|
||||
return magAmmo > 0;
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::fireRound()
|
||||
{
|
||||
if (m_Reloading) {
|
||||
return;
|
||||
}
|
||||
|
||||
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
|
||||
|
||||
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
|
||||
int ammo = cAssaultWeapon["Ammo"];
|
||||
|
||||
// Reload if our magazine is empty
|
||||
if (magAmmo <= 0) {
|
||||
Reload();
|
||||
return;
|
||||
}
|
||||
|
||||
// Fire
|
||||
magAmmo -= 1;
|
||||
m_TimeSinceLastFire = 0.0;
|
||||
|
||||
// Effects
|
||||
if (IsClient) {
|
||||
spawnTracer();
|
||||
playFireSound();
|
||||
viewPunch();
|
||||
playShootAnimation();
|
||||
bool hit = shoot(cAssaultWeapon["BaseDamage"]);
|
||||
if (hit) {
|
||||
showHitMarker();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::spawnTracer()
|
||||
{
|
||||
if (!IsClient) {
|
||||
return;
|
||||
}
|
||||
|
||||
EntityWrapper spawner;
|
||||
bool outOfBodyExperience = ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.OutOfBodyExperience", false);
|
||||
if (m_Player == LocalPlayer && !outOfBodyExperience) {
|
||||
spawner = m_Player.FirstChildByName("WeaponMuzzle");
|
||||
} else {
|
||||
spawner = m_Player.FirstChildByName("ThirdPersonWeaponMuzzle");
|
||||
}
|
||||
|
||||
if (!spawner.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
float distance = traceRayDistance(Transform::AbsolutePosition(spawner), Transform::AbsoluteOrientation(spawner) * glm::vec3(0, 0, -1));
|
||||
EntityWrapper ray = SpawnerSystem::Spawn(spawner);
|
||||
((glm::vec3&)ray["Transform"]["Scale"]).z = (distance / 100.f);
|
||||
}
|
||||
|
||||
float AssaultWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direction)
|
||||
{
|
||||
// TODO: Cast a ray and size tracer appropriately
|
||||
float distance;
|
||||
glm::vec3 pos;
|
||||
auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
|
||||
if (entity) {
|
||||
return distance;
|
||||
} else {
|
||||
return 100.f;
|
||||
}
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::playFireSound()
|
||||
{
|
||||
if (!IsClient) {
|
||||
return;
|
||||
}
|
||||
|
||||
Events::PlaySoundOnEntity e;
|
||||
e.EmitterID = m_Player.ID;
|
||||
e.FilePath = "Audio/laser/laser1.wav";
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
|
||||
void AssaultWeaponBehaviour::playEmptySound()
|
||||
{
|
||||
if (!IsClient) {
|
||||
return;
|
||||
}
|
||||
|
||||
Events::PlaySoundOnEntity e;
|
||||
e.EmitterID = m_Player.ID;
|
||||
e.FilePath = "Audio/weapon/zeroAmmo.wav";
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::viewPunch()
|
||||
{
|
||||
EntityWrapper playerCamera = m_Player.FirstChildByName("Camera");
|
||||
if (!playerCamera.Valid()) {
|
||||
return;
|
||||
}
|
||||
float viewPunch = m_Player["AssaultWeapon"]["ViewPunch"];
|
||||
ComponentWrapper cTransform = playerCamera["Transform"];
|
||||
glm::vec3& orientation = cTransform["Orientation"];
|
||||
orientation.x += viewPunch;
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::finishReload()
|
||||
{
|
||||
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
|
||||
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
|
||||
int magSize = cAssaultWeapon["MagazineSize"];
|
||||
int& ammo = cAssaultWeapon["Ammo"];
|
||||
|
||||
// Throw away rounds in magazine to incentivise ammo sharing
|
||||
int toLoad = glm::min(magSize, ammo);
|
||||
magAmmo = toLoad;
|
||||
ammo -= toLoad;
|
||||
|
||||
// Make real first person weapon model visible again
|
||||
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
|
||||
if (firstPersonWeaponModel.Valid()) {
|
||||
firstPersonWeaponModel["Model"]["Visible"] = true;
|
||||
}
|
||||
EntityWrapper thirdPersonWeaponModel = m_Player.FirstChildByName("ThirdPersonWeaponModel");
|
||||
if (thirdPersonWeaponModel.Valid()) {
|
||||
thirdPersonWeaponModel["Model"]["Visible"] = true;
|
||||
}
|
||||
|
||||
m_Reloading = false;
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::playShootAnimation()
|
||||
{
|
||||
ComponentWrapper cAnimation = m_FirstPersonModel["Animation"];
|
||||
if (cAnimation["AnimationName1"] != "ShootRifle") {
|
||||
cAnimation["AnimationName1"] = "ShootRifle";
|
||||
cAnimation["Weight1"] = 1.0;
|
||||
cAnimation["Time1"] = 0.0;
|
||||
cAnimation["Speed1"] = 1.0;
|
||||
cAnimation["Loop1"] = true;
|
||||
}
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::playIdleAnimation()
|
||||
{
|
||||
if (!m_FirstPersonModel.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
ComponentWrapper cAnimation = m_FirstPersonModel["Animation"];
|
||||
std::string& animationName1 = cAnimation["AnimationName1"];
|
||||
double& animationSpeed1 = cAnimation["Speed1"];
|
||||
|
||||
std::string animationToPlay = "Idle";
|
||||
double speedToSet = 1.0;
|
||||
|
||||
ComponentWrapper cPlayer = m_Player["Player"];
|
||||
glm::vec3 movementDirection = cPlayer["CurrentWishDirection"];
|
||||
if (glm::length2(movementDirection) > 0) {
|
||||
animationToPlay = "Run";
|
||||
ComponentWrapper cPhysics = m_Player["Physics"];
|
||||
speedToSet = glm::length((glm::vec3)cPhysics["Velocity"]) / (float)cPlayer["MovementSpeed"];
|
||||
}
|
||||
|
||||
if (animationName1 != animationToPlay) {
|
||||
cAnimation["AnimationName1"] = animationToPlay;
|
||||
cAnimation["Weight1"] = 1.0;
|
||||
cAnimation["Time1"] = 0.0;
|
||||
cAnimation["Loop1"] = true;
|
||||
}
|
||||
|
||||
if (animationSpeed1 != speedToSet) {
|
||||
cAnimation["Speed1"] = speedToSet;
|
||||
}
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::playReloadAnimation()
|
||||
{
|
||||
// Play animation
|
||||
// First person
|
||||
if (IsClient)
|
||||
{
|
||||
ComponentWrapper cAnimation = m_FirstPersonModel["Animation"];
|
||||
cAnimation["AnimationName1"] = "ReloadSwitch";
|
||||
cAnimation["Weight1"] = 1.0;
|
||||
cAnimation["Time1"] = 0.0;
|
||||
cAnimation["Speed1"] = 0.5;
|
||||
cAnimation["Loop1"] = true;
|
||||
}
|
||||
// TODO: Third person
|
||||
//{
|
||||
// ComponentWrapper cAnimation = m_ThirdPersonModel["Animation"];
|
||||
// cAnimation["AnimationName1"] = "ReloadSwitch";
|
||||
// cAnimation["Weight1"] = 1.0;
|
||||
// cAnimation["Time1"] = 0.0;
|
||||
// cAnimation["Speed1"] = 0.5;
|
||||
// cAnimation["Loop1"] = true;
|
||||
//}
|
||||
|
||||
// Hide weapon model and spawn the exploding version
|
||||
{
|
||||
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
|
||||
EntityWrapper reloadSpawner = m_Player.FirstChildByName("FirstPersonReloadSpawner");
|
||||
if (IsClient) {
|
||||
m_FirstPersonReloadImpersonator = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
|
||||
firstPersonWeaponModel["Model"].Copy(m_FirstPersonReloadImpersonator["Model"]);
|
||||
}
|
||||
firstPersonWeaponModel["Model"]["Visible"] = false;
|
||||
}
|
||||
{
|
||||
EntityWrapper thirdPersonWeaponModel = m_Player.FirstChildByName("ThirdPersonWeaponModel");
|
||||
EntityWrapper reloadSpawner = m_Player.FirstChildByName("ThirdPersonReloadSpawner");
|
||||
if (IsClient) {
|
||||
m_ThirdPersonReloadImpersonator = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
|
||||
thirdPersonWeaponModel["Model"].Copy(m_ThirdPersonReloadImpersonator["Model"]);
|
||||
}
|
||||
thirdPersonWeaponModel["Model"]["Visible"] = false;
|
||||
}
|
||||
}
|
||||
|
||||
bool AssaultWeaponBehaviour::shoot(double damage)
|
||||
{
|
||||
// Only do shooting clientside
|
||||
if (!IsClient) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Only handle shooting for the local player
|
||||
if (m_Player != LocalPlayer) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Make sure the player isn't shooting from the grave
|
||||
if (!m_Player.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Screen center, based on current resolution!
|
||||
Rectangle screenResolution = m_Renderer->GetViewportSize();
|
||||
glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
|
||||
|
||||
// Pick middle of screen
|
||||
PickData pickData = m_Renderer->Pick(centerScreen);
|
||||
if (pickData.Entity == EntityID_Invalid) {
|
||||
return false;
|
||||
}
|
||||
|
||||
EntityWrapper victim(m_World, pickData.Entity);
|
||||
if (!victim.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Don't let us shoot ourselves in the foot
|
||||
if (victim == LocalPlayer) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Only care about players being hit
|
||||
if (!victim.HasComponent("Player")) {
|
||||
victim = victim.FirstParentWithComponent("Player");
|
||||
}
|
||||
if (!victim.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check for friendly fire
|
||||
if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)m_Player["Team"]["Team"]) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Deal damage!
|
||||
Events::PlayerDamage ePlayerDamage;
|
||||
ePlayerDamage.Inflictor = m_Player;
|
||||
ePlayerDamage.Victim = victim;
|
||||
ePlayerDamage.Damage = damage;
|
||||
m_EventBroker->Publish(ePlayerDamage);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::showHitMarker()
|
||||
{
|
||||
// Show hit marker
|
||||
EntityWrapper hitMarkerSpawner = m_Player.FirstChildByName("HitMarkerSpawner");
|
||||
if (hitMarkerSpawner.Valid()) {
|
||||
SpawnerSystem::Spawn(hitMarkerSpawner, hitMarkerSpawner);
|
||||
Events::PlaySoundOnEntity e;
|
||||
e.EmitterID = m_Player.ID;
|
||||
e.FilePath = "Audio/weapon/hitclick.wav";
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user