WIP multi-weapon behaviours
This commit is contained in:
@@ -0,0 +1,188 @@
|
||||
#include "Systems/Weapon/DefenderWeaponBehaviour.h"
|
||||
|
||||
void DefenderWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
|
||||
{
|
||||
(double&)cWeapon["TimeSinceLastFire"] += dt;
|
||||
WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::UpdateWeapon(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);
|
||||
}
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::OnPrimaryFire(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);
|
||||
}
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::OnCeasePrimaryFire(WeaponInfo& wi)
|
||||
{
|
||||
ComponentWrapper cWeapon = wi.GetComponent();
|
||||
cWeapon["IsFiring"] = false;
|
||||
}
|
||||
|
||||
bool DefenderWeaponBehaviour::OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e)
|
||||
{
|
||||
if (e.Command == "SpecialAbility" && IsServer) {
|
||||
EntityWrapper attachment = wi.Player.FirstChildByName("ShieldAttachment");
|
||||
if (attachment.Valid()) {
|
||||
if (e.Value > 0) {
|
||||
SpawnerSystem::Spawn(attachment, attachment);
|
||||
} else {
|
||||
attachment.DeleteChildren();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool DefenderWeaponBehaviour::OnSetCamera(const Events::SetCamera& e)
|
||||
{
|
||||
m_CurrentCamera = e.CameraEntity;
|
||||
return true;
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::fireShell(WeaponInfo& wi)
|
||||
{
|
||||
ComponentWrapper cWeapon = wi.GetComponent();
|
||||
|
||||
cWeapon["TimeSinceLastFire"] = 0.0;
|
||||
int numPellets = cWeapon["NumPellets"];
|
||||
float spreadAngle = cWeapon["SpreadAngle"];
|
||||
std::uniform_real_distribution<float> randomSpreadAngle(-spreadAngle, spreadAngle);
|
||||
|
||||
// Calculate pellet angles
|
||||
// HACK: Random for now?
|
||||
// TODO: Make distribution even for each quadrant
|
||||
std::vector<glm::vec2> pelletAngles;
|
||||
for (int i = 0; i < numPellets; i++) {
|
||||
pelletAngles.push_back(glm::vec2(randomSpreadAngle(m_RandomEngine), randomSpreadAngle(m_RandomEngine)));
|
||||
LOG_DEBUG("%f %f", pelletAngles[i].x, pelletAngles[i].y);
|
||||
}
|
||||
|
||||
double pelletDamage = (double)cWeapon["BaseDamage"] / numPellets;
|
||||
|
||||
// Tracers
|
||||
EntityWrapper weaponModelEntity;
|
||||
if (wi.Player == LocalPlayer) {
|
||||
weaponModelEntity = wi.FirstPersonEntity;
|
||||
} else {
|
||||
weaponModelEntity = wi.ThirdPersonEntity;
|
||||
}
|
||||
if (weaponModelEntity.Valid()) {
|
||||
EntityWrapper spawner = weaponModelEntity.FirstChildByName("WeaponMuzzle");
|
||||
for (auto& angles : pelletAngles) {
|
||||
glm::vec3 direction = Transform::AbsoluteOrientation(spawner) * glm::quat(glm::vec3(angles, 0.f)) * glm::vec3(0, 0, -1);
|
||||
float distance = traceRayDistance(Transform::AbsolutePosition(spawner), direction);
|
||||
EntityWrapper ray = SpawnerSystem::Spawn(spawner);
|
||||
((glm::vec3&)ray["Transform"]["Scale"]).z = (distance / 100.f);
|
||||
glm::vec3& orientation = ray["Transform"]["Orientation"];
|
||||
orientation.x += angles.x;
|
||||
orientation.y += angles.y;
|
||||
glm::vec3 trajectory = direction * distance;
|
||||
dealDamage(wi, direction, pelletDamage);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage)
|
||||
{
|
||||
// Only deal damage client side
|
||||
if (!IsClient) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Only handle shooting for the local player
|
||||
if (wi.Player != LocalPlayer) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Make sure the player isn't shooting from the grave
|
||||
if (!wi.Player.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
glm::vec3 maxRange = direction * 2.f;
|
||||
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
|
||||
glm::vec3 cameraPosition = Transform::AbsolutePosition(camera);
|
||||
if (!camera.Valid()) {
|
||||
return;
|
||||
}
|
||||
Rectangle screenResolution = m_Renderer->GetViewportSize();
|
||||
glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
|
||||
glm::vec2 screenCoords = cameraFromEntity(m_CurrentCamera).WorldToScreen(cameraPosition + maxRange, m_Renderer->GetViewportSize());
|
||||
PickData pickData = m_Renderer->Pick(centerScreen + screenCoords);
|
||||
EntityWrapper victim(m_World, pickData.Entity);
|
||||
if (!victim.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Don't let us shoot ourselves in the foot somehow
|
||||
if (victim == LocalPlayer) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Only care about players being hit
|
||||
if (!victim.HasComponent("Player")) {
|
||||
victim = victim.FirstParentWithComponent("Player");
|
||||
}
|
||||
if (!victim.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Check for friendly fire
|
||||
if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Deal damage!
|
||||
Events::PlayerDamage ePlayerDamage;
|
||||
ePlayerDamage.Inflictor = wi.Player;
|
||||
ePlayerDamage.Victim = victim;
|
||||
ePlayerDamage.Damage = damage;
|
||||
m_EventBroker->Publish(ePlayerDamage);
|
||||
LOG_DEBUG("Damage: %f", damage);
|
||||
}
|
||||
|
||||
float DefenderWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direction)
|
||||
{
|
||||
float distance;
|
||||
glm::vec3 pos;
|
||||
auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
|
||||
if (entity) {
|
||||
return distance;
|
||||
} else {
|
||||
return 100.f;
|
||||
}
|
||||
}
|
||||
|
||||
Camera DefenderWeaponBehaviour::cameraFromEntity(EntityWrapper camera)
|
||||
{
|
||||
ComponentWrapper cTransform = camera["Transform"];
|
||||
ComponentWrapper cCamera = camera["Camera"];
|
||||
Camera cam(
|
||||
(float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height,
|
||||
(double)cCamera["FOV"],
|
||||
(double)cCamera["NearClip"],
|
||||
(double)cCamera["FarClip"]
|
||||
);
|
||||
cam.SetPosition(cTransform["Position"]);
|
||||
cam.SetOrientation(glm::quat((const glm::vec3&)cTransform["Orientation"]));
|
||||
return cam;
|
||||
}
|
||||
Reference in New Issue
Block a user