WIP multi-weapon behaviours
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#include "Systems/Weapon/WeaponSystem.h"
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WeaponSystem::WeaponSystem(SystemParams params, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
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: System(params)
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, PureSystem("Player")
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, m_SystemParams(params)
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, m_Renderer(renderer)
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, m_CollisionOctree(collisionOctree)
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{
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponSystem::OnInputCommand);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &WeaponSystem::OnPlayerSpawned);
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}
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void WeaponSystem::Update(double dt)
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{
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// TODO: Clear inactive weapons
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}
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void WeaponSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt)
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{
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// Update potential weapon behaviour for player
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auto it = m_ActiveWeapons.find(entity);
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if (it == m_ActiveWeapons.end()) {
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selectWeapon(entity, 1);
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}
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m_EventBroker->Process<WeaponBehaviour>();
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m_ActiveWeapons.at(entity)->Update(dt);
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}
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bool WeaponSystem::OnInputCommand(Events::InputCommand& e)
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{
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EntityWrapper player = e.Player;
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if (e.PlayerID == -1) {
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player = LocalPlayer;
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}
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// Make sure player is alive
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if (!player.Valid()) {
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return false;
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}
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// Weapon selection
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if (e.Command == "SelectWeapon") {
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if (e.Value != 0) {
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//selectWeapon(player, static_cast<ComponentInfo::EnumType>(e.Value));
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}
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}
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// Fire
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if (e.Command == "PrimaryFire") {
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if (m_ActiveWeapons.find(player) != m_ActiveWeapons.end()) {
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auto weapon = m_ActiveWeapons.at(player);
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if (e.Value > 0) {
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weapon->Fire();
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} else {
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weapon->CeaseFire();
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}
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}
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}
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// Reload
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if (e.Command == "Reload" && e.Value != 0) {
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if (m_ActiveWeapons.find(player) != m_ActiveWeapons.end()) {
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auto weapon = m_ActiveWeapons.at(player);
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weapon->Reload();
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}
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}
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return true;
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}
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void WeaponSystem::selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot)
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{
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std::vector<EntityWrapper> weaponAttachments = player.ChildrenWithComponent("WeaponAttachment");
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// Find the weapon attachments matching the slot selected
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EntityWrapper firstPersonAttachment;
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EntityWrapper thirdPersonAttachment;
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for (auto& attachment : weaponAttachments) {
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ComponentWrapper cWeaponAttachment = attachment["WeaponAttachment"];
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if ((ComponentInfo::EnumType)cWeaponAttachment["Slot"] == slot) {
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ComponentWrapper::SubscriptProxy person = cWeaponAttachment["Person"];
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if (person == person.Enum("FirstPerson")) {
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firstPersonAttachment = attachment;
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} else if (person == person.Enum("ThirdPerson")) {
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thirdPersonAttachment = attachment;
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}
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}
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}
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if (firstPersonAttachment.Valid() && thirdPersonAttachment.Valid()) {
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LOG_WARNING("No weapon attachment found for slot %i of player #%i", slot, player.ID);
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return;
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}
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// TODO: Delete old weapons
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// Spawn the weapon(s)
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EntityWrapper firstPersonWeapon;
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EntityWrapper thirdPersonWeapon;
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if (firstPersonAttachment.Valid()) {
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firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment);
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}
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if (thirdPersonAttachment.Valid()) {
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firstPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
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}
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// Create the correct behaviour
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if (firstPersonWeapon.Valid()) {
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if (firstPersonWeapon.HasComponent("AssaultWeapon") {
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}
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}
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// Primary
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if (slot == 1) {
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// TODO: if class...
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nextBehaviour = std::make_shared<AssaultWeaponBehaviour>(m_SystemParams, m_Renderer, m_CollisionOctree, player);
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}
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// Secondary
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if (slot == 2) {
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//m_ActiveWeapons[player] = std::make_shared<PistolWeaponBehaviour>();
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}
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if (nextBehaviour != nullptr) {
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// TODO: Destroy previous behaviour and make new
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if (m_ActiveWeapons.count(player) == 0) {
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m_ActiveWeapons[player] = nextBehaviour;
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}
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}
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}
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bool WeaponSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
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{
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// Select primary weapon on player spawn
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// TODO: Select the active one specified by player component
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return true;
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}
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