Functionally working defender weapon
This commit is contained in:
@@ -27,9 +27,11 @@ private:
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std::random_device m_RandomDevice;
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std::mt19937 m_RandomEngine;
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// Weapon functions
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void fireShell(ComponentWrapper cWeapon, WeaponInfo& wi);
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void dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage);
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void dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, const std::vector<glm::vec2>& pattern);
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bool canFire(ComponentWrapper cWeapon, WeaponInfo& wi);
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// Utility
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@@ -6,9 +6,9 @@
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<Ammo>64</Ammo>
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<MaxAmmo>64</MaxAmmo>
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<BaseDamage>90</BaseDamage>
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<SpreadAngle>0.174533</SpreadAngle> <!-- 0.174533 = 10 degrees -->
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<SpreadAngle>10</SpreadAngle>
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<MaxTravelAngle>0.174533</MaxTravelAngle> <!-- 0.174533 = 10 degrees -->
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<NumPellets>10</NumPellets>
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<NumPellets>9</NumPellets>
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<RPM>120</RPM>
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<ViewPunch>0.03</ViewPunch>
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<ViewReturnSpeed>0.2</ViewReturnSpeed>
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@@ -36,7 +36,7 @@
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<xs:annotation><xs:documentation>Damage dealt if all shotgun pellets hit</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="SpreadAngle" type="t:float" minOccurs="0">
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<xs:annotation><xs:documentation>Spread angle in radians</xs:documentation></xs:annotation>
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<xs:annotation><xs:documentation>The spread angle radius.</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="MaxTravelAngle" type="t:float" minOccurs="0">
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<xs:annotation><xs:documentation>Maximum vertical aim travel angle in radians</xs:documentation></xs:annotation>
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@@ -1,39 +1,95 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<Entity name="Shield" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
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<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
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<Components>
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<c:Blend>
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<Pose1>Deploy</Pose1>
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<Pose2>Idle</Pose2>
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<Weight>0</Weight>
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</c:Blend>
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<c:Model>
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<Resource>Models/Characters/Defender/DefenderShield.mesh</Resource>
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</c:Model>
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<c:Transform/>
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<c:Transform>
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<Position X="1.70262027" Y="0.261695802" Z="-3.26634645"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity name="Deploy">
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<Entity name="Back">
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<Components>
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<c:Animation>
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<AnimationName>ActivateDeactiveShieldF</AnimationName>
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<Time>1</Time>
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<Speed>1</Speed>
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</c:Animation>
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<c:Blend>
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<Pose1>Deploy</Pose1>
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<Pose2>Idle</Pose2>
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<Weight>0</Weight>
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</c:Blend>
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<c:Shielded/>
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<c:Model>
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<Resource>Models/Characters/Defender/DefenderShieldBack.mesh</Resource>
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<Color A="0.219607845" B="3.92156863" G="1" R="1"/>
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<Shadow>false</Shadow>
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<Transparent>true</Transparent>
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<NormalMap>false</NormalMap>
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<DiffuseTexture>false</DiffuseTexture>
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<SpecularMap>false</SpecularMap>
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<GlowMap>false</GlowMap>
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</c:Model>
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<c:Transform/>
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</Components>
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<Children/>
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<Children>
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<Entity name="Deploy">
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<Components>
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<c:Animation>
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<AnimationName>ActivateDeactiveShieldF</AnimationName>
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<Play>true</Play>
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</c:Animation>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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<Entity name="Idle">
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<Components>
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<c:Animation>
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<AnimationName>ShieldFrontF</AnimationName>
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</c:Animation>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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<Entity name="Idle">
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<Entity name="Front">
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<Components>
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<c:Animation>
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<AnimationName>ShieldFrontF</AnimationName>
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<Speed>1</Speed>
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</c:Animation>
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<c:Blend>
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<Pose1>Deploy</Pose1>
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<Pose2>Idle</Pose2>
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<Weight>0</Weight>
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</c:Blend>
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<c:Model>
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<Resource>Models/Characters/Defender/DefenderShieldFront.mesh</Resource>
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<Color A="0.219607845" B="3.92156863" G="1" R="1"/>
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<Shadow>false</Shadow>
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<Transparent>true</Transparent>
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<NormalMap>false</NormalMap>
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<DiffuseTexture>false</DiffuseTexture>
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<SpecularMap>false</SpecularMap>
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<GlowMap>false</GlowMap>
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</c:Model>
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<c:Transform/>
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</Components>
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<Children/>
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<Children>
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<Entity name="Deploy">
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<Components>
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<c:Animation>
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<AnimationName>ActivateDeactiveShieldF</AnimationName>
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<Play>true</Play>
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</c:Animation>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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<Entity name="Idle">
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<Components>
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<c:Animation>
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<AnimationName>ShieldFrontF</AnimationName>
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</c:Animation>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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</Children>
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@@ -0,0 +1,27 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
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<Components>
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<c:Lifetime>
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<Lifetime>1</Lifetime>
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</c:Lifetime>
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<c:ExplosionEffect>
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<Velocity X="2" Y="2.30000019" Z="0"/>
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<ExplosionDuration>1</ExplosionDuration>
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<Randomness>true</Randomness>
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<ExponentialAccelaration>true</ExponentialAccelaration>
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</c:ExplosionEffect>
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<c:Model>
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<Resource>Models/Core/UnitSphere.mesh</Resource>
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<Color A="1" B="1" G="1" R="3.92156863"/>
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<Shadow>false</Shadow>
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<Transparent>true</Transparent>
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</c:Model>
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<c:Transform>
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<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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@@ -190,19 +190,28 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi
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magAmmo -= 1;
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}
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int numPellets = cWeapon["NumPellets"];
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float spreadAngle = cWeapon["SpreadAngle"];
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std::uniform_real_distribution<float> randomSpreadAngle(-spreadAngle, spreadAngle);
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// Calculate pellet angles
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// HACK: Random for now?
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// TODO: Make distribution even for each quadrant
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std::vector<glm::vec2> pelletAngles;
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for (int i = 0; i < numPellets; i++) {
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pelletAngles.push_back(glm::vec2(randomSpreadAngle(m_RandomEngine), randomSpreadAngle(m_RandomEngine)));
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// We can't really do any valuable calculations without a valid camera
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if (!m_CurrentCamera.Valid()) {
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return;
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}
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double pelletDamage = (double)cWeapon["BaseDamage"] / numPellets;
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int numPellets = cWeapon["NumPellets"];
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// Create a spread pattern
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std::vector<glm::vec2> pattern;
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// The first pellet is always centered
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pattern.push_back(glm::vec2(0, 0));
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// Any additional pellets form circles around the middle
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int numOuterPellets = numPellets - 1;
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float angleIncrement = glm::two_pi<float>() / numOuterPellets;
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for (int i = 0; i < numOuterPellets; ++i) {
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float angle = angleIncrement * i;
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glm::vec2 pellet = glm::vec2(glm::cos(angle), glm::sin(angle));
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pattern.push_back(pellet);
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}
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// Deal damage (clientside)
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dealDamage(cWeapon, wi, pattern);
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// View punch
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if (IsClient) {
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@@ -224,7 +233,7 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi
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}
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// Tracers
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EntityWrapper weaponModelEntity;
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/* EntityWrapper weaponModelEntity;
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if (wi.Player == LocalPlayer) {
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weaponModelEntity = wi.FirstPersonEntity;
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} else {
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@@ -243,7 +252,7 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi
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glm::vec3 trajectory = direction * distance;
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dealDamage(cWeapon, wi, direction, pelletDamage);
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}
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}
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}*/
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// Play animation
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playAnimationAndReturn(wi.FirstPersonEntity, "FinalBlend", "Fire");
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@@ -255,7 +264,7 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi
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m_EventBroker->Publish(e);
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}
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void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage)
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void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, const std::vector<glm::vec2>& pattern)
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{
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// Only deal damage client side
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if (!IsClient) {
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@@ -271,47 +280,68 @@ void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& w
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if (!wi.Player.Valid()) {
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return;
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}
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glm::vec3 maxRange = direction * 2.f;
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EntityWrapper camera = wi.Player.FirstChildByName("Camera");
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glm::vec3 cameraPosition = Transform::AbsolutePosition(camera);
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if (!camera.Valid()) {
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return;
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}
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Rectangle screenResolution = m_Renderer->GetViewportSize();
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glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
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glm::vec2 screenCoords = cameraFromEntity(m_CurrentCamera).WorldToScreen(cameraPosition + maxRange, m_Renderer->GetViewportSize());
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PickData pickData = m_Renderer->Pick(centerScreen + screenCoords);
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EntityWrapper victim(m_World, pickData.Entity);
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if (!victim.Valid()) {
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return;
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// Convert the spread angle to screen coordinates, taking FOV into account
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Rectangle res = m_Renderer->GetViewportSize();
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float spreadAngle = glm::radians((float)cWeapon["SpreadAngle"]);
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float nearClip = glm::radians((double)m_CurrentCamera["Camera"]["NearClip"]);
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float yFOV = glm::radians((double)m_CurrentCamera["Camera"]["FOV"]);
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float yRefFOV = glm::radians(59.f);
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float yRef = glm::tan(yRefFOV) * nearClip;
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float yRatio = yRef / (glm::tan(yFOV) * nearClip);
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float yMax = (yRatio / 2.f) * spreadAngle * (res.Height / 2.f);
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double pelletDamage = (double)cWeapon["BaseDamage"] / pattern.size();
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// Pick!
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std::unordered_map<EntityWrapper, double> damageSum;
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glm::vec2 screenCenter(res.Width / 2.f, res.Height / 2.f);
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for (auto& pellet : pattern) {
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glm::vec2 pickCoord = screenCenter + (pellet * glm::vec2(yMax, yMax));
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PickData pick = m_Renderer->Pick(pickCoord);
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EntityWrapper victim(m_World, pick.Entity);
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if (!victim.Valid()) {
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continue;
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}
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// Temp hit decal
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EntityWrapper hit = ResourceManager::Load<EntityFile>("Schema/Entities/HitTest.xml")->MergeInto(m_World);
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hit["Transform"]["Position"] = pick.Position;
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// Don't let us shoot ourselves in the foot somehow
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if (victim == LocalPlayer) {
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continue;
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}
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// Only care about players being hit
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if (!victim.HasComponent("Player")) {
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victim = victim.FirstParentWithComponent("Player");
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if (!victim.Valid()) {
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continue;
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}
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}
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// Check for friendly fire
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if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) {
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// TODO: Ammo sharing
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continue;
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}
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damageSum[victim] += pelletDamage;
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((glm::vec3&)hit["Model"]["Color"]).b = 1.f;
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}
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// Don't let us shoot ourselves in the foot somehow
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if (victim == LocalPlayer) {
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return;
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// Deal damage!
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for (auto& kv : damageSum) {
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// Deal damage!
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Events::PlayerDamage ePlayerDamage;
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ePlayerDamage.Inflictor = wi.Player;
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ePlayerDamage.Victim = kv.first;
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ePlayerDamage.Damage = kv.second;
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m_EventBroker->Publish(ePlayerDamage);
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LOG_DEBUG("Dealt %f damage to #%i", kv.second, kv.first.ID);
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}
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// Only care about players being hit
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if (!victim.HasComponent("Player")) {
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victim = victim.FirstParentWithComponent("Player");
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}
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if (!victim.Valid()) {
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return;
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}
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// Check for friendly fire
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if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) {
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return;
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}
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// Deal damage!
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Events::PlayerDamage ePlayerDamage;
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ePlayerDamage.Inflictor = wi.Player;
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ePlayerDamage.Victim = victim;
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ePlayerDamage.Damage = damage;
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m_EventBroker->Publish(ePlayerDamage);
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LOG_DEBUG("Damage: %f", damage);
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}
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bool DefenderWeaponBehaviour::canFire(ComponentWrapper cWeapon, WeaponInfo& wi)
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Block a user