diff --git a/include/Game/Systems/Weapon/DefenderWeaponBehaviour.h b/include/Game/Systems/Weapon/DefenderWeaponBehaviour.h index 9e7d4991..e8e73e8f 100644 --- a/include/Game/Systems/Weapon/DefenderWeaponBehaviour.h +++ b/include/Game/Systems/Weapon/DefenderWeaponBehaviour.h @@ -27,9 +27,11 @@ private: std::random_device m_RandomDevice; std::mt19937 m_RandomEngine; + + // Weapon functions void fireShell(ComponentWrapper cWeapon, WeaponInfo& wi); - void dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage); + void dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, const std::vector& pattern); bool canFire(ComponentWrapper cWeapon, WeaponInfo& wi); // Utility diff --git a/resources/Schema/Components/DefenderWeapon.xml b/resources/Schema/Components/DefenderWeapon.xml index b01955bc..6f7e5a84 100755 --- a/resources/Schema/Components/DefenderWeapon.xml +++ b/resources/Schema/Components/DefenderWeapon.xml @@ -6,9 +6,9 @@ 64 64 90 - 0.174533 + 10 0.174533 - 10 + 9 120 0.03 0.2 diff --git a/resources/Schema/Components/DefenderWeapon.xsd b/resources/Schema/Components/DefenderWeapon.xsd index 53200952..4968fa5d 100755 --- a/resources/Schema/Components/DefenderWeapon.xsd +++ b/resources/Schema/Components/DefenderWeapon.xsd @@ -36,7 +36,7 @@ Damage dealt if all shotgun pellets hit - Spread angle in radians + The spread angle radius. Maximum vertical aim travel angle in radians diff --git a/resources/Schema/Entities/DefenderShield.xml b/resources/Schema/Entities/DefenderShield.xml index 5cb72116..845f7d90 100755 --- a/resources/Schema/Entities/DefenderShield.xml +++ b/resources/Schema/Entities/DefenderShield.xml @@ -1,39 +1,95 @@ - + - - Deploy - Idle - 0 - - - Models/Characters/Defender/DefenderShield.mesh - - + + + - + - - ActivateDeactiveShieldF - - 1 - + + Deploy + Idle + 0 + + + + Models/Characters/Defender/DefenderShieldBack.mesh + + false + true + false + false + false + false + - + + + + + ActivateDeactiveShieldF + true + + + + + + + + + ShieldFrontF + + + + + + - + - - ShieldFrontF - 1 - + + Deploy + Idle + 0 + + + Models/Characters/Defender/DefenderShieldFront.mesh + + false + true + false + false + false + false + - + + + + + ActivateDeactiveShieldF + true + + + + + + + + + ShieldFrontF + + + + + + diff --git a/resources/Schema/Entities/HitTest.xml b/resources/Schema/Entities/HitTest.xml new file mode 100644 index 00000000..bea1c6c9 --- /dev/null +++ b/resources/Schema/Entities/HitTest.xml @@ -0,0 +1,27 @@ + + + + + + 1 + + + + 1 + true + true + + + Models/Core/UnitSphere.mesh + + false + true + + + + + + + + + diff --git a/src/Game/Systems/Weapon/DefenderWeaponBehaviour.cpp b/src/Game/Systems/Weapon/DefenderWeaponBehaviour.cpp index 835b5378..81873dc9 100644 --- a/src/Game/Systems/Weapon/DefenderWeaponBehaviour.cpp +++ b/src/Game/Systems/Weapon/DefenderWeaponBehaviour.cpp @@ -190,19 +190,28 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi magAmmo -= 1; } - int numPellets = cWeapon["NumPellets"]; - float spreadAngle = cWeapon["SpreadAngle"]; - std::uniform_real_distribution randomSpreadAngle(-spreadAngle, spreadAngle); - - // Calculate pellet angles - // HACK: Random for now? - // TODO: Make distribution even for each quadrant - std::vector pelletAngles; - for (int i = 0; i < numPellets; i++) { - pelletAngles.push_back(glm::vec2(randomSpreadAngle(m_RandomEngine), randomSpreadAngle(m_RandomEngine))); + // We can't really do any valuable calculations without a valid camera + if (!m_CurrentCamera.Valid()) { + return; } - double pelletDamage = (double)cWeapon["BaseDamage"] / numPellets; + int numPellets = cWeapon["NumPellets"]; + + // Create a spread pattern + std::vector pattern; + // The first pellet is always centered + pattern.push_back(glm::vec2(0, 0)); + // Any additional pellets form circles around the middle + int numOuterPellets = numPellets - 1; + float angleIncrement = glm::two_pi() / numOuterPellets; + for (int i = 0; i < numOuterPellets; ++i) { + float angle = angleIncrement * i; + glm::vec2 pellet = glm::vec2(glm::cos(angle), glm::sin(angle)); + pattern.push_back(pellet); + } + + // Deal damage (clientside) + dealDamage(cWeapon, wi, pattern); // View punch if (IsClient) { @@ -224,7 +233,7 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi } // Tracers - EntityWrapper weaponModelEntity; + /* EntityWrapper weaponModelEntity; if (wi.Player == LocalPlayer) { weaponModelEntity = wi.FirstPersonEntity; } else { @@ -243,7 +252,7 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi glm::vec3 trajectory = direction * distance; dealDamage(cWeapon, wi, direction, pelletDamage); } - } + }*/ // Play animation playAnimationAndReturn(wi.FirstPersonEntity, "FinalBlend", "Fire"); @@ -255,7 +264,7 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi m_EventBroker->Publish(e); } -void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage) +void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, const std::vector& pattern) { // Only deal damage client side if (!IsClient) { @@ -271,47 +280,68 @@ void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& w 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; + + // Convert the spread angle to screen coordinates, taking FOV into account + Rectangle res = m_Renderer->GetViewportSize(); + float spreadAngle = glm::radians((float)cWeapon["SpreadAngle"]); + float nearClip = glm::radians((double)m_CurrentCamera["Camera"]["NearClip"]); + float yFOV = glm::radians((double)m_CurrentCamera["Camera"]["FOV"]); + float yRefFOV = glm::radians(59.f); + float yRef = glm::tan(yRefFOV) * nearClip; + float yRatio = yRef / (glm::tan(yFOV) * nearClip); + float yMax = (yRatio / 2.f) * spreadAngle * (res.Height / 2.f); + + double pelletDamage = (double)cWeapon["BaseDamage"] / pattern.size(); + + // Pick! + std::unordered_map damageSum; + glm::vec2 screenCenter(res.Width / 2.f, res.Height / 2.f); + for (auto& pellet : pattern) { + glm::vec2 pickCoord = screenCenter + (pellet * glm::vec2(yMax, yMax)); + PickData pick = m_Renderer->Pick(pickCoord); + + EntityWrapper victim(m_World, pick.Entity); + if (!victim.Valid()) { + continue; + } + + // Temp hit decal + EntityWrapper hit = ResourceManager::Load("Schema/Entities/HitTest.xml")->MergeInto(m_World); + hit["Transform"]["Position"] = pick.Position; + + // Don't let us shoot ourselves in the foot somehow + if (victim == LocalPlayer) { + continue; + } + + // Only care about players being hit + if (!victim.HasComponent("Player")) { + victim = victim.FirstParentWithComponent("Player"); + if (!victim.Valid()) { + continue; + } + } + + // Check for friendly fire + if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) { + // TODO: Ammo sharing + continue; + } + + damageSum[victim] += pelletDamage; + ((glm::vec3&)hit["Model"]["Color"]).b = 1.f; } - // Don't let us shoot ourselves in the foot somehow - if (victim == LocalPlayer) { - return; + // Deal damage! + for (auto& kv : damageSum) { + // Deal damage! + Events::PlayerDamage ePlayerDamage; + ePlayerDamage.Inflictor = wi.Player; + ePlayerDamage.Victim = kv.first; + ePlayerDamage.Damage = kv.second; + m_EventBroker->Publish(ePlayerDamage); + LOG_DEBUG("Dealt %f damage to #%i", kv.second, kv.first.ID); } - - // 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); } bool DefenderWeaponBehaviour::canFire(ComponentWrapper cWeapon, WeaponInfo& wi)