Functionally working defender weapon
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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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