Functionally working defender weapon

This commit is contained in:
2016-03-10 19:20:33 +01:00
parent 35a8d45fa4
commit c82be79bb8
6 changed files with 194 additions and 79 deletions
@@ -27,9 +27,11 @@ private:
std::random_device m_RandomDevice; std::random_device m_RandomDevice;
std::mt19937 m_RandomEngine; std::mt19937 m_RandomEngine;
// Weapon functions // Weapon functions
void fireShell(ComponentWrapper cWeapon, WeaponInfo& wi); 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<glm::vec2>& pattern);
bool canFire(ComponentWrapper cWeapon, WeaponInfo& wi); bool canFire(ComponentWrapper cWeapon, WeaponInfo& wi);
// Utility // Utility
@@ -6,9 +6,9 @@
<Ammo>64</Ammo> <Ammo>64</Ammo>
<MaxAmmo>64</MaxAmmo> <MaxAmmo>64</MaxAmmo>
<BaseDamage>90</BaseDamage> <BaseDamage>90</BaseDamage>
<SpreadAngle>0.174533</SpreadAngle> <!-- 0.174533 = 10 degrees --> <SpreadAngle>10</SpreadAngle>
<MaxTravelAngle>0.174533</MaxTravelAngle> <!-- 0.174533 = 10 degrees --> <MaxTravelAngle>0.174533</MaxTravelAngle> <!-- 0.174533 = 10 degrees -->
<NumPellets>10</NumPellets> <NumPellets>9</NumPellets>
<RPM>120</RPM> <RPM>120</RPM>
<ViewPunch>0.03</ViewPunch> <ViewPunch>0.03</ViewPunch>
<ViewReturnSpeed>0.2</ViewReturnSpeed> <ViewReturnSpeed>0.2</ViewReturnSpeed>
@@ -36,7 +36,7 @@
<xs:annotation><xs:documentation>Damage dealt if all shotgun pellets hit</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>Damage dealt if all shotgun pellets hit</xs:documentation></xs:annotation>
</xs:element> </xs:element>
<xs:element name="SpreadAngle" type="t:float" minOccurs="0"> <xs:element name="SpreadAngle" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>Spread angle in radians</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>The spread angle radius.</xs:documentation></xs:annotation>
</xs:element> </xs:element>
<xs:element name="MaxTravelAngle" type="t:float" minOccurs="0"> <xs:element name="MaxTravelAngle" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>Maximum vertical aim travel angle in radians</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>Maximum vertical aim travel angle in radians</xs:documentation></xs:annotation>
+79 -23
View File
@@ -1,39 +1,95 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?> <?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="Shield" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd"> <Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components> <Components>
<c:Blend> <c:Transform>
<Pose1>Deploy</Pose1> <Position X="1.70262027" Y="0.261695802" Z="-3.26634645"/>
<Pose2>Idle</Pose2> </c:Transform>
<Weight>0</Weight>
</c:Blend>
<c:Model>
<Resource>Models/Characters/Defender/DefenderShield.mesh</Resource>
</c:Model>
<c:Transform/>
</Components> </Components>
<Children> <Children>
<Entity name="Deploy"> <Entity name="Back">
<Components> <Components>
<c:Animation> <c:Blend>
<AnimationName>ActivateDeactiveShieldF</AnimationName> <Pose1>Deploy</Pose1>
<Time>1</Time> <Pose2>Idle</Pose2>
<Speed>1</Speed> <Weight>0</Weight>
</c:Animation> </c:Blend>
<c:Shielded/>
<c:Model>
<Resource>Models/Characters/Defender/DefenderShieldBack.mesh</Resource>
<Color A="0.219607845" B="3.92156863" G="1" R="1"/>
<Shadow>false</Shadow>
<Transparent>true</Transparent>
<NormalMap>false</NormalMap>
<DiffuseTexture>false</DiffuseTexture>
<SpecularMap>false</SpecularMap>
<GlowMap>false</GlowMap>
</c:Model>
<c:Transform/> <c:Transform/>
</Components> </Components>
<Children/> <Children>
<Entity name="Deploy">
<Components>
<c:Animation>
<AnimationName>ActivateDeactiveShieldF</AnimationName>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Idle">
<Components>
<c:Animation>
<AnimationName>ShieldFrontF</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity> </Entity>
<Entity name="Idle"> <Entity name="Front">
<Components> <Components>
<c:Animation> <c:Blend>
<AnimationName>ShieldFrontF</AnimationName> <Pose1>Deploy</Pose1>
<Speed>1</Speed> <Pose2>Idle</Pose2>
</c:Animation> <Weight>0</Weight>
</c:Blend>
<c:Model>
<Resource>Models/Characters/Defender/DefenderShieldFront.mesh</Resource>
<Color A="0.219607845" B="3.92156863" G="1" R="1"/>
<Shadow>false</Shadow>
<Transparent>true</Transparent>
<NormalMap>false</NormalMap>
<DiffuseTexture>false</DiffuseTexture>
<SpecularMap>false</SpecularMap>
<GlowMap>false</GlowMap>
</c:Model>
<c:Transform/> <c:Transform/>
</Components> </Components>
<Children/> <Children>
<Entity name="Deploy">
<Components>
<c:Animation>
<AnimationName>ActivateDeactiveShieldF</AnimationName>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Idle">
<Components>
<c:Animation>
<AnimationName>ShieldFrontF</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity> </Entity>
</Children> </Children>
+27
View File
@@ -0,0 +1,27 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Lifetime>
<Lifetime>1</Lifetime>
</c:Lifetime>
<c:ExplosionEffect>
<Velocity X="2" Y="2.30000019" Z="0"/>
<ExplosionDuration>1</ExplosionDuration>
<Randomness>true</Randomness>
<ExponentialAccelaration>true</ExponentialAccelaration>
</c:ExplosionEffect>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="1" G="1" R="3.92156863"/>
<Shadow>false</Shadow>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Scale X="0.0500000007" Y="0.0500000007" Z="0.0500000007"/>
</c:Transform>
</Components>
<Children/>
</Entity>
@@ -190,19 +190,28 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi
magAmmo -= 1; magAmmo -= 1;
} }
int numPellets = cWeapon["NumPellets"]; // We can't really do any valuable calculations without a valid camera
float spreadAngle = cWeapon["SpreadAngle"]; if (!m_CurrentCamera.Valid()) {
std::uniform_real_distribution<float> randomSpreadAngle(-spreadAngle, spreadAngle); return;
// 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)));
} }
double pelletDamage = (double)cWeapon["BaseDamage"] / numPellets; int numPellets = cWeapon["NumPellets"];
// Create a spread pattern
std::vector<glm::vec2> 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<float>() / 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 // View punch
if (IsClient) { if (IsClient) {
@@ -224,7 +233,7 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi
} }
// Tracers // Tracers
EntityWrapper weaponModelEntity; /* EntityWrapper weaponModelEntity;
if (wi.Player == LocalPlayer) { if (wi.Player == LocalPlayer) {
weaponModelEntity = wi.FirstPersonEntity; weaponModelEntity = wi.FirstPersonEntity;
} else { } else {
@@ -243,7 +252,7 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi
glm::vec3 trajectory = direction * distance; glm::vec3 trajectory = direction * distance;
dealDamage(cWeapon, wi, direction, pelletDamage); dealDamage(cWeapon, wi, direction, pelletDamage);
} }
} }*/
// Play animation // Play animation
playAnimationAndReturn(wi.FirstPersonEntity, "FinalBlend", "Fire"); playAnimationAndReturn(wi.FirstPersonEntity, "FinalBlend", "Fire");
@@ -255,7 +264,7 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi
m_EventBroker->Publish(e); 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<glm::vec2>& pattern)
{ {
// Only deal damage client side // Only deal damage client side
if (!IsClient) { if (!IsClient) {
@@ -271,47 +280,68 @@ void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& w
if (!wi.Player.Valid()) { if (!wi.Player.Valid()) {
return; return;
} }
glm::vec3 maxRange = direction * 2.f; // Convert the spread angle to screen coordinates, taking FOV into account
EntityWrapper camera = wi.Player.FirstChildByName("Camera"); Rectangle res = m_Renderer->GetViewportSize();
glm::vec3 cameraPosition = Transform::AbsolutePosition(camera); float spreadAngle = glm::radians((float)cWeapon["SpreadAngle"]);
if (!camera.Valid()) { float nearClip = glm::radians((double)m_CurrentCamera["Camera"]["NearClip"]);
return; float yFOV = glm::radians((double)m_CurrentCamera["Camera"]["FOV"]);
} float yRefFOV = glm::radians(59.f);
Rectangle screenResolution = m_Renderer->GetViewportSize(); float yRef = glm::tan(yRefFOV) * nearClip;
glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2); float yRatio = yRef / (glm::tan(yFOV) * nearClip);
glm::vec2 screenCoords = cameraFromEntity(m_CurrentCamera).WorldToScreen(cameraPosition + maxRange, m_Renderer->GetViewportSize()); float yMax = (yRatio / 2.f) * spreadAngle * (res.Height / 2.f);
PickData pickData = m_Renderer->Pick(centerScreen + screenCoords);
EntityWrapper victim(m_World, pickData.Entity); double pelletDamage = (double)cWeapon["BaseDamage"] / pattern.size();
if (!victim.Valid()) {
return; // Pick!
std::unordered_map<EntityWrapper, double> 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<EntityFile>("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 // Deal damage!
if (victim == LocalPlayer) { for (auto& kv : damageSum) {
return; // 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) bool DefenderWeaponBehaviour::canFire(ComponentWrapper cWeapon, WeaponInfo& wi)