WIP multi-weapon behaviours
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@@ -29,6 +29,7 @@ struct EntityWrapper
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EntityWrapper Parent();
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EntityWrapper FirstChildByName(const std::string& name);
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EntityWrapper FirstParentWithComponent(const std::string& componentType);
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std::vector<EntityWrapper> ChildrenWithComponent(const std::string& componentType);
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bool IsChildOf(EntityWrapper potentialParent);
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bool Valid() const;
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@@ -39,6 +40,7 @@ struct EntityWrapper
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private:
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EntityWrapper firstChildByNameRecursive(const std::string& name, EntityID parent);
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void childrenWithComponentRecursive(const std::string& componentType, EntityWrapper& entity, std::vector<EntityWrapper>& childrenWithComponent);
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};
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namespace std
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@@ -1,13 +1,14 @@
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#ifndef AssaultWeaponBehaviour_h__
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#define AssaultWeaponBehaviour_h__
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#include "Sound/EPlaySoundOnEntity.h"
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#include "Collision/Collision.h"
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#include "Rendering/AnimationSystem.h"
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#include "Core/ConfigFile.h"
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#include "WeaponBehaviour.h"
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#include "../SpawnerSystem.h"
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#include "Core/EPlayerDamage.h"
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#include "Core/EShoot.h"
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class AssaultWeaponBehaviour : public WeaponBehaviour
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{
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public:
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@@ -22,16 +23,13 @@ public:
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private:
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EntityWrapper m_FirstPersonModel;
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EntityWrapper m_ThirdPersonModel;
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// State
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bool m_Firing = false;
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bool m_Reloading = false;
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double m_ReloadTimer = 0.0;
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EntityWrapper m_FirstPersonReloadImpersonator;
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EntityWrapper m_ThirdPersonReloadImpersonator;
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double m_TimeSinceLastFire = 0.0;
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EventRelay<WeaponBehaviour, Events::AnimationComplete> m_EAnimationComplete;
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bool OnAnimationComplete(Events::AnimationComplete& e);
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EntityWrapper m_FirstPersonReloadImpostor;
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bool hasAmmo();
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void fireRound();
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@@ -47,3 +45,5 @@ private:
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bool shoot(double damage);
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void showHitMarker();
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};
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#endif
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@@ -0,0 +1,16 @@
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#include "WeaponBehaviour.h"
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class DefenderWeaponBehaviour : public WeaponBehaviour
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{
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public:
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DefenderWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity);
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virtual void Fire() override;
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//virtual void CeaseFire() override;
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//virtual void Reload() override;
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//virtual void Update(double dt) override;
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private:
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double m_TimeSinceLastFire = 0.0;
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};
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@@ -8,17 +8,21 @@
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class WeaponBehaviour : public System
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{
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friend class WeaponSystem;
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public:
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WeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper player)
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WeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper player, EntityWrapper firstPersonWeapon, EntityWrapper thirdPersonWeapon)
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: System(systemParams)
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, m_Renderer(renderer)
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, m_CollisionOctree(collisionOctree)
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, m_Player(player)
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, m_FirstPerson(firstPersonWeapon)
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, m_ThirdPerson(thirdPersonWeapon)
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{ }
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virtual ~WeaponBehaviour() = default;
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WeaponBehaviour(const WeaponBehaviour&) = delete;
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WeaponBehaviour& operator=(const WeaponBehaviour &) = delete;
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WeaponBehaviour& operator=(const WeaponBehaviour&) = delete;
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virtual void Fire() = 0;
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virtual void CeaseFire() { }
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@@ -29,6 +33,8 @@ protected:
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IRenderer* m_Renderer;
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Octree<EntityAABB>* m_CollisionOctree;
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EntityWrapper m_Player;
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EntityWrapper m_FirstPerson;
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EntityWrapper m_ThirdPerson;
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};
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#endif
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