Working damage dealing, a super cool reload effect and hit markers!

This commit is contained in:
2016-02-11 22:50:44 +01:00
parent 5e05e51309
commit d1213f9f59
22 changed files with 473 additions and 135 deletions
+9 -51
View File
@@ -8,7 +8,6 @@ WeaponSystem::WeaponSystem(SystemParams params, IRenderer* renderer, Octree<Enti
, m_CollisionOctree(collisionOctree)
{
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponSystem::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EShoot, &WeaponSystem::OnShoot);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &WeaponSystem::OnPlayerSpawned);
}
@@ -60,6 +59,14 @@ bool WeaponSystem::OnInputCommand(Events::InputCommand& e)
}
}
// Reload
if (e.Command == "Reload" && e.Value != 0) {
if (m_ActiveWeapons.find(player) != m_ActiveWeapons.end()) {
auto weapon = m_ActiveWeapons.at(player);
weapon->Reload();
}
}
return true;
}
@@ -69,7 +76,7 @@ void WeaponSystem::selectWeapon(EntityWrapper player, ComponentInfo::EnumType sl
if (slot == 1) {
// TODO: if class...
if (m_ActiveWeapons.count(player) == 0) {
m_ActiveWeapons.insert(std::make_pair(player, std::make_shared<AssaultWeaponBehaviour>(m_SystemParams, m_CollisionOctree, player)));
m_ActiveWeapons.insert(std::make_pair(player, std::make_shared<AssaultWeaponBehaviour>(m_SystemParams, m_Renderer, m_CollisionOctree, player)));
} else {
//m_ActiveWeapons.erase(player);
}
@@ -87,52 +94,3 @@ bool WeaponSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
// TODO: Select the active one specified by player component
return true;
}
bool WeaponSystem::OnShoot(Events::Shoot& eShoot)
{
if (!eShoot.Player.Valid()) {
return false;
}
// Only run further picking code for the local player!
if (eShoot.Player != LocalPlayer) {
return false;
}
// Screen center, based on current resolution!
// TODO: check if player has enough ammo and if weapon has a cooldown or not
Rectangle screenResolution = m_Renderer->GetViewportSize();
glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
// TODO: check if player has enough ammo and if weapon has a cooldown or not
// Pick middle of screen
PickData pickData = m_Renderer->Pick(centerScreen);
if (pickData.Entity == EntityID_Invalid) {
return false;
}
EntityWrapper player(m_World, pickData.Entity);
// Only care about players being hit
if (!player.HasComponent("Player")) {
player = player.FirstParentWithComponent("Player");
}
if (!player.Valid()) {
return false;
}
// Check for friendly fire
EntityWrapper shooter = eShoot.Player;
if ((ComponentInfo::EnumType)player["Team"]["Team"] == (ComponentInfo::EnumType)shooter["Team"]["Team"]) {
return false;
}
// TODO: Weapon damage calculations etc
Events::PlayerDamage ePlayerDamage;
ePlayerDamage.Player = player;
ePlayerDamage.Damage = 100;
m_EventBroker->Publish(ePlayerDamage);
return true;
}