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
+1 -1
Submodule assets updated: 8ffd0a99b9...4d36fdced7
+2 -2
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@@ -9,8 +9,8 @@ namespace Events
struct PlayerDamage : Event
{
//NOTE: this struct is missing information on what the damageSource is
EntityWrapper Player;
EntityWrapper Inflictor;
EntityWrapper Victim;
double Damage;
};
+2 -1
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@@ -9,7 +9,8 @@ namespace Events
struct Shoot : Event
{
EntityWrapper Player;
EntityWrapper Inflictor;
double Damage;
};
}
@@ -1,12 +1,15 @@
#include "Sound/EPlaySoundOnEntity.h"
#include "Collision/Collision.h"
#include "Rendering/AnimationSystem.h"
#include "WeaponBehaviour.h"
#include "../SpawnerSystem.h"
#include "Core/EPlayerDamage.h"
#include "Core/EShoot.h"
class AssaultWeaponBehaviour : public WeaponBehaviour
{
public:
AssaultWeaponBehaviour(SystemParams systemParams, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity);
AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity);
virtual void Fire() override;
virtual void CeaseFire() override;
@@ -19,16 +22,23 @@ private:
// State
bool m_Firing = false;
bool m_Reloading = false;
double m_ReloadTimer = 0.0;
EntityWrapper m_ReloadImpersonator;
double m_TimeSinceLastFire = 0.0;
EventRelay<WeaponBehaviour, Events::AnimationComplete> m_EAnimationComplete;
bool OnAnimationComplete(Events::AnimationComplete& e);
bool hasAmmo();
void fireRound();
void spawnTracer();
float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
void playSound();
void viewPunch();
void finishReload();
void playShootAnimation();
void playIdleAnimation();
void playReloadAnimation();
bool shoot(double damage);
void showHitMarker();
};
@@ -2,16 +2,18 @@
#define WeaponBehaviour_h__
#include "Core/System.h"
#include "Rendering/IRenderer.h"
#include "Core/Octree.h"
#include "Collision/EntityAABB.h"
class WeaponBehaviour : public System
{
public:
WeaponBehaviour(SystemParams systemParams, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity)
WeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper player)
: System(systemParams)
, m_Renderer(renderer)
, m_CollisionOctree(collisionOctree)
, m_Entity(weaponEntity)
, m_Player(player)
{ }
virtual ~WeaponBehaviour() = default;
@@ -24,8 +26,9 @@ public:
virtual void Update(double dt) { }
protected:
IRenderer* m_Renderer;
Octree<EntityAABB>* m_CollisionOctree;
EntityWrapper m_Entity;
EntityWrapper m_Player;
};
#endif
@@ -35,8 +35,6 @@ private:
// Events
EventRelay<WeaponSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
EventRelay<WeaponSystem, Events::Shoot> m_EShoot;
bool OnShoot(Events::Shoot& e);
EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(Events::InputCommand& e);
@@ -7,4 +7,5 @@
<BaseDamage>5</BaseDamage>
<RPM>120</RPM>
<ViewPunch>0.01</ViewPunch>
<ReloadTime>2</ReloadTime>
</AssaultWeapon>
@@ -25,6 +25,9 @@
<xs:element name="ViewPunch" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>View punch in radians for each bullet fired</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ReloadTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Time it takes to reload the weapon in seconds</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
+20
View File
@@ -0,0 +1,20 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="HitMarker" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Lifetime>
<Lifetime>0.1</Lifetime>
</c:Lifetime>
<c:Sprite>
<DiffuseTexture>Textures/Weapons/Crosshair/SmallThickHoleDot.png</DiffuseTexture>
<DepthSort>false</DepthSort>
</c:Sprite>
<c:Transform>
<Scale X="0.031" Y="0.031" Z="1"/>
<Orientation X="0" Y="0" Z="0.782"/>
</c:Transform>
</Components>
<Children/>
</Entity>
+143 -9
View File
@@ -124,10 +124,14 @@
<Origin X="0" Y="0.772000015" Z="0"/>
<Size X="1" Y="1.60000002" Z="1"/>
</c:AABB>
<c:AssaultWeapon>
<RPM>600</RPM>
</c:AssaultWeapon>
<c:Collidable/>
<c:Model/>
<c:DashAbility/>
<c:Health/>
<c:Physics>
<Gravity>false</Gravity>
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
</c:Physics>
<c:Player>
<MovementSpeed>5</MovementSpeed>
@@ -138,8 +142,7 @@
</Team>
</c:Team>
<c:Transform>
<Position X="-1.68112314" Y="0.0288829971" Z="3.06287026"/>
<Orientation X="0" Y="2.14675093" Z="0"/>
<Position X="0" Y="0.0288832653" Z="2.64837074"/>
</c:Transform>
</Components>
<Children>
@@ -147,7 +150,7 @@
<Components>
<c:Camera/>
<c:Transform>
<Position X="0" Y="1.37700009" Z="0"/>
<Position X="0" Y="1.27700007" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -156,10 +159,9 @@
<c:Text>
<Resource>Fonts/DroidSans.ttf,100</Resource>
<Color A="1" B="0" G="1" R="0"/>
<Visible>false</Visible>
</c:Text>
<c:Transform>
<Position X="0" Y="0.247910097" Z="-0.447844714"/>
<Position X="0.100000001" Y="0.248000011" Z="-0.248000011"/>
<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
<Orientation X="0" Y="3.14199996" Z="0"/>
</c:Transform>
@@ -170,6 +172,7 @@
<Components>
<c:Model>
<Resource>Models/Widgets/Camera.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="0.0331346765" Z="-0.0792061687"/>
@@ -178,6 +181,100 @@
</Components>
<Children/>
</Entity>
<Entity name="HUD">
<Components>
<c:Transform>
<Position X="0" Y="0" Z="-0.5"/>
</c:Transform>
</Components>
<Children>
<Entity name="HealthBar">
<Components>
<c:Fill>
<Percentage>1</Percentage>
<Color A="0" B="1" G="0" R="0"/>
</c:Fill>
<c:HealthHUD/>
<c:Model>
<Resource>Models/Core/UnitHexagon.mesh</Resource>
<Color A="1" B="0.70588237" G="0.70588237" R="0.70588237"/>
</c:Model>
<c:Transform>
<Position X="-0.383000016" Y="-0.185000002" Z="0"/>
<Scale X="0.150000006" Y="0.150000006" Z="0.150000006"/>
<Orientation X="0" Y="0.594000041" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Crosshair">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Weapons/Crosshair/SmallThickHoleDot.png</DiffuseTexture>
<DepthSort>false</DepthSort>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.200000003"/>
<Scale X="0.0250000004" Y="0.0250000004" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Hands">
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>1.9569972344146196</Time1>
<Speed1>1</Speed1>
</c:Animation>
<c:Model>
<Resource>Models/Characters/Assault/FirstPerson.mesh</Resource>
<Transparent>true</Transparent>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="WeaponModel">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0.120748013" Y="-0.228470564" Z="-0.151475638"/>
<Orientation X="0.010404693" Y="-0.00268176314" Z="0.0428441502"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00325386273" Y="0.0970000029" Z="-0.843000054"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="FirstPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/WeaponReloadEffect.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="ThirdPersonCamera">
@@ -196,16 +293,53 @@
</Entity>
<Entity name="PlayerModel">
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>1.8055945618467364</Time1>
<Speed1>1</Speed1>
</c:Animation>
<c:AnimationOffset>
<AnimationName>AimRifle</AnimationName>
<Time>0.5</Time>
</c:AnimationOffset>
<c:HiddenForLocalPlayer/>
<c:Model>
<Resource>Models/Characters/Assault/AssaultHeadless.mesh</Resource>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
<Color A="1" B="0" G="0" R="1"/>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="ThirdPersonWeaponModel">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Orientation X="0" Y="3.14159274" Z="0"/>
<Position X="0.158578917" Y="1.02878916" Z="-0.215411991"/>
<Orientation X="-0.0626687407" Y="-0.0361274257" Z="0.120101407"/>
</c:Transform>
</Components>
<Children>
<Entity name="ThirdPersonWeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00644115033" Y="0.096679531" Z="-0.436609417"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="AABBStanding">
<Components>
<c:Model>
+34 -12
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@@ -23,7 +23,9 @@
<Blue/>
</Team>
</c:Team>
<c:Transform/>
<c:Transform>
<Position X="0" Y="0.0288832653" Z="2.64837074"/>
</c:Transform>
</Components>
<Children>
@@ -90,24 +92,33 @@
</Entity>
<Entity name="Crosshair">
<Components>
<c:Model>
<Resource>Models/Weapons/CrosshairQuad.mesh</Resource>
</c:Model>
<c:Sprite>
<DiffuseTexture>Textures/Weapons/Crosshair/SmallThickHoleDot.png</DiffuseTexture>
<DepthSort>false</DepthSort>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.200000003"/>
<Scale X="0.00600000005" Y="1" Z="0.00600000005"/>
<Orientation X="1.57000005" Y="0" Z="0"/>
<Scale X="0.0250000004" Y="0.0250000004" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="HitMarkerSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/HitMarker.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Hands">
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>0.52743271827223559</Time1>
<Time1>0.1719161089749548</Time1>
<Speed1>1</Speed1>
</c:Animation>
<c:Model>
@@ -124,10 +135,11 @@
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0.120747946" Y="-0.232330009" Z="-0.151475713"/>
<Orientation X="0.0104046576" Y="-0.00268170447" Z="0.0428439789"/>
<Position X="0.120747983" Y="-0.228997007" Z="-0.151475653"/>
<Orientation X="0.0104046585" Y="-0.00268164417" Z="0.0428441912"/>
</c:Transform>
</Components>
<Children>
@@ -144,6 +156,15 @@
</Entity>
</Children>
</Entity>
<Entity name="FirstPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/WeaponReloadEffect.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
@@ -166,7 +187,7 @@
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>0.69666320633760392</Time1>
<Time1>1.8038469763698401</Time1>
<Speed1>1</Speed1>
</c:Animation>
<c:AnimationOffset>
@@ -188,10 +209,11 @@
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0.162715688" Y="1.02479136" Z="-0.215626657"/>
<Orientation X="-0.0629899353" Y="-0.0542047173" Z="0.11849726"/>
<Position X="0.15859656" Y="1.02875519" Z="-0.21540691"/>
<Orientation X="-0.0626692101" Y="-0.0361935496" Z="0.120095037"/>
</c:Transform>
</Components>
<Children>
@@ -0,0 +1,31 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="WeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Lifetime>
<Lifetime>2</Lifetime>
</c:Lifetime>
<c:ExplosionEffect>
<ColorByDistance>true</ColorByDistance>
<Velocity X="3.33300018" Y="0.0320000015" Z="0"/>
<ExplosionOrigin X="0" Y="0.0790000036" Z="-0.329000026"/>
<ExponentialAccelaration>true</ExponentialAccelaration>
<EndColor A="0" B="19.6078434" G="19.6078434" R="1"/>
<Randomness>true</Randomness>
</c:ExplosionEffect>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0.120747991" Y="-0.229502052" Z="-0.151475638"/>
<Orientation X="0.0104046296" Y="-0.00268167513" Z="0.0428442545"/>
</c:Transform>
</Components>
<Children/>
</Entity>
@@ -65,7 +65,6 @@ void EntityFilePreprocessor::parseComponentInfo()
// Name
compInfo.Name = XS::ToString(element->getName());
bool brk = compInfo.Name == "HiddenForLocalPlayer";
// Known allocation
compInfo.Meta->Allocation = m_ComponentCounts[compInfo.Name];
// Annotation
+2 -1
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@@ -390,8 +390,9 @@ bool Client::OnInputCommand(const Events::InputCommand & e)
bool Client::OnPlayerDamage(const Events::PlayerDamage & e)
{
Packet packet(MessageType::OnPlayerDamage, m_SendPacketID);
packet.WritePrimitive(m_ClientIDToServerID.at(e.Inflictor.ID));
packet.WritePrimitive(m_ClientIDToServerID.at(e.Victim.ID));
packet.WritePrimitive(e.Damage);
packet.WritePrimitive(m_ClientIDToServerID.at(e.Player.ID));
send(packet);
return false;
}
+2 -1
View File
@@ -299,8 +299,9 @@ void Server::parseOnInputCommand(Packet& packet)
void Server::parseOnPlayerDamage(Packet & packet)
{
Events::PlayerDamage e;
e.Inflictor = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
e.Victim = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
e.Damage = packet.ReadPrimitive<double>();
e.Player = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
m_EventBroker->Publish(e);
//LOG_DEBUG("Server::parseOnPlayerDamage: Command is %s. Value is %f. PlayerID is %i.", e.DamageAmount, e.PlayerDamagedID, e.TypeOfDamage.c_str());
}
+2 -2
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@@ -15,13 +15,13 @@ void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& comp
bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
{
ComponentWrapper cHealth = e.Player["Health"];
ComponentWrapper cHealth = e.Victim["Health"];
double& health = cHealth["Health"];
health -= e.Damage;
if (health <= 0.0) {
Events::PlayerDeath ePlayerDeath;
ePlayerDeath.Player = e.Player;
ePlayerDeath.Player = e.Victim;
m_EventBroker->Publish(ePlayerDeath);
//Note: we will delete the entity in PlayerDeathSystem
}
+5 -1
View File
@@ -41,7 +41,9 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
playerEntityModel.Copy(deathEffectEW["Model"]);
playerEntityAnimation.Copy(deathEffectEW["Animation"]);
//freeze the animation
deathEffectEW["Animation"]["Speed"] = 0.0;
deathEffectEW["Animation"]["Speed1"] = 0.0;
deathEffectEW["Animation"]["Speed2"] = 0.0;
deathEffectEW["Animation"]["Speed3"] = 0.0;
//copy the models position,orientation
deathEffectEW["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
@@ -50,8 +52,10 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
//deathEffectEW["ExplosionEffect"]["ExplosionOrigin"] = glm::vec3(0, 0, 0);
//camera (with lifetime) behind the player
if (player == LocalPlayer) {
auto cam = deathEffectEW.FirstChildByName("Camera");
Events::SetCamera eSetCamera;
eSetCamera.CameraEntity = cam;
m_EventBroker->Publish(eSetCamera);
}
}
+1 -1
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@@ -54,7 +54,7 @@ bool SoundSystem::OnInputCommand(const Events::InputCommand & e)
}
if (e.Command == "TakeDamage" && e.Value > 0) {
Events::PlayerDamage ev;
ev.Player = LocalPlayer;
ev.Victim = LocalPlayer;
ev.Damage = 1.0;
m_EventBroker->Publish(ev);
}
+2
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@@ -48,10 +48,12 @@ EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /
EntityFileParser parser(entityFile);
EntityWrapper spawnedEntity(world, parser.MergeEntities(world, parent.ID));
if (spawnPoint != parent) {
// Set its position and orientation to that of the SpawnPoint
spawnedEntity["Transform"]["Position"] = Transform::AbsolutePosition(spawnPoint.World, spawnPoint.ID);
// TODO: Quaternions, bitch
spawnedEntity["Transform"]["Orientation"] = glm::eulerAngles(Transform::AbsoluteOrientation(spawnPoint));
}
return spawnedEntity;
}
@@ -1,9 +1,9 @@
#include "Systems/Weapon/AssaultWeaponBehaviour.h"
AssaultWeaponBehaviour::AssaultWeaponBehaviour(SystemParams systemParams, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity)
: WeaponBehaviour(systemParams, collisionOctree, weaponEntity)
AssaultWeaponBehaviour::AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper player)
: WeaponBehaviour(systemParams, renderer, collisionOctree, player)
{
m_FirstPersonModel = m_Entity.FirstChildByName("Hands");
m_FirstPersonModel = m_Player.FirstChildByName("Hands");
EVENT_SUBSCRIBE_MEMBER(m_EAnimationComplete, &AssaultWeaponBehaviour::OnAnimationComplete);
}
@@ -12,7 +12,6 @@ void AssaultWeaponBehaviour::Fire()
m_TimeSinceLastFire = 0.0;
m_Firing = true;
fireRound();
playShootAnimation();
}
void AssaultWeaponBehaviour::CeaseFire()
@@ -22,29 +21,48 @@ void AssaultWeaponBehaviour::CeaseFire()
void AssaultWeaponBehaviour::Reload()
{
ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
if (m_Reloading) {
return;
}
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
int magAmmo = cAssaultWeapon["MagazineAmmo"];
int magSize = cAssaultWeapon["MagazineSize"];
int& ammo = cAssaultWeapon["Ammo"];
int ammo = cAssaultWeapon["Ammo"];
// Don't reload if we're already fully loaded
if (magAmmo == magSize) {
return;
}
// Throw away rounds in magazine to incentivise ammo sharing
int toLoad = glm::min(magSize, ammo);
magAmmo = toLoad;
ammo -= toLoad;
// Don't reload if we're completly out of ammo
if (ammo == 0) {
return;
}
m_Reloading = true;
m_ReloadTimer = cAssaultWeapon["ReloadTime"];
playReloadAnimation();
}
void AssaultWeaponBehaviour::Update(double dt)
{
if (m_Firing) {
m_TimeSinceLastFire += dt;
if (m_Reloading) {
m_ReloadTimer -= dt;
// Re-enable glow on reload impersonator half-way through the animation
if (m_ReloadTimer <= (double)m_Player["AssaultWeapon"]["ReloadTime"] / 2.0) {
if (m_ReloadImpersonator.Valid()) {
m_ReloadImpersonator["Model"]["GlowMap"] = true;
}
}
if (m_ReloadTimer <= 0) {
finishReload();
}
}
ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
if (m_Firing && !m_Reloading) {
m_TimeSinceLastFire += dt;
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
if (m_TimeSinceLastFire >= 1.0 / ((double)cAssaultWeapon["RPM"] / 60.0)) {
fireRound();
}
@@ -53,6 +71,13 @@ void AssaultWeaponBehaviour::Update(double dt)
if (!m_Firing && !m_Reloading) {
playIdleAnimation();
}
// Disable glow map on weapon if it's out of ammo
// Make real first person weapon model visible again
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
if (firstPersonWeaponModel.Valid()) {
firstPersonWeaponModel["Model"]["GlowMap"] = hasAmmo();
}
}
bool AssaultWeaponBehaviour::OnAnimationComplete(Events::AnimationComplete& e)
@@ -70,9 +95,20 @@ bool AssaultWeaponBehaviour::OnAnimationComplete(Events::AnimationComplete& e)
return true;
}
bool AssaultWeaponBehaviour::hasAmmo()
{
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
return magAmmo > 0;
}
void AssaultWeaponBehaviour::fireRound()
{
ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
if (m_Reloading) {
return;
}
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
int ammo = cAssaultWeapon["Ammo"];
@@ -88,6 +124,11 @@ void AssaultWeaponBehaviour::fireRound()
spawnTracer();
playSound();
viewPunch();
playShootAnimation();
bool hit = shoot(cAssaultWeapon["BaseDamage"]);
if (hit) {
showHitMarker();
}
m_TimeSinceLastFire = 0.0;
}
@@ -99,25 +140,32 @@ void AssaultWeaponBehaviour::spawnTracer()
}
EntityWrapper spawner;
if (m_Entity == LocalPlayer) {
spawner = m_Entity.FirstChildByName("WeaponMuzzle");
if (m_Player == LocalPlayer) {
spawner = m_Player.FirstChildByName("WeaponMuzzle");
} else {
spawner = m_Entity.FirstChildByName("ThirdPersonWeaponMuzzle");
spawner = m_Player.FirstChildByName("ThirdPersonWeaponMuzzle");
}
if (!spawner.Valid()) {
return;
}
Events::SpawnerSpawn e;
e.Spawner = spawner;
m_EventBroker->Publish(e);
float distance = traceRayDistance(Transform::AbsolutePosition(spawner), Transform::AbsoluteOrientation(spawner) * glm::vec3(0, 0, -1));
EntityWrapper ray = SpawnerSystem::Spawn(spawner);
((glm::vec3&)ray["Transform"]["Scale"]).z = (distance / 100.f);
}
float AssaultWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direction)
{
// TODO: Cast a ray and size tracer appropriately
float distance;
glm::vec3 pos;
auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
if (entity) {
return distance;
} else {
return 100.f;
}
}
void AssaultWeaponBehaviour::playSound()
@@ -127,32 +175,52 @@ void AssaultWeaponBehaviour::playSound()
}
Events::PlaySoundOnEntity e;
e.EmitterID = m_Entity.ID;
e.EmitterID = m_Player.ID;
e.FilePath = "Audio/laser/laser1.wav";
m_EventBroker->Publish(e);
}
void AssaultWeaponBehaviour::viewPunch()
{
EntityWrapper playerCamera = m_Entity.FirstChildByName("Camera");
EntityWrapper playerCamera = m_Player.FirstChildByName("Camera");
if (!playerCamera.Valid()) {
return;
}
float viewPunch = m_Entity["AssaultWeapon"]["ViewPunch"];
float viewPunch = m_Player["AssaultWeapon"]["ViewPunch"];
ComponentWrapper cTransform = playerCamera["Transform"];
glm::vec3& orientation = cTransform["Orientation"];
orientation.x += viewPunch;
}
void AssaultWeaponBehaviour::finishReload()
{
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
int magSize = cAssaultWeapon["MagazineSize"];
int& ammo = cAssaultWeapon["Ammo"];
// Throw away rounds in magazine to incentivise ammo sharing
int toLoad = glm::min(magSize, ammo);
magAmmo = toLoad;
ammo -= toLoad;
// Make real first person weapon model visible again
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
firstPersonWeaponModel["Model"]["Visible"] = true;
m_Reloading = false;
}
void AssaultWeaponBehaviour::playShootAnimation()
{
EntityWrapper firstPersonWeapon = m_Entity.FirstChildByName("Hands");
ComponentWrapper cAnimation = firstPersonWeapon["Animation"];
ComponentWrapper cAnimation = m_FirstPersonModel["Animation"];
if (cAnimation["AnimationName1"] != "ShootRifle") {
cAnimation["AnimationName1"] = "ShootRifle";
cAnimation["Weight1"] = 1.0;
cAnimation["Time1"] = 0.0;
cAnimation["Speed1"] = 1.0;
cAnimation["Loop1"] = true;
}
}
void AssaultWeaponBehaviour::playIdleAnimation()
@@ -168,11 +236,11 @@ void AssaultWeaponBehaviour::playIdleAnimation()
std::string animationToPlay = "Idle";
double speedToSet = 1.0;
ComponentWrapper cPlayer = m_Entity["Player"];
ComponentWrapper cPlayer = m_Player["Player"];
glm::vec3 movementDirection = cPlayer["CurrentWishDirection"];
if (glm::length2(movementDirection) > 0) {
animationToPlay = "Run";
ComponentWrapper cPhysics = m_Entity["Physics"];
ComponentWrapper cPhysics = m_Player["Physics"];
speedToSet = glm::length((glm::vec3)cPhysics["Velocity"]) / (float)cPlayer["MovementSpeed"];
}
@@ -188,3 +256,85 @@ void AssaultWeaponBehaviour::playIdleAnimation()
}
}
void AssaultWeaponBehaviour::playReloadAnimation()
{
// Play animation
ComponentWrapper cAnimation = m_FirstPersonModel["Animation"];
cAnimation["AnimationName1"] = "ReloadSwitch";
cAnimation["Weight1"] = 1.0;
cAnimation["Time1"] = 0.0;
cAnimation["Speed1"] = 0.5;
cAnimation["Loop1"] = true;
// Hide weapon model and spawn the exploding version
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
EntityWrapper reloadSpawner = m_Player.FirstChildByName("FirstPersonReloadSpawner");
m_ReloadImpersonator = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
firstPersonWeaponModel["Model"].Copy(m_ReloadImpersonator["Model"]);
firstPersonWeaponModel["Model"]["Visible"] = false;
}
bool AssaultWeaponBehaviour::shoot(double damage)
{
// Only do shooting clientside
if (!IsClient) {
return false;
}
// Only handle shooting for the local player
if (m_Player != LocalPlayer) {
return false;
}
// Make sure the player isn't shooting from the grave
if (!m_Player.Valid()) {
return false;
}
// Screen center, based on current resolution!
Rectangle screenResolution = m_Renderer->GetViewportSize();
glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
// Pick middle of screen
PickData pickData = m_Renderer->Pick(centerScreen);
if (pickData.Entity == EntityID_Invalid) {
return false;
}
EntityWrapper victim(m_World, pickData.Entity);
// Don't let us shoot ourselves in the foot
if (victim == LocalPlayer) {
return false;
}
// Only care about players being hit
if (!victim.HasComponent("Player")) {
victim = victim.FirstParentWithComponent("Player");
}
if (!victim.Valid()) {
return false;
}
// Check for friendly fire
if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)m_Player["Team"]["Team"]) {
return false;
}
// Deal damage!
Events::PlayerDamage ePlayerDamage;
ePlayerDamage.Victim = victim;
ePlayerDamage.Damage = damage;
m_EventBroker->Publish(ePlayerDamage);
return true;
}
void AssaultWeaponBehaviour::showHitMarker()
{
// Show hit marker
EntityWrapper hitMarkerSpawner = m_Player.FirstChildByName("HitMarkerSpawner");
if (hitMarkerSpawner.Valid()) {
SpawnerSystem::Spawn(hitMarkerSpawner, hitMarkerSpawner);
}
}
+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;
}
+1 -1
View File
@@ -71,7 +71,7 @@ GameHealthSystemTest::GameHealthSystemTest()
//damage player with 50
Events::PlayerDamage e;
e.Damage = 50.0f;
e.Player = EntityWrapper(m_World, player.EntityID);
e.Victim = EntityWrapper(m_World, player.EntityID);
m_EventBroker->Publish(e);
//heal some other player with 40