Merge branch 'master' into DDS

Conflicts:
	assets
	src/Engine/Rendering/Texture.cpp
	src/Engine/Rendering/Util/CommonFunctions.cpp
	src/Game/Game.cpp
This commit is contained in:
Teejoon
2016-03-10 19:55:25 +01:00
330 changed files with 95153 additions and 4985 deletions
+34 -11
View File
@@ -10,13 +10,17 @@
#include "Systems/SpawnerSystem.h"
#include "Systems/PlayerSpawnSystem.h"
#include "Systems/PlayerDeathSystem.h"
#include "Core/EntityFileWriter.h"
#include "Systems/FloatingEffectSystem.h"
#include "Core/EntityFile.h"
#include "Core/EntityXMLFileWriter.h"
#include "Game/Systems/CapturePointSystem.h"
#include "Game/Systems/CapturePointHUDSystem.h"
#include "Game/Systems/PickupSpawnSystem.h"
#include "Game/Systems/AmmoPickupSystem.h"
#include "Game/Systems/DamageIndicatorSystem.h"
#include "Game/Systems/Weapon/AssaultWeaponBehaviour.h"
#include "Game/Systems/Weapon/DefenderWeaponBehaviour.h"
#include "Game/Systems/Weapon/SidearmWeaponBehaviour.h"
#include "Rendering/AnimationSystem.h"
#include "Game/Systems/HealthHUDSystem.h"
#include "Rendering/BoneAttachmentSystem.h"
@@ -24,10 +28,19 @@
#include "../Engine/Core/UniformScaleSystem.h"
#include "Rendering/AnimationSystem.h"
#include "Network/MultiplayerSnapshotFilter.h"
#include "Game/Systems/AmmunitionHUDSystem.h"
#include "Game/Systems/TextFieldReader.h"
#include "Game/Systems/AbilityCooldownHUDSystem.h"
#include "Game/Systems/CapturePointArrowHUDSystem.h"
#include "Game/Systems/KillFeedSystem.h"
#include "Game/Systems/BoostSystem.h"
#include "Game/Systems/BoostIconsHUDSystem.h"
#include "Game/Systems/ScoreScreenSystem.h"
#include "Game/Systems/SpectatorCameraSystem.h"
#include "GUI/ButtonSystem.h"
#include "GUI/MainMenuSystem.h"
#include "Game/Systems/MainMenuSystem.h"
#include "Game/Systems/ServerListSystem.h"
#include "Game/Systems/StartSystem.h"
#include "Rendering/TextureSprite.h"
Game::Game(int argc, char* argv[])
@@ -40,9 +53,11 @@ Game::Game(int argc, char* argv[])
ResourceManager::RegisterType<RawModel>("RawModel");
ResourceManager::RegisterType<Texture>("Texture");
ResourceManager::RegisterType<PNG>("PNG");
ResourceManager::RegisterType<TextureSprite>("TextureSprite");
ResourceManager::RegisterType<DDS>("DDS");
ResourceManager::RegisterType<ShaderProgram>("ShaderProgram");
ResourceManager::RegisterType<EntityFile>("EntityFile");
ResourceManager::RegisterType<EntityXMLFile>("EntityXMLFile");
ResourceManager::RegisterType<Font>("FontFile");
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
@@ -79,10 +94,7 @@ Game::Game(int argc, char* argv[])
std::string mapToLoad = m_Config->Get<std::string>("Debug.LoadMap", "");
if (!mapToLoad.empty()) {
auto file = ResourceManager::Load<EntityFile>(mapToLoad);
EntityFilePreprocessor fpp(file);
fpp.RegisterComponents(m_World);
EntityFileParser fp(file);
fp.MergeEntities(m_World);
file->MergeInto(m_World);
}
// Create the sound manager
@@ -106,7 +118,7 @@ Game::Game(int argc, char* argv[])
// Create Octrees
// TODO: Perhaps the world bounds should be set in some non-arbitrary way instead of this.
AABB boxContainingTheWorld(glm::vec3(-300), glm::vec3(300));
AABB boxContainingTheWorld = AABB::FromOriginSize(glm::vec3(0.f, 10.7f, 0.f), glm::vec3(140.f, 31.f, 190.f));
m_OctreeCollision = new Octree<EntityAABB>(boxContainingTheWorld, 4);
m_OctreeTrigger = new Octree<EntityAABB>(boxContainingTheWorld, 4);
m_OctreeFrustrumCulling = new Octree<EntityAABB>(boxContainingTheWorld, 4);
@@ -119,22 +131,33 @@ Game::Game(int argc, char* argv[])
++updateOrderLevel;
m_SystemPipeline->AddSystem<SoundSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<FloatingEffectSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<ExplosionEffectSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<AssaultWeaponBehaviour>(updateOrderLevel, m_Renderer, m_OctreeCollision);
m_SystemPipeline->AddSystem<DefenderWeaponBehaviour>(updateOrderLevel, m_Renderer, m_OctreeCollision);
m_SystemPipeline->AddSystem<SidearmWeaponBehaviour>(updateOrderLevel, m_Renderer, m_OctreeCollision);
m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<TextFieldReader>(updateOrderLevel);
m_SystemPipeline->AddSystem<AbilityCooldownHUDSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CapturePointArrowHUDSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<AmmoPickupSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<AmmunitionHUDSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<BoostSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<ButtonSystem>(updateOrderLevel, m_Renderer);
m_SystemPipeline->AddSystem<MainMenuSystem>(updateOrderLevel, m_Renderer);
m_SystemPipeline->AddSystem<BoostIconsHUDSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<ScoreScreenSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<SpectatorCameraSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<ServerListSystem>(updateOrderLevel, m_Renderer);
m_SystemPipeline->AddSystem<StartSystem>(updateOrderLevel);
// Populate Octree with collidables
++updateOrderLevel;
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
@@ -197,7 +220,7 @@ void Game::Tick()
PerformanceTimer::StartTimerAndStopPrevious("InputProxy");
m_InputProxy->Update(dt);
m_EventBroker->Swap();
m_InputProxy->Process();
m_InputProxy->Process(ImGui::GetIO().WantCaptureKeyboard || ImGui::GetIO().WantCaptureMouse);
m_EventBroker->Swap();
PerformanceTimer::StartTimerAndStopPrevious("SoundManager");
@@ -15,7 +15,9 @@ bool MultiplayerSnapshotFilter::FilterComponent(EntityWrapper entity, SharedComp
|| component.Info.Name == "AssaultWeapon"
|| component.Info.Name == "DefenderWeapon"
|| component.Info.Name == "Animation"
|| component.Info.Name == "AnimationOffset"
|| component.Info.Name == "Blend"
|| component.Info.Name == "BlendAdditive"
|| component.Info.Name == "BlendOverride"
|| entity.Name() == "PlayerName"
) {
return false;
@@ -0,0 +1,82 @@
#include "Game/Systems/AbilityCooldownHUDSystem.h"
void AbilityCooldownHUDSystem::Update(double dt)
{
//HUD element for tracking cooldown on the parent entity with Dashability TODO: Make sure it support other abilities when they are made.
auto abilityHUDs = m_World->GetComponents("AbilityCooldownHUD");
if (abilityHUDs == nullptr)
return;
for (auto& abilityHUDC : *abilityHUDs) {
EntityWrapper entity = EntityWrapper(m_World, abilityHUDC.EntityID);
EntityWrapper abilityEntity = entity.FirstParentWithComponent("DashAbility");
std::string abilityName = "";
if (!abilityEntity.Valid()) {
//If we dont have a dash ability on player, we check for Sprint ability
abilityEntity = entity.FirstParentWithComponent("SprintAbility");
if (!abilityEntity.Valid()) {
//If we dont have a sprint ability on player, we check for shield ability
abilityEntity = entity.FirstParentWithComponent("ShieldAbility");
if (!abilityEntity.Valid()) {
//If we dont have a shield ability, we return, since we cannot do anything.
return;
} else {
//If we have a shield ability, we set the right icon
abilityName = "ShieldAbility";
if (entity.HasComponent("Sprite")) {
(std::string&)entity["Sprite"]["DiffuseTexture"] = "Textures\\Icons\\Abilities\\SheildDots-01.png";
}
}
} else {
//If we do have a sprint ability, we change the icon
abilityName = "SprintAbility";
if (entity.HasComponent("Sprite")) {
(std::string&)entity["Sprite"]["DiffuseTexture"] = "Textures\\Icons\\Abilities\\Dash-01.png";
}
}
} else {
//If we have a dash ability, we set the icon to the correct one.
abilityName = "DashAbility";
if (entity.HasComponent("Sprite")) {
(std::string&)entity["Sprite"]["DiffuseTexture"] = "Textures\\Icons\\Abilities\\Superman-01.png";
}
}
EntityWrapper cooldownTextEntity = entity.FirstChildByName("Cooldown");
//TODO: Fix so this track correctly for shield and sprint depending on how they work.
double maxAbilityCD, currentAbilityCD;
if (abilityName == "DashAbility") {
maxAbilityCD = (double)abilityEntity[abilityName]["CoolDownMaxTimer"];
currentAbilityCD = (double)abilityEntity[abilityName]["CoolDownTimer"];
currentAbilityCD = currentAbilityCD >= 0.0 ? currentAbilityCD : 0.0;
if (cooldownTextEntity.Valid()) {
if (cooldownTextEntity.HasComponent("Text")) {
std::string t = (std::string&)cooldownTextEntity["Text"]["Content"] = std::to_string(currentAbilityCD).substr(0, 3);
}
}
}
if (abilityName == "ShieldAbility") {
maxAbilityCD = 0.0;
currentAbilityCD = 1 - (bool)abilityEntity[abilityName]["Active"];
}
if (abilityName == "SprintAbility") {
maxAbilityCD = 0.0;
currentAbilityCD = 1 - (bool)abilityEntity[abilityName]["Active"];
}
if (entity.HasComponent("Fill")) {
entity["Fill"]["Percentage"] = currentAbilityCD/maxAbilityCD;
}
}
}
+126 -50
View File
@@ -5,6 +5,7 @@ AmmoPickupSystem::AmmoPickupSystem(SystemParams params)
{
if (IsServer) {
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &AmmoPickupSystem::OnTriggerTouch);
EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &AmmoPickupSystem::OnTriggerLeave);
}
if (IsClient) {
EVENT_SUBSCRIBE_MEMBER(m_EAmmoPickup, &AmmoPickupSystem::OnAmmoPickup);
@@ -14,77 +15,118 @@ AmmoPickupSystem::AmmoPickupSystem(SystemParams params)
void AmmoPickupSystem::Update(double dt)
{
if (IsServer) {
for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it) {
auto& ammoPickupPosition = *it;
//set the double timer value (value 3)
ammoPickupPosition.DecreaseThisRespawnTimer -= dt;
if (ammoPickupPosition.DecreaseThisRespawnTimer < 0.0) {
//spawn and delete the vector item
auto it = m_ETriggerTouchVector.begin();
while (it != m_ETriggerTouchVector.end()) {
auto& somePickup = *it;
somePickup.DecreaseThisRespawnTimer -= dt;
if (somePickup.DecreaseThisRespawnTimer < 0.0) {
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/AmmoPickup.xml");
EntityFileParser parser(entityFile);
EntityID ammoPickupID = parser.MergeEntities(m_World);
EntityWrapper ammoPickup = entityFile->MergeInto(m_World);
//let the world know a pickup has spawned (graphics effects, etc)
//let the world know a pickup has spawned
Events::PickupSpawned ePickupSpawned;
ePickupSpawned.Pickup = EntityWrapper(m_World, ammoPickupID);
ePickupSpawned.Pickup = ammoPickup;
m_EventBroker->Publish(ePickupSpawned);
//set values from the old entity to the new entity
auto& newAmmoPickupEntity = EntityWrapper(m_World, ammoPickupID);
newAmmoPickupEntity["Transform"]["Position"] = ammoPickupPosition.Pos;
newAmmoPickupEntity["AmmoPickup"]["AmmoGain"] = ammoPickupPosition.AmmoGain;
newAmmoPickupEntity["AmmoPickup"]["RespawnTimer"] = ammoPickupPosition.RespawnTimer;
m_World->SetParent(newAmmoPickupEntity.ID, ammoPickupPosition.parentID);
//copy values from the old entity to the new entity
auto& newAmmoPickupEntity = ammoPickup;
newAmmoPickupEntity["Transform"]["Position"] = somePickup.Pos;
newAmmoPickupEntity["AmmoPickup"]["AmmoGain"] = somePickup.AmmoGain;
newAmmoPickupEntity["AmmoPickup"]["RespawnTimer"] = somePickup.RespawnTimer;
m_World->SetParent(newAmmoPickupEntity.ID, somePickup.parentID);
//erase the current element (AmmoPickupPosition)
m_ETriggerTouchVector.erase(it);
//erase the current element (somePickup)
it = m_ETriggerTouchVector.erase(it);
} else {
it++;
}
}
//still touching m_PickupAtMaximum?
for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) {
if (!it->player.Valid()) {
m_PickupAtMaximum.erase(it);
break;
}
if (!DoesPlayerHaveMaxAmmo(it->player)) {
DoPickup(it->player, it->trigger);
m_PickupAtMaximum.erase(it);
break;
}
}
}
}
bool AmmoPickupSystem::DoesPlayerHaveMaxAmmo(EntityWrapper &player) {
PlayerClass playerClass = DetermineClass(player);
if (playerClass == PlayerClass::Defender) {
return !((int)player["DefenderWeapon"]["Ammo"] < (int)player["DefenderWeapon"]["MaxAmmo"]);
} else if (playerClass == PlayerClass::Sniper) {
return !((int)player["SniperWeapon"]["Ammo"] < (int)player["SniperWeapon"]["MaxAmmo"]);
} else if (playerClass == PlayerClass::Assault) {
return !((int)player["AssaultWeapon"]["Ammo"] < (int)player["AssaultWeapon"]["MaxAmmo"]);
} else {
return false;
}
}
void AmmoPickupSystem::SetPlayerAmmo(EntityWrapper &player, int ammoGain) {
int maxWeaponAmmo = GetPlayerMaxAmmo(player);
PlayerClass playerClass = DetermineClass(player);
if (playerClass == PlayerClass::Defender) {
(int&)player["DefenderWeapon"]["Ammo"] = std::min((int)player["DefenderWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo);
} else if (playerClass == PlayerClass::Sniper) {
(int&)player["SniperWeapon"]["Ammo"] = std::min((int)player["SniperWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo);
} else if (playerClass == PlayerClass::Assault) {
(int&)player["AssaultWeapon"]["Ammo"] = std::min((int)player["AssaultWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo);
} else {
//unknown class - ignore
}
}
int AmmoPickupSystem::GetPlayerMaxAmmo(EntityWrapper &player) {
PlayerClass playerClass = DetermineClass(player);
if (playerClass == PlayerClass::Defender) {
return (int)player["DefenderWeapon"]["MaxAmmo"];
} else if (playerClass == PlayerClass::Sniper) {
return (int)player["SniperWeapon"]["MaxAmmo"];
} else if (playerClass == PlayerClass::Assault) {
return (int)player["AssaultWeapon"]["MaxAmmo"];
} else {
return -1;
}
}
AmmoPickupSystem::PlayerClass AmmoPickupSystem::DetermineClass(EntityWrapper &player)
{
//determine the class based on what component the inflictor-player has
if (m_World->HasComponent(player.ID, "DashAbility")) {
return PlayerClass::Assault;
}
if (m_World->HasComponent(player.ID, "ShieldAbility")) {
return PlayerClass::Defender;
}
if (m_World->HasComponent(player.ID, "SprintAbility")) {
return PlayerClass::Sniper;
}
return PlayerClass::None;
}
bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
{
/*if (e.Entity != LocalPlayer) {
return false;
}*/
if (!e.Entity.Valid()) {
return false;
}
//TODO: add other weapontypes
if (!e.Entity.HasComponent("AssaultWeapon")) {
if (DetermineClass(e.Entity) == PlayerClass::None) {
return false;
}
if (!e.Trigger.HasComponent("AmmoPickup")) {
return false;
}
int maxWeaponAmmo = (int)e.Entity["AssaultWeapon"]["MaxAmmo"];
int& currentAmmo = (int)e.Entity["AssaultWeapon"]["Ammo"];
int ammoGiven = 0.01*(double)e.Trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo;
//cant pick up ammopacks if you are already at MaxAmmo
if (currentAmmo >= maxWeaponAmmo) {
//if at maxammo, save the trigger-touch to a vector since standing inside it will not re-trigger the trigger
if (DoesPlayerHaveMaxAmmo(e.Entity)) {
m_PickupAtMaximum.push_back({ e.Entity, e.Trigger });
return false;
}
//personEntered = e.Entity, thingEntered = e.Trigger
Events::AmmoPickup ePlayerAmmoPickup;
ePlayerAmmoPickup.AmmoGain = ammoGiven;
ePlayerAmmoPickup.Player = e.Entity;
m_EventBroker->Publish(ePlayerAmmoPickup);
//immediately give the player the ammo
//currentAmmo = std::min(currentAmmo + ammoGiven, maxWeaponAmmo);
//copy position, ammogain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
//we need to copy all values since each value can be different for each ammoPickup
m_ETriggerTouchVector.push_back({ e.Trigger["Transform"]["Position"], e.Trigger["AmmoPickup"]["AmmoGain"],
e.Trigger["AmmoPickup"]["RespawnTimer"], e.Trigger["AmmoPickup"]["RespawnTimer"], m_World->GetParent(e.Trigger.ID) });
//delete the ammopickup
m_World->DeleteEntity(e.Trigger.ID);
DoPickup(e.Entity, e.Trigger);
return true;
}
@@ -94,16 +136,50 @@ bool AmmoPickupSystem::OnAmmoPickup(Events::AmmoPickup & e)
return false;
}
//TODO: add other weapontypes
if (!e.Player.HasComponent("AssaultWeapon")) {
if (DetermineClass(e.Player) == PlayerClass::None) {
return false;
}
int maxWeaponAmmo = (int)e.Player["AssaultWeapon"]["MaxAmmo"];
int& currentAmmo = (int)e.Player["AssaultWeapon"]["Ammo"];
//cant pick up ammopacks if you are already at MaxAmmo
if (currentAmmo >= maxWeaponAmmo) {
if (DoesPlayerHaveMaxAmmo(e.Player)) {
return false;
}
SetPlayerAmmo(e.Player, e.AmmoGain);
currentAmmo = std::min(currentAmmo + e.AmmoGain, maxWeaponAmmo);
return false;
return true;
}
bool AmmoPickupSystem::OnTriggerLeave(Events::TriggerLeave& e) {
if (!e.Trigger.HasComponent("AmmoPickup")) {
return false;
}
//triggerleave erases possible m_PickupAtMaximum
for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) {
if (it->trigger.ID == e.Trigger.ID && it->player.ID == e.Entity.ID) {
m_PickupAtMaximum.erase(it);
break;
}
}
return true;
}
void AmmoPickupSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger) {
//trigger should be valid but if it isnt we just return (to avoid crash)
if (!trigger.Valid()) {
return;
}
int maxWeaponAmmo = GetPlayerMaxAmmo(player);
int ammoGiven = 0.01*(double)trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo;
Events::AmmoPickup ePlayerAmmoPickup;
ePlayerAmmoPickup.AmmoGain = ammoGiven;
ePlayerAmmoPickup.Player = player;
m_EventBroker->Publish(ePlayerAmmoPickup);
//copy position, ammogain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
//we need to copy all values since each value can be different for each ammoPickup
m_ETriggerTouchVector.push_back({ (glm::vec3)trigger["Transform"]["Position"], trigger["AmmoPickup"]["AmmoGain"],
trigger["AmmoPickup"]["RespawnTimer"], trigger["AmmoPickup"]["RespawnTimer"], m_World->GetParent(trigger.ID) });
//delete the ammopickup
m_World->DeleteEntity(trigger.ID);
}
-36
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@@ -1,36 +0,0 @@
#include "Game/Systems/AmmunitionHUDSystem.h"
void AmmunitionHUDSystem::Update(double dt)
{
//Hud element for tracking ammunition from parent with AssaultWeapon component.Child with the name "MagazineAmmo" tracks clip ammunition.Child with the name "Ammo" tracks ammo.</xs:documentation>
auto ammunitionHUDs = m_World->GetComponents("AmmunitionHUD");
if (ammunitionHUDs == nullptr) {
return;
}
for (auto& ammunitionHUDComponent : *ammunitionHUDs) {
EntityWrapper entity = EntityWrapper(m_World, ammunitionHUDComponent.EntityID);
EntityWrapper playerEntity = entity.FirstParentWithComponent("AssaultWeapon");
if (!playerEntity.Valid()) {
return;
}
EntityWrapper magazineAmmo = entity.FirstChildByName("MagazineAmmo");
if(magazineAmmo.Valid()) {
if(magazineAmmo.HasComponent("Text")) {
(std::string&)magazineAmmo["Text"]["Content"] = std::to_string((int)playerEntity["AssaultWeapon"]["MagazineAmmo"]);
}
}
EntityWrapper ammo = entity.FirstChildByName("Ammo");
if (ammo.Valid()) {
if (ammo.HasComponent("Text")) {
(std::string&)ammo["Text"]["Content"] = std::to_string((int)playerEntity["AssaultWeapon"]["Ammo"]);
}
}
}
}
+42
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@@ -0,0 +1,42 @@
#include "Game/Systems/BoostIconsHUDSystem.h"
void BoostIconsHUDSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt)
{
EntityWrapper assaultEntity = entity.FirstChildByName("Assault");
EntityWrapper defenderEntity = entity.FirstChildByName("Defender");
EntityWrapper sniperEntity = entity.FirstChildByName("Sniper");
if(assaultEntity.Valid()) {
if (assaultEntity.HasComponent("Fill")) {
EntityWrapper parentWithAssaultBoost = assaultEntity.FirstParentWithComponent("BoostAssault");
if (parentWithAssaultBoost.Valid()) {
(double&)assaultEntity["Fill"]["Percentage"] = 1.0;
} else {
(double&)assaultEntity["Fill"]["Percentage"] = 0.0;
}
}
}
if (defenderEntity.Valid()) {
if (defenderEntity.HasComponent("Fill")) {
EntityWrapper parentWithAssaultBoost = defenderEntity.FirstParentWithComponent("BoostDefender");
if (parentWithAssaultBoost.Valid()) {
(double&)defenderEntity["Fill"]["Percentage"] = 1.0;
} else {
(double&)defenderEntity["Fill"]["Percentage"] = 0.0;
}
}
}
if (sniperEntity.Valid()) {
if (sniperEntity.HasComponent("Fill")) {
EntityWrapper parentWithAssaultBoost = sniperEntity.FirstParentWithComponent("BoostSniper");
if (parentWithAssaultBoost.Valid()) {
(double&)sniperEntity["Fill"]["Percentage"] = 1.0;
} else {
(double&)sniperEntity["Fill"]["Percentage"] = 0.0;
}
}
}
}
+68
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@@ -0,0 +1,68 @@
#include "Systems/BoostSystem.h"
BoostSystem::BoostSystem(SystemParams params)
: System(params)
{
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &BoostSystem::OnPlayerDamage);
}
bool BoostSystem::OnPlayerDamage(Events::PlayerDamage& e)
{
if (e.Victim.ID == e.Inflictor.ID) {
return false;
}
if (!e.Victim.Valid() || !LocalPlayer.Valid()) {
return false;
}
if (e.Victim != LocalPlayer && !e.Victim.IsChildOf(LocalPlayer)) {
return false;
}
if (!e.Inflictor.Valid()) {
return false;
}
//if its not friendly fire, return
if ((int)m_World->GetComponent(e.Inflictor.ID, "Team")["Team"] != (int)m_World->GetComponent(e.Victim.ID, "Team")["Team"]) {
return false;
}
//determine the inflictors class
auto className = DetermineClass(e.Inflictor);
if (className == "") {
return false;
}
//get the XML file, example: "Schema/Entities/BoostclassName.xml"
std::string classXML = "Schema/Entities/" + className + ".xml";
//check if player already has a child with the component, if so delete that child
auto playerBoostAssaultEntity = e.Victim.FirstChildByName(className);
if (playerBoostAssaultEntity.Valid()) {
m_World->DeleteEntity(playerBoostAssaultEntity.ID);
}
//load boost XML file, set it entity parented with the victim player
auto entityFile = ResourceManager::Load<EntityFile>(classXML);
EntityWrapper boostAssaultEntity = entityFile->MergeInto(m_World);
m_World->SetName(boostAssaultEntity.ID, className);
m_World->SetParent(boostAssaultEntity.ID, e.Victim.ID);
return true;
}
std::string BoostSystem::DetermineClass(EntityWrapper inflictorPlayer)
{
//determine the class based on what component the inflictor-player has
if (m_World->HasComponent(inflictorPlayer.ID, "DashAbility")) {
return "BoostAssault";
}
if (m_World->HasComponent(inflictorPlayer.ID, "ShieldAbility")) {
return "BoostDefender";
}
if (m_World->HasComponent(inflictorPlayer.ID, "SprintAbility")) {
return "BoostSniper";
}
return "";
}
@@ -0,0 +1,183 @@
#include "Systems/CapturePointArrowHUDSystem.h"
CapturePointArrowHUDSystem::CapturePointArrowHUDSystem(SystemParams params)
: System(params)
, ImpureSystem()
{
EVENT_SUBSCRIBE_MEMBER(m_ECapturedEvent, &CapturePointArrowHUDSystem::OnCapturePointCaptured);
}
void CapturePointArrowHUDSystem::Update(double dt)
{
bool loadCheck = true;
int redTeamEnum;
int blueTeamEnum;
int spectatorTeamEnum;
//Get list for all CapturePointArrowHUDComponents
auto arrowHUDs = m_World->GetComponents("CapturePointArrowHUD");
auto capturePoints = m_World->GetComponents("CapturePoint");
if(arrowHUDs == nullptr) {
return;
}
for(auto& cArrowHUD : *arrowHUDs) {
//Get what team the current arrow corresponds to
EntityWrapper arrowEntity = EntityWrapper(m_World, cArrowHUD.EntityID);
if (!arrowEntity.Valid()) {
continue;
}
if(!arrowEntity.HasComponent("Team")) {
continue;
}
auto cTeam = arrowEntity["Team"];
int currentTeam = (int)cTeam["Team"];
if (loadCheck) {
redTeamEnum = (int)cTeam["Team"].Enum("Red");
blueTeamEnum = (int)cTeam["Team"].Enum("Blue");
spectatorTeamEnum = (int)cTeam["Team"].Enum("Spectator");
loadCheck = false;
if (!m_InitialtargetsSet) {
std::unordered_map<int, glm::vec3> blueTargets, redTargets;
EntityWrapper homeBlue, homeRed;
int lastCP = -INFINITY;
int firstCP = INFINITY;
for (auto& cCP : *capturePoints) {
auto homePointTeam = (int)cCP["HomePointForTeam"];
EntityWrapper capturePointEntity = EntityWrapper(m_World, cCP.EntityID);
int capturePointID = (int)capturePointEntity["CapturePoint"]["CapturePointNumber"];
if(capturePointID < firstCP) {
firstCP = capturePointID;
}
if(capturePointID > lastCP) {
lastCP = capturePointID;
}
if (!capturePointEntity.HasComponent("Team")) {
continue;
}
int currentOwner = (int)capturePointEntity["Team"]["Team"];
if(currentOwner != redTeamEnum) {
//This capturePoint is not owned by the red team and is therefor an eligible target for red team
glm::vec3 targetPos = Transform::AbsolutePosition(capturePointEntity);
redTargets.insert(std::pair<int, glm::vec3>(capturePointID, targetPos));
}
if(currentOwner != blueTeamEnum) {
//This capturePoint is not owned by the blue team and is therefor an eligible target for blue team
glm::vec3 targetPos = Transform::AbsolutePosition(capturePointEntity);
blueTargets.insert(std::pair<int, glm::vec3>(capturePointID, targetPos));
}
if(homePointTeam == blueTeamEnum) {
//CP is the home point for blue team.
homeBlue = capturePointEntity;
} else if (homePointTeam == redTeamEnum) {
//CP is the home point for red team.
homeRed = capturePointEntity;
}
}
if(!homeRed.Valid() || !homeBlue.Valid()) {
//One or both teams have no home point, cant continue
return;
}
std::unordered_map<int, glm::vec3>::const_iterator got;
//Find next target for red team.
if((int)homeRed["CapturePoint"]["CapturePointNumber"] == lastCP) {
//Red home base is the last capture point, count back from lastCP and find next target
for (int i = lastCP; i >= firstCP; i--) {
got = redTargets.find(i);
if(got == redTargets.end()) {
continue;
} else {
m_RedTeamCurrentTarget = got->second;
break;
}
}
} else if ((int)homeRed["CapturePoint"]["CapturePointNumber"] == firstCP) {
//Red home is the first capture point, count forward from firstCP and find next target.
for (int i = firstCP; i <= lastCP; i++) {
got = redTargets.find(i);
if(got == redTargets.end()) {
//Target was not found, try the next one after that.
continue;
} else {
m_RedTeamCurrentTarget = got->second;
break;
}
}
}
//Find next target for blue team
if ((int)homeBlue["CapturePoint"]["CapturePointNumber"] == lastCP) {
//Red home base is the last capture point, count back from lastCP and find next target
for (int i = lastCP; i >= firstCP; i--) {
got = blueTargets.find(i);
if (got == blueTargets.end()) {
continue;
} else {
m_BlueTeamCurrentTarget = got->second;
break;
}
}
} else if ((int)homeBlue["CapturePoint"]["CapturePointNumber"] == firstCP) {
//Red home is the first capture point, count forward from firstCP and find next target.
for (int i = firstCP; i <= lastCP; i++) {
got = blueTargets.find(i);
if (got == blueTargets.end()) {
//Target was not found, try the next one after that.
continue;
} else {
m_BlueTeamCurrentTarget = got->second;
break;
}
}
}
}
}
//if red team, get red team next point, otherwise blue team next point.
//Untill this is awailable we will just use the hardcoded value in the component.
//This will also give us a position, so we wont need to loop through all capturePoints.
glm::vec3 pos;
if(currentTeam == redTeamEnum) {
pos = m_RedTeamCurrentTarget;
} else if (currentTeam == blueTeamEnum) {
pos = m_BlueTeamCurrentTarget;
}
glm::vec3& arrowOri = arrowEntity["Transform"]["Orientation"];
glm::vec3 lookVector = glm::normalize(Transform::AbsolutePosition(arrowEntity) - pos); //Maybe should be player instead
float pitch = std::asin(-lookVector.y);
float yaw = std::atan2(lookVector.x, lookVector.z);
arrowOri.x = pitch;
arrowOri.y = yaw;
arrowOri.z = 0.f;
EntityWrapper parent = arrowEntity.Parent();
if (parent.Valid()) {
arrowOri -= Transform::AbsoluteOrientationEuler(parent);
}
}
}
bool CapturePointArrowHUDSystem::OnCapturePointCaptured(Events::Captured& e)
{
if(!e.BlueTeamNextCapturePoint.Valid() || !e.RedTeamNextCapturePoint.Valid()) {
return 0;
}
m_RedTeamCurrentTarget = Transform::AbsolutePosition(e.RedTeamNextCapturePoint);
m_BlueTeamCurrentTarget = Transform::AbsolutePosition(e.BlueTeamNextCapturePoint);
m_InitialtargetsSet = true;
return 0;
}
+3 -3
View File
@@ -9,7 +9,7 @@ CapturePointHUDSystem::CapturePointHUDSystem(SystemParams params)
void CapturePointHUDSystem::Update(double dt)
{
bool LoadCheck = true;
bool loadCheck = true;
int redTeam;
int blueTeam;
int spectatorTeam;
@@ -35,11 +35,11 @@ void CapturePointHUDSystem::Update(double dt)
//Check if the HUD corresponds to the Capture Point Number
if (HUD_ID == (int)entityCP["CapturePoint"]["CapturePointNumber"]) {
ComponentWrapper& teamComponent = entityCP["Team"];
if (LoadCheck) {
if (loadCheck) {
redTeam = (int)teamComponent["Team"].Enum("Red");
blueTeam = (int)teamComponent["Team"].Enum("Blue");
spectatorTeam = (int)teamComponent["Team"].Enum("Spectator");
LoadCheck = false;
loadCheck = false;
}
//Color hud with team color
auto capturePointTeam = (int)teamComponent["Team"];
+14 -3
View File
@@ -69,6 +69,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
int ownedBy = teamComponent["Team"];
int redTeamPlayersStandingInside = 0;
int blueTeamPlayersStandingInside = 0;
//note: old color system
if (capturePointEntity.HasComponent("Model")) {
//Now sets team color to the capturepoint, or white if it is uncaptured.
capturePointEntity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.0f, 1, 0.3) : ownedBy == redTeam ? glm::vec4(1, 0.0f, 0, 0.3) : glm::vec4(1, 1, 1, 0.3);
@@ -102,10 +103,20 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
nextPossibleCapturePoint["Blue"] = i - 1;
}
}
if (m_RecentlyCapturedNeedNextCapturePointNow) {
m_CapturedEvent.NextCapturePoint = m_CapturedEvent.TeamNumberThatCapturedCapturePoint == blueTeam ?
m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Blue"]] :
m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Red"]];
//change what model is displaying (change all in case 2 capturepoints has been captured on the same frame)
for (int i = 0; i < m_NumberOfCapturePoints; i++) {
auto owner = (int)m_CapturePointNumberToEntityMap[i]["Team"]["Team"];
if (m_CapturePointNumberToEntityMap[i].FirstChildByName("Red").ID != EntityID_Invalid) {
(bool&)m_CapturePointNumberToEntityMap[i].FirstChildByName("Red")["Model"]["Visible"] = owner == redTeam ? true : false;
(bool&)m_CapturePointNumberToEntityMap[i].FirstChildByName("Blue")["Model"]["Visible"] = owner == blueTeam ? true : false;
(bool&)m_CapturePointNumberToEntityMap[i].FirstChildByName("Spectator")["Model"]["Visible"] = owner == spectatorTeam ? true : false;
}
}
//save the next cap points and publish the captured event
m_CapturedEvent.BlueTeamNextCapturePoint = m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Blue"]];
m_CapturedEvent.RedTeamNextCapturePoint = m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Red"]];
m_EventBroker->Publish(m_CapturedEvent);
m_RecentlyCapturedNeedNextCapturePointNow = false;
}
+18 -14
View File
@@ -8,12 +8,13 @@ DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params)
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &DamageIndicatorSystem::OnSetCamera);
//load texture to cache
auto texture = CommonFunctions::LoadTexture("Textures/DamageIndicator.png", false);
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
auto texture = CommonFunctions::TryLoadResource<Texture, false>("Textures/DamageIndicator.png");
auto entityFile = ResourceManager::Load<EntityXMLFile>("Schema/Entities/DamageIndicator.xml");
m_NetworkEnabled = ResourceManager::Load<ConfigFile>("Config.ini")->Get("Networking.StartNetwork", false);
}
void DamageIndicatorSystem::Update(double dt) {
if (!IsServer && LocalPlayer.Valid()) {
if ((!IsServer || !m_NetworkEnabled) && LocalPlayer.Valid()) {
for (auto& iter = updateDamageIndicatorVector.begin(); iter != updateDamageIndicatorVector.end(); iter++) {
if (!iter->spriteEntity.Valid()) {
updateDamageIndicatorVector.erase(iter);
@@ -40,25 +41,28 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
return false;
}
//friendly fire - return
if (e.Damage < 0.1f) {
return false;
}
glm::vec3 inflictorPos = e.Inflictor["Transform"]["Position"];
//if testing
#ifdef INDICATOR_TEST
inflictorPos = DamageIndicatorTest(e.Victim);
inflictorPos = DamageIndicatorTest(e.Victim);
#endif
float angleBetweenVectors = CalculateAngle(e.Victim, inflictorPos);
//load & set the "2d" sprite
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
EntityFileParser parser(entityFile);
EntityID spriteID = parser.MergeEntities(m_World);
m_World->SetParent(spriteID, m_CurrentCamera);
auto spriteWrapper = EntityWrapper(m_World, spriteID);
EntityWrapper sprite = entityFile->MergeInto(m_World);
m_World->SetParent(sprite.ID, m_CurrentCamera);
//simply set the rotation z-wise to the angleBetweenVectors
spriteWrapper["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors);
sprite["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors);
if (!IsServer) {
updateDamageIndicatorVector.emplace_back(spriteWrapper, inflictorPos);
if (!IsServer || !m_NetworkEnabled) {
updateDamageIndicatorVector.emplace_back(sprite, inflictorPos);
}
return true;
@@ -124,11 +128,11 @@ glm::vec3 DamageIndicatorSystem::DamageIndicatorTest(EntityWrapper player) {
}
m_TestVar++;
auto inflictorPos = glm::vec3(currentPos.x + testVar*6.0f, currentPos.y, currentPos.z + testVar2*6.0f);
auto inflictorPos = glm::vec3(currentPos.x + testVar*6.0f, currentPos.y, currentPos.z + testVar2*6.0f);
//load the explosioneffect XML
auto deathEffect = ResourceManager::Load<EntityFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
EntityFileParser parser(deathEffect);
auto deathEffect = ResourceManager::Load<EntityXMLFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
EntityXMLFileParser parser(deathEffect);
EntityID deathEffectID = parser.MergeEntities(m_World);
EntityWrapper deathEffectEW = EntityWrapper(m_World, deathEffectID);
+10 -6
View File
@@ -2,13 +2,17 @@
void ExplosionEffectSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
{
if ((double)component["TimeSinceDeath"] > (double)component["ExplosionDuration"]) {
(double)component["TimeSinceDeath"] = 0.f;
double& delay = (double)component["Delay"];
if (delay > 0) {
delay = std::max(0.0, delay - dt);
}
(double&)component["TimeSinceDeath"] += dt;
//if ((bool)Component["Gravity"] == true) {
// (bool)Component["ExponentialAccelaration"] = false;
//}
if (delay <= 0) {
double& timeSinceDeath = component["TimeSinceDeath"];
timeSinceDeath += (double)component["Speed"] * dt;
if (timeSinceDeath < 0 || timeSinceDeath > (double)component["ExplosionDuration"]) {
timeSinceDeath = 0.0;
}
}
}
+16 -10
View File
@@ -12,15 +12,7 @@ HealthSystem::HealthSystem(SystemParams params)
}
void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cHealth, double dt)
{
double& health = cHealth["Health"];
if (health <= 0.0) {
Events::PlayerDeath ePlayerDeath;
ePlayerDeath.Player = entity;
m_EventBroker->Publish(ePlayerDeath);
//Note: we will delete the entity in PlayerDeathSystem
}
}
{ }
bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
{
@@ -30,7 +22,21 @@ bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
ComponentWrapper cHealth = e.Victim["Health"];
double& health = cHealth["Health"];
health -= e.Damage;
//if player has the boost from a defender, subtract the damage taken by StrengthOfEffect amount
auto playerBoostDefenderEntity = e.Victim.FirstChildByName("BoostDefender");
if (playerBoostDefenderEntity.Valid()) {
e.Damage -= (double)playerBoostDefenderEntity["BoostDefender"]["StrengthOfEffect"];
}
if (health > 0) {
health -= e.Damage;
if (health <= 0.0) {
Events::PlayerDeath ePlayerDeath;
ePlayerDeath.Player = e.Victim;
ePlayerDeath.Killer = e.Inflictor;
m_EventBroker->Publish(ePlayerDeath);
//Note: we will delete the entity in PlayerDeathSystem
}
}
return true;
}
+93
View File
@@ -0,0 +1,93 @@
#include "../Game/Systems/MainMenuSystem.h"
MainMenuSystem::MainMenuSystem(SystemParams params, IRenderer* renderer)
: System(params)
, ImpureSystem()
, m_Renderer(renderer)
{
EVENT_SUBSCRIBE_MEMBER(m_EPressed, &MainMenuSystem::OnButtonPress);
EVENT_SUBSCRIBE_MEMBER(m_EReleased, &MainMenuSystem::OnButtonRelease);
EVENT_SUBSCRIBE_MEMBER(m_EClicked, &MainMenuSystem::OnButtonClick);
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &MainMenuSystem::OnInputCommand);
}
void MainMenuSystem::Update(double dt)
{
}
bool MainMenuSystem::OnButtonClick(const Events::ButtonClicked& e)
{
if (e.EntityName == "ServerIdentityConnect") {
EntityWrapper entity = e.Entity;
EntityWrapper serverIdentityEntity = entity.FirstParentWithComponent("ServerIdentity");
if(serverIdentityEntity.Valid()) {
Events::ConnectRequest event;
event.IP = (std::string)serverIdentityEntity["ServerIdentity"]["IP"];
event.Port = (int)serverIdentityEntity["ServerIdentity"]["Port"];
printf("\n ----Request Server Connect----\nIP: %s\nPort: %i\n ------------------------------", event.IP, event.Port);
m_EventBroker->Publish(event);
}
}
return true;
}
bool MainMenuSystem::OnButtonRelease(const Events::ButtonReleased& e)
{
return true;
}
bool MainMenuSystem::OnButtonPress(const Events::ButtonPressed& e)
{
return true;
}
bool MainMenuSystem::OnInputCommand(const Events::InputCommand& e)
{
if(e.Command == "Play" && e.Value == 1) {
auto menus = m_World->GetComponents("Menu");
if (menus == nullptr) {
return 0;
}
if (m_OpenSubMenu == EntityWrapper::Invalid) {
//No submenu is open, open one.
for (auto& menu : *menus) {
EntityWrapper menuEntity = EntityWrapper(m_World, menu.EntityID);
auto serverListSpawner = menuEntity.FirstChildByName(e.Command + "Spawner");
if (!serverListSpawner.HasComponent("Spawner")) {
return 0;
}
m_OpenSubMenu = SpawnerSystem::Spawn(serverListSpawner, serverListSpawner);
Events::SearchForServers event;
m_EventBroker->Publish(event);
break;
}
} else if(!m_OpenSubMenu.HasComponent("ServerList")) {
//Menu is open, but not the right one, delete the old one and open a new one.
m_World->DeleteEntity(m_OpenSubMenu.ID);
m_OpenSubMenu = EntityWrapper::Invalid;
for (auto& menu : *menus) {
EntityWrapper menuEntity = EntityWrapper(m_World, menu.EntityID);
auto serverListSpawner = menuEntity.FirstChildByName(e.Command + "Spawner");
if (!serverListSpawner.HasComponent("Spawner")) {
return 0;
}
m_OpenSubMenu = SpawnerSystem::Spawn(serverListSpawner, serverListSpawner);
Events::SearchForServers event;
m_EventBroker->Publish(event);
break;
}
} else {
//Serverlist submenu is open, close it.
m_World->DeleteEntity(m_OpenSubMenu.ID);
m_OpenSubMenu = EntityWrapper::Invalid;
}
} else if (e.Command == "RefreshServerList" && e.Value == 1){
Events::SearchForServers event;
m_EventBroker->Publish(event);
}
return true;
}
+62 -27
View File
@@ -5,66 +5,101 @@ PickupSpawnSystem::PickupSpawnSystem(SystemParams params)
{
if (IsServer) {
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &PickupSpawnSystem::OnTriggerTouch);
EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &PickupSpawnSystem::OnTriggerLeave);
}
}
void PickupSpawnSystem::Update(double dt)
{
if (IsServer) {
for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it) {
auto& healthPickupPosition = *it;
//set the double timer value (value 3)
healthPickupPosition.DecreaseThisRespawnTimer -= dt;
if (healthPickupPosition.DecreaseThisRespawnTimer < 0) {
//spawn and delete the vector item
auto it = m_ETriggerTouchVector.begin();
while (it != m_ETriggerTouchVector.end()) {
auto& somePickup = *it;
somePickup.DecreaseThisRespawnTimer -= dt;
if (somePickup.DecreaseThisRespawnTimer < 0.0) {
//spawn the new healthPickup
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/HealthPickup.xml");
EntityFileParser parser(entityFile);
EntityID healthPickupID = parser.MergeEntities(m_World);
EntityWrapper healthPickup = entityFile->MergeInto(m_World);
//let the world know a pickup has spawned (graphics effects, etc)
Events::PickupSpawned ePickupSpawned;
ePickupSpawned.Pickup = EntityWrapper(m_World, healthPickupID);
ePickupSpawned.Pickup = healthPickup;
m_EventBroker->Publish(ePickupSpawned);
//set values from the old entity to the new entity
auto& newHealthPickupEntity = EntityWrapper(m_World, healthPickupID);
newHealthPickupEntity["Transform"]["Position"] = healthPickupPosition.Pos;
newHealthPickupEntity["HealthPickup"]["HealthGain"] = healthPickupPosition.HealthGain;
newHealthPickupEntity["HealthPickup"]["RespawnTimer"] = healthPickupPosition.RespawnTimer;
m_World->SetParent(newHealthPickupEntity.ID, healthPickupPosition.parentID);
//copy values from the old entity to the new entity
auto& newHealthPickupEntity = healthPickup;
newHealthPickupEntity["Transform"]["Position"] = somePickup.Pos;
newHealthPickupEntity["HealthPickup"]["HealthGain"] = somePickup.HealthGain;
newHealthPickupEntity["HealthPickup"]["RespawnTimer"] = somePickup.RespawnTimer;
m_World->SetParent(newHealthPickupEntity.ID, somePickup.parentID);
//erase the current element (healthPickupPosition)
m_ETriggerTouchVector.erase(it);
//erase the current element (somePickup)
it = m_ETriggerTouchVector.erase(it);
} else {
it++;
}
}
//still touching PickupAtMaximum?
for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) {
if (!it->player.Valid()) {
m_PickupAtMaximum.erase(it);
break;
}
if ((double)it->player["Health"]["Health"] < (double)it->player["Health"]["MaxHealth"]) {
DoPickup(it->player, it->trigger);
m_PickupAtMaximum.erase(it);
break;
}
}
}
}
bool PickupSpawnSystem::OnTriggerTouch(Events::TriggerTouch& e)
{
if (!e.Trigger.HasComponent("HealthPickup")) {
return false;
}
double healthGiven = 0.01*(double)e.Trigger["HealthPickup"]["HealthGain"] * (double)e.Entity["Health"]["MaxHealth"];
//cant pick up healthpacks if you are already at MaxHealth
//if at maxhealth, save the trigger-touch to a vector since standing inside it will not re-trigger the trigger
if ((double)e.Entity["Health"]["Health"] >= (double)e.Entity["Health"]["MaxHealth"]) {
m_PickupAtMaximum.push_back({ e.Entity, e.Trigger });
return false;
}
//personEntered = e.Entity, thingEntered = e.Trigger
DoPickup(e.Entity, e.Trigger);
return true;
}
bool PickupSpawnSystem::OnTriggerLeave(Events::TriggerLeave& e)
{
if (!e.Trigger.HasComponent("HealthPickup")) {
return false;
}
//triggerleave erases possible m_PickupAtMaximum
for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) {
if (it->trigger.ID == e.Trigger.ID && it->player.ID == e.Entity.ID) {
m_PickupAtMaximum.erase(it);
break;
}
}
return true;
}
void PickupSpawnSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger)
{
//trigger should be valid but if it isnt we just return (to avoid crash)
if (!trigger.Valid()) {
return;
}
double healthGiven = 0.01*(double)trigger["HealthPickup"]["HealthGain"] * (double)player["Health"]["MaxHealth"];
//only the server will increase the players hp and set it in the next delta
Events::PlayerHealthPickup ePlayerHealthPickup;
ePlayerHealthPickup.HealthAmount = healthGiven;
ePlayerHealthPickup.Player = e.Entity;
ePlayerHealthPickup.Player = player;
m_EventBroker->Publish(ePlayerHealthPickup);
//copy position, healthgain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
//we need to copy all values since each value can be different for each healthPickup
m_ETriggerTouchVector.push_back({ (glm::vec3)e.Trigger["Transform"]["Position"], e.Trigger["HealthPickup"]["HealthGain"],
e.Trigger["HealthPickup"]["RespawnTimer"], e.Trigger["HealthPickup"]["RespawnTimer"], m_World->GetParent(e.Trigger.ID) });
m_ETriggerTouchVector.push_back({ (glm::vec3)trigger["Transform"]["Position"], trigger["HealthPickup"]["HealthGain"],
trigger["HealthPickup"]["RespawnTimer"], trigger["HealthPickup"]["RespawnTimer"], m_World->GetParent(trigger.ID) });
//delete the healthpickup
m_World->DeleteEntity(e.Trigger.ID);
return true;
m_World->DeleteEntity(trigger.ID);
}
+48 -11
View File
@@ -1,9 +1,12 @@
#include "Systems/PlayerDeathSystem.h"
#include "Core/ELockMouse.h"
PlayerDeathSystem::PlayerDeathSystem(SystemParams params)
: System(params)
{
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerDeathSystem::OnPlayerDeath);
EVENT_SUBSCRIBE_MEMBER(m_EEntityDeleted, &PlayerDeathSystem::OnEntityDeleted);
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &PlayerDeathSystem::OnInputCommand);
}
void PlayerDeathSystem::Update(double dt)
@@ -27,17 +30,15 @@ bool PlayerDeathSystem::OnPlayerDeath(Events::PlayerDeath& e)
void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
{
//load the explosioneffect XML
auto deathEffect = ResourceManager::Load<EntityFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
EntityFileParser parser(deathEffect);
EntityID deathEffectID = parser.MergeEntities(m_World);
EntityWrapper deathEffectEW = EntityWrapper(m_World, deathEffectID);
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
EntityWrapper deathEffectEW = entityFile->MergeInto(m_World);
//components that we need from player
auto playerModel = player.FirstChildByName("PlayerModel");
if (!playerModel.Valid()) {
return;
}
if (!playerModel.HasComponent("Model") || !playerModel.HasComponent("Animation")) {
if (player == LocalPlayer) {
setSpectatorCamera();
}
return;
}
auto playerEntityModel = playerModel["Model"];
@@ -46,10 +47,6 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
//copy the data from player to explosioneffectmodel
playerEntityModel.Copy(deathEffectEW["Model"]);
playerEntityAnimation.Copy(deathEffectEW["Animation"]);
//freeze the animation
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"];
@@ -59,9 +56,49 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
//camera (with lifetime) behind the player
if (player == LocalPlayer) {
m_LocalPlayerDeathEffect = deathEffectEW;
auto cam = deathEffectEW.FirstChildByName("Camera");
Events::SetCamera eSetCamera;
eSetCamera.CameraEntity = cam;
m_EventBroker->Publish(eSetCamera);
}
}
bool PlayerDeathSystem::OnEntityDeleted(Events::EntityDeleted& e)
{
// We only care about when the local players death effect is removed.
if (m_LocalPlayerDeathEffect.ID != e.DeletedEntity) {
return false;
}
// If the player hasn't spawned already, activate the spectator camera.
if (!LocalPlayer.Valid()) {
setSpectatorCamera();
}
return true;
}
void PlayerDeathSystem::setSpectatorCamera()
{
// Look for the spectator camera entity in the level.
EntityWrapper spectatorCam = m_World->GetFirstEntityByName("SpectatorCamera");
if (!spectatorCam.HasComponent("Camera")) {
return;
}
Events::SetCamera eSetCamera;
eSetCamera.CameraEntity = spectatorCam;
m_EventBroker->Publish(eSetCamera);
Events::UnlockMouse unlock;
m_EventBroker->Publish(unlock);
}
bool PlayerDeathSystem::OnInputCommand(Events::InputCommand& e)
{
if (e.Value == 0 || e.Command != "SwapToTeamPick" && e.Command != "SwapToClassPick") {
return false;
}
// Ensure that we don't set spectator camera if the player deliberately changes to class/team pick.
m_LocalPlayerDeathEffect = EntityWrapper::Invalid;
return true;
}
+272 -95
View File
@@ -2,9 +2,11 @@
PlayerMovementSystem::PlayerMovementSystem(SystemParams params)
: System(params)
, m_SprintEffectTimer(0.f)
{
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &PlayerMovementSystem::OnPlayerSpawned);
EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &PlayerMovementSystem::OnDoubleJump);
EVENT_SUBSCRIBE_MEMBER(m_EDashAbility, &PlayerMovementSystem::OnDashAbility);
}
PlayerMovementSystem::~PlayerMovementSystem()
@@ -17,14 +19,49 @@ PlayerMovementSystem::~PlayerMovementSystem()
void PlayerMovementSystem::Update(double dt)
{
updateMovementControllers(dt);
if (IsServer) {
for (auto& kv : m_PlayerInputControllers) {
updateVelocity(kv.first, dt);
}
} else {
if (LocalPlayer.Valid()) {
// Only do physics calculations on client and only for themselves.
if (IsClient) {
if (LocalPlayer.Valid()){
updateVelocity(LocalPlayer, dt);
}
m_SprintEffectTimer += dt;
if (m_SprintEffectTimer < 0.016f) {
return;
}
m_SprintEffectTimer = 0.f;
const ComponentPool* pool = m_World->GetComponents("SprintAbility");
if (pool == nullptr) {
return;
}
for (auto cSprint : *pool) {
if (cSprint.EntityID != LocalPlayer.ID && (bool)cSprint["Active"]) {
// Spawn one afterimage for each player that sprints.
EntityWrapper player(m_World, cSprint.EntityID);
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/SprintEffect.xml");
EntityWrapper sprintEffect = entityFile->MergeInto(m_World);
auto playerModel = player.FirstChildByName("PlayerModel");
if (!playerModel.Valid()) {
continue;
}
if (!playerModel.HasComponent("Model")) {
continue;
}
if (!playerModel.HasComponent("Animation")) {
continue;
}
auto playerEntityModel = playerModel["Model"];
auto playerEntityAnimation = playerModel["Animation"];
playerEntityModel.Copy(sprintEffect["Model"]);
playerEntityAnimation.Copy(sprintEffect["Animation"]);
sprintEffect["ExplosionEffect"]["EndColor"] = (glm::vec4)playerEntityModel["Color"];
((glm::vec4&)sprintEffect["ExplosionEffect"]["EndColor"]).w = 0.f;
sprintEffect["Animation"]["Speed1"] = 0.0;
sprintEffect["Animation"]["Speed2"] = 0.0;
sprintEffect["Animation"]["Speed3"] = 0.0;
sprintEffect["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
sprintEffect["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"];
}
}
}
}
@@ -44,13 +81,18 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
cameraOrientation.x += controller->Rotation().x;
// Limit camera pitch so we don't break our necks
cameraOrientation.x = glm::clamp(cameraOrientation.x, -glm::half_pi<float>(), glm::half_pi<float>());
// Set third person model aim pitch
EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
ComponentWrapper cAnimationOffset = playerModel["AnimationOffset"];
float pitch = cameraOrientation.x + 0.2f;
double time = (pitch + glm::half_pi<float>()) / glm::pi<float>();
cAnimationOffset["Time"] = time;
EntityWrapper aimPrimaryEntity = playerModel.FirstChildByName("Aim");
if(aimPrimaryEntity.Valid()){
if(aimPrimaryEntity.HasComponent("Animation")) {
float pitch = cameraOrientation.x;
double time = ((pitch + glm::half_pi<float>()) / glm::pi<float>());
(double&)aimPrimaryEntity["Animation"]["Time"] = time;
}
}
}
}
@@ -61,12 +103,26 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
float playerMovementSpeed = player["Player"]["MovementSpeed"];
float playerCrouchSpeed = player["Player"]["CrouchSpeed"];
glm::vec3& wishDirection = player["Player"]["CurrentWishDirection"];
auto playerBoostAssaultEntity = player.FirstChildByName("BoostAssault");
if (playerBoostAssaultEntity.Valid()) {
playerMovementSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
playerCrouchSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
}
bool sniperSprinting = false;
if (player.HasComponent("SprintAbility")) {
(bool)player["SprintAbility"]["Active"] = controller->SpecialAbilityKeyDown();
if (controller->SpecialAbilityKeyDown()) {
playerMovementSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
playerCrouchSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
sniperSprinting = true;
}
}
if (player.HasComponent("Physics")) {
ComponentWrapper cPhysics = player["Physics"];
//Assault Dash Check
if (player.HasComponent("DashAbility")) {
controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"], player["DashAbility"]["CoolDownTimer"]);
controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"], player["DashAbility"]["CoolDownTimer"], player.ID);
}
wishDirection = controller->Movement() * glm::inverse(glm::quat(ori));
//this makes sure you can only dash in the 4 directions: forw,backw,left,right
@@ -112,6 +168,13 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
//if doubleTapped do Assault Dash - but only boost maximum 50.0f
float doubleTapDashBoost = controller->AssaultDashDoubleTapped() ? 40.0f : 1.0f;
accelerationSpeed = glm::min(doubleTapDashBoost*glm::min(accelerationSpeed, addSpeed), 50.0f);
//if player has Boost from an Assault class, accelerate the player faster
if (playerBoostAssaultEntity.Valid()) {
accelerationSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
}
if (sniperSprinting) {
accelerationSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
}
velocity += accelerationSpeed * wishDirection;
ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
}
@@ -124,10 +187,64 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
if (isOnGround) {
(bool)cPhysics["IsOnGround"] = false;
velocity.y = player["Player"]["JumpSpeed"];
if (player.Valid()) {
EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
{
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.15;
aeb.NodeName = "Jump";
aeb.RootNode = playerModel;
aeb.Start = true;
aeb.Restart = true;
m_EventBroker->Publish(aeb);
}
{
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.25;
aeb.NodeName = "MovementBlend";
aeb.RootNode = playerModel;
aeb.Start = true;
aeb.Restart = false;
aeb.AnimationEntity = playerModel.FirstChildByName("Jump");
m_EventBroker->Publish(aeb);
}
}
}
} else if (player.HasComponent("DoubleJump") && !controller->DoubleJumping()) {
//Enter here if player can double jump and is doing so.
(bool)cPhysics["IsOnGround"] = false;
velocity.y = player["DoubleJump"]["DoubleJumpSpeed"];
if (player.Valid()) {
EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
{
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.15;
aeb.NodeName = "Jump";
aeb.RootNode = playerModel;
aeb.Start = true;
aeb.Restart = true;
m_EventBroker->Publish(aeb);
}
{
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.25;
aeb.NodeName = "MovementBlend";
aeb.RootNode = playerModel;
aeb.Start = true;
aeb.Restart = false;
aeb.AnimationEntity = playerModel.FirstChildByName("BlendTreeLower").FirstChildByName("Jump");
m_EventBroker->Publish(aeb);
}
}
}
// If IsServer and network is off this will not work
if (IsClient) {
//put a hexagon at the players feet
@@ -150,81 +267,7 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
}
}
// Animations
EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
ComponentWrapper cAnimation = playerModel["Animation"];
std::string& animationName1 = cAnimation["AnimationName1"];
std::string& animationName2 = cAnimation["AnimationName2"];
double& animationTime1 = cAnimation["Time1"];
double& animationTime2 = cAnimation["Time2"];
double& animationSpeed1 = cAnimation["Speed1"];
double& animationSpeed2 = cAnimation["Speed2"];
double& animationWeight1 = cAnimation["Weight1"];
double& animationWeight2 = cAnimation["Weight2"];
float movementLength = glm::length(groundVelocity);
//TODO: add assault dash animation here
if (glm::length(controller->Movement()) > 0.f) {
double forwardMovement = controller->Movement().z;
double strafeMovement = controller->Movement().x;
if (controller->Crouching() && animationName1 != "CrouchWalk") {
animationName1 = "CrouchWalk";
animationSpeed1 = 1.0 * -glm::sign(controller->Movement().z);
} else {
if (glm::abs(forwardMovement) > 0) {
if (animationName1 != "Run") {
animationName1 = "Run";
if (animationName2 == "StrafeLeft" || animationName2 == "StrafeRight") {
animationTime1 = animationTime2;
} else {
animationTime1 = 0.0;
}
}
animationSpeed1 = 2.f * -glm::sign(forwardMovement);
}
if (glm::abs(strafeMovement) > 0) {
if (animationName2 != "StrafeLeft" && animationName2 != "StrafeRight") {
if (strafeMovement < 0) {
animationName2 = "StrafeLeft";
}
if (strafeMovement > 0) {
animationName2 = "StrafeRight";
}
if (animationName1 == "Run") {
animationTime2 = animationTime1;
} else {
animationTime2 = 0.0;
}
}
animationSpeed2 = 2.f * glm::abs(strafeMovement);
}
double strafeWeight = glm::abs(strafeMovement) / (glm::abs(forwardMovement) + glm::abs(strafeMovement));
animationWeight2 = strafeWeight;
animationWeight1 = 1.0 - strafeWeight;
}
} else {
if (controller->Crouching()) {
animationName1 = "Crouch";
animationName2 = "";
animationSpeed1 = 1.0;
animationSpeed2 = 0.0;
animationWeight1 = 1.0;
animationWeight2 = 0.0;
} else {
animationName1 = "Idle";
animationName2 = "";
animationSpeed1 = 1.f;
animationSpeed2 = 0.0;
animationWeight1 = 1.0;
animationWeight2 = 0.0;
//cAnimation["AnimationName2"] = "Idle";
}
}
}
// TODO: Animations
}
controller->Reset();
@@ -292,7 +335,7 @@ void PlayerMovementSystem::playerStep(double dt)
bool PlayerMovementSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
{
// When a player spawns, create an input controller for them
m_PlayerInputControllers[e.Player] = new FirstPersonInputController<PlayerMovementSystem>(m_EventBroker, e.PlayerID);
m_PlayerInputControllers[e.Player] = new FirstPersonInputController<PlayerMovementSystem>(m_EventBroker, e.PlayerID, e.Player);
if (e.PlayerID == -1) {
// Keep track of the local player
m_LocalPlayer = e.Player;
@@ -303,11 +346,11 @@ bool PlayerMovementSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
bool PlayerMovementSystem::OnDoubleJump(Events::DoubleJump & e)
{
// If entity does not exist, exit
if (!EntityWrapper(m_World, e.entityID).Valid()) {
if (!EntityWrapper(m_World, e.entityID).Valid()) {
return false;
}
// If entity IsLocalPlayer, exit
if (e.entityID == m_LocalPlayer.ID) {
if (e.entityID == m_LocalPlayer.ID) {
return false;
}
spawnHexagon(EntityWrapper(m_World, e.entityID));
@@ -315,11 +358,145 @@ bool PlayerMovementSystem::OnDoubleJump(Events::DoubleJump & e)
}
void PlayerMovementSystem::spawnHexagon(EntityWrapper target)
{
{
//put a hexagon at the entitys... feet?
auto hexagonEffect = ResourceManager::Load<EntityFile>("Schema/Entities/DoubleJumpHexagon.xml");
EntityFileParser parser(hexagonEffect);
EntityID hexagonEffectID = parser.MergeEntities(m_World);
EntityWrapper hexagonEW = EntityWrapper(m_World, hexagonEffectID);
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DoubleJumpHexagon.xml");
EntityWrapper hexagonEW = entityFile->MergeInto(m_World);
hexagonEW["Transform"]["Position"] = (glm::vec3)target["Transform"]["Position"];
}
}
bool PlayerMovementSystem::OnDashAbility(Events::DashAbility & e)
{
EntityWrapper player(m_World, e.Player);
if (!player.Valid()){// || !IsClient || player.ID == LocalPlayer.ID) {
return false;
}
// auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DashEffect.xml");
// EntityWrapper dashEffect = entityFile->MergeInto(m_World);
EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
for (auto& kv : m_PlayerInputControllers) {
EntityWrapper player = kv.first;
auto& controller = kv.second;
if (!player.Valid()) {
continue;
}
if (player.Valid()) {
EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
if (glm::abs(controller->Movement().x) > glm::abs(controller->Movement().z)) {
if (controller->Movement().x > 0) {
{
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.1;
aeb.NodeName = "DashRight";
aeb.RootNode = playerModel;
aeb.Restart = true;
aeb.Start = true;
m_EventBroker->Publish(aeb);
}
{
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.2;
aeb.NodeName = "MovementBlend";
aeb.RootNode = playerModel;
aeb.Start = true;
aeb.Restart = false;
aeb.AnimationEntity = playerModel.FirstChildByName("DashRight");
m_EventBroker->Publish(aeb);
}
} else {
{
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.1;
aeb.NodeName = "DashLeft";
aeb.RootNode = playerModel;
aeb.Restart = true;
aeb.Start = true;
m_EventBroker->Publish(aeb);
}
{
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.2;
aeb.NodeName = "MovementBlend";
aeb.RootNode = playerModel;
aeb.Start = true;
aeb.Restart = false;
aeb.AnimationEntity = playerModel.FirstChildByName("DashLeft");
m_EventBroker->Publish(aeb);
}
}
} else {
if (controller->Movement().z < 0) {
{
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.1;
aeb.NodeName = "DashForward";
aeb.RootNode = playerModel;
aeb.Restart = true;
aeb.Start = true;
m_EventBroker->Publish(aeb);
}
{
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.2;
aeb.NodeName = "MovementBlend";
aeb.RootNode = playerModel;
aeb.Start = true;
aeb.Restart = false;
aeb.AnimationEntity = playerModel.FirstChildByName("DashForward");
m_EventBroker->Publish(aeb);
}
} else {
{
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.1;
aeb.NodeName = "DashBackward";
aeb.RootNode = playerModel;
aeb.Restart = true;
aeb.Start = true;
m_EventBroker->Publish(aeb);
}
{
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.2;
aeb.NodeName = "MovementBlend";
aeb.RootNode = playerModel;
aeb.Start = true;
aeb.Restart = false;
aeb.AnimationEntity = playerModel.FirstChildByName("DashBackward");
m_EventBroker->Publish(aeb);
}
}
}
/*
EntityWrapper dashEffectModel;
dashEffectModel = playerModel.Clone();
player["Transform"].Copy(dashEffectModel["Transform"]);
dashEffectModel.AttachComponent("ExplosionEffect");
dashEffectModel["ExplosionEffect"]["EndColor"] = (glm::vec4)playerModel["Model"]["Color"];
((glm::vec4&)dashEffectModel["ExplosionEffect"]["EndColor"]).w = 0.f;
(double&)dashEffectModel["ExplosionEffect"]["ExplosionDuration"] = dashEffect["Lifetime"]["Lifetime"];
(glm::vec3&)dashEffectModel["ExplosionEffect"]["ExplosionOrigin"] = glm::vec3(0, 1, 0) + (0.2f * controller->Movement());
auto animationChildren = dashEffectModel.ChildrenWithComponent("Animation");
for (auto animationEntity : animationChildren) {
(bool&)animationEntity["Animation"]["Play"] = false;
}
*/
}
}
}
return true;
}
+89 -45
View File
@@ -1,4 +1,5 @@
#include "Systems/PlayerSpawnSystem.h"
#include "Core/ELockMouse.h"
PlayerSpawnSystem::PlayerSpawnSystem(SystemParams params)
: System(params)
@@ -10,7 +11,7 @@ PlayerSpawnSystem::PlayerSpawnSystem(SystemParams params)
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
m_NetworkEnabled = config->Get("Networking.StartNetwork", false);
m_ForcedRespawnTime = config->Get("Debug.RespawnTime", -1.0f);
m_DbgConfigForceRespawn = m_ForcedRespawnTime > 0;
m_DbgConfigForceRespawn = m_ForcedRespawnTime > 0 && IsServer;
}
void PlayerSpawnSystem::Update(double dt)
@@ -26,7 +27,21 @@ void PlayerSpawnSystem::Update(double dt)
// Increase timer.
double& timer = (double&)modeComponent["RespawnTime"];
timer += dt;
double maxRespawnTime = m_DbgConfigForceRespawn ? m_ForcedRespawnTime : (double)modeComponent["MaxRespawnTime"];
if (m_DbgConfigForceRespawn) {
(double&)modeComponent["MaxRespawnTime"] = m_ForcedRespawnTime;
}
double maxRespawnTime = (double)modeComponent["MaxRespawnTime"];
EntityWrapper spectatorCam = m_World->GetFirstEntityByName("SpectatorCamera");
if (spectatorCam.Valid()) {
EntityWrapper HUD = spectatorCam.FirstChildByName("SpectatorHUD");
if (HUD.Valid()) {
EntityWrapper respawnTimer = spectatorCam.FirstChildByName("RespawnTimer");
if (respawnTimer.Valid()) {
//Update respawn time in the HUD element.
respawnTimer["Text"]["Content"] = std::to_string(1 + (int)(maxRespawnTime - timer));
}
}
}
if (timer < maxRespawnTime) {
return;
}
@@ -45,7 +60,15 @@ void PlayerSpawnSystem::Update(double dt)
}
int numSpawnedPlayers = 0;
for (auto& req : m_SpawnRequests) {
int playersSpectating = 0;
const int numRequestsToHandle = (int)m_SpawnRequests.size();
for (auto it = m_SpawnRequests.begin(); it != m_SpawnRequests.end(); ++it) {
// It is valid if they didn't pick class yet
// but don't spawn anything, goto next spawnrequest.
if (it->Class == PlayerClass::None) {
++playersSpectating;
continue;
}
for (auto& cPlayerSpawn : *playerSpawns) {
EntityWrapper spawner(m_World, cPlayerSpawn.EntityID);
if (!spawner.HasComponent("Spawner")) {
@@ -54,37 +77,54 @@ void PlayerSpawnSystem::Update(double dt)
// If the spawner has a team affiliation, check it
if (spawner.HasComponent("Team")) {
if ((int)spawner["Team"]["Team"] != req.Team) {
auto cSpawnerTeam = spawner["Team"];
if ((int)cSpawnerTeam["Team"] != it->Team) {
// If they somehow has a valid class as spectator, don't spawn them.
if (it->Team == cSpawnerTeam["Team"].Enum("Spectator")) {
++playersSpectating;
break;
}
continue;
}
}
// TODO: Choose a different spawner depending on class picked?
// Spawn the player!
EntityWrapper player = SpawnerSystem::Spawn(spawner, EntityWrapper::Invalid, "Player");
// Set the player team affiliation
player["Team"]["Team"] = req.Team;
player["Team"]["Team"] = it->Team;
// Publish a PlayerSpawned event
Events::PlayerSpawned e;
e.PlayerID = req.PlayerID;
e.PlayerID = it->PlayerID;
e.Player = player;
e.Spawner = spawner;
m_EventBroker->Publish(e);
++numSpawnedPlayers;
it = m_SpawnRequests.erase(it);
break;
}
if (it == m_SpawnRequests.end()) {
break;
}
}
if (numSpawnedPlayers != (int)m_SpawnRequests.size()) {
LOG_DEBUG("%i players were supposed to be spawned, but %i was spawned.", (int)m_SpawnRequests.size(), numSpawnedPlayers);
if (numSpawnedPlayers != numRequestsToHandle - playersSpectating) {
LOG_DEBUG("%i players were supposed to be spawned, but only %i was successfully.", numRequestsToHandle - playersSpectating, numSpawnedPlayers);
} else {
LOG_DEBUG("%i players were spawned.", numSpawnedPlayers);
std::string dbg = numSpawnedPlayers != 0 ? std::to_string(numSpawnedPlayers) + " players were spawned. " : "";
dbg += playersSpectating != 0 ? std::to_string(playersSpectating) + " players are spectating/picking class. " : "";
LOG_DEBUG(dbg.c_str());
}
m_SpawnRequests.clear();
}
bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
{
if (e.Command != "PickTeam") {
if (e.Command != "PickTeam" && e.Command != "PickClass" && e.Command != "SwapToTeamPick" && e.Command != "SwapToClassPick") {
return false;
}
if (e.Value == 0) {
return false;
}
@@ -94,34 +134,42 @@ bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
return false;
}
if (e.Value == 0) {
return false;
}
//TODO: Spectating?
//Right now, return if someone picks spectator.
//1 signifies spectator here, could not get Playerteam component since it may be invalid or without team comp.
if ((ComponentInfo::EnumType)e.Value == 1) {
return false;
}
//Check if the player already requested spawn.
// Check if the player already requested spawn.
auto iter = m_SpawnRequests.begin();
for (; iter != m_SpawnRequests.end(); ++iter) {
if (iter->PlayerID == e.PlayerID) {
// If player wants to switch team or class , remove their selected class so they don't spawn.
if (e.Command == "SwapToTeamPick" || e.Command == "SwapToClassPick") {
iter->Class = PlayerClass::None;
return true;
}
break;
}
}
//If we get here we got a PickTeam or PickClass, so add or alter a spawn request.
if (iter != m_SpawnRequests.end()) {
//If player is in queue to spawn, then change their team affiliation in the request.
iter->Team = (ComponentInfo::EnumType)e.Value;
// If player is in queue to spawn, then change their team affiliation or class in the request.
if (e.Command == "PickTeam") {
iter->Team = (ComponentInfo::EnumType)e.Value;
} else {
iter->Class = static_cast<PlayerClass>((int)e.Value);
}
} else if (m_PlayerEntities.count(e.PlayerID) == 0 || !m_PlayerEntities[e.PlayerID].Valid()) {
//If player is not in queue to spawn, then create a spawn request,
//but only if they are spectating and/or just connected.
// If player is not in queue to spawn, then create a spawn request,
// but only if they are spectating and/or just connected.
SpawnRequest req;
req.PlayerID = e.PlayerID;
req.Team = (ComponentInfo::EnumType)e.Value;
if (e.Command == "PickTeam") {
req.Team = (ComponentInfo::EnumType)e.Value;
req.Class = PlayerClass::None;
} else {
// Should never get here, since you should have picked a team before you ever get a chance to pick class.
LOG_WARNING("Sequence error: Should not be able to pick class before team");
req.Team = 1; // TODO: 1 Signifies spectator, should probably have real enum here later.
req.Class = static_cast<PlayerClass>((int)e.Value);
}
m_SpawnRequests.push_back(req);
} else {
return false;
@@ -156,18 +204,8 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
Events::SetCamera e;
e.CameraEntity = cameraEntity;
m_EventBroker->Publish(e);
}
// HACK: Set the player model color to team color
EntityWrapper playerModel = e.Player.FirstChildByName("PlayerModel");
if (playerModel.Valid() && e.Player.HasComponent("Team")) {
ComponentWrapper cTeam = e.Player["Team"];
ComponentWrapper cModel = playerModel["Model"];
if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Red")) {
cModel["Color"] = glm::vec3(1.f, 0.f, 0.f);
} else if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Blue")) {
cModel["Color"] = glm::vec3(0.f, 0.25f, 1.f);
}
Events::LockMouse lock;
m_EventBroker->Publish(lock);
}
return true;
@@ -175,7 +213,7 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
bool PlayerSpawnSystem::OnPlayerDeath(Events::PlayerDeath& e)
{
//Only spawn request if network is disabled or we are server.
// Only spawn request if network is disabled or we are server.
if (!IsServer && m_NetworkEnabled) {
return false;
}
@@ -183,10 +221,6 @@ bool PlayerSpawnSystem::OnPlayerDeath(Events::PlayerDeath& e)
return false;
}
ComponentWrapper cTeam = e.Player["Team"];
//A spectator can't die anyway
if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Spectator")) {
return false;
}
if (m_PlayerIDs.count(e.Player.ID) == 0) {
return false;
@@ -195,6 +229,16 @@ bool PlayerSpawnSystem::OnPlayerDeath(Events::PlayerDeath& e)
SpawnRequest req;
req.PlayerID = m_PlayerIDs.at(e.Player.ID);
req.Team = cTeam["Team"];
// TODO: Something better than temp class state code, if we ever add class enums in .xml
if (e.Player.HasComponent("DashAbility")) {
req.Class = PlayerClass::Assault;
} else if (e.Player.HasComponent("SprintAbility")) {
req.Class = PlayerClass::Sniper;
} else if (e.Player.HasComponent("ShieldAbility")) {
req.Class = PlayerClass::Defender;
} else {
req.Class = PlayerClass::None;
}
m_SpawnRequests.push_back(req);
return true;
+158
View File
@@ -0,0 +1,158 @@
#include "Game/Systems/ScoreScreenSystem.h"
ScoreScreenSystem::ScoreScreenSystem(SystemParams params)
: System(params)
, PureSystem("ScoreScreen")
{
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDeath, &ScoreScreenSystem::OnPlayerDeath);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &ScoreScreenSystem::OnPlayerSpawn);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerConnected, &ScoreScreenSystem::OnPlayerConnected);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDisconnected, &ScoreScreenSystem::OnPlayerDisconnected);
}
void ScoreScreenSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& scoreScreen, double dt)
{
if (!IsServer) {
return;
}
if(!entity.HasComponent("ScoreScreen")){
return;
}
int currentTeam = 0;
if(entity.HasComponent("Team")) {
currentTeam = (int)entity["Team"]["Team"];
} else {
return;
}
auto children = entity.ChildrenWithComponent("ScoreIdentity");
float position = 0.f;
for (auto it = m_PlayerIdentities.begin(); it != m_PlayerIdentities.end(); ++it) {
bool found = false;
for (auto& child : children) {
int ID = (int)child["ScoreIdentity"]["ID"];
if (it->first == ID) {
if (it->second.Team != currentTeam) {
m_World->DeleteEntity(child.ID);
(int&)entity["ScoreScreen"]["TotalIdentities"] -= 1;
break;
}
for (auto it2 = m_DisconnectedIdentities.begin(); it2 != m_DisconnectedIdentities.end(); ++it2) {
if (ID == *it2) {
m_World->DeleteEntity(child.ID);
(int&)entity["ScoreScreen"]["TotalIdentities"] -= 1;
it2 = m_DisconnectedIdentities.erase(it2);
it = m_PlayerIdentities.erase(it);
//Remove from m_playerIdentities
break;
}
}
found = true;
if(!child.Valid()) {
break;
}
//Update Deaths for child
(int&)child["ScoreIdentity"]["Kills"] = it->second.Kills;
//Update Kills for child
(int&)child["ScoreIdentity"]["Deaths"] = it->second.Deaths;
//KD is not updated at the moment.
if (it->second.Deaths != 0) {
(double&)child["ScoreIdentity"]["KD"] = it->second.Kills/it->second.Deaths;
}
//Update position for child
glm::vec3 offset = (glm::vec3)entity["ScoreScreen"]["Offset"];
(glm::vec3&) child["Transform"]["Position"] = offset * position;
position += 1.f;
break;
}
}
if (it == m_PlayerIdentities.end()) {
break;
}
if(found == false) {
if(it->second.Team != currentTeam) {
//This player is not the same team as this scoreboard should show.
continue;
}
//There is no entry for this player, create one.
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/ScoreIdentity.xml");
EntityWrapper scoreIdentity = entityFile->MergeInto(m_World);
glm::vec3 offset = (glm::vec3)entity["ScoreScreen"]["Offset"];
int newPosition = (int)entity["ScoreScreen"]["TotalIdentities"];
(glm::vec3&) scoreIdentity["Transform"]["Position"] = offset * (float)newPosition;
auto cScoreIdentity = scoreIdentity["ScoreIdentity"];
auto data = it->second;
(std::string&)cScoreIdentity["Name"] = data.Name;
(int&)cScoreIdentity["ID"] = data.ID;
m_World->SetParent(scoreIdentity.ID, entity.ID);
(int&)entity["ScoreScreen"]["TotalIdentities"] += 1;
}
}
//Local player should have an icon, compare with LocalPlayer somthing
}
bool ScoreScreenSystem::OnPlayerDeath(const Events::KillDeath& e)
{
//When player die, add it to his score, and when possible the player who killed him.
std::unordered_map<int, PlayerData>::iterator got;
got = m_PlayerIdentities.find(e.Casualty);
if(got != m_PlayerIdentities.end()) {
got->second.Deaths++;
}
got = m_PlayerIdentities.find(e.Killer);
if (got != m_PlayerIdentities.end()) {
got->second.Kills++;
}
return 0;
}
bool ScoreScreenSystem::OnPlayerSpawn(const Events::PlayerSpawned& e)
{
//When a player spawn, add data to the list entry with the same ID.
std::unordered_map<int, PlayerData>::iterator got;
got = m_PlayerIdentities.find(e.PlayerID);
if(got == m_PlayerIdentities.end()) {
LOG_ERROR("Player spawned without having an entry on score screen");
return 0;
}
auto& data = got->second;
data.Player = e.Player;
data.Team = (int)data.Player["Team"]["Team"];
return 0;
}
bool ScoreScreenSystem::OnPlayerConnected(const Events::PlayerConnected& e)
{
//player has connected, add his data to the list of ScoreIdentities
PlayerData data;
data.ID = e.PlayerID;
data.Name = e.PlayerName;
m_PlayerIdentities.insert( {data.ID, data} );
return 0;
}
bool ScoreScreenSystem::OnPlayerDisconnected(const Events::PlayerDisconnected& e)
{
//player has disconnected, remove him from list of ScoreIdentities
m_DisconnectedIdentities.push_back(e.PlayerID);
return 0;
}
+53
View File
@@ -0,0 +1,53 @@
#include "../Game/Systems/ServerListSystem.h"
ServerListSystem::ServerListSystem(SystemParams params, IRenderer* renderer)
: System(params)
, PureSystem("ServerList")
, m_Renderer(renderer)
{
EVENT_SUBSCRIBE_MEMBER(m_EServerListRecieved, &ServerListSystem::OnServerListRecieved);
}
void ServerListSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cServerList, double dt)
{
}
void ServerListSystem::RefreshList()
{
Events::SearchForServers event;
m_EventBroker->Publish(event);
}
bool ServerListSystem::OnServerListRecieved(const Events::DisplayServerlist& e)
{
if (e.Serverlist.size() == 0) {
return 1;
}
auto serverLists = m_World->GetComponents("ServerList");
if (serverLists == nullptr)
return 1;
for (auto& cServerList : *serverLists) {
EntityWrapper serverListEntity = EntityWrapper(m_World, cServerList.EntityID);
EntityWrapper identitySpawner = serverListEntity.FirstChildByName("ServerIdentitySpawner");
identitySpawner.DeleteChildren();
(int&)cServerList["TotalIdentities"] = (int)e.Serverlist.size();
for (int i = 0; i < e.Serverlist.size(); i++) {
//Create Identities for each server and place them on the right position.
EntityWrapper newIdentity = SpawnerSystem::Spawn(identitySpawner, identitySpawner);
EntityWrapper serverIdentityEntity = newIdentity.FirstChildByName("ServerIdentity");
glm::vec3 offset = (glm::vec3)serverListEntity["ServerList"]["Offset"];
(glm::vec3&)serverIdentityEntity["Transform"]["Position"] = offset * (float)i;
auto& cIdentity = serverIdentityEntity["ServerIdentity"];
(std::string&)cIdentity["IP"] = e.Serverlist[i].Address;
(std::string&)cIdentity["ServerName"] = e.Serverlist[i].Name;
(int&)cIdentity["Port"] = e.Serverlist[i].Port;
(int&)cIdentity["PlayersConnected"] = e.Serverlist[i].PlayersConnected;
}
}
return 1;
}
+8 -6
View File
@@ -17,15 +17,17 @@ EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /
// Load the entity file and parse it
const std::string& entityFilePath = spawner["Spawner"]["EntityFile"];
auto entityFile = ResourceManager::Load<EntityFile>(entityFilePath);
if (entityFile == nullptr) {
EntityWrapper spawnedEntity;
try {
auto entityFile = ResourceManager::Load<EntityFile>(entityFilePath);
spawnedEntity = entityFile->MergeInto(world);
world->SetParent(spawnedEntity.ID, parent.ID);
} catch (const Resource::FailedLoadingException& e) {
return EntityWrapper::Invalid;
}
EntityFileParser parser(entityFile);
EntityWrapper spawnedEntity(world, parser.MergeEntities(world, parent.ID));
//If the spawned entity is collideable, then we must not spawn it where it collides with something that
//has a dontCollideComponent attached.
// If the spawned entity is collidable, then we must not spawn it where it collides with something that
// has a dontCollideComponent attached.
bool spawnOnCollidable = dontCollideComponent.empty() || !spawnedEntity.HasComponent("Collidable");
if (!spawnOnCollidable) {
boost::optional<EntityAABB> optBox = Collision::EntityAbsoluteAABB(spawnedEntity);
@@ -0,0 +1,90 @@
#include "Systems/SpectatorCameraSystem.h"
#include "Rendering/ESetCamera.h"
#include "Core/ELockMouse.h"
SpectatorCameraSystem::SpectatorCameraSystem(SystemParams params)
: System(params)
, m_CamSetToTeamPick(false)
, m_PickedTeam(-1)
{
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &SpectatorCameraSystem::OnInputCommand);
}
void SpectatorCameraSystem::Update(double dt)
{
if (!m_CamSetToTeamPick && IsClient) {
// Find the class pick camera and set them to it, since they need to pick a team before they can leave the screen.
EntityWrapper spectatorCam = m_World->GetFirstEntityByName("PickTeamCamera");
if (spectatorCam.HasComponent("Camera")) {
m_CamSetToTeamPick = true;
Events::SetCamera eSetCamera;
eSetCamera.CameraEntity = spectatorCam;
m_EventBroker->Publish(eSetCamera);
Events::UnlockMouse unlock;
m_EventBroker->Publish(unlock);
}
}
}
bool SpectatorCameraSystem::OnInputCommand(const Events::InputCommand& e)
{
// Only the client should do this, and only if player is not spawned.
if (!IsClient || LocalPlayer.Valid()) {
return false;
}
bool swapToClass = e.Command == "PickTeam" || e.Command == "SwapToClassPick";
if (e.Value == 0 || !swapToClass && e.Command != "SwapToTeamPick" && e.Command != "PickClass") {
return false;
}
if (e.Command == "PickTeam") {
m_PickedTeam = e.Value;
}
// If a team has not been picked, they may not exit the pick team screen.
if (m_PickedTeam == -1) {
return false;
}
// A dead client should be able to swap to and between the overwatch cameras.
std::string camName;
// TODO: 1 Signifies spectator, should probably have real enum here later.
// Spectators should never end up at the class select, instead put them at the SpectatorCamera.
if (swapToClass && m_PickedTeam != 1) {
camName = "PickClassCamera";
} else if (e.Command == "SwapToTeamPick") {
camName = "PickTeamCamera";
} else {
camName = "SpectatorCamera";
}
EntityWrapper spectatorCam = m_World->GetFirstEntityByName(camName);
// Set the camera as active, if it exists.
if (spectatorCam.HasComponent("Camera")) {
// Set the class pick button visible if a blue or red team is picked, else invisible.
EntityWrapper HUD;
if (camName == "SpectatorCamera") {
HUD = spectatorCam.FirstChildByName("SpectatorHUD");
} else if (camName == "PickTeamCamera") {
HUD = spectatorCam.FirstChildByName("PickTeamHUD");
}
// If we are at the class pick already, or if HUD is invalid for any other reason, do nothing.
if (HUD.Valid()) {
EntityWrapper toClassButton = spectatorCam.FirstChildByName("ToClassPick");
if (toClassButton.Valid()) {
// Set ClassButton as invisible if spectator, else visible.
bool visible = m_PickedTeam != 1; // TODO: 1 Signifies spectator.
toClassButton["Sprite"]["Visible"] = visible;
for (auto& child : toClassButton.ChildrenWithComponent("Text")) {
child["Text"]["Visible"] = visible;
}
}
}
Events::SetCamera eSetCamera;
eSetCamera.CameraEntity = spectatorCam;
m_EventBroker->Publish(eSetCamera);
Events::UnlockMouse unlock;
m_EventBroker->Publish(unlock);
}
return true;
}
+33
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@@ -0,0 +1,33 @@
#include "../Game/Systems/StartSystem.h"
StartSystem::StartSystem(SystemParams params)
: System(params)
, ImpureSystem()
{
EVENT_SUBSCRIBE_MEMBER(m_ECameraActivated, &StartSystem::OnCameraActivated);
}
void StartSystem::Update(double dt)
{
auto cameras = m_World->GetComponents("Camera");
if(cameras == nullptr) {
return;
}
for(auto& cCamera: *cameras) {
EntityWrapper cameraEntity = EntityWrapper(m_World, cCamera.EntityID);
if(cameraEntity == m_ActiveCamera){
return;
}
if(cameraEntity.Name() == "Overview_Camera_Start_Menu") {
Events::SetCamera event;
event.CameraEntity = cameraEntity;
m_EventBroker->Publish(event);
}
}
}
bool StartSystem::OnCameraActivated(const Events::SetCamera& e)
{
m_ActiveCamera = e.CameraEntity;
return 1;
}
+58
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@@ -0,0 +1,58 @@
#include "Game/Systems/TextFieldReader.h"
void TextFieldReader::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cAmmunitionHUD, double dt)
{
if (!entity.HasComponent("Text")) {
return;
}
// Find the entity to read from
const std::string& entityName = cAmmunitionHUD["ParentEntityName"];
const std::string& componentType = cAmmunitionHUD["ComponentType"];
EntityWrapper readEntity = entity;
if (entityName.empty()) {
if (!readEntity.HasComponent(componentType)) {
readEntity = readEntity.FirstParentWithComponent(componentType);
}
} else {
readEntity = entity.FirstParentByName(entityName);
}
if (!readEntity.Valid()) {
return;
}
// Find the component to read from
if (componentType.empty() || !readEntity.HasComponent(componentType)) {
return;
}
ComponentWrapper component = readEntity[componentType];
// Find the field to read from
const std::string& fieldName = cAmmunitionHUD["Field"];
if (fieldName.empty() || component.Info.Fields.count(fieldName) == 0) {
return;
}
const ComponentInfo::Field_t& field = component.Info.Fields.at(fieldName);
std::string& text = entity["Text"]["Content"];
if (field.Type == "int") {
text = boost::lexical_cast<std::string>((const int&)component[fieldName]);
} else if (field.Type == "float") {
std::ostringstream ss;
float f = (float)component[fieldName];
ss << std::fixed << std::setprecision(2);
ss << f;
text = ss.str();
} else if (field.Type == "double") {
std::ostringstream ss;
double d = (double)component[fieldName];
ss << std::fixed << std::setprecision(1);
ss << d;
text = ss.str();
} else if (field.Type == "bool") {
text = boost::lexical_cast<std::string>((const bool&)component[fieldName]);
} else if (field.Type == "string") {
text = (const std::string&)component[fieldName];
}
}
@@ -0,0 +1,323 @@
#include "Systems/Weapon/AssaultWeaponBehaviour.h"
void AssaultWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
{
double& fireCooldown = cWeapon["FireCooldown"];
fireCooldown = glm::max(0.0, fireCooldown - dt);
WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
}
void AssaultWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
{
// Start reloading automatically if at 0 mag ammo
int& magAmmo = cWeapon["MagazineAmmo"];
if (m_ConfigAutoReload && magAmmo <= 0) {
OnReload(cWeapon, wi);
}
// Only start reloading once we're done firing
bool& reloadQueued = cWeapon["ReloadQueued"];
double& fireCooldown = cWeapon["FireCooldown"];
bool& isReloading = cWeapon["IsReloading"];
if (reloadQueued && fireCooldown <= 0) {
reloadQueued = fireCooldown;
isReloading = true;
}
// Decrement reload timer
double& reloadTimer = cWeapon["ReloadTimer"];
if (isReloading) {
reloadTimer = glm::max(0.0, reloadTimer - dt);
}
// Handle reloading
if (isReloading && reloadTimer <= 0.0) {
int& magSize = cWeapon["MagazineSize"];
int& ammo = cWeapon["Ammo"];
ammo = glm::max(0, ammo - (magSize - magAmmo));
magAmmo = glm::min(magSize, ammo);
isReloading = false;
if (wi.FirstPersonEntity.Valid()) {
wi.FirstPersonEntity.FirstChildByName("ViewModel")["Model"]["Visible"] = true;
}
if (wi.ThirdPersonEntity.Valid()) {
wi.ThirdPersonEntity["Model"]["Visible"] = true;
}
}
double reloadTime = cWeapon["ReloadTime"];
if (isReloading && reloadTimer <= reloadTime / 2) {
}
// Restore view angle
if (IsClient) {
float& currentTravel = cWeapon["CurrentTravel"];
float& returnSpeed = cWeapon["ViewReturnSpeed"];
if (currentTravel > 0) {
float change = returnSpeed * dt;
currentTravel = glm::max(0.f, currentTravel - change);
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
if (camera.Valid()) {
glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
cameraOrientation.x -= change;
}
}
}
// Update first person run animation
ComponentWrapper cPlayer = wi.Player["Player"];
ComponentWrapper cPhysics = wi.Player["Physics"];
const float& movementSpeed = cPlayer["MovementSpeed"];
float speed = glm::length((const glm::vec3&)cPhysics["Velocity"]);
float animationWeight = glm::min(speed, movementSpeed) / movementSpeed;
EntityWrapper rootNode = wi.FirstPersonEntity;
if (rootNode.Valid()) {
EntityWrapper blend = rootNode.FirstChildByName("MovementBlend");
if (blend.Valid()) {
(double&)blend["Blend"]["Weight"] = animationWeight;
}
}
// Fire if we're able to fire
if (canFire(cWeapon, wi)) {
fireBullet(cWeapon, wi);
}
}
void AssaultWeaponBehaviour::OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
{
cWeapon["TriggerHeld"] = true;
if (canFire(cWeapon, wi)) {
fireBullet(cWeapon, wi);
}
}
void AssaultWeaponBehaviour::OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
{
cWeapon["TriggerHeld"] = false;
}
void AssaultWeaponBehaviour::OnReload(ComponentWrapper cWeapon, WeaponInfo& wi)
{
bool& reloadQueued = cWeapon["ReloadQueued"];
bool& isReloading = cWeapon["IsReloading"];
if (reloadQueued || isReloading) {
return;
}
int& magAmmo = cWeapon["MagazineAmmo"];
int& magSize = cWeapon["MagazineSize"];
if (magAmmo >= magSize) {
return;
}
int& ammo = cWeapon["Ammo"];
if (ammo <= 0) {
return;
}
double reloadTime = cWeapon["ReloadTime"];
double& reloadTimer = cWeapon["ReloadTimer"];
// Start reload
reloadQueued = true;
reloadTimer = reloadTime;
// Play animation
playAnimationAndReturn(wi.FirstPersonEntity, "ActionBlend", "Reload");
// Third person anim
Events::AutoAnimationBlend b1;
b1.RootNode = wi.ThirdPersonPlayerModel;
b1.NodeName = "Reload";
b1.Restart = true;
b1.Start = true;
m_EventBroker->Publish(b1);
// Spawn explosion effect
if (wi.FirstPersonEntity.Valid()) {
if (IsClient) {
EntityWrapper reloadEffectSpawner = wi.FirstPersonEntity.FirstChildByName("ReloadSpawner");
if (reloadEffectSpawner.Valid()) {
reloadEffectSpawner.DeleteChildren();
SpawnerSystem::Spawn(reloadEffectSpawner, reloadEffectSpawner);
}
}
wi.FirstPersonEntity.FirstChildByName("ViewModel")["Model"]["Visible"] = false;
}
if (wi.ThirdPersonEntity.Valid()) {
if (IsServer) {
EntityWrapper reloadEffectSpawner = wi.ThirdPersonEntity.FirstChildByName("ReloadSpawner");
if (reloadEffectSpawner.Valid()) {
reloadEffectSpawner.DeleteChildren();
SpawnerSystem::Spawn(reloadEffectSpawner, reloadEffectSpawner);
}
}
wi.ThirdPersonEntity["Model"]["Visible"] = false;
}
// Sound
Events::PlaySoundOnEntity e;
e.EmitterID = wi.Player.ID;
e.FilePath = "Audio/weapon/Assault/AssaultWeaponReload.wav";
m_EventBroker->Publish(e);
}
void AssaultWeaponBehaviour::OnEquip(ComponentWrapper cWeapon, WeaponInfo& wi)
{
cWeapon["FireCooldown"] = (double)cWeapon["EquipTime"];
}
void AssaultWeaponBehaviour::OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi)
{
// Make sure the trigger is released if weapon is holstered while firing
cWeapon["TriggerHeld"] = false;
// Cancel any reload
cWeapon["IsReloading"] = false;
cWeapon["ReloadTimer"] = 0.0;
}
void AssaultWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi)
{
cWeapon["FireCooldown"] = 60.0 / (double)cWeapon["RPM"];
// Ammo
int& magAmmo = cWeapon["MagazineAmmo"];
if (magAmmo <= 0) {
return;
} else {
magAmmo -= 1;
}
// View punch
if (IsClient) {
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
if (camera.Valid()) {
glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
float viewPunch = cWeapon["ViewPunch"];
float maxTravelAngle = cWeapon["MaxTravelAngle"];
float& currentTravel = cWeapon["CurrentTravel"];
if (currentTravel < maxTravelAngle) {
float change = viewPunch;
if (currentTravel + change > maxTravelAngle) {
change = maxTravelAngle - currentTravel;
}
cameraOrientation.x += change;
currentTravel += change;
}
}
}
// Get weapon model based on current person
EntityWrapper weaponModelEntity = getRelevantWeaponEntity(wi);
if (!weaponModelEntity.Valid()) {
return;
}
// Tracer
EntityWrapper tracerSpawner = weaponModelEntity.FirstChildByName("WeaponMuzzle");
if (tracerSpawner.Valid()) {
glm::vec3 origin = Transform::AbsolutePosition(tracerSpawner);
glm::vec3 direction = glm::quat(Transform::AbsoluteOrientationEuler(tracerSpawner)) * glm::vec3(0, 0, -1);
float distance = traceRayDistance(origin, direction);
EntityWrapper ray = SpawnerSystem::Spawn(tracerSpawner);
if (ray.Valid()) {
((glm::vec3&)ray["Transform"]["Scale"]).z = distance;
}
}
// Deal damage
if (dealDamage(cWeapon, wi)) {
// Show hit marker
EntityWrapper hitMarkerSpawner = wi.Player.FirstChildByName("HitMarkerSpawner");
if (hitMarkerSpawner.Valid()) {
SpawnerSystem::Spawn(hitMarkerSpawner, hitMarkerSpawner);
Events::PlaySoundOnEntity e;
e.EmitterID = wi.Player.ID;
e.FilePath = "Audio/weapon/hitclick.wav";
m_EventBroker->Publish(e);
}
}
// Play animation
playAnimationAndReturn(wi.FirstPersonEntity, "ActionBlend", "Fire");
// Third person anim
Events::AutoAnimationBlend b1;
b1.RootNode = wi.ThirdPersonPlayerModel;
b1.NodeName = "Fire";
b1.Restart = true;
b1.Start = true;
m_EventBroker->Publish(b1);
// Sound
Events::PlaySoundOnEntity e;
e.EmitterID = wi.Player.ID;
e.FilePath = "Audio/weapon/Assault/AssaultWeaponFire.wav";
m_EventBroker->Publish(e);
}
bool AssaultWeaponBehaviour::canFire(ComponentWrapper cWeapon, WeaponInfo& wi)
{
bool triggerHeld = cWeapon["TriggerHeld"];
bool cooldownPassed = (double)cWeapon["FireCooldown"] <= 0.0;
bool isNotReloading = !(bool)cWeapon["IsReloading"];
return triggerHeld && cooldownPassed && isNotReloading;
}
bool AssaultWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi)
{
// Only deal damage client side
if (!IsClient) {
return false;
}
// Only handle damage for the local player
if (wi.Player != LocalPlayer) {
return false;
}
// Make sure the player isn't shooting from the grave
if (!wi.Player.Valid()) {
return false;
}
// 3D-pick middle of screen
Rectangle viewport = m_Renderer->GetViewportSize();
glm::vec2 centerScreen(viewport.Width / 2, viewport.Height / 2);
// TODO: Some horizontal spread
PickData pickData = m_Renderer->Pick(centerScreen);
EntityWrapper victim(m_World, pickData.Entity);
if (!victim.Valid()) {
return false;
}
// Don't let us somehow 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;
}
double damage = cWeapon["BaseDamage"];
// If friendly fire, reduce damage to 0 (needed to make Boosts, Ammosharing work)
if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) {
damage = 0;
}
// Deal damage!
Events::PlayerDamage ePlayerDamage;
ePlayerDamage.Inflictor = wi.Player;
ePlayerDamage.Victim = victim;
ePlayerDamage.Damage = damage;
m_EventBroker->Publish(ePlayerDamage);
return damage > 0;
}
@@ -366,9 +366,10 @@ bool AssaultWeaponBehaviour::shoot(double damage)
return false;
}
// Check for friendly fire
// If friendly fire - reduce damage to 0 (needed to make Boosts, Ammosharing work)
if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)m_Player["Team"]["Team"]) {
return false;
damage = 0;
}
// Deal damage!
@@ -2,48 +2,171 @@
void DefenderWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
{
(double&)cWeapon["TimeSinceLastFire"] += dt;
double& fireCooldown = cWeapon["FireCooldown"];
fireCooldown = glm::max(0.0, fireCooldown - dt);
WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
}
void DefenderWeaponBehaviour::UpdateWeapon(WeaponInfo& wi, double dt)
void DefenderWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
{
ComponentWrapper cWeapon = wi.GetComponent();
// Decrement reload timer
double& reloadTimer = cWeapon["ReloadTimer"];
reloadTimer = glm::max(0.0, reloadTimer - dt);
bool isFiring = cWeapon["IsFiring"];
bool cooldownPassed = (double)cWeapon["TimeSinceLastFire"] >= (60.0 / (double)cWeapon["RPM"]);
bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
if (isFiring && cooldownPassed && isNotShielding) {
fireShell(wi);
// Start reloading automatically if at 0 mag ammo
int& magAmmo = cWeapon["MagazineAmmo"];
if (m_ConfigAutoReload && magAmmo <= 0) {
OnReload(cWeapon, wi);
}
// Handle reloading
bool& isReloading = cWeapon["IsReloading"];
if (isReloading && reloadTimer <= 0.0) {
double reloadTime = cWeapon["ReloadTime"];
int& magSize = cWeapon["MagazineSize"];
int& ammo = cWeapon["Ammo"];
if (magAmmo < magSize && ammo > 0) {
ammo -= 1;
magAmmo += 1;
reloadTimer = reloadTime;
Events::PlaySoundOnEntity e;
e.EmitterID = wi.Player.ID;
e.FilePath = "Audio/weapon/Zoom.wav";
m_EventBroker->Publish(e);
} else {
isReloading = false;
playAnimationAndReturn(wi.FirstPersonEntity, "FinalBlend", "ReloadEnd");
}
}
// Restore view angle
if (IsClient) {
float& currentTravel = cWeapon["CurrentTravel"];
float& returnSpeed = cWeapon["ViewReturnSpeed"];
if (currentTravel > 0) {
float change = returnSpeed * dt;
currentTravel = glm::max(0.f, currentTravel - change);
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
if (camera.Valid()) {
glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
cameraOrientation.x -= change;
}
}
}
// Fire if we're able to fire
if (canFire(cWeapon, wi)) {
fireShell(cWeapon, wi);
}
}
void DefenderWeaponBehaviour::OnPrimaryFire(WeaponInfo& wi)
void DefenderWeaponBehaviour::OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
{
ComponentWrapper cWeapon = wi.GetComponent();
cWeapon["IsFiring"] = true;
bool cooldownPassed = (double)cWeapon["TimeSinceLastFire"] >= (60.0 / (double)cWeapon["RPM"]);
bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
if (cooldownPassed && isNotShielding) {
fireShell(wi);
cWeapon["TriggerHeld"] = true;
if (canFire(cWeapon, wi)) {
fireShell(cWeapon, wi);
}
}
void DefenderWeaponBehaviour::OnCeasePrimaryFire(WeaponInfo& wi)
void DefenderWeaponBehaviour::OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
{
ComponentWrapper cWeapon = wi.GetComponent();
cWeapon["IsFiring"] = false;
cWeapon["TriggerHeld"] = false;
}
bool DefenderWeaponBehaviour::OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e)
void DefenderWeaponBehaviour::OnReload(ComponentWrapper cWeapon, WeaponInfo& wi)
{
if (e.Command == "SpecialAbility" && IsServer) {
bool& isReloading = cWeapon["IsReloading"];
if (isReloading) {
return;
}
int& magAmmo = cWeapon["MagazineAmmo"];
int& magSize = cWeapon["MagazineSize"];
if (magAmmo >= magSize) {
return;
}
int& ammo = cWeapon["Ammo"];
if (ammo <= 0) {
return;
}
double reloadTime = cWeapon["ReloadTime"];
double& reloadTimer = cWeapon["ReloadTimer"];
// Start reload
isReloading = true;
reloadTimer = reloadTime;
// Play animation
if (wi.FirstPersonEntity.Valid()) {
Events::AutoAnimationBlend eBlendStart;
eBlendStart.RootNode = wi.FirstPersonEntity;
eBlendStart.NodeName = "ReloadStart";
eBlendStart.Restart = true;
eBlendStart.Start = true;
m_EventBroker->Publish(eBlendStart);
Events::AutoAnimationBlend eBlendLoop;
eBlendLoop.RootNode = wi.FirstPersonEntity;
eBlendLoop.NodeName = "ReloadLoop";
eBlendLoop.Restart = true;
eBlendLoop.Start = true;
eBlendLoop.AnimationEntity = wi.FirstPersonEntity.FirstChildByName("ReloadStart");
m_EventBroker->Publish(eBlendLoop);
}
}
void DefenderWeaponBehaviour::OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi)
{
// Make sure the trigger is released if weapon is holstered while firing
cWeapon["TriggerHeld"] = false;
// Cancel any reload
cWeapon["IsReloading"] = false;
cWeapon["ReloadTimer"] = 0.0;
}
bool DefenderWeaponBehaviour::OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e)
{
if (e.Command == "SpecialAbility") {
EntityWrapper attachment = wi.Player.FirstChildByName("ShieldAttachment");
if (attachment.Valid()) {
if (e.Value > 0) {
SpawnerSystem::Spawn(attachment, attachment);
if (IsServer) {
SpawnerSystem::Spawn(attachment, attachment);
}
if (IsClient) {
EntityWrapper root = wi.FirstPersonEntity;
if (root.Valid()) {
EntityWrapper animationNode = root.FirstChildByName("Shield");
if (animationNode.Valid()) {
Events::AutoAnimationBlend eFireBlend;
eFireBlend.RootNode = root;
eFireBlend.NodeName = "Shield";
eFireBlend.Restart = true;
eFireBlend.Start = true;
m_EventBroker->Publish(eFireBlend);
}
}
}
} else {
attachment.DeleteChildren();
if (IsClient) {
EntityWrapper root = wi.FirstPersonEntity;
if (root.Valid()) {
EntityWrapper animationNode = root.FirstChildByName("ActionBlend");
if (animationNode.Valid()) {
Events::AutoAnimationBlend eFireBlend;
eFireBlend.RootNode = root;
eFireBlend.NodeName = "ActionBlend";
eFireBlend.Restart = true;
eFireBlend.Start = true;
m_EventBroker->Publish(eFireBlend);
}
}
}
}
}
}
@@ -51,17 +174,22 @@ bool DefenderWeaponBehaviour::OnInputCommand(WeaponInfo& wi, const Events::Input
return false;
}
bool DefenderWeaponBehaviour::OnSetCamera(const Events::SetCamera& e)
void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi)
{
m_CurrentCamera = e.CameraEntity;
return true;
}
cWeapon["FireCooldown"] = 60.0 / (double)cWeapon["RPM"];
void DefenderWeaponBehaviour::fireShell(WeaponInfo& wi)
{
ComponentWrapper cWeapon = wi.GetComponent();
// Stop reloading
bool& isReloading = cWeapon["IsReloading"];
isReloading = false;
// Ammo
int& magAmmo = cWeapon["MagazineAmmo"];
if (magAmmo <= 0) {
return;
} else {
magAmmo -= 1;
}
cWeapon["TimeSinceLastFire"] = 0.0;
int numPellets = cWeapon["NumPellets"];
float spreadAngle = cWeapon["SpreadAngle"];
std::uniform_real_distribution<float> randomSpreadAngle(-spreadAngle, spreadAngle);
@@ -72,11 +200,29 @@ void DefenderWeaponBehaviour::fireShell(WeaponInfo& wi)
std::vector<glm::vec2> pelletAngles;
for (int i = 0; i < numPellets; i++) {
pelletAngles.push_back(glm::vec2(randomSpreadAngle(m_RandomEngine), randomSpreadAngle(m_RandomEngine)));
LOG_DEBUG("%f %f", pelletAngles[i].x, pelletAngles[i].y);
}
double pelletDamage = (double)cWeapon["BaseDamage"] / numPellets;
// View punch
if (IsClient) {
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
if (camera.Valid()) {
glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
float viewPunch = cWeapon["ViewPunch"];
float maxTravelAngle = cWeapon["MaxTravelAngle"];
float& currentTravel = cWeapon["CurrentTravel"];
if (currentTravel < maxTravelAngle) {
float change = viewPunch;
if (currentTravel + change > maxTravelAngle) {
change = maxTravelAngle - currentTravel;
}
cameraOrientation.x += change;
currentTravel += change;
}
}
}
// Tracers
EntityWrapper weaponModelEntity;
if (wi.Player == LocalPlayer) {
@@ -95,13 +241,21 @@ void DefenderWeaponBehaviour::fireShell(WeaponInfo& wi)
orientation.x += angles.x;
orientation.y += angles.y;
glm::vec3 trajectory = direction * distance;
dealDamage(wi, direction, pelletDamage);
dealDamage(cWeapon, wi, direction, pelletDamage);
}
}
// Play animation
playAnimationAndReturn(wi.FirstPersonEntity, "FinalBlend", "Fire");
// Sound
Events::PlaySoundOnEntity e;
e.EmitterID = wi.Player.ID;
e.FilePath = "Audio/weapon/Blast.wav";
m_EventBroker->Publish(e);
}
void DefenderWeaponBehaviour::dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage)
void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage)
{
// Only deal damage client side
if (!IsClient) {
@@ -160,16 +314,12 @@ void DefenderWeaponBehaviour::dealDamage(WeaponInfo& wi, glm::vec3 direction, do
LOG_DEBUG("Damage: %f", damage);
}
float DefenderWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direction)
bool DefenderWeaponBehaviour::canFire(ComponentWrapper cWeapon, WeaponInfo& wi)
{
float distance;
glm::vec3 pos;
auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
if (entity) {
return distance;
} else {
return 100.f;
}
bool triggerHeld = cWeapon["TriggerHeld"];
bool cooldownPassed = (double)cWeapon["FireCooldown"] <= 0.0;
bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
return triggerHeld && cooldownPassed && isNotShielding;
}
Camera DefenderWeaponBehaviour::cameraFromEntity(EntityWrapper camera)
@@ -0,0 +1,77 @@
#include "Systems/Weapon/SidearmWeaponBehaviour.h"
void SidearmWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
{
double& cooldown = cWeapon["FireCooldown"];
if (cooldown > 0) {
cooldown -= dt;
if (cooldown < 0) {
cooldown = 0;
}
}
WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
}
void SidearmWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
{
if ((bool)cWeapon["Automatic"] && canFire(cWeapon)) {
fireBullet(cWeapon, wi);
}
}
void SidearmWeaponBehaviour::OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
{
cWeapon["TriggerHeld"] = true;
if (canFire(cWeapon)) {
fireBullet(cWeapon, wi);
}
}
void SidearmWeaponBehaviour::OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
{
cWeapon["TriggerHeld"] = false;
}
void SidearmWeaponBehaviour::OnEquip(ComponentWrapper cWeapon, WeaponInfo& wi)
{
cWeapon["FireCooldown"] = (double)cWeapon["EquipTime"];
}
void SidearmWeaponBehaviour::OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi)
{
// Make sure the trigger is released if weapon is holstered while firing
cWeapon["TriggerHeld"] = false;
// Cancel any reload
cWeapon["IsReloading"] = false;
cWeapon["ReloadTimer"] = 0.0;
}
void SidearmWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi)
{
cWeapon["FireCooldown"] = 60.0 / (double)cWeapon["RPM"];
// Get weapon model based on current person
EntityWrapper weaponModelEntity = getRelevantWeaponEntity(wi);
if (!weaponModelEntity.Valid()) {
return;
}
// Tracer
EntityWrapper tracerSpawner = weaponModelEntity.FirstChildByName("WeaponMuzzle");
if (tracerSpawner.Valid()) {
glm::vec3 origin = Transform::AbsolutePosition(tracerSpawner);
glm::vec3 direction = Transform::AbsoluteOrientation(tracerSpawner) * glm::vec3(0, 0, -1);
float distance = traceRayDistance(origin, direction);
EntityWrapper ray = SpawnerSystem::Spawn(tracerSpawner);
((glm::vec3&)ray["Transform"]["Scale"]).z = (distance / 100.f);
}
}
bool SidearmWeaponBehaviour::canFire(ComponentWrapper cWeapon)
{
bool triggerHeld = cWeapon["TriggerHeld"];
double& cooldown = cWeapon["FireCooldown"];
// TODO: Ammo checks
return triggerHeld && cooldown <= 0.0;
}