WIP
This commit is contained in:
@@ -29,7 +29,7 @@ struct EntityWrapper
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EntityWrapper FirstChildByName(const std::string& name);
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EntityWrapper FirstParentWithComponent(const std::string& componentType);
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bool IsChildOf(EntityWrapper potentialParent);
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bool Valid();
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bool Valid() const;
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ComponentWrapper operator[](const char* componentName);
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bool operator==(const EntityWrapper& e) const;
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@@ -5,6 +5,7 @@
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#include <functional>
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#include <list>
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#include <tuple>
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#include <set>
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#include "../Common.h"
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#include "Event.h"
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@@ -107,7 +108,7 @@ private:
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typedef std::unordered_map<ContextTypeName_t, EventRelays_t> ContextRelays_t;
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ContextRelays_t m_ContextRelays;
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std::vector<BaseEventRelay*> m_RelaysToSubscribe;
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std::vector<std::tuple<EventID, ContextTypeName_t, EventTypeName_t>> m_RelaysToUnsubscribe;
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std::unordered_map<BaseEventRelay*, std::tuple<EventID, ContextTypeName_t, EventTypeName_t>> m_RelaysToUnsubscribe;
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typedef std::list<std::pair<EventTypeName_t, std::shared_ptr<Event>>> EventQueue_t;
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std::shared_ptr<EventQueue_t> m_EventQueueRead;
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@@ -5,9 +5,7 @@
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#include "../Common.h"
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#include "AABB.h"
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//Fwd declarations.
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class Ray;
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#include "Ray.h"
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namespace OctSpace
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{
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@@ -68,7 +68,7 @@ protected:
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const std::string m_ComponentType;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt) = 0;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) = 0;
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};
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class ImpureSystem : public virtual System
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@@ -13,17 +13,23 @@
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#include "Input/EInputCommand.h"
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#include "Core/EntityFile.h"
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#include "Core/EntityFileParser.h"
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#include "Core/Octree.h"
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#include "Collision/EntityAABB.h"
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class WeaponBehaviour;
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class WeaponSystem : public PureSystem, ImpureSystem
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{
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public:
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WeaponSystem(SystemParams params, IRenderer* renderer);
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WeaponSystem(SystemParams params, IRenderer* renderer, Octree<EntityAABB>* collisionOctree);
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virtual void Update(double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) override;
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private:
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SystemParams m_SystemParams;
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IRenderer* m_Renderer;
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Octree<EntityAABB>* m_CollisionOctree;
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std::unordered_map<EntityWrapper, std::shared_ptr<WeaponBehaviour>> m_ActiveWeapons;
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@@ -38,12 +44,18 @@ private:
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void selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot);
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};
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class WeaponBehaviour
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class WeaponBehaviour : protected System
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{
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public:
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WeaponBehaviour(EntityWrapper weaponEntity)
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: m_Entity(weaponEntity)
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WeaponBehaviour(SystemParams systemParams, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity)
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: System(systemParams)
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, m_CollisionOctree(collisionOctree)
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, m_Entity(weaponEntity)
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{ }
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virtual ~WeaponBehaviour() = default;
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WeaponBehaviour(const WeaponBehaviour&) = delete;
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WeaponBehaviour& operator=(const WeaponBehaviour &) = delete;
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virtual void Fire() = 0;
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virtual void CeaseFire() { }
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@@ -51,15 +63,19 @@ public:
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virtual void Update(double dt) { }
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protected:
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Octree<EntityAABB>* m_CollisionOctree;
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EntityWrapper m_Entity;
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};
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class AssaultWeaponBehaviour : public WeaponBehaviour
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{
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public:
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AssaultWeaponBehaviour(EntityWrapper weaponEntity)
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: WeaponBehaviour(weaponEntity)
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{ }
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AssaultWeaponBehaviour(SystemParams systemParams, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity)
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: WeaponBehaviour(systemParams, collisionOctree, weaponEntity)
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{
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m_RayRed = ResourceManager::Load<EntityFile>("Schema/Entities/RayRed.xml");
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m_RayBlue = ResourceManager::Load<EntityFile>("Schema/Entities/RayBlue.xml");
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}
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virtual void Fire() override
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{
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@@ -73,6 +89,25 @@ public:
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m_Firing = false;
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}
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virtual void Reload() override
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{
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ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
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int& magAmmo = cAssaultWeapon["MagazineAmmo"];
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int magSize = cAssaultWeapon["MagazineSize"];
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int& ammo = cAssaultWeapon["Ammo"];
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// Don't reload if we're already fully loaded
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if (magAmmo == magSize) {
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return;
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}
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// Throw away rounds in magazine to incentivise ammo sharing
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int toLoad = glm::min(magSize, ammo);
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magAmmo = toLoad;
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ammo -= toLoad;
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}
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virtual void Update(double dt) override
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{
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if (!m_Firing) {
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@@ -82,7 +117,7 @@ public:
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m_TimeSinceLastFire += dt;
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ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
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if (m_TimeSinceLastFire > (double)cAssaultWeapon["RPM"] / 60.0) {
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if (m_TimeSinceLastFire >= 1.0 / ((double)cAssaultWeapon["RPM"] / 60.0)) {
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fireRound();
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}
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}
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@@ -90,7 +125,8 @@ public:
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private:
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bool m_Firing = false;
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double m_TimeSinceLastFire = 0.0;
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ComponentWrapper m_Component;
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EntityFile* m_RayRed = nullptr;
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EntityFile* m_RayBlue = nullptr;
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void fireRound()
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{
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@@ -99,18 +135,85 @@ private:
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int& magAmmo = cAssaultWeapon["MagazineAmmo"];
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int ammo = cAssaultWeapon["Ammo"];
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// Reload if our magazine is empty and we have ammo to fill it with
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if (magAmmo <= 0 && ammo > 0) {
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CeaseFire();
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// Reload if our magazine is empty
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if (magAmmo <= 0) {
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Reload();
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return;
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}
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// Fire
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magAmmo -= 1;
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spawnTracer();
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m_TimeSinceLastFire = 0.0;
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}
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void spawnTracer()
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{
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ComponentWrapper cTeam = m_Entity["Team"];
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ComponentInfo::EnumType team = cTeam["Team"];
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// Select the right color of effect
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EntityFile* rayFile = nullptr;
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if (team == cTeam["Team"].Enum("Red")) {
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rayFile = m_RayRed;
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}
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if (team == cTeam["Team"].Enum("Blue")) {
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rayFile = m_RayBlue;
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}
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if (rayFile == nullptr) {
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return;
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}
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// Create the entity
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EntityFileParser parser(rayFile);
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EntityID rayID = parser.MergeEntities(m_World);
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EntityWrapper ray(m_World, rayID);
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// Figure out where to put it
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EntityWrapper attachment;
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if (m_Entity == LocalPlayer || true) {
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// Spawn the effect from the weapon view model for the local player
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attachment = m_Entity.FirstChildByName("WeaponMuzzle");
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}
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// TODO: Spawn the effect from the weapon world model once it exists
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glm::mat4 transformation = Transform::AbsoluteTransformation(attachment);
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glm::vec3 _scale;
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glm::vec3 translation;
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glm::quat _orientation;
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glm::vec3 _skew;
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glm::vec4 _perspective;
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glm::decompose(transformation, _scale, _orientation, translation, _skew, _perspective);
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// Matrix to euler angles
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glm::vec3 euler;
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euler.y = glm::asin(-transformation[0][2]);
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if (cos(euler.y) != 0) {
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euler.x = atan2(transformation[1][2], transformation[2][2]);
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euler.z = atan2(transformation[0][1], transformation[0][0]);
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} else {
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euler.x = atan2(-transformation[2][0], transformation[1][1]);
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euler.z = 0;
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}
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// TODO: Spread?
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(glm::vec3&)ray["Transform"]["Position"] = translation;
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(glm::vec3&)ray["Transform"]["Orientation"] = euler;
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glm::vec3& scale = ray["Transform"]["Scale"];
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scale.z = traceRayDistance(translation, glm::quat(euler) * glm::vec3(0.f, 0.f, -1.f));
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}
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float traceRayDistance(glm::vec3 origin, glm::vec3 direction)
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{
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OctSpace::Output result;
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if (m_CollisionOctree->RayCollides(Ray(origin, direction), result)) {
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return result.CollideDistance;
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} else {
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return 0.f;
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}
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}
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};
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#endif
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@@ -4,5 +4,6 @@
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<MagazineSize>32</MagazineSize>
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<Ammo>360</Ammo>
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<MaxAmmo>360</MaxAmmo>
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<RPM>40</RPM>
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<BaseDamage>5</BaseDamage>
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<RPM>120</RPM>
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</AssaultWeapon>
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@@ -18,6 +18,7 @@
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<xs:element name="MaxAmmo" type="t:int" minOccurs="0">
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<xs:annotation><xs:documentation>Maximum ammo able to be carried</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="BaseDamage" type="t:double" minOccurs="0"/>
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<xs:element name="RPM" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>Rate of fire in rounds per minute</xs:documentation></xs:annotation>
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</xs:element>
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@@ -6,6 +6,9 @@
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<Origin X="0" Y="0.772000015" Z="0"/>
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<Size X="1" Y="1.60000002" Z="1"/>
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</c:AABB>
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<c:AssaultWeapon>
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<RPM>600</RPM>
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</c:AssaultWeapon>
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<c:Collidable/>
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<c:DashAbility>
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<CoolDownMaxTimer>2</CoolDownMaxTimer>
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@@ -118,7 +121,7 @@
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<Entity name="WeaponMuzzle">
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<Components>
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<c:Transform>
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<Position X="0.215000004" Y="-0.153000012" Z="-0.266000003"/>
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<Position X="0.215000004" Y="-0.153000012" Z="-0.923000038"/>
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</c:Transform>
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</Components>
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<Children/>
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@@ -145,7 +148,7 @@
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<Components>
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<c:Animation>
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<Name>Hold Pos</Name>
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<Time>0.79606322555778508</Time>
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<Time>0.86415395295813102</Time>
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<Speed>1</Speed>
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</c:Animation>
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<c:HiddenForLocalPlayer/>
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@@ -54,7 +54,7 @@ bool EntityWrapper::IsChildOf(EntityWrapper potentialParent)
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return false;
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}
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bool EntityWrapper::Valid()
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bool EntityWrapper::Valid() const
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{
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if (this->World == nullptr) {
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return false;
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@@ -65,7 +65,6 @@ bool EntityWrapper::Valid()
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}
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if (!this->World->ValidEntity(this->ID)) {
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this->ID = EntityID_Invalid;
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return false;
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}
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@@ -10,10 +10,9 @@ BaseEventRelay::~BaseEventRelay()
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void EventBroker::Unsubscribe(BaseEventRelay& relay) // ?
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{
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auto identifier = std::make_tuple(relay.m_EventID, relay.m_ContextTypeName, relay.m_EventTypeName);
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relay.m_Broker = nullptr;
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if (m_IsProcessing) {
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m_RelaysToUnsubscribe.push_back(identifier);
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m_RelaysToUnsubscribe[&relay] = identifier;
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} else {
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unsubscribeImmediate(identifier);
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}
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@@ -48,8 +47,11 @@ int EventBroker::Process(std::string contextTypeName)
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for (auto it2 = itpair.first; it2 != itpair.second; it2++) {
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std::string name = it2->first;
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BaseEventRelay* relay = it2->second;
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relay->Receive(event);
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eventsProcessed++;
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if (m_RelaysToUnsubscribe.count(relay) != 0) {
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continue;
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}
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relay->Receive(event);
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eventsProcessed++;
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}
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}
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@@ -62,8 +64,8 @@ int EventBroker::Process(std::string contextTypeName)
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m_RelaysToSubscribe.clear();
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// Process pending unsubscriptions
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for (auto& identifier : m_RelaysToUnsubscribe) {
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unsubscribeImmediate(identifier);
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for (auto& kv : m_RelaysToUnsubscribe) {
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unsubscribeImmediate(kv.second);
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}
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m_RelaysToUnsubscribe.clear();
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+1
-1
@@ -103,7 +103,7 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer);
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m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer, m_OctreeCollision);
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m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
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// Populate Octree with collidables
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@@ -71,6 +71,9 @@ bool PlayerSpawnSystem::OnInputCommand(const Events::InputCommand& e)
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bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
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{
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// When a player is actually spawned (since the actual spawning is handled on the server)
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if (!IsClient) {
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return false;
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}
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// Check if a player already exists
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if (m_PlayerEntities.count(e.PlayerID) != 0) {
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@@ -1,13 +1,15 @@
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#include "Systems/WeaponSystem.h"
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WeaponSystem::WeaponSystem(SystemParams params, IRenderer* renderer)
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WeaponSystem::WeaponSystem(SystemParams params, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
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: System(params)
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, PureSystem("Player")
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, ImpureSystem()
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, m_SystemParams(params)
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, m_Renderer(renderer)
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, m_CollisionOctree(collisionOctree)
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{
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponSystem::OnInputCommand);
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EVENT_SUBSCRIBE_MEMBER(m_EShoot, &WeaponSystem::OnShoot);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &WeaponSystem::OnPlayerSpawned);
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}
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void WeaponSystem::Update(double dt)
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@@ -15,41 +17,48 @@ void WeaponSystem::Update(double dt)
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|
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}
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void WeaponSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt)
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void WeaponSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt)
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{
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// Update potential weapon behaviour for player
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//auto it = m_ActiveWeapons.find(entity);
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//if (it != m_ActiveWeapons.end()) {
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// //if (it->first.Valid()) {
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// it->second->Update(dt);
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// //} else {
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// // m_ActiveWeapons.erase(it);
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// //}
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//}
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}
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bool WeaponSystem::OnInputCommand(Events::InputCommand& e)
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{
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EntityWrapper player = e.Player;
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if (e.PlayerID == -1) {
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player = LocalPlayer;
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}
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// Make sure player is alive
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if (!e.Player.Valid()) {
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if (!player.Valid()) {
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return false;
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}
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|
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// Weapon selection
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if (e.Command == "SelectWeapon") {
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selectWeapon(e.Player, static_cast<ComponentInfo::EnumType>(e.Value));
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}
|
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// Only shoot client-side!
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if (!IsClient) {
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return false;
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}
|
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|
||||
// Only shoot if the player is alive
|
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if (!e.Player.Valid()) {
|
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return false;
|
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}
|
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|
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if (e.Command == "PrimaryFire" && e.Value > 0) {
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Events::Shoot eShoot;
|
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if (e.PlayerID == -1) {
|
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eShoot.Player = LocalPlayer;
|
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} else {
|
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eShoot.Player = e.Player;
|
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if (e.Value != 0) {
|
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selectWeapon(player, static_cast<ComponentInfo::EnumType>(e.Value));
|
||||
}
|
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}
|
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|
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// Fire
|
||||
if (e.Command == "PrimaryFire") {
|
||||
if (m_ActiveWeapons.find(player) != m_ActiveWeapons.end()) {
|
||||
auto weapon = m_ActiveWeapons.at(player);
|
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if (e.Value > 0) {
|
||||
weapon->Fire();
|
||||
} else {
|
||||
weapon->CeaseFire();
|
||||
}
|
||||
}
|
||||
m_EventBroker->Publish(eShoot);
|
||||
}
|
||||
|
||||
return true;
|
||||
@@ -60,7 +69,11 @@ void WeaponSystem::selectWeapon(EntityWrapper player, ComponentInfo::EnumType sl
|
||||
// Primary
|
||||
if (slot == 1) {
|
||||
// TODO: if class...
|
||||
m_ActiveWeapons[player] = std::make_shared<AssaultWeaponBehaviour>();
|
||||
if (m_ActiveWeapons.count(player) == 0) {
|
||||
m_ActiveWeapons.insert(std::make_pair(player, std::make_shared<AssaultWeaponBehaviour>(m_SystemParams, m_CollisionOctree, player)));
|
||||
} else {
|
||||
m_ActiveWeapons.erase(player);
|
||||
}
|
||||
}
|
||||
|
||||
// Secondary
|
||||
@@ -83,49 +96,6 @@ bool WeaponSystem::OnShoot(Events::Shoot& eShoot)
|
||||
return false;
|
||||
}
|
||||
|
||||
// TODO: Weapon firing effects here
|
||||
|
||||
auto rayRed = ResourceManager::Load<EntityFile>("Schema/Entities/RayRed.xml");
|
||||
auto rayBlue = ResourceManager::Load<EntityFile>("Schema/Entities/RayBlue.xml");
|
||||
|
||||
EntityWrapper weapon = eShoot.Player.FirstChildByName("WeaponMuzzle");
|
||||
if (weapon.Valid()) {
|
||||
EntityWrapper ray;
|
||||
if ((ComponentInfo::EnumType)eShoot.Player["Team"]["Team"] == eShoot.Player["Team"]["Team"].Enum("Red")) {
|
||||
EntityFileParser parser(rayRed);
|
||||
EntityID rayID = parser.MergeEntities(m_World);
|
||||
ray = EntityWrapper(m_World, rayID);
|
||||
} else {
|
||||
EntityFileParser parser(rayBlue);
|
||||
EntityID rayID = parser.MergeEntities(m_World);
|
||||
ray = EntityWrapper(m_World, rayID);
|
||||
}
|
||||
|
||||
glm::mat4 transformation = Transform::AbsoluteTransformation(weapon);
|
||||
glm::vec3 scale;
|
||||
glm::vec3 translation;
|
||||
glm::quat orientation;
|
||||
glm::vec3 skew;
|
||||
glm::vec4 perspective;
|
||||
glm::decompose(transformation, scale, orientation, translation, skew, perspective);
|
||||
|
||||
// Matrix to euler angles
|
||||
glm::vec3 euler;
|
||||
euler.y = glm::asin(-transformation[0][2]);
|
||||
if (cos(euler.y) != 0) {
|
||||
euler.x = atan2(transformation[1][2], transformation[2][2]);
|
||||
euler.z = atan2(transformation[0][1], transformation[0][0]);
|
||||
} else {
|
||||
euler.x = atan2(-transformation[2][0], transformation[1][1]);
|
||||
euler.z = 0;
|
||||
}
|
||||
|
||||
//LOG_DEBUG("rotation: %f %f %f", euler.x, euler.y, euler.z);
|
||||
(glm::vec3&)ray["Transform"]["Position"] = translation;
|
||||
(glm::vec3&)ray["Transform"]["Orientation"] = euler;
|
||||
//(glm::vec3&)ray["Transform"]["Orientation"] = Transform::AbsoluteOrientationEuler(weapon);
|
||||
}
|
||||
|
||||
// Only run further picking code for the local player!
|
||||
if (eShoot.Player != LocalPlayer) {
|
||||
return false;
|
||||
|
||||
Reference in New Issue
Block a user