WIP
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-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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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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// 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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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
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if (e.Command == "PrimaryFire") {
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if (m_ActiveWeapons.find(player) != m_ActiveWeapons.end()) {
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auto weapon = m_ActiveWeapons.at(player);
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if (e.Value > 0) {
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weapon->Fire();
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} else {
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weapon->CeaseFire();
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}
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}
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m_EventBroker->Publish(eShoot);
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}
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return true;
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@@ -60,7 +69,11 @@ void WeaponSystem::selectWeapon(EntityWrapper player, ComponentInfo::EnumType sl
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// Primary
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if (slot == 1) {
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// TODO: if class...
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m_ActiveWeapons[player] = std::make_shared<AssaultWeaponBehaviour>();
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if (m_ActiveWeapons.count(player) == 0) {
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m_ActiveWeapons.insert(std::make_pair(player, std::make_shared<AssaultWeaponBehaviour>(m_SystemParams, m_CollisionOctree, player)));
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} else {
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m_ActiveWeapons.erase(player);
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}
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}
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// Secondary
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@@ -83,49 +96,6 @@ bool WeaponSystem::OnShoot(Events::Shoot& eShoot)
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return false;
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}
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// TODO: Weapon firing effects here
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auto rayRed = ResourceManager::Load<EntityFile>("Schema/Entities/RayRed.xml");
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auto rayBlue = ResourceManager::Load<EntityFile>("Schema/Entities/RayBlue.xml");
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EntityWrapper weapon = eShoot.Player.FirstChildByName("WeaponMuzzle");
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if (weapon.Valid()) {
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EntityWrapper ray;
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if ((ComponentInfo::EnumType)eShoot.Player["Team"]["Team"] == eShoot.Player["Team"]["Team"].Enum("Red")) {
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EntityFileParser parser(rayRed);
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EntityID rayID = parser.MergeEntities(m_World);
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ray = EntityWrapper(m_World, rayID);
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} else {
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EntityFileParser parser(rayBlue);
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EntityID rayID = parser.MergeEntities(m_World);
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ray = EntityWrapper(m_World, rayID);
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}
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glm::mat4 transformation = Transform::AbsoluteTransformation(weapon);
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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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//LOG_DEBUG("rotation: %f %f %f", euler.x, euler.y, euler.z);
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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&)ray["Transform"]["Orientation"] = Transform::AbsoluteOrientationEuler(weapon);
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}
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// Only run further picking code for the local player!
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if (eShoot.Player != LocalPlayer) {
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return false;
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