Merge. Also fixed interpolation for scale and rotation.
Merge remote-tracking branch 'origin/master' into Networking # Conflicts: # include/Game/Game.h # src/Game/CMakeLists.txt # src/Game/Game.cpp
This commit is contained in:
@@ -0,0 +1,59 @@
|
||||
#include "Systems/HealthSystem.h"
|
||||
|
||||
HealthSystem::HealthSystem(EventBroker* eventBroker)
|
||||
: System(eventBroker)
|
||||
, PureSystem("Health")
|
||||
{
|
||||
//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &HealthSystem::OnPlayerDamaged);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerHealthPickup, &HealthSystem::OnPlayerHealthPickup);
|
||||
}
|
||||
|
||||
void HealthSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt)
|
||||
{
|
||||
//if entityID of health is 9 then the players ID is also 9 (player,health are connected to the same entity)
|
||||
ComponentWrapper player = world->GetComponent(component.EntityID, "Player");
|
||||
double maxHealth = (double)component["MaxHealth"];
|
||||
|
||||
//process the DeltaHealthVector and change the entitys health accordingly
|
||||
for (size_t i = m_DeltaHealthVector.size(); i > 0; i--)
|
||||
{
|
||||
auto deltaHP = m_DeltaHealthVector[i - 1];
|
||||
//if we have a healthchange for the current player and health is greater than 0, then apply it
|
||||
if (std::get<0>(deltaHP) == player.EntityID && (double)component["Health"] > 0.0f) {
|
||||
//get the deltaHP value from the tuple and make sure you dont get more than maxHealth
|
||||
double newHealth = std::min((double)component["Health"] + (double)std::get<1>(deltaHP), maxHealth);
|
||||
component["Health"] = newHealth;
|
||||
m_DeltaHealthVector.erase(m_DeltaHealthVector.begin() + i - 1);
|
||||
//check if health is <= 0
|
||||
if ((double)component["Health"] <= 0.0f) {
|
||||
//publish death event
|
||||
Events::PlayerDeath e;
|
||||
e.PlayerID = player.EntityID;
|
||||
m_EventBroker->Publish(e);
|
||||
//clear the remaining hpDeltas for the dead player
|
||||
for (size_t j = m_DeltaHealthVector.size(); j > 0; j--)
|
||||
{
|
||||
if (std::get<0>(m_DeltaHealthVector[j - 1]) == player.EntityID)
|
||||
m_DeltaHealthVector.erase(m_DeltaHealthVector.begin() + j - 1);
|
||||
}
|
||||
//break the loop if the player is dead
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool HealthSystem::OnPlayerDamaged(const Events::PlayerDamage& e)
|
||||
{
|
||||
//save the changed HP to a vector. it will be taken care of in UpdateComponent
|
||||
m_DeltaHealthVector.push_back(std::make_tuple(e.PlayerDamagedID, -e.DamageAmount));
|
||||
return true;
|
||||
}
|
||||
|
||||
bool HealthSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup& e)
|
||||
{
|
||||
//save the changed HP to a vector. it will be taken care of in UpdateComponent
|
||||
m_DeltaHealthVector.push_back(std::make_tuple(e.PlayerHealedID, e.HealthAmount));
|
||||
return true;
|
||||
}
|
||||
@@ -0,0 +1,83 @@
|
||||
#include "Systems/InterpolationSystem.h"
|
||||
|
||||
//void InterpolationSystem::UpdateComponent(World * world, ComponentWrapper & transform, double dt)
|
||||
//{
|
||||
// if (m_InterpolationPoints[transform.EntityID].size() > 0) {
|
||||
// Transform& sTransform = m_InterpolationPoints[transform.EntityID].front();
|
||||
// sTransform.interpolationTime += dt;
|
||||
// if (sTransform.interpolationTime > 0.05) {
|
||||
// double time = std::fmod(sTransform.interpolationTime, 0.05f);
|
||||
// m_InterpolationPoints[transform.EntityID].pop();
|
||||
// if (m_InterpolationPoints[transform.EntityID].size() <= 0) {
|
||||
// return;
|
||||
// }
|
||||
// sTransform = m_InterpolationPoints[transform.EntityID].front();
|
||||
// sTransform.interpolationTime = time;
|
||||
// }
|
||||
// glm::vec3 nextPosition = sTransform.Position;
|
||||
// glm::vec3 currentPosition = static_cast<glm::vec3>(transform["Position"]);
|
||||
// transform["Position"] = vectorInterpolation(currentPosition, nextPosition, sTransform.interpolationTime);
|
||||
// }
|
||||
//}
|
||||
|
||||
void InterpolationSystem::UpdateComponent(World * world, EntityWrapper& entity, ComponentWrapper & transform, double dt)
|
||||
{
|
||||
if (m_InterpolationPoints.find(transform.EntityID) != m_InterpolationPoints.end()) { // Exists in map
|
||||
Transform& sTransform = m_InterpolationPoints[transform.EntityID];
|
||||
sTransform.interpolationTime += dt;
|
||||
if (transform.Info.Name == "Transform") {
|
||||
// Position
|
||||
glm::vec3 nextPosition = sTransform.Position;
|
||||
glm::vec3 currentPosition = static_cast<glm::vec3>(transform["Position"]);
|
||||
(glm::vec3&)transform["Position"] += vectorInterpolation<glm::vec3>(currentPosition, nextPosition, sTransform.interpolationTime);
|
||||
// Orientation
|
||||
glm::quat nextOrientation = sTransform.Orientation;
|
||||
glm::quat currentOrientation = glm::quat(static_cast<glm::vec3>(transform["Orientation"]));
|
||||
(glm::vec3&)transform["Orientation"] = glm::eulerAngles(glm::slerp<float>(currentOrientation, nextOrientation, sTransform.interpolationTime / SNAPSHOTINTERVAL));
|
||||
// Scale
|
||||
glm::vec3 nextScale = sTransform.Scale;
|
||||
glm::vec3 currentScale = static_cast<glm::vec3>(transform["Scale"]);
|
||||
(glm::vec3&)transform["Scale"] += vectorInterpolation<glm::vec3>(currentScale, nextScale, sTransform.interpolationTime);
|
||||
int testVar = 0;
|
||||
if (glm::isnan(resize.r) || glm::isnan(resize.g) || glm::isnan(resize.b)) {
|
||||
//(glm::vec3&)transform["Scale"] = currentScale;
|
||||
return;
|
||||
}
|
||||
+= resize;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//glm::vec3 InterpolationSystem::vectorInterpolation(glm::vec3 prev, glm::vec3 next, double currentTime)
|
||||
//{
|
||||
// glm::vec3 difference = next - prev;
|
||||
// glm::vec3 position = difference / SNAPSHOTINTERVAL * static_cast<float>(currentTime);
|
||||
// return position;
|
||||
//}
|
||||
|
||||
bool InterpolationSystem::OnInterpolate(const Events::Interpolate & e)
|
||||
{
|
||||
Transform transform;
|
||||
int offset = 0;
|
||||
// Read the data
|
||||
memcpy(&transform.Position, e.DataArray.get() + offset, sizeof(glm::vec3));
|
||||
offset += sizeof(glm::vec3);
|
||||
glm::vec3 tempOrientation;
|
||||
memcpy(&tempOrientation, e.DataArray.get() + offset, sizeof(glm::vec3));
|
||||
transform.Orientation = glm::quat(tempOrientation);
|
||||
offset += sizeof(glm::vec3);
|
||||
memcpy(&transform.Scale, e.DataArray.get() + offset, sizeof(glm::vec3));
|
||||
transform.interpolationTime = 0.0f;
|
||||
m_InterpolationPoints[e.Entity] = transform;
|
||||
// Check if queue already exists
|
||||
//if (m_InterpolationPoints.find(e.Entity) != m_InterpolationPoints.end()) { // Did exist, push to queue
|
||||
// m_InterpolationPoints[e.Entity].push(transform);
|
||||
//}
|
||||
|
||||
//else { // Did not exist, create queue
|
||||
// std::queue<Transform> transformQueue;
|
||||
// transformQueue.push(transform);
|
||||
// m_InterpolationPoints[e.Entity] = transformQueue;
|
||||
//}
|
||||
return false;
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
#include "Systems/PlayerMovementSystem.h"
|
||||
|
||||
void PlayerMovementSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt)
|
||||
{
|
||||
ComponentWrapper& cTransform = entity["Transform"];
|
||||
if (!entity.HasComponent("Physics")) {
|
||||
return;
|
||||
}
|
||||
ComponentWrapper& cPhysics = entity["Physics"];
|
||||
|
||||
glm::vec3& velocity = cPhysics["Velocity"];
|
||||
velocity.y -= 9.82 * dt;
|
||||
|
||||
glm::vec3& position = cTransform["Position"];
|
||||
position += velocity * (float)dt;
|
||||
}
|
||||
@@ -0,0 +1,51 @@
|
||||
#include "Systems/PlayerSpawnSystem.h"
|
||||
|
||||
PlayerSpawnSystem::PlayerSpawnSystem(EventBroker* eventBroker)
|
||||
: System(eventBroker)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerSpawnSystem::OnInputCommand);
|
||||
}
|
||||
|
||||
void PlayerSpawnSystem::Update(World* world, double dt)
|
||||
{
|
||||
auto playerSpawns = world->GetComponents("PlayerSpawn");
|
||||
if (playerSpawns == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto& team : m_SpawnRequests) {
|
||||
for (auto& cPlayerSpawn : *playerSpawns) {
|
||||
EntityWrapper spawner(world, cPlayerSpawn.EntityID);
|
||||
if (!spawner.HasComponent("Spawner")) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// If the spawner has a team affiliation, check it
|
||||
if (spawner.HasComponent("Team")) {
|
||||
if ((int)spawner["Team"]["Team"] != team) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// Spawn the player!
|
||||
EntityWrapper player = SpawnerSystem::Spawn(spawner);
|
||||
// Set the player team affiliation
|
||||
player["Team"]["Team"] = team;
|
||||
}
|
||||
}
|
||||
m_SpawnRequests.clear();
|
||||
}
|
||||
|
||||
bool PlayerSpawnSystem::OnInputCommand(const Events::InputCommand& e)
|
||||
{
|
||||
if (e.Command != "PickTeam") {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (e.Value != 0) {
|
||||
m_SpawnRequests.push_back((int)e.Value);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,61 @@
|
||||
#include "Systems/SpawnerSystem.h"
|
||||
|
||||
SpawnerSystem::SpawnerSystem(EventBroker* eventBroker) : System(eventBroker)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_OnSpawnerSpawn, &SpawnerSystem::OnSpawnerSpawn);
|
||||
}
|
||||
|
||||
EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /*= EntityWrapper::Invalid*/)
|
||||
{
|
||||
// Spawn the entity in the parent's world if it exists, otherwise in the spawner's world
|
||||
World* world = parent.World;
|
||||
if (world == nullptr) {
|
||||
world = spawner.World;
|
||||
}
|
||||
|
||||
// Find any SpawnPoints existing as children of spawner
|
||||
auto children = spawner.World->GetChildren(spawner.ID);
|
||||
std::vector<EntityWrapper> spawnPoints;
|
||||
for (auto kv = children.first; kv != children.second; ++kv) {
|
||||
const EntityID& child = kv->second;
|
||||
if (spawner.World->HasComponent(child, "SpawnPoint")) {
|
||||
spawnPoints.push_back(EntityWrapper(spawner.World, child));
|
||||
}
|
||||
}
|
||||
|
||||
// Choose a random SpawnPoint
|
||||
EntityWrapper spawnPoint = spawner;
|
||||
if (!spawnPoints.empty()) {
|
||||
if (spawnPoints.size() > 1) {
|
||||
static std::random_device randomDevice;
|
||||
static std::mt19937 randomGenerator(randomDevice());
|
||||
std::uniform_int_distribution<> distribution(0, std::distance(spawnPoints.begin(), spawnPoints.end()) - 1);
|
||||
auto randomSpawnPointIt = spawnPoints.begin();
|
||||
std::advance(randomSpawnPointIt, distribution(randomGenerator));
|
||||
spawnPoint = *randomSpawnPointIt;
|
||||
} else {
|
||||
spawnPoint = spawnPoints.front();
|
||||
}
|
||||
}
|
||||
|
||||
// Load the entity file and parse it
|
||||
const std::string& entityFilePath = spawner["Spawner"]["EntityFile"];
|
||||
auto entityFile = ResourceManager::Load<EntityFile>(entityFilePath);
|
||||
if (entityFile == nullptr) {
|
||||
return EntityWrapper::Invalid;
|
||||
}
|
||||
EntityFileParser parser(entityFile);
|
||||
EntityWrapper spawnedEntity(world, parser.MergeEntities(world, parent.ID));
|
||||
|
||||
// Set its position and orientation to that of the SpawnPoint
|
||||
spawnedEntity["Transform"]["Position"] = Transform::AbsolutePosition(spawnPoint.World, spawnPoint.ID);
|
||||
spawnedEntity["Transform"]["Orientation"] = glm::eulerAngles(Transform::AbsoluteOrientation(spawnPoint.World, spawnPoint.ID));
|
||||
|
||||
return spawnedEntity;
|
||||
}
|
||||
|
||||
bool SpawnerSystem::OnSpawnerSpawn(Events::SpawnerSpawn& e)
|
||||
{
|
||||
EntityWrapper spawnedEntity = Spawn(e.Spawner, e.Parent);
|
||||
return true;
|
||||
}
|
||||
Reference in New Issue
Block a user