diff --git a/include/Game/Systems/Weapon/AssaultWeaponBehaviour.h b/include/Game/Systems/Weapon/AssaultWeaponBehaviour.h new file mode 100644 index 00000000..58d7755f --- /dev/null +++ b/include/Game/Systems/Weapon/AssaultWeaponBehaviour.h @@ -0,0 +1,34 @@ +#include "Sound/EPlaySoundOnEntity.h" +#include "Rendering/AnimationSystem.h" +#include "WeaponBehaviour.h" +#include "../SpawnerSystem.h" + +class AssaultWeaponBehaviour : public WeaponBehaviour +{ +public: + AssaultWeaponBehaviour(SystemParams systemParams, Octree* collisionOctree, EntityWrapper weaponEntity); + + virtual void Fire() override; + virtual void CeaseFire() override; + virtual void Reload() override; + + virtual void Update(double dt) override; + +private: + EntityWrapper m_FirstPersonModel; + // State + bool m_Firing = false; + bool m_Reloading = false; + double m_TimeSinceLastFire = 0.0; + + EventRelay m_EAnimationComplete; + bool OnAnimationComplete(Events::AnimationComplete& e); + + void fireRound(); + void spawnTracer(); + float traceRayDistance(glm::vec3 origin, glm::vec3 direction); + void playSound(); + void viewPunch(); + void playShootAnimation(); + void playIdleAnimation(); +}; diff --git a/include/Game/Systems/Weapon/WeaponBehaviour.h b/include/Game/Systems/Weapon/WeaponBehaviour.h new file mode 100644 index 00000000..38ab5f58 --- /dev/null +++ b/include/Game/Systems/Weapon/WeaponBehaviour.h @@ -0,0 +1,31 @@ +#ifndef WeaponBehaviour_h__ +#define WeaponBehaviour_h__ + +#include "Core/System.h" +#include "Core/Octree.h" +#include "Collision/EntityAABB.h" + +class WeaponBehaviour : public System +{ +public: + WeaponBehaviour(SystemParams systemParams, Octree* collisionOctree, EntityWrapper weaponEntity) + : System(systemParams) + , m_CollisionOctree(collisionOctree) + , m_Entity(weaponEntity) + { } + virtual ~WeaponBehaviour() = default; + + WeaponBehaviour(const WeaponBehaviour&) = delete; + WeaponBehaviour& operator=(const WeaponBehaviour &) = delete; + + virtual void Fire() = 0; + virtual void CeaseFire() { } + virtual void Reload() { } + virtual void Update(double dt) { } + +protected: + Octree* m_CollisionOctree; + EntityWrapper m_Entity; +}; + +#endif diff --git a/include/Game/Systems/Weapon/WeaponSystem.h b/include/Game/Systems/Weapon/WeaponSystem.h new file mode 100644 index 00000000..68cf2ef3 --- /dev/null +++ b/include/Game/Systems/Weapon/WeaponSystem.h @@ -0,0 +1,46 @@ +#ifndef WeaponSystem_h__ +#define WeaponSystem_h__ + +#include "Rendering/IRenderer.h" + +#include "Common.h" +#include "Core/System.h" +#include "Core/EPlayerDamage.h" +#include "Core/EShoot.h" +#include "Core/EPlayerSpawned.h" +#include "Input/EInputCommand.h" +#include "Core/EntityFile.h" +#include "Core/EntityFileParser.h" +#include "Core/Octree.h" +#include "Collision/EntityAABB.h" +#include "Systems/SpawnerSystem.h" +#include "Sound/EPlaySoundOnEntity.h" +#include "AssaultWeaponBehaviour.h" + +class WeaponSystem : public PureSystem, ImpureSystem +{ +public: + WeaponSystem(SystemParams params, IRenderer* renderer, Octree* collisionOctree); + + virtual void Update(double dt) override; + virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) override; + +private: + SystemParams m_SystemParams; + IRenderer* m_Renderer; + Octree* m_CollisionOctree; + + std::unordered_map> m_ActiveWeapons; + + // Events + EventRelay m_EPlayerSpawned; + bool OnPlayerSpawned(Events::PlayerSpawned& e); + EventRelay m_EShoot; + bool OnShoot(Events::Shoot& e); + EventRelay m_EInputCommand; + bool OnInputCommand(Events::InputCommand& e); + + void selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot); +}; + +#endif \ No newline at end of file diff --git a/include/Game/Systems/WeaponSystem.h b/include/Game/Systems/WeaponSystem.h deleted file mode 100644 index b118b8cd..00000000 --- a/include/Game/Systems/WeaponSystem.h +++ /dev/null @@ -1,192 +0,0 @@ -#ifndef WeaponSystem_h__ -#define WeaponSystem_h__ - -//#include -//#include -#include "Rendering/IRenderer.h" - -#include "Common.h" -#include "Core/System.h" -#include "Core/EPlayerDamage.h" -#include "Core/EShoot.h" -#include "Core/EPlayerSpawned.h" -#include "Input/EInputCommand.h" -#include "Core/EntityFile.h" -#include "Core/EntityFileParser.h" -#include "Core/Octree.h" -#include "Collision/EntityAABB.h" -#include "Systems/SpawnerSystem.h" -#include "Sound/EPlaySoundOnEntity.h" - -class WeaponBehaviour; - -class WeaponSystem : public PureSystem, ImpureSystem -{ -public: - WeaponSystem(SystemParams params, IRenderer* renderer, Octree* collisionOctree); - - virtual void Update(double dt) override; - virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) override; - -private: - SystemParams m_SystemParams; - IRenderer* m_Renderer; - Octree* m_CollisionOctree; - - std::unordered_map> m_ActiveWeapons; - - // Events - EventRelay m_EPlayerSpawned; - bool OnPlayerSpawned(Events::PlayerSpawned& e); - EventRelay m_EShoot; - bool OnShoot(Events::Shoot& e); - EventRelay m_EInputCommand; - bool OnInputCommand(Events::InputCommand& e); - - void selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot); -}; - -class WeaponBehaviour : public System -{ -public: - WeaponBehaviour(SystemParams systemParams, Octree* collisionOctree, EntityWrapper weaponEntity) - : System(systemParams) - , m_CollisionOctree(collisionOctree) - , m_Entity(weaponEntity) - { } - virtual ~WeaponBehaviour() = default; - - WeaponBehaviour(const WeaponBehaviour&) = delete; - WeaponBehaviour& operator=(const WeaponBehaviour &) = delete; - - virtual void Fire() = 0; - virtual void CeaseFire() { } - virtual void Reload() { } - virtual void Update(double dt) { } - -protected: - Octree* m_CollisionOctree; - EntityWrapper m_Entity; -}; - -class AssaultWeaponBehaviour : public WeaponBehaviour -{ -public: - AssaultWeaponBehaviour(SystemParams systemParams, Octree* collisionOctree, EntityWrapper weaponEntity) - : WeaponBehaviour(systemParams, collisionOctree, weaponEntity) - { } - - virtual void Fire() override - { - m_TimeSinceLastFire = 0.0; - m_Firing = true; - fireRound(); - } - - virtual void CeaseFire() override - { - m_Firing = false; - } - - virtual void Reload() override - { - ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"]; - - int& magAmmo = cAssaultWeapon["MagazineAmmo"]; - int magSize = cAssaultWeapon["MagazineSize"]; - int& ammo = cAssaultWeapon["Ammo"]; - - // Don't reload if we're already fully loaded - if (magAmmo == magSize) { - return; - } - - // Throw away rounds in magazine to incentivise ammo sharing - int toLoad = glm::min(magSize, ammo); - magAmmo = toLoad; - ammo -= toLoad; - } - - virtual void Update(double dt) override - { - if (!m_Firing) { - return; - } - - m_TimeSinceLastFire += dt; - - ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"]; - if (m_TimeSinceLastFire >= 1.0 / ((double)cAssaultWeapon["RPM"] / 60.0)) { - fireRound(); - } - } - -private: - bool m_Firing = false; - double m_TimeSinceLastFire = 0.0; - EntityFile* m_RayRed = nullptr; - EntityFile* m_RayBlue = nullptr; - - void fireRound() - { - ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"]; - - int& magAmmo = cAssaultWeapon["MagazineAmmo"]; - int ammo = cAssaultWeapon["Ammo"]; - - // Reload if our magazine is empty - if (magAmmo <= 0) { - Reload(); - return; - } - - // Fire - magAmmo -= 1; - spawnTracer(); - playSound(); - - m_TimeSinceLastFire = 0.0; - } - - void spawnTracer() - { - if (!IsClient) { - return; - } - - EntityWrapper spawner; - if (m_Entity == LocalPlayer) { - spawner = m_Entity.FirstChildByName("WeaponMuzzle"); - } else { - spawner = m_Entity.FirstChildByName("ThirdPersonWeaponMuzzle"); - } - - if (!spawner.Valid()) { - return; - } - - Events::SpawnerSpawn e; - e.Spawner = spawner; - m_EventBroker->Publish(e); - } - - float traceRayDistance(glm::vec3 origin, glm::vec3 direction) - { - // TODO: Cast a ray and size tracer appropriately - return 100.f; - } - - void playSound() - { - if (!IsClient) { - return; - } - - Events::PlaySoundOnEntity e; - e.EmitterID = m_Entity.ID; - e.FilePath = "Audio/laser/laser1.wav"; - m_EventBroker->Publish(e); - } -}; - -#endif \ No newline at end of file diff --git a/resources/Schema/Components/AssaultWeapon.xml b/resources/Schema/Components/AssaultWeapon.xml index 902795c1..c7dbfb0d 100755 --- a/resources/Schema/Components/AssaultWeapon.xml +++ b/resources/Schema/Components/AssaultWeapon.xml @@ -6,4 +6,5 @@ 360 5 120 + 0.01 \ No newline at end of file diff --git a/resources/Schema/Components/AssaultWeapon.xsd b/resources/Schema/Components/AssaultWeapon.xsd index 1b2704ea..65558db5 100755 --- a/resources/Schema/Components/AssaultWeapon.xsd +++ b/resources/Schema/Components/AssaultWeapon.xsd @@ -22,6 +22,9 @@ Rate of fire in rounds per minute + + View punch in radians for each bullet fired + diff --git a/resources/Schema/Components/Player.xml b/resources/Schema/Components/Player.xml index b51326aa..00cff257 100644 --- a/resources/Schema/Components/Player.xml +++ b/resources/Schema/Components/Player.xml @@ -2,4 +2,5 @@ 3 1.5 + \ No newline at end of file diff --git a/resources/Schema/Components/Player.xsd b/resources/Schema/Components/Player.xsd index 13948dc2..1b33d222 100644 --- a/resources/Schema/Components/Player.xsd +++ b/resources/Schema/Components/Player.xsd @@ -5,12 +5,13 @@ - The player charachter + The player entity + diff --git a/src/Engine/Rendering/AnimationSystem.cpp b/src/Engine/Rendering/AnimationSystem.cpp index 48681e6e..d5b5984d 100644 --- a/src/Engine/Rendering/AnimationSystem.cpp +++ b/src/Engine/Rendering/AnimationSystem.cpp @@ -34,19 +34,32 @@ void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& a if (!(bool)animationComponent["Loop" + std::to_string(i)]) { if (nextTime > animation->Duration) { nextTime = animation->Duration; + Events::AnimationComplete e; + e.Entity = entity; + e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)]; + m_EventBroker->Publish(e); } else if (nextTime < 0) { + Events::AnimationComplete e; + e.Entity = entity; + e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)]; + m_EventBroker->Publish(e); nextTime = 0; } (double&)animationComponent["Speed" + std::to_string(i)] = 0.0; - Events::AnimationComplete e; - e.Entity = entity; - e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)]; - m_EventBroker->Publish(e); + } else { if (nextTime > animation->Duration) { + Events::AnimationComplete e; + e.Entity = entity; + e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)]; + m_EventBroker->Publish(e); nextTime -= animation->Duration; } else if (nextTime < 0) { + Events::AnimationComplete e; + e.Entity = entity; + e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)]; + m_EventBroker->Publish(e); nextTime += animation->Duration; } } diff --git a/src/Game/CMakeLists.txt b/src/Game/CMakeLists.txt index db923364..f188d7fa 100644 --- a/src/Game/CMakeLists.txt +++ b/src/Game/CMakeLists.txt @@ -16,6 +16,12 @@ file(GLOB SOURCE_FILES_Systems ) source_group(Systems FILES ${SOURCE_FILES_Systems}) +file(GLOB SOURCE_FILES_Systems_Weapon + "${INCLUDE_PATH}/Systems/Weapon/*.h" + "Systems/Weapon/*.cpp" +) +source_group(Systems\\Weapon FILES ${SOURCE_FILES_Systems_Weapon}) + file(GLOB SOURCE_FILES_Events "${INCLUDE_PATH}/Events/*.h" "Events/*.cpp" @@ -31,6 +37,7 @@ set(SOURCE_FILES ${SOURCE_FILES} "Game.cpp" ${SOURCE_FILES_Systems} + ${SOURCE_FILES_Systems_Weapon} ${SOURCE_FILES_Events} ${SOURCE_FILES_Network} ) diff --git a/src/Game/Game.cpp b/src/Game/Game.cpp index 6057d463..cf14fc76 100644 --- a/src/Game/Game.cpp +++ b/src/Game/Game.cpp @@ -13,7 +13,7 @@ #include "Core/EntityFileWriter.h" #include "Game/Systems/CapturePointSystem.h" #include "Game/Systems/PickupSpawnSystem.h" -#include "Game/Systems/WeaponSystem.h" +#include "Game/Systems/Weapon/WeaponSystem.h" #include "Rendering/AnimationSystem.h" #include "Game/Systems/PlayerHUDSystem.h" #include "Rendering/BoneAttachmentSystem.h" diff --git a/src/Game/Systems/PlayerMovementSystem.cpp b/src/Game/Systems/PlayerMovementSystem.cpp index 7c69f0ce..65f7c302 100644 --- a/src/Game/Systems/PlayerMovementSystem.cpp +++ b/src/Game/Systems/PlayerMovementSystem.cpp @@ -51,6 +51,7 @@ void PlayerMovementSystem::updateMovementControllers(double dt) float playerMovementSpeed = player["Player"]["MovementSpeed"]; float playerCrouchSpeed = player["Player"]["CrouchSpeed"]; + glm::vec3& wishDirection = player["Player"]["CurrentWishDirection"]; if (player.HasComponent("Physics")) { ComponentWrapper cPhysics = player["Physics"]; @@ -58,7 +59,7 @@ void PlayerMovementSystem::updateMovementControllers(double dt) if (player.HasComponent("DashAbility")) { controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"]); } - glm::vec3 wishDirection = controller->Movement() * glm::inverse(glm::quat(ori)); + wishDirection = controller->Movement() * glm::inverse(glm::quat(ori)); //this makes sure you can only dash in the 4 directions: forw,backw,left,right if (controller->AssaultDashDoubleTapped() && controller->Movement().z != 0 && controller->Movement().x != 0) { wishDirection = glm::vec3(controller->Movement().x, 0, 0)* glm::inverse(glm::quat(ori)); diff --git a/src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp b/src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp new file mode 100644 index 00000000..bb5a025f --- /dev/null +++ b/src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp @@ -0,0 +1,190 @@ +#include "Systems/Weapon/AssaultWeaponBehaviour.h" + +AssaultWeaponBehaviour::AssaultWeaponBehaviour(SystemParams systemParams, Octree* collisionOctree, EntityWrapper weaponEntity) + : WeaponBehaviour(systemParams, collisionOctree, weaponEntity) +{ + m_FirstPersonModel = m_Entity.FirstChildByName("Hands"); + EVENT_SUBSCRIBE_MEMBER(m_EAnimationComplete, &AssaultWeaponBehaviour::OnAnimationComplete); +} + +void AssaultWeaponBehaviour::Fire() +{ + m_TimeSinceLastFire = 0.0; + m_Firing = true; + fireRound(); + playShootAnimation(); +} + +void AssaultWeaponBehaviour::CeaseFire() +{ + m_Firing = false; +} + +void AssaultWeaponBehaviour::Reload() +{ + ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"]; + + int& magAmmo = cAssaultWeapon["MagazineAmmo"]; + int magSize = cAssaultWeapon["MagazineSize"]; + int& ammo = cAssaultWeapon["Ammo"]; + + // Don't reload if we're already fully loaded + if (magAmmo == magSize) { + return; + } + + // Throw away rounds in magazine to incentivise ammo sharing + int toLoad = glm::min(magSize, ammo); + magAmmo = toLoad; + ammo -= toLoad; +} + +void AssaultWeaponBehaviour::Update(double dt) +{ + if (m_Firing) { + m_TimeSinceLastFire += dt; + + ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"]; + if (m_TimeSinceLastFire >= 1.0 / ((double)cAssaultWeapon["RPM"] / 60.0)) { + fireRound(); + } + } + + if (!m_Firing && !m_Reloading) { + playIdleAnimation(); + } +} + +bool AssaultWeaponBehaviour::OnAnimationComplete(Events::AnimationComplete& e) +{ + if (e.Entity != m_FirstPersonModel) { + return false; + } + + //if (e.Name == "ShootRifle") { + // if (!m_Firing) { + // playIdleAnimation(); + // } + //} + + return true; +} + +void AssaultWeaponBehaviour::fireRound() +{ + ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"]; + + int& magAmmo = cAssaultWeapon["MagazineAmmo"]; + int ammo = cAssaultWeapon["Ammo"]; + + // Reload if our magazine is empty + if (magAmmo <= 0) { + Reload(); + return; + } + + // Fire + magAmmo -= 1; + spawnTracer(); + playSound(); + viewPunch(); + + m_TimeSinceLastFire = 0.0; +} + +void AssaultWeaponBehaviour::spawnTracer() +{ + if (!IsClient) { + return; + } + + EntityWrapper spawner; + if (m_Entity == LocalPlayer) { + spawner = m_Entity.FirstChildByName("WeaponMuzzle"); + } else { + spawner = m_Entity.FirstChildByName("ThirdPersonWeaponMuzzle"); + } + + if (!spawner.Valid()) { + return; + } + + Events::SpawnerSpawn e; + e.Spawner = spawner; + m_EventBroker->Publish(e); +} + +float AssaultWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direction) +{ + // TODO: Cast a ray and size tracer appropriately + return 100.f; +} + +void AssaultWeaponBehaviour::playSound() +{ + if (!IsClient) { + return; + } + + Events::PlaySoundOnEntity e; + e.EmitterID = m_Entity.ID; + e.FilePath = "Audio/laser/laser1.wav"; + m_EventBroker->Publish(e); +} + +void AssaultWeaponBehaviour::viewPunch() +{ + EntityWrapper playerCamera = m_Entity.FirstChildByName("Camera"); + if (!playerCamera.Valid()) { + return; + } + float viewPunch = m_Entity["AssaultWeapon"]["ViewPunch"]; + ComponentWrapper cTransform = playerCamera["Transform"]; + glm::vec3& orientation = cTransform["Orientation"]; + orientation.x += viewPunch; +} + +void AssaultWeaponBehaviour::playShootAnimation() +{ + EntityWrapper firstPersonWeapon = m_Entity.FirstChildByName("Hands"); + ComponentWrapper cAnimation = firstPersonWeapon["Animation"]; + cAnimation["AnimationName1"] = "ShootRifle"; + cAnimation["Weight1"] = 1.0; + cAnimation["Time1"] = 0.0; + cAnimation["Speed1"] = 1.0; + cAnimation["Loop1"] = true; +} + +void AssaultWeaponBehaviour::playIdleAnimation() +{ + if (!m_FirstPersonModel.Valid()) { + return; + } + + ComponentWrapper cAnimation = m_FirstPersonModel["Animation"]; + std::string& animationName1 = cAnimation["AnimationName1"]; + double& animationSpeed1 = cAnimation["Speed1"]; + + std::string animationToPlay = "Idle"; + double speedToSet = 1.0; + + ComponentWrapper cPlayer = m_Entity["Player"]; + glm::vec3 movementDirection = cPlayer["CurrentWishDirection"]; + if (glm::length2(movementDirection) > 0) { + animationToPlay = "Run"; + ComponentWrapper cPhysics = m_Entity["Physics"]; + speedToSet = glm::length((glm::vec3)cPhysics["Velocity"]) / (float)cPlayer["MovementSpeed"]; + } + + if (animationName1 != animationToPlay) { + cAnimation["AnimationName1"] = animationToPlay; + cAnimation["Weight1"] = 1.0; + cAnimation["Time1"] = 0.0; + cAnimation["Loop1"] = true; + } + + if (animationSpeed1 != speedToSet) { + cAnimation["Speed1"] = speedToSet; + } +} + diff --git a/src/Game/Systems/WeaponSystem.cpp b/src/Game/Systems/Weapon/WeaponSystem.cpp similarity index 97% rename from src/Game/Systems/WeaponSystem.cpp rename to src/Game/Systems/Weapon/WeaponSystem.cpp index eeb7dd00..bdd27ea9 100644 --- a/src/Game/Systems/WeaponSystem.cpp +++ b/src/Game/Systems/Weapon/WeaponSystem.cpp @@ -1,4 +1,4 @@ -#include "Systems/WeaponSystem.h" +#include "Systems/Weapon/WeaponSystem.h" WeaponSystem::WeaponSystem(SystemParams params, IRenderer* renderer, Octree* collisionOctree) : System(params) @@ -24,7 +24,8 @@ void WeaponSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPla if (it == m_ActiveWeapons.end()) { selectWeapon(entity, 1); } - + + m_EventBroker->Process(); m_ActiveWeapons.at(entity)->Update(dt); }