Merge remote-tracking branch 'origin/master' into TextRendering

# Conflicts:
#	include/Game/Game.h
This commit is contained in:
viktorljung
2016-01-21 10:19:32 +01:00
62 changed files with 2632 additions and 1005 deletions
+3 -1
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@@ -26,7 +26,9 @@ set(SOURCE_FILES
${SOURCE_FILES}
"Game.cpp"
${SOURCE_FILES_Systems}
${SOURCE_FILES_Events}
${SOURCE_FILES_Events}
)
set(LIBRARIES
+5 -3
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@@ -8,6 +8,7 @@
#include "Systems/SpawnerSystem.h"
#include "Systems/PlayerSpawnSystem.h"
#include "Core/EntityFileWriter.h"
#include "Game/Systems/CapturePointSystem.h"
Game::Game(int argc, char* argv[])
{
@@ -68,8 +69,8 @@ Game::Game(int argc, char* argv[])
// Create Octrees
m_OctreeCollision = new Octree(AABB(glm::vec3(-100), glm::vec3(100)), 4);
m_OctreeFrustrumCulling = new Octree(AABB(glm::vec3(-100), glm::vec3(100)), 4);
m_OctreeCollision = new Octree<AABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
m_OctreeFrustrumCulling = new Octree<AABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
// Create system pipeline
m_SystemPipeline = new SystemPipeline(m_EventBroker);
@@ -79,6 +80,7 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer);
m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<InterpolationSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
// Populate Octree with collidables
@@ -89,6 +91,7 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeCollision);
++updateOrderLevel;
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
// Invoke network
@@ -144,7 +147,6 @@ void Game::Tick()
m_SystemPipeline->Update(m_World, dt);
debugTick(dt);
m_Renderer->Update(dt);
m_EventBroker->Process<Client>();
m_SoundSystem->Update(dt);
GLERROR("Game::Tick m_RenderQueueFactory->Update");
m_Renderer->Draw(*m_RenderFrame);
+236
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@@ -0,0 +1,236 @@
#include "Systems/CapturePointSystem.h"
#include <algorithm>
CapturePointSystem::CapturePointSystem(EventBroker* eventBroker)
: System(eventBroker),
PureSystem("CapturePoint")
{
//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &CapturePointSystem::OnTriggerTouch);
EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &CapturePointSystem::OnTriggerLeave);
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &CapturePointSystem::OnCaptured);
}
//here all capturepoints will update their component
//NOTE: needs to run each frame, since we're possibly modifying the captureTimer for the capturePoints by dt
void CapturePointSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& capturePoint, double dt)
{
if (m_WinnerWasFound) {
return;
}
const int capturePointNumber = capturePoint["CapturePointNumber"];
const bool hasTeamComponent = world->HasComponent(capturePoint.EntityID, "Team");
//if point doesnt have a teamComponent yet, add one. since:
//what if capture point has no team -> we cant get/use the team enum from it...
if (!hasTeamComponent) {
world->AttachComponent(capturePoint.EntityID, "Team");
ComponentWrapper& teamComponent = world->GetComponent(capturePoint.EntityID, "Team");
teamComponent["Team"] = (int)teamComponent["Team"].Enum("Spectator");
}
ComponentWrapper& teamComponent = world->GetComponent(capturePoint.EntityID, "Team");
const int redTeam = (int)teamComponent["Team"].Enum("Red");
const int blueTeam = (int)teamComponent["Team"].Enum("Blue");
const int spectatorTeam = (int)teamComponent["Team"].Enum("Spectator");
int homePointForTeam = (int)capturePoint["HomePointForTeam"];
if (m_NumberOfCapturePoints == 0 && capturePointNumber != 0 && (homePointForTeam == redTeam || homePointForTeam == blueTeam)) {
m_NumberOfCapturePoints = capturePointNumber + 1;//ex 2 -> 0,1,2 = 3
if (homePointForTeam == redTeam) {
m_RedTeamHomeCapturePoint = capturePointNumber;
m_BlueTeamHomeCapturePoint = 0;
} else {
m_BlueTeamHomeCapturePoint = capturePointNumber;
m_RedTeamHomeCapturePoint = 0;
}
}
//if we havent received all capturepoints yet, just return
if (m_NumberOfCapturePoints == 0 || m_NumberOfCapturePoints != m_CapturePointNumberToEntityIDMap.size()) {
m_CapturePointNumberToEntityIDMap.insert(std::make_pair(capturePointNumber, capturePoint.EntityID));
return;
}
//we have all capturepoints now - process stuff
int ownedBy = teamComponent["Team"];
int redTeamPlayersStandingInside = 0;
int blueTeamPlayersStandingInside = 0;
if (entity.HasComponent("Model")) {
//Now sets team color to the capturepoint, or white if it is uncaptured.
entity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.2f, 1, 1) : ownedBy == redTeam ? glm::vec4(1, 0.2f, 0, 1) : glm::vec4(1, 1, 1, 1);
}
//calculate next possible capturePoint for both teams
std::map<std::string, int> nextPossibleCapturePoint;
nextPossibleCapturePoint["Red"] = -1;
nextPossibleCapturePoint["Blue"] = -1;
for (size_t i = 0; i < m_NumberOfCapturePoints; i++)
{
ComponentWrapper& capturePointOwnedBy = world->GetComponent(m_CapturePointNumberToEntityIDMap[i], "Team");
if ((int)capturePointOwnedBy["Team"] == redTeam && m_RedTeamHomeCapturePoint == 0) {
nextPossibleCapturePoint["Red"] = i + 1;
}
if ((int)capturePointOwnedBy["Team"] == blueTeam && m_BlueTeamHomeCapturePoint == 0) {
nextPossibleCapturePoint["Blue"] = i + 1;
}
}
for (int i = m_NumberOfCapturePoints - 1; i >= 0; i--)
{
ComponentWrapper& capturePointOwnedBy = world->GetComponent(m_CapturePointNumberToEntityIDMap[i], "Team");
if ((int)capturePointOwnedBy["Team"] == redTeam && m_RedTeamHomeCapturePoint != 0) {
nextPossibleCapturePoint["Red"] = i - 1;
}
if ((int)capturePointOwnedBy["Team"] == blueTeam && m_BlueTeamHomeCapturePoint != 0) {
nextPossibleCapturePoint["Blue"] = i - 1;
}
}
//reset timers and reset the bool that triggers this
if (m_ResetTimers) {
for (size_t i = 0; i < m_NumberOfCapturePoints; i++)
{
ComponentWrapper& capturePoint = world->GetComponent(m_CapturePointNumberToEntityIDMap[i], "CapturePoint");
if ((int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Red"] &&
(int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Blue"]) {
capturePoint["CaptureTimer"] = 0.0;
}
}
m_ResetTimers = false;
}
//colorize next possible capturepoint
if (nextPossibleCapturePoint["Red"] == capturePointNumber) {
entity["Model"]["Color"] = glm::vec4(1, 1, 0, 1);
}
if (nextPossibleCapturePoint["Blue"] == capturePointNumber) {
entity["Model"]["Color"] = glm::vec4(0, 1, 1, 1);
}
//check how many players are standing inside and are healthy
for (size_t i = m_ETriggerTouchVector.size(); i > 0; i--)
{
auto triggerTouched = m_ETriggerTouchVector[i - 1];
if (std::get<1>(triggerTouched) == capturePoint.EntityID) {
//some player has touched this - lets figure out: what team, health
EntityID playerID = std::get<0>(triggerTouched);
if (!world->HasComponent(playerID, "Player")) {
//if a non-player has entered the capturePoint, just erase that event and continue
m_ETriggerTouchVector.erase(m_ETriggerTouchVector.begin() + i - 1);
continue;
}
bool hasHealthComponent = world->HasComponent(playerID, "Health");
if (hasHealthComponent) {
double currentHealth = world->GetComponent(playerID, "Health")["Health"];
//check if player is dead
if ((int)currentHealth == 0) {
continue;
}
}
//check team - spectatorNumber = "no team"
int teamNumber = world->GetComponent(playerID, "Team")["Team"];
if (teamNumber == redTeam) {
redTeamPlayersStandingInside++;
} else if (teamNumber == blueTeam) {
blueTeamPlayersStandingInside++;
}
continue;
}
}
//create data to be used in option B
//check so this is the next possible capture point for the take-over team and see if only one team is standing inside it
double timerDeltaChange = 0.0;
int currentTeam = 0;
bool canCapture = false;
if (redTeamPlayersStandingInside > 0 && blueTeamPlayersStandingInside == 0) {
timerDeltaChange = redTeamPlayersStandingInside*dt;
currentTeam = redTeam;
canCapture = nextPossibleCapturePoint["Red"] == capturePointNumber;
}
if (redTeamPlayersStandingInside == 0 && blueTeamPlayersStandingInside > 0) {
timerDeltaChange = -blueTeamPlayersStandingInside*dt;
currentTeam = blueTeam;
canCapture = nextPossibleCapturePoint["Blue"] == capturePointNumber;
}
if (redTeamPlayersStandingInside == 0 && blueTeamPlayersStandingInside == 0) {
//A.nobodys standing inside
//do nothing (?)
} else if (redTeamPlayersStandingInside > 0 && blueTeamPlayersStandingInside > 0) {
//C.both teams have players inside
//do nothing (?)
} else {
//B. at most one of the teams have players inside
//if capturePoint is not owned by the take-over team, just modify the CaptureTimer accordingly
if (ownedBy != currentTeam && canCapture) {
if (abs((double)capturePoint["CaptureTimer"]) < 0.001f) {
LOG_DEBUG("Point is being captured by team %i", currentTeam); //Remove when we tested sufficiently.
}
capturePoint["CaptureTimer"] = (double)capturePoint["CaptureTimer"] + timerDeltaChange;
}
//if capturePoint is owned by the team, and the other team has been trying to take it, then increase/decrease the timer towards 0.0
if ((ownedBy == currentTeam && currentTeam == redTeam && (double)capturePoint["CaptureTimer"] < 0.0) ||
(ownedBy == currentTeam && currentTeam == blueTeam && (double)capturePoint["CaptureTimer"] > 0.0)) {
capturePoint["CaptureTimer"] = (double)capturePoint["CaptureTimer"] + timerDeltaChange;
}
//check if captureTimer > m_CaptureTimeToTakeOver and if so change owner and publish the eCaptured event
if (abs((double)capturePoint["CaptureTimer"]) > abs(m_CaptureTimeToTakeOver) && canCapture) {
teamComponent["Team"] = currentTeam;
capturePoint["CaptureTimer"] = 0.0;
//publish Captured event
LOG_DEBUG("Point is captured by team %i!", currentTeam); //Remove when we tested sufficiently.
Events::Captured e;
e.CapturePointID = capturePoint.EntityID;
e.TeamNumberThatCapturedCapturePoint = currentTeam;
m_EventBroker->Publish(e);
//NextPossibleCapturePoint will be calculated in the next update...
}
}
//check for possible winCondition = check if the homebase is owned by the other team
bool checkForWinner = false;
if (capturePointNumber == m_RedTeamHomeCapturePoint && ownedBy != redTeam)
{
checkForWinner = true;
}
if (capturePointNumber == m_BlueTeamHomeCapturePoint && ownedBy != blueTeam)
{
checkForWinner = true;
}
if (checkForWinner && !m_WinnerWasFound)
{
//publish Win event
Events::Win e;
e.TeamThatWon = ownedBy;
m_EventBroker->Publish(e);
m_WinnerWasFound = true;
}
}
bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e)
{
//personEntered = e.Entity, thingEntered = e.Trigger
m_ETriggerTouchVector.push_back(std::make_tuple(e.Entity, e.Trigger));
return true;
}
bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e)
{
for (size_t i = 0; i < m_ETriggerTouchVector.size(); i++)
{
auto triggerTouched = m_ETriggerTouchVector[i];
if (std::get<0>(triggerTouched) == e.Entity && std::get<1>(triggerTouched) == e.Trigger) {
m_ETriggerTouchVector.erase(m_ETriggerTouchVector.begin() + i);
break;
}
}
return true;
}
bool CapturePointSystem::OnCaptured(const Events::Captured& e)
{
//reset the timers in the next update since a capture has changed the "nextCapturePoint" for 1-2 teams
m_ResetTimers = true;
return true;
}
+4 -4
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@@ -12,7 +12,6 @@ HealthSystem::HealthSystem(EventBroker* eventBroker)
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
@@ -20,21 +19,22 @@ void HealthSystem::UpdateComponent(World* world, EntityWrapper& entity, Componen
{
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) {
if (std::get<0>(deltaHP) == component.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) {
component["Health"] = 0.0;
//publish death event
Events::PlayerDeath e;
e.PlayerID = player.EntityID;
e.PlayerID = component.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)
if (std::get<0>(m_DeltaHealthVector[j - 1]) == component.EntityID)
m_DeltaHealthVector.erase(m_DeltaHealthVector.begin() + j - 1);
}
//break the loop if the player is dead
+86
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@@ -0,0 +1,86 @@
#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_NextTransform.find(transform.EntityID) != m_NextTransform.end()) { // Exists in map
m_NextTransform[transform.EntityID].interpolationTime += dt;
Transform sTransform = m_NextTransform[transform.EntityID];
double time = sTransform.interpolationTime;
if (time > SNAPSHOTINTERVAL) {
if (m_LastReceivedTransform.find(transform.EntityID) != m_LastReceivedTransform.end()) {
m_NextTransform[transform.EntityID] = m_LastReceivedTransform[transform.EntityID];
m_NextTransform[transform.EntityID].interpolationTime = time - SNAPSHOTINTERVAL;
sTransform = m_NextTransform[transform.EntityID];
m_LastReceivedTransform.erase(transform.EntityID);
} else {
m_NextTransform.erase(transform.EntityID);
}
}
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);
}
}
}
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;
if (m_NextTransform.find(e.Entity) != m_NextTransform.end()) { // Did exist
m_LastReceivedTransform[e.Entity] = transform;
} else { // Did not
m_NextTransform[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;
}
+3 -1
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@@ -9,7 +9,9 @@ void PlayerMovementSystem::UpdateComponent(World* world, EntityWrapper& entity,
ComponentWrapper& cPhysics = entity["Physics"];
glm::vec3& velocity = cPhysics["Velocity"];
velocity.y -= 9.82 * dt;
if (cPhysics["Gravity"]) {
velocity.y -= 9.82 * dt;
}
glm::vec3& position = cTransform["Position"];
position += velocity * (float)dt;