Merge remote-tracking branch 'origin/master' into ExplosionEffectV2

This commit is contained in:
FakeShemp
2016-03-01 13:35:07 +01:00
110 changed files with 2579 additions and 980 deletions
@@ -24,6 +24,7 @@ public:
private:
Octree<EntityAABB>* m_Octree;
std::vector<EntityAABB> m_OctreeResult;
std::unordered_map<EntityWrapper, glm::vec3> m_PrevPositions;
};
#endif
+6
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@@ -29,16 +29,22 @@ struct EntityWrapper
EntityWrapper Parent();
EntityWrapper FirstChildByName(const std::string& name);
EntityWrapper FirstParentWithComponent(const std::string& componentType);
EntityWrapper Clone(EntityWrapper parent = EntityWrapper::Invalid);
std::vector<EntityWrapper> ChildrenWithComponent(const std::string& componentType);
void DeleteChildren();
bool IsChildOf(EntityWrapper potentialParent);
bool Valid() const;
ComponentWrapper operator[](const char* componentName);
ComponentWrapper operator[](const std::string& componentName);
bool operator==(const EntityWrapper& e) const;
bool operator!=(const EntityWrapper& e) const;
explicit operator EntityID() const;
private:
EntityWrapper firstChildByNameRecursive(const std::string& name, EntityID parent);
EntityWrapper cloneRecursive(EntityWrapper entity, EntityWrapper parent);
void childrenWithComponentRecursive(const std::string& componentType, EntityWrapper& entity, std::vector<EntityWrapper>& childrenWithComponent);
};
namespace std
+1 -1
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@@ -68,7 +68,7 @@ protected:
const std::string m_ComponentType;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) = 0;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) = 0;
};
class ImpureSystem : public virtual System
+1 -1
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@@ -40,7 +40,7 @@ public:
// Change the parent of an entity
void SetParent(EntityID entity, EntityID parent);
// Get children of an entity
const std::pair<std::unordered_multimap<EntityID, EntityID>::const_iterator, std::unordered_multimap<EntityID, EntityID>::const_iterator> GetChildren(EntityID entity);
const std::pair<std::unordered_multimap<EntityID, EntityID>::const_iterator, std::unordered_multimap<EntityID, EntityID>::const_iterator> GetDirectChildren(EntityID entity);
// Get all component pools
const std::unordered_map<std::string, ComponentPool*>& GetComponentPools() const { return m_ComponentPools; }
// Get the entity children map
+8
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@@ -73,6 +73,12 @@ public:
// Called when the user means to rename an entity.
typedef std::function<void(EntityWrapper, const std::string&)> OnEntityChangeName_t;
void SetEntityChangeNameCallback(OnEntityChangeName_t f) { m_OnEntityChangeName = f; }
// Called when the user pastes an entity previously "copied"
// @param EntityWrapper The entity to copy
// @param EntityWrapper The entity to parent the new copy to
// @return The new copy of the entity
typedef std::function<EntityWrapper(EntityWrapper, EntityWrapper)> OnEntityPaste_t;
void SetEntityPasteCallback(OnEntityPaste_t f) { m_OnEntityPaste = f; }
// Called when the user means to attach a new component to an entity.
typedef std::function<void(EntityWrapper, const std::string&)> OnComponentAttach_t;
void SetComponentAttachCallback(OnComponentAttach_t f) { m_OnComponentAttach = f; }
@@ -111,6 +117,7 @@ private:
std::string m_DroppedFile = "";
bool m_Paused = false;
bool m_MouseLocked = false;
EntityWrapper m_CopyTarget = EntityWrapper::Invalid;
// Callbacks
OnEntitySelectedCallback_t m_OnEntitySelected = nullptr;
@@ -124,6 +131,7 @@ private:
OnComponentDelete_t m_OnComponentDelete = nullptr;
OnWidgetMode_t m_OnWidgetMode = nullptr;
OnWidgetSpace_t m_OnWidgetSpace = nullptr;
OnEntityPaste_t m_OnEntityPaste = nullptr;
// Events
EventRelay<EditorGUI, Events::KeyDown> m_EKeyDown;
+1
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@@ -56,6 +56,7 @@ private:
void OnEntityDelete(EntityWrapper entity);
void OnEntityChangeParent(EntityWrapper entity, EntityWrapper parent);
void OnEntityChangeName(EntityWrapper entity, const std::string& name);
EntityWrapper OnEntityPaste(EntityWrapper entityToCopy, EntityWrapper parent);
void OnComponentAttach(EntityWrapper entity, const std::string& componentType);
void OnComponentDelete(EntityWrapper entity, const std::string& componentType);
void OnWidgetSpace(EditorGUI::WidgetSpace widgetSpace);
+31 -5
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@@ -19,11 +19,26 @@
#include "Core/World.h"
#include "Core/EventBroker.h"
#include "Core/ConfigFile.h"
#include "Core/EPlayerDeath.h"
#include "Input/EInputCommand.h"
#include "Core/EPlayerDamage.h"
#include "../Game/Events/EDoubleJump.h"
#include "Network/EInterpolate.h"
#include "Network/SnapshotFilter.h"
#include "Core/EPlayerSpawned.h"
#include "Network/ESearchForServers.h"
struct ServerInfo
{
ServerInfo(std::string a, int b, std::string c, int d)
{
Address = a; Port = b; Name = c; PlayersConnected = d;
}
std::string Address = "";
int Port = 0;
std::string Name = "";
int PlayersConnected = 0;
};
class Client : public Network
{
@@ -34,7 +49,9 @@ public:
void Connect(std::string address, int port);
void Update() override;
private:
UDPClient m_Unreliable;
TCPClient m_Reliable;
std::vector<Events::PlayerSpawned> m_PlayerSpawnEvents;
void parseSpawnEvents();
// Save for children
@@ -82,10 +99,13 @@ public:
void parseTCPConnect(Packet& packet);
void parsePlayerConnected(Packet& packet);
void parsePing();
void parseServerlist(Packet& packet);
void parseKick();
void parsePlayersSpawned(Packet& packet);
void parseEntityDeletion(Packet& packet);
void parsePlayerDamage(Packet& packet);
void parseComponentDeletion(Packet& packet);
void parseDoubleJump(Packet& packet);
void InterpolateFields(Packet & packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType);
void parseSnapshot(Packet& packet);
void identifyPacketLoss();
@@ -94,6 +114,7 @@ public:
void sendInputCommands();
void sendLocalPlayerTransform();
void becomePlayer();
void displayServerlist();
// Mapping Logic
// Returns if local EntityID exist in map
bool clientServerMapsHasEntity(EntityID clientEntityID);
@@ -109,10 +130,15 @@ public:
bool OnPlayerDamage(const Events::PlayerDamage& e);
EventRelay<Client, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(const Events::PlayerSpawned& e);
void parsePlayerDamage(Packet& packet);
private:
UDPClient m_Unreliable;
TCPClient m_Reliable;
EventRelay< Client, Events::SearchForServers> m_ESearchForServers;
EventRelay<Client, Events::DoubleJump> m_EDoubleJump;
bool OnDoubleJump(Events::DoubleJump & e);
bool OnSearchForServers(const Events::SearchForServers& e);
UDPClient m_ServerlistRequest;
std::vector<ServerInfo> m_Serverlist;
bool m_SearchingForServers = false;
std::clock_t m_StartSearchTime;
double m_SearchingTime = 2000; // Config I guess
};
#endif
@@ -0,0 +1,12 @@
#ifndef Events_SearchForServers_h__
#define Events_SearchForServers_h__
#include "Core/Event.h"
namespace Events
{
struct SearchForServers : public Event { };
}
#endif
-13
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@@ -1,13 +0,0 @@
#ifndef HybridClient_h__
#define HybridClient_h__
class HybridClient
{
public:
HybridClient();
~HybridClient();
private:
};
#endif
-12
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@@ -1,12 +0,0 @@
#ifndef HybridServer_h__
#define HybridServer_h__
class HybridServer
{
public:
HybridServer();
~HybridServer();
private:
};
#endif
+2
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@@ -19,6 +19,8 @@ enum class MessageType
EntityDeleted,
ComponentDeleted,
PlayerTransform,
OnDoubleJump,
ServerlistRequest,
Invalid
};
+4 -1
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@@ -9,13 +9,16 @@ typedef unsigned int PacketID;
class NetworkClient
{
public:
NetworkClient();
virtual ~NetworkClient();
virtual void Connect(std::string playerName, std::string address, int port) = 0;
virtual void Disconnect() = 0;
virtual void Receive(Packet& packet) = 0;
virtual void Send(Packet & packet) = 0;
virtual bool IsSocketAvailable() = 0;
protected:
char m_ReadBuffer[BUFFERSIZE] = { 0 };
char* m_ReadBuffer;
unsigned int m_BufferSize = BUFFERSIZE;
};
#endif
+4 -1
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@@ -10,12 +10,15 @@ typedef unsigned int PacketID;
class NetworkServer
{
public:
NetworkServer();
virtual ~NetworkServer();
virtual void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers) = 0;
virtual void Receive(Packet & packet, PlayerDefinition & playerDefinition) = 0;
virtual void Send(Packet & packet, PlayerDefinition & playerDefinition) = 0;
virtual void Send(Packet & packet) = 0;
protected:
char m_ReadBuffer[BUFFERSIZE] = { 0 };
char* m_ReadBuffer;
unsigned int m_BufferSize = BUFFERSIZE;
};
#endif
+9 -4
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@@ -17,6 +17,7 @@
#include "Core/EPlayerDamage.h"
#include "Network/EPlayerDisconnected.h"
#include "Core/EPlayerSpawned.h"
#include "../Game/Events/EDoubleJump.h"
#include "Core/EEntityDeleted.h"
#include "Core/EComponentDeleted.h"
@@ -32,6 +33,7 @@ private:
// Network channels
TCPServer m_Reliable;
UDPServer m_Unreliable;
UDPServer m_ServerlistRequest;
// dont forget to set these in the childrens receive logic
boost::asio::ip::address m_Address;
int m_Port = 27666;
@@ -54,7 +56,7 @@ private:
std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
//Timers
std::clock_t m_StartPingTime;
// Packet loss logic
PacketID m_PacketID = 0;
PacketID m_PreviousPacketID = 0;
@@ -64,6 +66,7 @@ private:
void reliableBroadcast(Packet& packet);
void unreliableBroadcast(Packet& packet);
void sendSnapshot();
void addPlayersToPacket(Packet& packet, EntityID entityID);
void addChildrenToPacket(Packet& packet, EntityID entityID);
void addInputCommandsToPacket(Packet& packet);
void sendPing();
@@ -77,10 +80,12 @@ private:
void parsePlayerTransform(Packet& packet);
void parseOnInputCommand(Packet& packet);
void parseClientPing();
void parsePing();
void parseUDPConnect(Packet & packet);
void parseTCPConnect(Packet & packet);
void parsePing();
bool parseDoubleJump(Packet& packet);
void parseUDPConnect(Packet& packet);
void parseTCPConnect(Packet& packet);
void parseDisconnect();
void parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint);
bool shouldSendToClient(EntityWrapper childEntity);
// Debug event
+1 -1
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@@ -20,7 +20,7 @@ private:
boost::asio::ip::tcp::endpoint m_Endpoint;
boost::asio::io_service m_IOService;
std::unique_ptr<boost::asio::ip::tcp::socket> m_Socket;
size_t readBuffer(char* data);
size_t readBuffer();
PacketID m_SendPacketID = 0;
bool m_IsConnected = false;
};
+10 -4
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@@ -16,16 +16,22 @@ public:
void Send(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet);
void Disconnect();
int Port() { return m_Port; }
std::string Address() { return m_Address; }
private:
// TCP logic
boost::asio::io_service m_IOService;
std::unique_ptr<boost::asio::ip::tcp::acceptor> acceptor;
boost::shared_ptr<boost::asio::ip::tcp::socket> lastReceivedSocket;
void handle_accept(boost::shared_ptr<boost::asio::ip::tcp::socket> socket,
int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers,
const boost::system::error_code& error);
int readBuffer(char* data, PlayerDefinition& playerDefinition);
int readBuffer(PlayerDefinition& playerDefinition);
PlayerID getPlayerIDFromEndpoint(const std::map<PlayerID, PlayerDefinition>& connectedPlayers,
boost::asio::ip::address address, unsigned short port);
int GetPort();
std::string GetAddress();
int m_Port = 0;
std::string m_Address = "";
};
#endif
+2 -1
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@@ -14,13 +14,14 @@ public:
void Disconnect();
void Receive(Packet& packet);
void Send(Packet & packet);
void Broadcast(Packet& packet, int port);
bool IsSocketAvailable();
private:
// Assio UDP logic
boost::asio::io_service m_IOService;
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::shared_ptr<boost::asio::ip::udp::socket> m_Socket;
int readBuffer(char* data);
int readBuffer();
PacketID m_SendPacketID = 0;
};
+5 -2
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@@ -8,18 +8,21 @@ class UDPServer : public NetworkServer
{
public:
UDPServer();
UDPServer(int port);
~UDPServer();
void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers);
void Receive(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet);
void Send(Packet & packet);
void Send(Packet & packet, boost::asio::ip::udp::endpoint endpoint);
void Broadcast(Packet & packet, int port);
bool IsSocketAvailable();
private:
// UDP logic
boost::asio::io_service m_IOService;
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
std::unique_ptr<boost::asio::ip::udp::socket> m_Socket;
int readBuffer(char* data);
int readBuffer();
};
#endif
+27
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@@ -0,0 +1,27 @@
#ifndef CubeMapPass_h__
#define CubeMapPass_h__
#include "IRenderer.h"
#include "ShaderProgram.h"
class CubeMapPass
{
public:
CubeMapPass(IRenderer* renderer);
~CubeMapPass() { }
void LoadTextures(std::string input);
void FillCubeMap(glm::vec3 originPosition);
void GenerateCubeMapTexture();
//GLuint CubeMapTexture() const { return m_CubeMapTexture; }
GLuint m_CubeMapTexture = -1;
private:
IRenderer* m_Renderer;
std::string m_PreviusCubeMapTexture;
std::vector<Texture*> m_CubeMapTextures;
};
#endif
+4 -1
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@@ -4,6 +4,7 @@
#include "IRenderer.h"
#include "DrawFinalPassState.h"
#include "LightCullingPass.h"
#include "CubeMapPass.h"
#include "FrameBuffer.h"
#include "ShaderProgram.h"
#include "Util/UnorderedMapVec2.h"
@@ -13,7 +14,7 @@
class DrawFinalPass
{
public:
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass);
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass);
~DrawFinalPass() { }
void InitializeTextures();
void InitializeFrameBuffers();
@@ -62,12 +63,14 @@ private:
GLuint m_SceneTextureLowRes;
GLuint m_DepthBuffer;
GLuint m_DepthBufferLowRes;
GLuint m_CubeMapTexture;
//maqke this component based i guess?
GLuint m_ShieldPixelRate = 16;
const IRenderer* m_Renderer;
const LightCullingPass* m_LightCullingPass;
const CubeMapPass* m_CubeMapPass;
ShaderProgram* m_ForwardPlusProgram;
ShaderProgram* m_ExplosionEffectProgram;
+1 -1
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@@ -184,7 +184,7 @@ struct ModelJob : RenderJob
void CalculateHash() override
{
Hash = TextureID + ModelID << 10 + ShaderID << 20;
Hash = ShaderID << 20 + ModelID << 10 + TextureID;
}
};
+3
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@@ -17,6 +17,7 @@
#include "DrawBloomPass.h"
#include "DrawColorCorrectionPass.h"
#include "SSAOPass.h"
#include "CubeMapPass.h"
#include "../Core/EventBroker.h"
#include "ImGuiRenderPass.h"
#include "Camera.h"
@@ -58,6 +59,7 @@ private:
Model* m_UnitSphere;
int m_DebugTextureToDraw = 0;
int m_CubeMapTexture = 0;
bool m_ResizeWindow = false;
float m_SSAO_Radius = 1.0f;
float m_SSAO_Bias = 0.05f;
@@ -74,6 +76,7 @@ private:
DrawBloomPass* m_DrawBloomPass;
DrawColorCorrectionPass* m_DrawColorCorrectionPass;
SSAOPass* m_SSAOPass;
CubeMapPass* m_CubeMapPass;
//----------------------Functions----------------------//
void InitializeWindow();
+4 -2
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@@ -14,11 +14,14 @@ class SSAOPass
{
public:
SSAOPass(IRenderer* rendere);
~SSAOPass() { };
~SSAOPass() {
delete m_DrawBloomPass;
};
void Draw(GLuint depthBuffer, Camera* camera);
void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns);
void ClearBuffer();
void OnWindowResize();
//Return the SSAO of the texture sent to Draw
GLuint SSAOTexture() const { return m_DrawBloomPass->GaussianTexture(); }
@@ -31,7 +34,6 @@ private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
void ComputeAO(GLuint depthBuffer, Camera* camera);
//void blurHorizontal(GLuint depthBuffer);
//void blurVertical(GLuint depthBuffer);
+6 -3
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@@ -17,7 +17,7 @@
struct SpriteJob : RenderJob
{
SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted)
SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted, bool isIndicator)
: RenderJob()
{
Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
@@ -30,7 +30,7 @@ struct SpriteJob : RenderJob
StartIndex = matProp.material->StartIndex;
EndIndex = matProp.material->EndIndex;
Matrix = matrix;
Matrix = matrix;
Color = cSprite["Color"];
Entity = cSprite.EntityID;
Position = Transform::AbsolutePosition(world, cSprite.EntityID);
@@ -41,7 +41,8 @@ struct SpriteJob : RenderJob
}
World = world;
Pickable = world->HasComponent(cSprite.EntityID, "Button");
IsIndicator = isIndicator;
FillColor = fillColor;
FillPercentage = fillPercentage;
};
@@ -61,7 +62,9 @@ struct SpriteJob : RenderJob
unsigned int StartIndex = 0;
unsigned int EndIndex = 0;
World* World;
bool Pickable;
bool IsIndicator = false;
glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0;
+1
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@@ -18,6 +18,7 @@ public:
void Bind(GLenum textureUnit = GL_TEXTURE0);
GLuint m_Texture = 0;
unsigned char* Data = nullptr;
};
+1 -1
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@@ -8,7 +8,7 @@ namespace Events
struct DoubleJump : public Event
{
EntityID entityID;
};
}
+1
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@@ -26,6 +26,7 @@ private:
double AmmoGain;
double RespawnTimer;
double DecreaseThisRespawnTimer;
EntityID parentID;
};
std::vector<NewAmmoPickup> m_ETriggerTouchVector;
};
+17 -1
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@@ -14,11 +14,13 @@
#include <glm/gtx/vector_angle.hpp>
#include "Rendering/Util/CommonFunctions.h"
//#define INDICATOR_TEST
class DamageIndicatorSystem : public System
class DamageIndicatorSystem : public ImpureSystem
{
public:
DamageIndicatorSystem(SystemParams params);
virtual void Update(double dt) override;
private:
EventRelay<DamageIndicatorSystem, Events::PlayerDamage> m_EPlayerDamage;
@@ -28,6 +30,20 @@ private:
bool OnSetCamera(const Events::SetCamera& e);
EntityID m_CurrentCamera = -1;
struct DamageIndicatorStruct {
EntityWrapper spriteEntity;
glm::vec3 enemyPosition;
DamageIndicatorStruct(EntityWrapper sprite, glm::vec3 pos)
: spriteEntity(sprite)
, enemyPosition(pos) {}
};
std::vector<DamageIndicatorStruct> updateDamageIndicatorVector;
float CalculateAngle(EntityWrapper player, glm::vec3 enemyPos);
//for tests
#ifdef INDICATOR_TEST
glm::vec3 DamageIndicatorTest(EntityWrapper player);
int m_TestVar = 0;
#endif
};
#endif
+1
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@@ -27,6 +27,7 @@ private:
double HealthGain;
double RespawnTimer;
double DecreaseThisRespawnTimer;
EntityID parentID;
};
std::vector<NewHealthPickup> m_ETriggerTouchVector;
};
+5 -1
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@@ -34,10 +34,14 @@ private:
glm::vec3 m_LastPosition = glm::vec3();
// The logic for making the sound play when player is moving
void playerStep(double dt);
// Spawn a hexagon at origin of an Entity
void spawnHexagon(EntityWrapper target);
EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
EventRelay<PlayerMovementSystem, Events::DoubleJump> m_EDoubleJump;
bool PlayerMovementSystem::OnDoubleJump(Events::DoubleJump & e);
void updateMovementControllers(double dt);
void updateVelocity(double dt);
void updateVelocity(EntityWrapper player, double dt);
};
+2 -4
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@@ -13,8 +13,6 @@ public:
PlayerSpawnSystem(SystemParams params);
virtual void Update(double dt) override;
static void SetRespawnTime(float respawnTime) { m_RespawnTime = respawnTime; };
private:
struct SpawnRequest
@@ -31,8 +29,8 @@ private:
//EntityWrapper ID -> Player ID.
std::map<EntityID, int> m_PlayerIDs;
static float m_RespawnTime;
float m_Timer;
float m_ForcedRespawnTime;
bool m_DbgConfigForceRespawn;
EventRelay<PlayerSpawnSystem, Events::InputCommand> m_OnInputCommand;
bool OnInputCommand(Events::InputCommand& e);
@@ -1,37 +1,33 @@
#ifndef AssaultWeaponBehaviour_h__
#define AssaultWeaponBehaviour_h__
#include "Sound/EPlaySoundOnEntity.h"
#include "Collision/Collision.h"
#include "Rendering/AnimationSystem.h"
#include "Core/ConfigFile.h"
#include "WeaponBehaviour.h"
#include "../SpawnerSystem.h"
#include "Core/EPlayerDamage.h"
#include "Core/EShoot.h"
class AssaultWeaponBehaviour : public WeaponBehaviour
class AssaultWeaponBehaviour : public WeaponBehaviour<AssaultWeaponBehaviour>
{
public:
AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity);
virtual void Fire() override;
virtual void CeaseFire() override;
virtual void Reload() override;
AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
: WeaponBehaviour(systemParams, "AssaultWeapon", renderer, collisionOctree)
{ }
virtual void Update(double dt) override;
protected:
virtual void OnPrimaryFire(WeaponInfo& wi) override;
virtual void OnCeasePrimaryFire(WeaponInfo& wi) override;
virtual void OnReload(WeaponInfo& wi) override;
private:
EntityWrapper m_FirstPersonModel;
EntityWrapper m_ThirdPersonModel;
// State
bool m_Firing = false;
bool m_Reloading = false;
double m_ReloadTimer = 0.0;
EntityWrapper m_FirstPersonReloadImpersonator;
EntityWrapper m_ThirdPersonReloadImpersonator;
double m_TimeSinceLastFire = 0.0;
EventRelay<WeaponBehaviour, Events::AnimationComplete> m_EAnimationComplete;
bool OnAnimationComplete(Events::AnimationComplete& e);
EntityWrapper m_FirstPersonReloadImpostor;
bool hasAmmo();
void fireRound();
@@ -47,3 +43,5 @@ private:
bool shoot(double damage);
void showHitMarker();
};
#endif
@@ -0,0 +1,38 @@
#include "WeaponBehaviour.h"
#include "Collision/Collision.h"
#include "Core/EPlayerDamage.h"
#include "Rendering/ESetCamera.h"
class DefenderWeaponBehaviour : public WeaponBehaviour<DefenderWeaponBehaviour>
{
public:
DefenderWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
: System(systemParams)
, WeaponBehaviour(systemParams, "DefenderWeapon", renderer, collisionOctree)
, m_RandomEngine(m_RandomDevice())
{
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &DefenderWeaponBehaviour::OnSetCamera);
}
void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
void UpdateWeapon(WeaponInfo& wi, double dt) override;
void OnPrimaryFire(WeaponInfo& wi) override;
void OnCeasePrimaryFire(WeaponInfo& wi) override;
bool OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e) override;
private:
std::random_device m_RandomDevice;
std::mt19937 m_RandomEngine;
EntityWrapper m_CurrentCamera;
EventRelay<DefenderWeaponBehaviour, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(const Events::SetCamera& e);
// Weapon functions
void fireShell(WeaponInfo& wi);
void dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage);
// Utility
float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
Camera cameraFromEntity(EntityWrapper camera);
};
+160 -13
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@@ -5,30 +5,177 @@
#include "Rendering/IRenderer.h"
#include "Core/Octree.h"
#include "Collision/EntityAABB.h"
#include "Input/EInputCommand.h"
#include "Systems/SpawnerSystem.h"
class WeaponBehaviour : public System
template <typename ETYPE>
class WeaponBehaviour : public PureSystem
{
friend class WeaponSystem;
public:
WeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper player)
: System(systemParams)
WeaponBehaviour(SystemParams params, std::string componentType, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
: System(params)
, PureSystem(componentType)
, m_Renderer(renderer)
, m_CollisionOctree(collisionOctree)
, m_Player(player)
{ }
{
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponBehaviour::_OnInputCommand)
}
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) { }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
{
auto weapon = getActiveWeapon(entity);
if (!weapon) {
return;
} else {
UpdateWeapon(*weapon, dt);
}
}
protected:
struct WeaponInfo
{
std::string WeaponComponent;
EntityWrapper Player;
EntityWrapper WeaponEntity;
EntityWrapper FirstPersonEntity;
EntityWrapper ThirdPersonEntity;
ComponentWrapper GetComponent() { return WeaponEntity[WeaponComponent]; }
};
IRenderer* m_Renderer;
Octree<EntityAABB>* m_CollisionOctree;
EntityWrapper m_Player;
std::unordered_map<EntityWrapper, WeaponInfo> m_ActiveWeapons;
virtual void UpdateWeapon(WeaponInfo& wi, double dt) { }
virtual void OnPrimaryFire(WeaponInfo& wi) { }
virtual void OnCeasePrimaryFire(WeaponInfo& wi) { }
virtual void OnReload(WeaponInfo& wi) { }
virtual bool OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e) { return false; }
private:
EventRelay<ETYPE, Events::InputCommand> m_EInputCommand;
bool _OnInputCommand(const Events::InputCommand& e)
{
EntityWrapper player = e.Player;
if (e.PlayerID == -1) {
player = LocalPlayer;
}
// Make sure the player is alive
if (!player.Valid()) {
return false;
}
// Make sure the player has this weapon
auto weapon = getWeaponComponent(player);
if (!weapon) {
return false;
}
// Weapon selection
if (e.Command == "SelectWeapon") {
if (static_cast<ComponentInfo::EnumType>(e.Value) == static_cast<ComponentInfo::EnumType>((*weapon)["Slot"])) {
selectWeapon(player);
}
}
// Only handle weapon actions if the weapon is active
auto activeWeapon = getActiveWeapon(player);
if (!activeWeapon) {
return false;
}
// Fire
if (e.Command == "PrimaryFire") {
if (e.Value > 0) {
OnPrimaryFire(*activeWeapon);
} else {
OnCeasePrimaryFire(*activeWeapon);
}
}
// Reload
if (e.Command == "Reload" && e.Value != 0) {
OnReload(*activeWeapon);
}
return OnInputCommand(*activeWeapon, e);
}
boost::optional<ComponentWrapper> getWeaponComponent(EntityWrapper player)
{
if (!player.HasComponent(m_ComponentType)) {
return boost::none;
}
return player[m_ComponentType];
}
boost::optional<WeaponInfo&> getActiveWeapon(EntityWrapper player)
{
auto it = m_ActiveWeapons.find(player);
if (it == m_ActiveWeapons.end()) {
return boost::none;
}
WeaponInfo& activeWeapon = it->second;
if (!activeWeapon.FirstPersonEntity.Valid() && !activeWeapon.ThirdPersonEntity.Valid()) {
return boost::none;
}
return activeWeapon;
}
void selectWeapon(EntityWrapper player)
{
// Find the weapon attachments matching the weapon type
std::vector<EntityWrapper> weaponAttachments = player.ChildrenWithComponent("WeaponAttachment");
EntityWrapper firstPersonAttachment;
EntityWrapper thirdPersonAttachment;
for (auto& attachment : weaponAttachments) {
ComponentWrapper cWeaponAttachment = attachment["WeaponAttachment"];
if ((std::string&)cWeaponAttachment["Weapon"] == m_ComponentType) {
ComponentWrapper::SubscriptProxy person = cWeaponAttachment["Person"];
if ((ComponentInfo::EnumType)person == person.Enum("FirstPerson")) {
firstPersonAttachment = attachment;
} else if ((ComponentInfo::EnumType)person == person.Enum("ThirdPerson")) {
thirdPersonAttachment = attachment;
}
}
}
if (!firstPersonAttachment.Valid() && !thirdPersonAttachment.Valid()) {
LOG_WARNING("No weapon attachment found for %s of player #%i", m_ComponentType.c_str(), player.ID);
return;
}
// Purge other weapon entities
for (auto& attachment : weaponAttachments) {
//if (attachment == firstPersonAttachment || attachment == thirdPersonAttachment) {
// continue;
//}
attachment.DeleteChildren();
}
// Spawn the weapon(s)
EntityWrapper firstPersonWeapon;
EntityWrapper thirdPersonWeapon;
if (firstPersonAttachment.Valid()) {
firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment);
}
if (thirdPersonAttachment.Valid()) {
thirdPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
}
m_ActiveWeapons[player].WeaponComponent = m_ComponentType;
m_ActiveWeapons[player].Player = player;
m_ActiveWeapons[player].WeaponEntity = player;
m_ActiveWeapons[player].FirstPersonEntity = firstPersonWeapon;
m_ActiveWeapons[player].ThirdPersonEntity = thirdPersonWeapon;
}
};
#endif