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4 changed files with 26 additions and 77 deletions
-12
View File
@@ -40,17 +40,5 @@ private:
};
std::vector<EntityAtMaxValuePickupStruct> m_PickupAtMaximum;
void DoPickup(EntityWrapper &player, EntityWrapper &trigger);
//class
enum class PlayerClass {
Assault,
Defender,
Sniper,
None
};
//helper methods
bool DoesPlayerHaveMaxAmmo(EntityWrapper &player);
PlayerClass DetermineClass(EntityWrapper &player);
void SetPlayerAmmo(EntityWrapper &player, int ammoGain);
int GetPlayerMaxAmmo(EntityWrapper &player);
};
#endif
@@ -15,6 +15,7 @@
#include "Rendering/Util/CommonFunctions.h"
//#define INDICATOR_TEST
#include "Core/ConfigFile.h"
class DamageIndicatorSystem : public ImpureSystem
{
@@ -40,6 +41,8 @@ private:
std::vector<DamageIndicatorStruct> updateDamageIndicatorVector;
float CalculateAngle(EntityWrapper player, glm::vec3 enemyPos);
bool m_NetworkEnabled;
//for tests
#ifdef INDICATOR_TEST
glm::vec3 DamageIndicatorTest(EntityWrapper player);
+13 -61
View File
@@ -37,7 +37,8 @@ void AmmoPickupSystem::Update(double dt)
//erase the current element (somePickup)
it = m_ETriggerTouchVector.erase(it);
} else {
}
else {
it++;
}
}
@@ -47,7 +48,7 @@ void AmmoPickupSystem::Update(double dt)
m_PickupAtMaximum.erase(it);
break;
}
if (!DoesPlayerHaveMaxAmmo(it->player)) {
if ((int)it->player["AssaultWeapon"]["Ammo"] < (int)it->player["AssaultWeapon"]["MaxAmmo"]) {
DoPickup(it->player, it->trigger);
m_PickupAtMaximum.erase(it);
break;
@@ -55,58 +56,6 @@ void AmmoPickupSystem::Update(double dt)
}
}
}
bool AmmoPickupSystem::DoesPlayerHaveMaxAmmo(EntityWrapper &player) {
PlayerClass playerClass = DetermineClass(player);
if (playerClass == PlayerClass::Defender) {
return !((int)player["DefenderWeapon"]["Ammo"] < (int)player["DefenderWeapon"]["MaxAmmo"]);
} else if (playerClass == PlayerClass::Sniper) {
return !((int)player["SniperWeapon"]["Ammo"] < (int)player["SniperWeapon"]["MaxAmmo"]);
} else if (playerClass == PlayerClass::Assault) {
return !((int)player["AssaultWeapon"]["Ammo"] < (int)player["AssaultWeapon"]["MaxAmmo"]);
} else {
return false;
}
}
void AmmoPickupSystem::SetPlayerAmmo(EntityWrapper &player, int ammoGain) {
int maxWeaponAmmo = GetPlayerMaxAmmo(player);
PlayerClass playerClass = DetermineClass(player);
if (playerClass == PlayerClass::Defender) {
(int&)player["DefenderWeapon"]["Ammo"] = std::min((int)player["DefenderWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo);
} else if (playerClass == PlayerClass::Sniper) {
(int&)player["SniperWeapon"]["Ammo"] = std::min((int)player["SniperWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo);
} else if (playerClass == PlayerClass::Assault) {
(int&)player["AssaultWeapon"]["Ammo"] = std::min((int)player["AssaultWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo);
} else {
//unknown class - ignore
}
}
int AmmoPickupSystem::GetPlayerMaxAmmo(EntityWrapper &player) {
PlayerClass playerClass = DetermineClass(player);
if (playerClass == PlayerClass::Defender) {
return (int)player["DefenderWeapon"]["MaxAmmo"];
} else if (playerClass == PlayerClass::Sniper) {
return (int)player["SniperWeapon"]["MaxAmmo"];
} else if (playerClass == PlayerClass::Assault) {
return (int)player["AssaultWeapon"]["MaxAmmo"];
} else {
return -1;
}
}
AmmoPickupSystem::PlayerClass AmmoPickupSystem::DetermineClass(EntityWrapper &player)
{
//determine the class based on what component the inflictor-player has
if (m_World->HasComponent(player.ID, "DashAbility")) {
return PlayerClass::Assault;
}
if (m_World->HasComponent(player.ID, "ShieldAbility")) {
return PlayerClass::Defender;
}
if (m_World->HasComponent(player.ID, "SprintAbility")) {
return PlayerClass::Sniper;
}
return PlayerClass::None;
}
bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
{
@@ -114,7 +63,7 @@ bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
return false;
}
//TODO: add other weapontypes
if (DetermineClass(e.Entity) == PlayerClass::None) {
if (!e.Entity.HasComponent("AssaultWeapon")) {
return false;
}
if (!e.Trigger.HasComponent("AmmoPickup")) {
@@ -122,7 +71,7 @@ bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
}
//if at maxammo, save the trigger-touch to a vector since standing inside it will not re-trigger the trigger
if (DoesPlayerHaveMaxAmmo(e.Entity)) {
if ((int)e.Entity["AssaultWeapon"]["Ammo"] >= (int)e.Entity["AssaultWeapon"]["MaxAmmo"]) {
m_PickupAtMaximum.push_back({ e.Entity, e.Trigger });
return false;
}
@@ -136,16 +85,19 @@ bool AmmoPickupSystem::OnAmmoPickup(Events::AmmoPickup & e)
return false;
}
//TODO: add other weapontypes
if (DetermineClass(e.Player) == PlayerClass::None) {
if (!e.Player.HasComponent("AssaultWeapon")) {
return false;
}
int maxWeaponAmmo = (int)e.Player["AssaultWeapon"]["MaxAmmo"];
int& currentAmmo = (int)e.Player["AssaultWeapon"]["Ammo"];
//cant pick up ammopacks if you are already at MaxAmmo
if (DoesPlayerHaveMaxAmmo(e.Player)) {
if (currentAmmo >= maxWeaponAmmo) {
return false;
}
SetPlayerAmmo(e.Player, e.AmmoGain);
return true;
currentAmmo = std::min(currentAmmo + e.AmmoGain, maxWeaponAmmo);
return false;
}
bool AmmoPickupSystem::OnTriggerLeave(Events::TriggerLeave& e) {
@@ -167,7 +119,7 @@ void AmmoPickupSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger) {
if (!trigger.Valid()) {
return;
}
int maxWeaponAmmo = GetPlayerMaxAmmo(player);
int maxWeaponAmmo = (int)player["AssaultWeapon"]["MaxAmmo"];
int ammoGiven = 0.01*(double)trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo;
Events::AmmoPickup ePlayerAmmoPickup;
+10 -4
View File
@@ -10,10 +10,11 @@ DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params)
//load texture to cache
auto texture = CommonFunctions::LoadTexture("Textures/DamageIndicator.png", false);
auto entityFile = ResourceManager::Load<EntityXMLFile>("Schema/Entities/DamageIndicator.xml");
m_NetworkEnabled = ResourceManager::Load<ConfigFile>("Config.ini")->Get("Networking.StartNetwork", false);
}
void DamageIndicatorSystem::Update(double dt) {
if (!IsServer && LocalPlayer.Valid()) {
if ((!IsServer || !m_NetworkEnabled) && LocalPlayer.Valid()) {
for (auto& iter = updateDamageIndicatorVector.begin(); iter != updateDamageIndicatorVector.end(); iter++) {
if (!iter->spriteEntity.Valid()) {
updateDamageIndicatorVector.erase(iter);
@@ -40,10 +41,15 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
return false;
}
//friendly fire - return
if (e.Damage < 0.1f) {
return false;
}
glm::vec3 inflictorPos = e.Inflictor["Transform"]["Position"];
//if testing
#ifdef INDICATOR_TEST
inflictorPos = DamageIndicatorTest(e.Victim);
inflictorPos = DamageIndicatorTest(e.Victim);
#endif
float angleBetweenVectors = CalculateAngle(e.Victim, inflictorPos);
@@ -55,7 +61,7 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
//simply set the rotation z-wise to the angleBetweenVectors
sprite["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors);
if (!IsServer) {
if (!IsServer || !m_NetworkEnabled) {
updateDamageIndicatorVector.emplace_back(sprite, inflictorPos);
}
@@ -122,7 +128,7 @@ glm::vec3 DamageIndicatorSystem::DamageIndicatorTest(EntityWrapper player) {
}
m_TestVar++;
auto inflictorPos = glm::vec3(currentPos.x + testVar*6.0f, currentPos.y, currentPos.z + testVar2*6.0f);
auto inflictorPos = glm::vec3(currentPos.x + testVar*6.0f, currentPos.y, currentPos.z + testVar2*6.0f);
//load the explosioneffect XML
auto deathEffect = ResourceManager::Load<EntityXMLFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");