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193 Commits

Author SHA1 Message Date
Tleety e1ca104fc9 Merge remote-tracking branch 'origin/master' into HUD-Timers
# Conflicts:
#	resources/Schema/Entities/Player.xml
2016-03-02 22:49:26 +01:00
Tleety 2cb4a307eb Merge branch 'master' into HUD-Timers
# Conflicts:
#	resources/Schema/Entities/QualityAssurance.xml
#	src/Game/Game.cpp
2016-03-02 22:42:12 +01:00
Jace 6507efc0db Merge pull request #162 from teamfisk/Boost-icons
Boost icons
2016-03-02 22:28:57 +01:00
Tobias Dahl 96a3e68bf4 Merge pull request #160 from teamfisk/EntityFileCaching
Entity file caching
2016-03-02 22:19:20 +01:00
Tleety 2d438060dd Player arrow change 2016-03-02 22:08:23 +01:00
Tleety a339c61f5b Merge remote-tracking branch 'origin/master' into Boost-icons
# Conflicts:
#	resources/Schema/Components.xsd
#	resources/Schema/Types/Entity.xsd
2016-03-02 21:51:52 +01:00
Tleety 8b81ba9019 Some small fixes, also added new UI elements to Player 2016-03-02 21:40:20 +01:00
Jace 9a668ed7d7 Now here's the real fix for the lag when loading entity files: CONSOLE SPAM 2016-03-02 20:16:03 +01:00
Jace 7624c6ee0a Updated all uses of EntityXMLFile to use the new EntityFile to load entities into a world. 2016-03-02 20:12:59 +01:00
Jace 3ef15dcb81 EntityFile now releases EntityXMLFile after processing. 2016-03-02 20:01:18 +01:00
Jace 5923d2d7a7 Made SpawnerSystem utilize the new EntityFile for spawning instead 2016-03-02 19:52:34 +01:00
Jace 069583e09f Created EntityFile which loads an EntityXMLFile into a temporary world to be merged with another world when you want to create a copy of the entity loaded from disk. This allows us to free EntityXMLFile once it's loaded into an EntityFile. 2016-03-02 19:52:11 +01:00
Jace 44b4a597d4 fixup! Created World::Merge which will merge a world into another one 2016-03-02 19:50:52 +01:00
Jace 618e96da90 "Fixed" this crash in debug. The attachment vector is sometimes empty! @Tleety 2016-03-02 19:49:54 +01:00
Jace fb9914d08a Fixed AMD shader compilation error 2016-03-02 19:48:20 +01:00
Jace 0c0f2d7e50 fixup! Renamed EntityFile to EntityXMLFile to be able to separate file parsing from entity creation 2016-03-02 18:56:22 +01:00
Jace 26d6546d79 Renamed EntityFile to EntityXMLFile to be able to separate file parsing from entity creation 2016-03-02 18:53:40 +01:00
Jace 62c8196ad4 Created World::Merge which will merge a world into another one 2016-03-02 18:53:39 +01:00
Tleety 7af17049e9 BoostIcons should now track correctly 2016-03-02 18:13:09 +01:00
Joachim Pettersson 76117cb3ce Merge pull request #155 from teamfisk/Respawning
Looks good man! 🇺🇸 🍔 😎
2016-03-02 17:55:32 +01:00
William Moberg e6b3bbeb54 Merge remote-tracking branch 'origin/master' into Respawning
# Conflicts:
#	resources/Schema/Types/Entity.xsd
2016-03-02 17:50:59 +01:00
Tobias Dahl 01def459a1 Merge pull request #159 from teamfisk/FloatingEffect
Added a FloatingEffectSystem to the game.
2016-03-02 17:49:25 +01:00
antc13 3094dd301b Added a default value to Position in FloatingEffect.xml 2016-03-02 17:47:22 +01:00
William Moberg 76ab746a22 Merge pull request #157 from teamfisk/DashAbiltyEffect
Dash abilty effect
2016-03-02 17:43:55 +01:00
antc13 e56f203f7c Removed unnecessary comment & added FloatingEffect to Schema/Types/Entity.xsd 2016-03-02 17:42:11 +01:00
stiffly 267c007291 Removed unnecessary comments, variables and functions. 2016-03-02 17:39:27 +01:00
Tleety 8b66d29adc Skeleton system for Boost icons 2016-03-02 17:32:45 +01:00
antc13 7d15313209 Added a FloatingEffectSystem to the game. Pickups now move up and down, if so desired. 2016-03-02 17:22:44 +01:00
Tleety a9a19193ad Component for Boost icons 2016-03-02 17:21:15 +01:00
William Moberg 53c520123a Uncommented code. 2016-03-02 17:06:53 +01:00
stiffly 92d5ec70ba Merge remote-tracking branch 'origin/master' into DashAbiltyEffect 2016-03-02 16:57:07 +01:00
stiffly 233a1d0990 The dash effect is now ignored on the local player, because it was annoying. Copies of yourself could be in your way. 2016-03-02 16:56:43 +01:00
William Moberg 4ef76f6c45 Merge branch 'master' into Respawning
# Conflicts:
#	resources/Schema/Types/Entity.xsd
2016-03-02 16:51:24 +01:00
Joachim Pettersson f8f4b4d939 Merge pull request #151 from teamfisk/CPArrow
CapturePoint indicator HUD
2016-03-02 16:48:52 +01:00
stiffly a5c086e389 Dash effect now working over network, by sending events. Similar to jump effect. 2016-03-02 16:48:38 +01:00
William Moberg 91dbbb9c11 Merge branch 'master' into Respawning 2016-03-02 16:47:55 +01:00
Tleety 78835f95d8 Removed comment 2016-03-02 16:47:30 +01:00
William Moberg dc10661e6b Respawn time now only displays numbers, centered below CPHUD. 2016-03-02 16:45:43 +01:00
Tobias Dahl 8a66b1e5c8 Merge pull request #119 from teamfisk/AssaultBoost
BoostSystem
2016-03-02 16:44:49 +01:00
verysecrethero 3c8df35be9 Merge remote-tracking branch 'origin/master' into AssaultBoost
# Conflicts:
#	src/Game/Game.cpp
2016-03-02 15:59:16 +01:00
Joachim Pettersson f761416e20 Merge pull request #152 from teamfisk/PickupBranch
Added the already-at-maxammo/health-savetrigger for the PickupSystems
2016-03-02 15:41:44 +01:00
Jocke 9161c11764 Changed m_ETriggerTouchVector for-loop so it wont break when an item triggers the condition. This is done to update all somePickup.DecreaseThisRespawnTimer's. 2016-03-02 15:31:42 +01:00
Tleety cdbc348cfa AbilityCooldownHUD should now correctly track cooldown for dash ability. 2016-03-02 14:46:37 +01:00
William Moberg 95078b6a4b Fix so client doesn't override the servers respawn time with its config file. Server or single player client can still override the component with the config RespawnTime. 2016-03-02 14:37:33 +01:00
Tleety 502a290d36 Merge branch 'master' into HUD-Timers
# Conflicts:
#	resources/Schema/Components.xsd
#	resources/Schema/Entities/PlayerRed.xml
#	resources/Schema/Types/Entity.xsd
2016-03-02 14:22:13 +01:00
stiffly 1217b25d02 DashEffect will now spawn a player model behind the player that will fade out . 2016-03-02 14:15:20 +01:00
Tleety a2b938d8f6 Merge branch 'master' into CPArrow
# Conflicts:
#	resources/Schema/Entities/Player.xml
#	resources/Schema/Entities/PlayerRed.xml
2016-03-02 13:58:44 +01:00
Tleety ab7fd89546 Should now correctly track if another player takes your last capture point 2016-03-02 13:56:35 +01:00
William Moberg 06d60f9884 Merge branch 'master' into Respawning 2016-03-02 13:47:03 +01:00
William Moberg 629ebb871f SpectatorCamera shows capturepoint HUD and respawntimer. It no longer requires CapturePointGameMode component to work. 2016-03-02 13:45:49 +01:00
Tleety 6968e71e07 Arrow should now correctly track the next point no matter when you join the game 2016-03-02 13:36:24 +01:00
Tobias Dahl 2fb3bb2a39 Merge pull request #153 from teamfisk/RenderSetingsV2
Shield and stuff
2016-03-02 13:15:52 +01:00
Tleety 6540848392 WIP 2016-03-02 11:59:56 +01:00
Teejoon de9657700b Fixed draw final pass with shided objects having to many if-statments.
Shields is working with transparancy

Player cameras should have nearclip fater away and far clip nearer.

Defaultconfig push
2016-03-02 11:59:48 +01:00
verysecrethero 4652cd7861 Added the already-at-maxammo/health-save-trigger for the PickupSystems 2016-03-02 11:53:04 +01:00
verysecrethero 03a35d0f5e Merge pull request #149 from teamfisk/FixNetworkBugs
Seems OK
2016-03-02 10:11:52 +01:00
Tobias Dahl e4e9af5d9c Merge pull request #148 from teamfisk/DashFixBranch
Moved the Dash CoolDown (CoolDownTimer) to the component (DashAbility…
2016-03-02 10:05:02 +01:00
Tleety 96768e66de Redplayer arrow fix 2016-03-02 09:57:41 +01:00
Teejoon ef66f3ebe5 Transparancy with shild fix 2016-03-01 23:14:23 +01:00
Tleety 799990f44d Next CP indicator should now be fully working. 2016-03-01 22:54:13 +01:00
Jace 39369aa3e5 Merge pull request #150 from teamfisk/EditorCameraSpeedFix
Fixed editor camera speed changing when scrolling on UI elements
2016-03-01 22:51:16 +01:00
Jace 6eb0b83d6b Fixed editor camera speed changing when scrolling on UI elements 2016-03-01 22:47:43 +01:00
Tleety ab40fa715b The arrow should now track CapturePoints correctly at start and when they are captured. 2016-03-01 21:57:30 +01:00
Tleety a38c18fd3a Merge remote-tracking branch 'origin/master' into CPArrow 2016-03-01 20:33:30 +01:00
Tobias Dahl 9747a201b7 Merge pull request #147 from teamfisk/CapturePointFixBranch
ECaptured: added NextCapturePoint entitywrapper. Changed CapturePoint…
2016-03-01 20:33:10 +01:00
Tleety 6281e20000 Arrow should now track the CapturePoint specified in the Component. 2016-03-01 20:31:09 +01:00
verysecrethero f147929aa9 Moved the Dash CoolDown (CoolDownTimer) to the component (DashAbility). Fixed 2 warnings 2016-03-01 17:57:18 +01:00
Jocke aadfdfdd90 AmmoPickups and HealthPickups will only spawn on the server. When a ammo pickup is taken the Server will send an Event to that
Client and it will update its ammo.
2016-03-01 17:55:00 +01:00
William Moberg 5a8261453e Eliminated some SAXParsing errors from our console output. 2016-03-01 17:40:42 +01:00
verysecrethero bba002dea9 Removed DebugCode 2016-03-01 17:37:30 +01:00
verysecrethero 15195964da ECaptured: added NextCapturePoint entitywrapper. Changed CapturePointID to CapturePointTakenID. Fixed so CapturePoints works in singleplayer again. Captured event is now sent in the next Update, since the information for NextCapturePoint is needed 2016-03-01 17:34:30 +01:00
William Moberg a9762f44ca Merge branch 'master' into Respawning 2016-03-01 17:34:23 +01:00
William Moberg 3d4427dd20 Added entity SpectatorCamera that shows respawntime, will activate when explosion effect is deleted. 2016-03-01 17:32:14 +01:00
Tleety b0a66f9e83 Components for CapturePoint arrow HUD element and a system skeleton 2016-03-01 16:19:59 +01:00
William Moberg 5c6a652316 Fixed so unregistered components are ignored instead of crashing the game. 2016-03-01 15:53:59 +01:00
Tleety 7ba5e01560 CapturePointArrow component files 2016-03-01 15:37:28 +01:00
Jocke 6d68486c05 Merge remote-tracking branch 'origin/master' into FixNetworkBugs 2016-03-01 15:07:06 +01:00
Jace c60e1ba7e4 Merge pull request #144 from teamfisk/RenderSetingsV2
Render settings
2016-03-01 13:49:38 +01:00
Tobias Dahl 63d205f56a Merge pull request #146 from teamfisk/EditorKeyboardFix
Fixed editor keyboard shortcuts getting mixed up with GUI input actions
2016-03-01 13:46:01 +01:00
Jace 36f6ade87a Fixed editor keyboard shortcuts getting mixed up with GUI input actions 2016-03-01 13:38:51 +01:00
Teejoon 724d7b1586 Merge remote-tracking branch 'origin/master' into RenderSetingsV2
Conflicts:
	src/Engine/Rendering/DrawFinalPass.cpp
2016-03-01 12:56:00 +01:00
Teejoon 8cda614de4 Added transparent object that disappeared from the merge 2016-03-01 12:54:01 +01:00
Teejoon 77eaa45702 Merge remote-tracking branch 'origin/master' into HEAD
Conflicts:
	src/Engine/Rendering/CubeMapPass.cpp
	src/Engine/Rendering/DrawFinalPass.cpp
2016-03-01 12:11:27 +01:00
Tobias Dahl dfa224b4dd Merge pull request #142 from teamfisk/Respawning
Added CapturePointGameMode component with RespawnTime
2016-03-01 11:28:56 +01:00
Jace 86df8f14f4 Merge pull request #143 from teamfisk/Transparency-fix
Transparency fix
2016-03-01 11:26:26 +01:00
Tleety eaea645068 Reflectance should now work as an inverse of the specular alpha value. 2016-03-01 11:19:44 +01:00
Tleety 21bf7f4df3 Glow should now legit be working through transparency. 2016-03-01 11:03:16 +01:00
William Moberg e2b7e5400d Check so CapturePointGameMode pool exists and has a size. 2016-03-01 10:20:52 +01:00
William Moberg 658eace093 Added component CapturePointGameMode that contains respawntime. 2016-02-29 18:20:14 +01:00
Joachim Pettersson c106768939 Merge pull request #135 from teamfisk/JumpHeightAdjustment
Player jump speed can be adjusted
2016-02-29 17:37:25 +01:00
William Moberg c7dad79e72 Merge branch 'master' into JumpHeightAdjustment
# Conflicts:
#	resources/Schema/Components.xsd
#	resources/Schema/Entities/Player.xml
#	resources/Schema/Entities/PlayerRed.xml
#	src/Game/Systems/PlayerMovementSystem.cpp
2016-02-29 17:28:40 +01:00
Joachim Pettersson d37f8cc350 Merge pull request #141 from teamfisk/BoxModelCollision
Collision jittering + disappearing weapon
2016-02-29 17:13:34 +01:00
William Moberg 3c35c0a956 Frustum culling octree updates after collisions, no more disappearing weapons. 2016-02-29 15:50:26 +01:00
William Moberg d47a806c64 Made a easy hack to solve jittering when standing still. Jittering should still be present when moving, but at least it is less prominent when moving. 2016-02-29 15:49:23 +01:00
William Moberg 8e21c5a5e4 Reverts last WIP since it probably added code without improving anything.
Revert "WIP, should take shortest resolution even if forced upwards because of slopes, not solving the jittering problem though. + debug code."

This reverts commit db5170c699.
2016-02-29 15:38:36 +01:00
Teejoon df7ace6626 We only uses one depth buffer now 2016-02-29 11:44:29 +01:00
Jocke bef79d116b Merge remote-tracking branch 'origin/master' into FixNetworkBugs 2016-02-29 10:15:16 +01:00
William Moberg db5170c699 WIP, should take shortest resolution even if forced upwards because of slopes, not solving the jittering problem though. + debug code. 2016-02-29 09:37:51 +01:00
Jace bb76c9d248 WIP multi-weapon behaviours 2016-02-29 06:58:57 +01:00
Tleety 144e548b7a Added AbilityCooldownHUD component and system to track the cooldown on the dashability, this needs to be extended for other abilities when they are implemented. However current dash time needs to be included into the component, since we can currently just see the max cooldown time. 2016-02-28 17:17:24 +01:00
Teejoon 9cbc6f7755 Added GenerateTexture, GenerateMipMapTexture and DeleteTexture to CommonFunctions 2016-02-28 16:16:22 +01:00
Teejoon d3a245606a SSAO and Glow is no longe conflicting with each other.
Texture should get the id = 0 when they are deleted and not assigned a new texture after. Else they will start to conflict with each other.
2016-02-28 15:02:40 +01:00
Teejoon b320d8d1e4 WIP 2016-02-26 18:01:38 +01:00
Jocke afddd276a4 Merge remote-tracking branch 'origin/master' into FixNetworkBugs 2016-02-26 16:54:09 +01:00
Jocke a48e1b567a Removed comments 2016-02-26 16:49:25 +01:00
Teejoon 62e22d3821 Fix 2016-02-26 13:32:16 +01:00
Teejoon 0805375483 Deleted SSAO sliders except Quality 2016-02-26 13:25:19 +01:00
Jace 0c60b637c3 Who's merging without compiling? 2016-02-26 12:52:10 +01:00
William Moberg d411de894f Merge pull request #140 from teamfisk/FixNetworkBugs
Death explosion should always get triggered now.
2016-02-26 12:01:19 +01:00
Teejoon f56705d921 You can now change the quality of SSAO by sliding the SSAO Quality 2016-02-26 11:51:20 +01:00
Jocke 18450ff4f3 Death explosion should always get triggered now. (I hope) 2016-02-26 11:08:05 +01:00
William Moberg 22b473a0b6 Merge pull request #139 from teamfisk/EditorCopyPaste
Editor copy paste
2016-02-26 11:01:18 +01:00
Jace f161fce719 Merge pull request #138 from teamfisk/PlayerAtOriginFix
Teleporting to origin on spawn fixed.
2016-02-25 17:55:03 +01:00
Jace 0343683678 Fixed cubemaps being generated over and over again each frame. 2016-02-25 17:51:40 +01:00
Jace 9e6c67596d Basic editor copy and paste. Doesn't actually copy the entity until you paste it. 2016-02-25 17:51:28 +01:00
William Moberg 89d0d5753f Fix for player teleporting to (0,0,0). Saves player previous position in CollisionSystem instead of Physics component so it won't be saved when editing Players. 2016-02-25 16:16:24 +01:00
Adam Byléhn 748a178801 Merge pull request #136 from teamfisk/FixNetworkBugs
Fix network bugs
2016-02-25 16:09:08 +01:00
Jocke eac9a9daf6 Pull request #136 Merge remote-tracking branch 'origin/master' into FixNetworkBugs
# Conflicts:
#	src/Engine/Network/Client.cpp
2016-02-25 16:07:06 +01:00
Jocke 059fe5c6c0 Fixed typo m_EPDoubleJump to m_EDoubleJump. 2016-02-25 16:04:27 +01:00
Joachim Pettersson fb465ede81 Merge pull request #134 from teamfisk/HUDDesync
Good job! 👍
2016-02-25 15:53:07 +01:00
Jocke f66fa7a183 Merge remote-tracking branch 'origin/master' into FixNetworkBugs
# Conflicts:
#	include/Engine/Network/Client.h
#	include/Engine/Network/MessageType.h
#	include/Engine/Network/Server.h
#	include/Engine/Network/TCPServer.h
#	src/Engine/Network/Client.cpp
#	src/Engine/Network/TCPServer.cpp
2016-02-25 15:13:11 +01:00
Jocke 508d8a6f00 Fixed memory leak in TCPServer::AcceptNewConnections caused by acceptor->async_accept().
Fixed some formating and comments.
2016-02-25 14:24:38 +01:00
William Moberg cd315bbaa0 Added DoubleJump component and JumpSpeed in Player component so jumpheight can be adjusted for regular jump and double jump. 2016-02-25 12:12:44 +01:00
stiffly 8ce6308649 In snapshot: now sends player information and also CP information. Now it is no longer true that they will arrive in pre order. Appropriate actions were therefor implemented. 2016-02-25 11:56:40 +01:00
stiffly f10958c268 Capturepoint logic is now purely done on the serverside. 2016-02-25 11:50:29 +01:00
William Moberg da1c7b3093 Merge pull request #133 from teamfisk/AndersTest
Ammo,HealthPickup now takes in account for possible parenting/childin…
2016-02-25 09:58:14 +01:00
verysecrethero ef87102d1f Ammo,HealthPickup now takes in account for possible parenting/childing of the pickup. Also saved the xml files with the new scaling 2016-02-24 17:53:37 +01:00
Jace 9a41bda4cf Merge pull request #132 from teamfisk/CubeMap
Cube map
2016-02-24 16:03:49 +01:00
Tleety fc18932068 Merge remote-tracking branch 'origin/master' into CubeMap
# Conflicts:
#	src/Engine/Rendering/Renderer.cpp
2016-02-24 15:45:30 +01:00
Tobias Dahl b874ea8641 Merge pull request #131 from teamfisk/ResizeWindowFixFromSSAOMerge
Have fix the resizing errors
2016-02-24 15:22:12 +01:00
Tobias Dahl 2609a0253d Merge pull request #129 from teamfisk/HUDDesync
Networking improvements
2016-02-24 15:22:01 +01:00
William Moberg de309d3b9d Merge pull request #130 from teamfisk/AndersTest
CapturePointSystem fix, DamageIndicatorSystem fix
2016-02-24 15:17:36 +01:00
Tobias Dahl f7ef6707a7 Merge pull request #116 from teamfisk/SeeTeamMates
See team mates
2016-02-24 15:05:19 +01:00
Tleety feeff5b164 Debug tool for different CubeMap
changed cubemap influence.
2016-02-24 14:47:47 +01:00
stiffly 7394436e7a Removed unnecessary comment. 2016-02-24 14:23:54 +01:00
Tleety f41e0b29be assets 2016-02-24 14:21:48 +01:00
Tleety 607e83134d Cubemaps working 2016-02-24 14:16:49 +01:00
verysecrethero 5af4f9d8e7 Removed a comment originating from HUDDesynch branch 2016-02-24 14:06:41 +01:00
verysecrethero af68236e71 now using a define INDICATOR_TEST to activate the DamageIndicatorSystem test. 2016-02-24 13:58:05 +01:00
Tleety 6f9ce8a0c1 WIP 2016-02-24 13:57:54 +01:00
Teejoon 6465fe6ed6 Have fix the resizing errors 2016-02-24 13:22:41 +01:00
Jocke fa13c1d065 Double jump is now working. 2016-02-23 18:24:46 +01:00
verysecrethero e2831c5593 CapturePointSystem fix, DamageIndicatorSystem fix 2016-02-23 17:29:33 +01:00
Tleety 8d23c531af Cubemaps kinda functioning, still somthing wierd with the vectors. 2016-02-23 17:17:50 +01:00
Tleety 91b0ac5fbd Some groundwork for cubemaps. 2016-02-23 16:00:43 +01:00
stiffly d77119bb2d Fixed print for serverlist. 2016-02-23 11:47:44 +01:00
stiffly 27669b7383 Merge remote-tracking branch 'origin/master' into HUDDesync 2016-02-23 11:09:44 +01:00
stiffly fc7d62a5ad Various clean ups. 2016-02-23 11:07:56 +01:00
stiffly c42e1e0967 SoundSystem Fix. Now subscribes to an event that was thought to be listened to. 2016-02-23 11:07:41 +01:00
stiffly fe9dbf0b0f Serverlist fix. 2016-02-23 10:33:20 +01:00
Tleety 4ffb03fdd5 Merge remote-tracking branch 'origin/master' into SmallFixes-Tobias
# Conflicts:
#	src/Engine/Rendering/DrawFinalPass.cpp
2016-02-23 10:02:53 +01:00
Teejoon fe3e0bac5b Changed SpritIndicator values on player 2016-02-22 18:45:02 +01:00
Teejoon fa4f007604 Changed name from Indicator to SpriteIndicator. Can now be an indicator for a single team or every one 2016-02-22 18:35:00 +01:00
stiffly e5ff88d3c9 SoundSystem bug fix 2016-02-22 17:41:14 +01:00
stiffly 845a30ed0f Merge remote-tracking branch 'origin/DynamicPacketBuffer' into HUDDesync
# Conflicts:
#	include/Engine/Network/TCPServer.h
#	src/Engine/Network/TCPServer.cpp
2016-02-22 17:39:48 +01:00
Jocke 34a71b0767 Fixed linking issue. 2016-02-22 17:24:35 +01:00
stiffly 833006744a WIP 2016-02-22 17:00:25 +01:00
Jocke b2d8cddfb7 WE now send the map on connect after that only player information. 2016-02-22 16:46:31 +01:00
Teejoon 6fab971734 Merge branch 'master' of https://github.com/teamfisk/TacticalZ into SeeTeamMates
Conflicts:
	include/Engine/Rendering/SpriteJob.h
	resources/Schema/Components.xsd
	resources/Schema/Entities/Player.xml
	resources/Schema/Entities/PlayerRed.xml
2016-02-22 16:43:18 +01:00
Viktor Ljung 2c18068059 Merge pull request #126 from teamfisk/SSAO
SSAO
2016-02-22 16:40:11 +01:00
Jocke ed9149fe63 Network buffer should now dynamically increase when needed. 2016-02-22 16:04:27 +01:00
stiffly 4c1a284636 Server now does Capture point logic too. 2016-02-22 11:30:31 +01:00
stiffly 23dc8e07b2 Will this do the trick? Now tells the server to send HUD entities too. 2016-02-22 10:41:37 +01:00
stiffly c7d31cac2d Merge remote-tracking branch 'origin/master' into FriendlyHost/Join
# Conflicts:
#	src/Engine/Network/Client.cpp
2016-02-22 10:19:48 +01:00
stiffly a1e932d261 Merge remote-tracking branch 'origin/master' into FriendlyHost/Join 2016-02-22 10:06:51 +01:00
stiffly 070f1bd394 Merge remote-tracking branch 'origin/FriendlyHost/Join' into FriendlyHost/Join
# Conflicts:
#	src/Engine/Network/Client.cpp
2016-02-22 10:06:25 +01:00
stiffly 993d804cef Added an event to search for servers.
Client now broadcasts a serverlistrequest.
An active server will then answer the request and send info about the server.
The client saves this data to a list and presents it to the user.
2016-02-22 10:05:47 +01:00
stiffly 2f259c3773 Added an event to search for servers.
Client now broadcasts a serverlistrequest.
An active server will then answer the request and send info about the server.
The client saves this data to a list and presents it to the user.
2016-02-19 15:38:09 +01:00
Tleety 97fcdb342d Bloom should now show behind transparent objects. 2016-02-19 14:23:40 +01:00
Tleety 949ee76f55 Fallow and name fix 2016-02-19 13:52:16 +01:00
verysecrethero b2304a95f8 Fixed some XML documentation 2016-02-18 13:49:22 +01:00
verysecrethero 8c92b7ceb6 Small cleanup. Clarified a few comments 2016-02-18 13:40:17 +01:00
verysecrethero 7f489b3569 Added Assault,Defender,Sniper Components,Entities. Added ShieldAbility,Sprintability-Component (not implemented). Changed BoostSystem to use a childed Boost to the player. All friendly fire is 0 damage. 2016-02-18 10:40:09 +01:00
verysecrethero c3ed429377 Added BoostSystem, Added BoostAssault entity XML 2016-02-17 18:11:36 +01:00
Teejoon c4d3c515e4 Marge with Master 2016-02-17 18:04:49 +01:00
Teejoon 7cc58dc94c Merge branch 'master' of https://github.com/teamfisk/TacticalZ into SeeTeamMates 2016-02-17 18:00:30 +01:00
Teejoon 5e3af7ac5d Player Indicator now working OK. Scaling depending on how far away you are makes the Indicator to hide players head behind it. Shields are making indicators to disappear. 2016-02-17 17:58:01 +01:00
stiffly 46987beefb Updated the serverlist, now prints adress and port of the server. 2016-02-17 17:05:10 +01:00
Teejoon 4fd0108443 Working billbording 2016-02-17 16:50:24 +01:00
verysecrethero 56bc1fee3d Added LifeTimeOfEffect in BoostAssault,BoostDefender components. 2016-02-17 16:43:38 +01:00
verysecrethero 1c9a1a9904 playerMovementSpeed,playerCrouchSpeed in the player component now also gets AssaultBoosted. 2016-02-17 16:04:44 +01:00
stiffly 950ecba1c0 Merge remote-tracking branch 'origin/master' into FriendlyHost/Join 2016-02-17 15:52:58 +01:00
stiffly fdc8f753cb Implemented primitive server "heartbeat" logic, which sends server info from server to client without being connected. 2016-02-17 15:51:26 +01:00
verysecrethero e8aff02c4e Merge remote-tracking branch 'origin/master' into AssaultBoost 2016-02-17 14:58:28 +01:00
verysecrethero f7303ad787 Merge remote-tracking branch 'origin/master' into AssaultBoost 2016-02-17 14:38:04 +01:00
verysecrethero 456cd35a12 Merge remote-tracking branch 'origin/master' into AssaultBoost
# Conflicts:
#	resources/Schema/Components.xsd
2016-02-17 11:52:06 +01:00
Jocke 4432891437 Fixed crash in Client::parsePlayerDamage. 2016-02-17 10:21:50 +01:00
Jocke a006db9e63 WIP Fix dsync 2016-02-16 16:06:17 +01:00
Teejoon 17da9a8036 WIP 2016-02-16 15:56:58 +01:00
Jocke 717af2c4a4 Fixed bug in Client::parsePlayerDamage() 2016-02-16 10:22:15 +00:00
verysecrethero 2f53ed140f Merge remote-tracking branch 'origin/master' into AssaultBoost
# Conflicts:
#	resources/Schema/Components.xsd
2016-02-10 14:16:55 +01:00
verysecrethero 4bf91ba56a Merge remote-tracking branch 'origin/master' into AssaultBoost
# Conflicts:
#	resources/Schema/Components.xsd
#	src/Game/Systems/PlayerMovementSystem.cpp
2016-02-08 10:12:13 +01:00
verysecrethero 047e71a4e1 Added BoostAssault,BoostDefender components. Added their effects in HealthSystem,PlayerMovementSystem 2016-02-04 16:18:54 +01:00
203 changed files with 26776 additions and 2352 deletions
+1 -1
Submodule assets updated: 1e7adc749e...72530423ad
@@ -24,6 +24,7 @@ public:
private: private:
Octree<EntityAABB>* m_Octree; Octree<EntityAABB>* m_Octree;
std::vector<EntityAABB> m_OctreeResult; std::vector<EntityAABB> m_OctreeResult;
std::unordered_map<EntityWrapper, glm::vec3> m_PrevPositions;
}; };
#endif #endif
+3 -1
View File
@@ -12,7 +12,9 @@ namespace Events
struct Captured : Event struct Captured : Event
{ {
int TeamNumberThatCapturedCapturePoint; int TeamNumberThatCapturedCapturePoint;
EntityID CapturePointID; EntityID CapturePointTakenID;
EntityWrapper BlueTeamNextCapturePoint;
EntityWrapper RedTeamNextCapturePoint;
}; };
} }
+9 -152
View File
@@ -1,164 +1,21 @@
#ifndef EntityFile_h__ #ifndef EntityFile_h__
#define EntityFile_h__ #define EntityFile_h__
#include <stack> #include "World.h"
#include <boost/lexical_cast.hpp> #include "EntityXMLFile.h"
#include <xercesc/util/XercesDefs.hpp> #include "EntityXMLFilePreprocessor.h"
#include <xercesc/util/PlatformUtils.hpp> #include "EntityXMLFileParser.h"
#include <xercesc/sax2/SAX2XMLReader.hpp> #include "EntityWrapper.h"
#include <xercesc/sax2/XMLReaderFactory.hpp>
#include <xercesc/sax2/DefaultHandler.hpp>
#include <xercesc/sax2/Attributes.hpp>
#include <xercesc/util/XMLString.hpp>
#include <xercesc/util/XMLChar.hpp>
#include <xercesc/sax2/DefaultHandler.hpp>
#include <xercesc/framework/XMLDocumentHandler.hpp>
#include <xercesc/framework/psvi/XSElementDeclaration.hpp>
#include <xercesc/framework/psvi/XSComplexTypeDefinition.hpp>
#include <xercesc/framework/psvi/XSParticle.hpp>
#include <xercesc/framework/psvi/XSModelGroup.hpp>
#include <xercesc/framework/psvi/XSAnnotation.hpp>
#include <xercesc/framework/psvi/XSValue.hpp>
#include <xercesc/framework/XMLGrammarPoolImpl.hpp>
#include <xercesc/dom/DOM.hpp>
#include <xercesc/dom/DOMLSInput.hpp>
#include <xercesc/dom/DOMElement.hpp>
#include "../GLM.h" class EntityFile : private World, public Resource
#include "Util/XercesString.h"
#include "ResourceManager.h"
#include "Entity.h"
#include "ComponentInfo.h"
class EntityFileHandler
{
friend class EntityFileSAXHandler;
public:
// @param EntityID The entity found
// @param EntityID The parent of the entity
typedef std::function<void(EntityID, EntityID, const std::string&)> OnStartEntityCallback;
void SetStartEntityCallback(OnStartEntityCallback c) { m_OnStartEntityCallback = c; }
// @param EntityID The entity the component corresponds to
// @param std::string Type name of the component
typedef std::function<void(EntityID, const std::string&)> OnStartComponentCallback;
void SetStartComponentCallback(OnStartComponentCallback c) { m_OnStartComponentCallback = c; }
// @param EntityID Entity
// @param std::string Component name
// @param std::string Field name
// @param std::map<std::string, std::string> Field attribute names and values
typedef std::function<void(EntityID, const std::string&, const std::string&, const std::map<std::string, std::string>&)> OnStartFieldCallback;
void SetStartFieldCallback(OnStartFieldCallback c) { m_OnStartFieldCallback = c; }
// @param EntityID Entity
// @param std::string Component name
// @param std::string Field name
// @param char* Field data
typedef std::function<void(EntityID, const std::string&, const std::string&, const char*)> OnStartFieldDataCallback;
void SetStartFieldDataCallback(OnStartFieldDataCallback c) { m_OnStartFieldDataCallback = c; }
private:
OnStartEntityCallback m_OnStartEntityCallback = nullptr;
OnStartComponentCallback m_OnStartComponentCallback = nullptr;
OnStartFieldCallback m_OnStartFieldCallback = nullptr;
OnStartFieldDataCallback m_OnStartFieldDataCallback = nullptr;
};
class EntityFileSAXHandler : public xercesc::DefaultHandler
{ {
public: public:
enum class State EntityFile(std::string path);
{
Unknown,
Entity,
Component,
ComponentField
};
EntityFileSAXHandler(const EntityFileHandler* handler, xercesc::SAX2XMLReader* reader); EntityWrapper MergeInto(World* other);
void startElement(const XMLCh* const _uri, const XMLCh* const _localName, const XMLCh* const _qname, const xercesc::Attributes& attrs) override;
void characters(const XMLCh* const chars, const XMLSize_t length) override;
void endElement(const XMLCh* const _uri, const XMLCh* const _localName, const XMLCh* const _qname) override;
void warning(const xercesc::SAXParseException& e);
void error(const xercesc::SAXParseException& e);
void fatalError(const xercesc::SAXParseException& e);
private: private:
const EntityFileHandler* m_Handler; EntityID m_RootEntity = EntityID_Invalid;
xercesc::XMLGrammarPool* m_GrammarPool;
xercesc::SAX2XMLReader* m_Reader;
//State m_CurrentScope = State::Unknown;
std::stack<State> m_StateStack;
unsigned int m_NextEntityID = 0;
std::stack<EntityID> m_EntityStack;
std::string m_CurrentComponent;
std::string m_CurrentField;
std::map<std::string, std::string> m_CurrentAttributes;
void onStartEntity(const xercesc::Attributes& attrs);
void onEndEntity();
void onStartEntityRef(const xercesc::Attributes& attrs);
void onStartComponent(const std::string& name);
void onEndComponent(const std::string& name);
void onStartComponentField(const std::string& field, const xercesc::Attributes& attrs);
void onEndComponentField(const std::string& field);
void onFieldData(char* data);
};
class EntityFileXMLErrorHandler : public xercesc::ErrorHandler
{
public:
void warning(const xercesc::SAXParseException& e) override
{
reportParseException("Warning", e);
}
void error(const xercesc::SAXParseException& e) override
{
reportParseException("Error", e);
}
void fatalError(const xercesc::SAXParseException& e) override
{
reportParseException("FATAL ERROR", e);
}
void resetErrors() override { }
private:
void reportParseException(std::string type, const xercesc::SAXParseException& e)
{
char* message = xercesc::XMLString::transcode(e.getMessage());
char* systemID = xercesc::XMLString::transcode(e.getSystemId());
std::cerr << systemID << ":" << e.getLineNumber() << ":" << e.getColumnNumber() << std::endl;
std::cerr << type << ": " << message << std::endl;
xercesc::XMLString::release(&systemID);
xercesc::XMLString::release(&message);
}
};
class EntityFile : public Resource
{
friend class ResourceManager;
friend class EntityFileSAXHandler;
private:
EntityFile(boost::filesystem::path path);
~EntityFile();
public:
static unsigned int GetTypeStride(std::string typeName);
static void WriteAttributeData(char* outData, const ComponentInfo::Field_t& field, const std::map<std::string, std::string>& attributes);
static void WriteValueData(char* outData, const ComponentInfo::Field_t& field, const char* valueData);
xercesc::XMLGrammarPool* GrammarPool() const { return m_GrammarPool; }
void Parse(const EntityFileHandler* handler) const;
private:
boost::filesystem::path m_FilePath;
xercesc::XMLGrammarPool* m_GrammarPool;
xercesc::SAX2XMLReader* m_SAX2XMLReader;
//std::map<std::string, ::ComponentInfo> m_ComponentInfo;
//std::vector<std::string> m_EntityReferences;
static void setReaderFeatures(xercesc::SAX2XMLReader* reader);
}; };
#endif #endif
+6
View File
@@ -29,16 +29,22 @@ struct EntityWrapper
EntityWrapper Parent(); EntityWrapper Parent();
EntityWrapper FirstChildByName(const std::string& name); EntityWrapper FirstChildByName(const std::string& name);
EntityWrapper FirstParentWithComponent(const std::string& componentType); 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 IsChildOf(EntityWrapper potentialParent);
bool Valid() const; bool Valid() const;
ComponentWrapper operator[](const char* componentName); ComponentWrapper operator[](const char* componentName);
ComponentWrapper operator[](const std::string& componentName);
bool operator==(const EntityWrapper& e) const; bool operator==(const EntityWrapper& e) const;
bool operator!=(const EntityWrapper& e) const; bool operator!=(const EntityWrapper& e) const;
explicit operator EntityID() const; explicit operator EntityID() const;
private: private:
EntityWrapper firstChildByNameRecursive(const std::string& name, EntityID parent); 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 namespace std
+164
View File
@@ -0,0 +1,164 @@
#ifndef EntityXMLFile_h__
#define EntityXMLFile_h__
#include <stack>
#include <boost/lexical_cast.hpp>
#include <xercesc/util/XercesDefs.hpp>
#include <xercesc/util/PlatformUtils.hpp>
#include <xercesc/sax2/SAX2XMLReader.hpp>
#include <xercesc/sax2/XMLReaderFactory.hpp>
#include <xercesc/sax2/DefaultHandler.hpp>
#include <xercesc/sax2/Attributes.hpp>
#include <xercesc/util/XMLString.hpp>
#include <xercesc/util/XMLChar.hpp>
#include <xercesc/sax2/DefaultHandler.hpp>
#include <xercesc/framework/XMLDocumentHandler.hpp>
#include <xercesc/framework/psvi/XSElementDeclaration.hpp>
#include <xercesc/framework/psvi/XSComplexTypeDefinition.hpp>
#include <xercesc/framework/psvi/XSParticle.hpp>
#include <xercesc/framework/psvi/XSModelGroup.hpp>
#include <xercesc/framework/psvi/XSAnnotation.hpp>
#include <xercesc/framework/psvi/XSValue.hpp>
#include <xercesc/framework/XMLGrammarPoolImpl.hpp>
#include <xercesc/dom/DOM.hpp>
#include <xercesc/dom/DOMLSInput.hpp>
#include <xercesc/dom/DOMElement.hpp>
#include "../GLM.h"
#include "Util/XercesString.h"
#include "ResourceManager.h"
#include "Entity.h"
#include "ComponentInfo.h"
class EntityFileHandler
{
friend class EntityFileSAXHandler;
public:
// @param EntityID The entity found
// @param EntityID The parent of the entity
typedef std::function<void(EntityID, EntityID, const std::string&)> OnStartEntityCallback;
void SetStartEntityCallback(OnStartEntityCallback c) { m_OnStartEntityCallback = c; }
// @param EntityID The entity the component corresponds to
// @param std::string Type name of the component
typedef std::function<void(EntityID, const std::string&)> OnStartComponentCallback;
void SetStartComponentCallback(OnStartComponentCallback c) { m_OnStartComponentCallback = c; }
// @param EntityID Entity
// @param std::string Component name
// @param std::string Field name
// @param std::map<std::string, std::string> Field attribute names and values
typedef std::function<void(EntityID, const std::string&, const std::string&, const std::map<std::string, std::string>&)> OnStartFieldCallback;
void SetStartFieldCallback(OnStartFieldCallback c) { m_OnStartFieldCallback = c; }
// @param EntityID Entity
// @param std::string Component name
// @param std::string Field name
// @param char* Field data
typedef std::function<void(EntityID, const std::string&, const std::string&, const char*)> OnStartFieldDataCallback;
void SetStartFieldDataCallback(OnStartFieldDataCallback c) { m_OnStartFieldDataCallback = c; }
private:
OnStartEntityCallback m_OnStartEntityCallback = nullptr;
OnStartComponentCallback m_OnStartComponentCallback = nullptr;
OnStartFieldCallback m_OnStartFieldCallback = nullptr;
OnStartFieldDataCallback m_OnStartFieldDataCallback = nullptr;
};
class EntityFileSAXHandler : public xercesc::DefaultHandler
{
public:
enum class State
{
Unknown,
Entity,
Component,
ComponentField
};
EntityFileSAXHandler(const EntityFileHandler* handler, xercesc::SAX2XMLReader* reader);
void startElement(const XMLCh* const _uri, const XMLCh* const _localName, const XMLCh* const _qname, const xercesc::Attributes& attrs) override;
void characters(const XMLCh* const chars, const XMLSize_t length) override;
void endElement(const XMLCh* const _uri, const XMLCh* const _localName, const XMLCh* const _qname) override;
void warning(const xercesc::SAXParseException& e);
void error(const xercesc::SAXParseException& e);
void fatalError(const xercesc::SAXParseException& e);
private:
const EntityFileHandler* m_Handler;
xercesc::XMLGrammarPool* m_GrammarPool;
xercesc::SAX2XMLReader* m_Reader;
//State m_CurrentScope = State::Unknown;
std::stack<State> m_StateStack;
unsigned int m_NextEntityID = 0;
std::stack<EntityID> m_EntityStack;
std::string m_CurrentComponent;
std::string m_CurrentField;
std::map<std::string, std::string> m_CurrentAttributes;
void onStartEntity(const xercesc::Attributes& attrs);
void onEndEntity();
void onStartEntityRef(const xercesc::Attributes& attrs);
void onStartComponent(const std::string& name);
void onEndComponent(const std::string& name);
void onStartComponentField(const std::string& field, const xercesc::Attributes& attrs);
void onEndComponentField(const std::string& field);
void onFieldData(char* data);
};
class EntityFileXMLErrorHandler : public xercesc::ErrorHandler
{
public:
void warning(const xercesc::SAXParseException& e) override
{
reportParseException("Warning", e);
}
void error(const xercesc::SAXParseException& e) override
{
reportParseException("Error", e);
}
void fatalError(const xercesc::SAXParseException& e) override
{
reportParseException("FATAL ERROR", e);
}
void resetErrors() override { }
private:
void reportParseException(std::string type, const xercesc::SAXParseException& e)
{
char* message = xercesc::XMLString::transcode(e.getMessage());
char* systemID = xercesc::XMLString::transcode(e.getSystemId());
std::cerr << systemID << ":" << e.getLineNumber() << ":" << e.getColumnNumber() << std::endl;
std::cerr << type << ": " << message << std::endl;
xercesc::XMLString::release(&systemID);
xercesc::XMLString::release(&message);
}
};
class EntityXMLFile : public Resource
{
friend class ResourceManager;
friend class EntityFileSAXHandler;
private:
EntityXMLFile(boost::filesystem::path path);
~EntityXMLFile();
public:
static unsigned int GetTypeStride(std::string typeName);
static void WriteAttributeData(char* outData, const ComponentInfo::Field_t& field, const std::map<std::string, std::string>& attributes);
static void WriteValueData(char* outData, const ComponentInfo::Field_t& field, const char* valueData);
xercesc::XMLGrammarPool* GrammarPool() const { return m_GrammarPool; }
void Parse(const EntityFileHandler* handler) const;
private:
boost::filesystem::path m_FilePath;
xercesc::XMLGrammarPool* m_GrammarPool;
xercesc::SAX2XMLReader* m_SAX2XMLReader;
//std::map<std::string, ::ComponentInfo> m_ComponentInfo;
//std::vector<std::string> m_EntityReferences;
static void setReaderFeatures(xercesc::SAX2XMLReader* reader);
};
#endif
@@ -1,18 +1,19 @@
#ifndef EntityFileParser_h__ #ifndef EntityXMLFileParser_h__
#define EntityFileParser_h__ #define EntityXMLFileParser_h__
#include "EntityFile.h" #include "EntityXMLFile.h"
#include "World.h" #include "World.h"
class EntityFileParser class EntityXMLFileParser
{ {
friend class EntityFile;
public: public:
EntityFileParser(const EntityFile* entityFile); EntityXMLFileParser(const EntityXMLFile* entityFile);
EntityID MergeEntities(World* world, EntityID baseParent = EntityID_Invalid);
private: private:
const EntityFile* m_EntityFile; EntityID MergeEntities(World* world, EntityID baseParent = EntityID_Invalid);
const EntityXMLFile* m_EntityFile;
EntityFileHandler m_Handler; EntityFileHandler m_Handler;
World* m_World = nullptr; World* m_World = nullptr;
EntityID m_FirstEntity = EntityID_Invalid; EntityID m_FirstEntity = EntityID_Invalid;
@@ -1,5 +1,5 @@
#ifndef EntityFilePreprocessor_h__ #ifndef EntityXMLFilePreprocessor_h__
#define EntityFilePreprocessor_h__ #define EntityXMLFilePreprocessor_h__
#include <xercesc/framework/psvi/XSElementDeclaration.hpp> #include <xercesc/framework/psvi/XSElementDeclaration.hpp>
#include <xercesc/framework/psvi/XSComplexTypeDefinition.hpp> #include <xercesc/framework/psvi/XSComplexTypeDefinition.hpp>
@@ -17,17 +17,18 @@
#include "Util/XercesString.h" #include "Util/XercesString.h"
#include "ResourceManager.h" #include "ResourceManager.h"
#include "World.h" #include "World.h"
#include "EntityFile.h" #include "EntityXMLFile.h"
class EntityFilePreprocessor class EntityXMLFilePreprocessor
{ {
friend class EntityFile;
public: public:
EntityFilePreprocessor(const EntityFile* entityFile); EntityXMLFilePreprocessor(const EntityXMLFile* entityFile);
void RegisterComponents(World* world);
private: private:
const EntityFile* m_EntityFile; void RegisterComponents(World* world);
const EntityXMLFile* m_EntityFile;
std::map<std::string, unsigned int> m_ComponentCounts; std::map<std::string, unsigned int> m_ComponentCounts;
std::map<std::string, ComponentInfo> m_ComponentInfo; std::map<std::string, ComponentInfo> m_ComponentInfo;
@@ -1,5 +1,5 @@
#ifndef EntityFileWriter_h__ #ifndef EntityXMLFileWriter_h__
#define EntityFileWriter_h__ #define EntityXMLFileWriter_h__
#include <boost/filesystem.hpp> #include <boost/filesystem.hpp>
#include <xercesc/dom/DOM.hpp> #include <xercesc/dom/DOM.hpp>
@@ -8,13 +8,13 @@
#include <xercesc/framework/LocalFileFormatTarget.hpp> #include <xercesc/framework/LocalFileFormatTarget.hpp>
#include "Util/XercesString.h" #include "Util/XercesString.h"
#include "EntityFile.h" #include "EntityXMLFile.h"
#include "World.h" #include "World.h"
class EntityFileWriter class EntityXMLFileWriter
{ {
public: public:
EntityFileWriter(boost::filesystem::path file) EntityXMLFileWriter(boost::filesystem::path file)
: m_FilePath(file) : m_FilePath(file)
{ {
using namespace xercesc; using namespace xercesc;
-3
View File
@@ -118,9 +118,6 @@ public:
else { else {
m_ExtraMemory.push_back((char*)malloc(m_Stride)); m_ExtraMemory.push_back((char*)malloc(m_Stride));
//We should preferably not enter here to avoid performance issues. Set more numMaxElements in constructor instead. //We should preferably not enter here to avoid performance issues. Set more numMaxElements in constructor instead.
if (!DisableMemoryPool::Value) {
LOG_DEBUG("Allocated slots exceed Pool size, extra memory allocated dynamically. Pool size: %u, dynamic size: %u.", m_NumSlots, m_ExtraMemory.size());
}
return m_ExtraMemory.back(); return m_ExtraMemory.back();
} }
} }
+1 -1
View File
@@ -68,7 +68,7 @@ protected:
const std::string m_ComponentType; 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 class ImpureSystem : public virtual System
+10 -3
View File
@@ -6,6 +6,7 @@
#include "ObjectPool.h" #include "ObjectPool.h"
#include "ComponentPool.h" #include "ComponentPool.h"
#include "EventBroker.h" #include "EventBroker.h"
struct EntityWrapper;
class World class World
{ {
@@ -18,13 +19,13 @@ public:
World(const World& other); World(const World& other);
// Create empty entity // Create empty entity
EntityID CreateEntity(EntityID parent = 0); EntityID CreateEntity(EntityID parent = EntityID_Invalid);
// Delete entity and all components within // Delete entity and all components within
void DeleteEntity(EntityID entity); void DeleteEntity(EntityID entity);
// Check if an entity exists // Check if an entity exists
bool ValidEntity(EntityID entity) const; bool ValidEntity(EntityID entity) const;
// Register a component type and allocate space for it // Register a component type and allocate space for it
void RegisterComponent(ComponentInfo& ci); void RegisterComponent(const ComponentInfo& ci);
// Attach a component to an entity and fill it with default values // Attach a component to an entity and fill it with default values
ComponentWrapper AttachComponent(EntityID entity, const std::string& componentType); ComponentWrapper AttachComponent(EntityID entity, const std::string& componentType);
// Check if an entity has a component // Check if an entity has a component
@@ -40,7 +41,7 @@ public:
// Change the parent of an entity // Change the parent of an entity
void SetParent(EntityID entity, EntityID parent); void SetParent(EntityID entity, EntityID parent);
// Get children of an entity // 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 // Get all component pools
const std::unordered_map<std::string, ComponentPool*>& GetComponentPools() const { return m_ComponentPools; } const std::unordered_map<std::string, ComponentPool*>& GetComponentPools() const { return m_ComponentPools; }
// Get the entity children map // Get the entity children map
@@ -49,6 +50,12 @@ public:
void SetName(EntityID entity, const std::string& name); void SetName(EntityID entity, const std::string& name);
// Get the textual name of an entity // Get the textual name of an entity
std::string GetName(EntityID entity) const; std::string GetName(EntityID entity) const;
// Get the first entity in the world with the name.
EntityWrapper GetFirstEntityByName(const std::string& name);
// Merge another world into this one
// Returns a map that maps entities from the other world to their copies in this one
std::unordered_map<EntityID, EntityID> Merge(const World* other);
private: private:
EventBroker* m_EventBroker = nullptr; EventBroker* m_EventBroker = nullptr;
@@ -104,6 +104,11 @@ protected:
if (!m_Enabled) { if (!m_Enabled) {
return false; return false;
} }
ImGuiIO& io = ImGui::GetIO();
if (io.WantCaptureMouse || io.WantCaptureKeyboard) {
return false;
}
m_SpeedMultiplier += e.DeltaY * (0.1 * m_SpeedMultiplier); m_SpeedMultiplier += e.DeltaY * (0.1 * m_SpeedMultiplier);
m_Config->Set("Editor.CameraSpeed", m_SpeedMultiplier); m_Config->Set("Editor.CameraSpeed", m_SpeedMultiplier);
+8
View File
@@ -73,6 +73,12 @@ public:
// Called when the user means to rename an entity. // Called when the user means to rename an entity.
typedef std::function<void(EntityWrapper, const std::string&)> OnEntityChangeName_t; typedef std::function<void(EntityWrapper, const std::string&)> OnEntityChangeName_t;
void SetEntityChangeNameCallback(OnEntityChangeName_t f) { m_OnEntityChangeName = f; } 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. // Called when the user means to attach a new component to an entity.
typedef std::function<void(EntityWrapper, const std::string&)> OnComponentAttach_t; typedef std::function<void(EntityWrapper, const std::string&)> OnComponentAttach_t;
void SetComponentAttachCallback(OnComponentAttach_t f) { m_OnComponentAttach = f; } void SetComponentAttachCallback(OnComponentAttach_t f) { m_OnComponentAttach = f; }
@@ -111,6 +117,7 @@ private:
std::string m_DroppedFile = ""; std::string m_DroppedFile = "";
bool m_Paused = false; bool m_Paused = false;
bool m_MouseLocked = false; bool m_MouseLocked = false;
EntityWrapper m_CopyTarget = EntityWrapper::Invalid;
// Callbacks // Callbacks
OnEntitySelectedCallback_t m_OnEntitySelected = nullptr; OnEntitySelectedCallback_t m_OnEntitySelected = nullptr;
@@ -124,6 +131,7 @@ private:
OnComponentDelete_t m_OnComponentDelete = nullptr; OnComponentDelete_t m_OnComponentDelete = nullptr;
OnWidgetMode_t m_OnWidgetMode = nullptr; OnWidgetMode_t m_OnWidgetMode = nullptr;
OnWidgetSpace_t m_OnWidgetSpace = nullptr; OnWidgetSpace_t m_OnWidgetSpace = nullptr;
OnEntityPaste_t m_OnEntityPaste = nullptr;
// Events // Events
EventRelay<EditorGUI, Events::KeyDown> m_EKeyDown; EventRelay<EditorGUI, Events::KeyDown> m_EKeyDown;
+3 -3
View File
@@ -5,9 +5,8 @@
#include "../Core/World.h" #include "../Core/World.h"
#include "../Core/SystemPipeline.h" #include "../Core/SystemPipeline.h"
#include "../Core/ResourceManager.h" #include "../Core/ResourceManager.h"
#include "../Core/EntityFilePreprocessor.h" #include "../Core/EntityFile.h"
#include "../Core/EntityFileParser.h" #include "../Core/EntityXMLFileWriter.h"
#include "../Core/EntityFileWriter.h"
#include "../Core/EMousePress.h" #include "../Core/EMousePress.h"
#include "../Input/EInputCommand.h" #include "../Input/EInputCommand.h"
#include "EditorGUI.h" #include "EditorGUI.h"
@@ -56,6 +55,7 @@ private:
void OnEntityDelete(EntityWrapper entity); void OnEntityDelete(EntityWrapper entity);
void OnEntityChangeParent(EntityWrapper entity, EntityWrapper parent); void OnEntityChangeParent(EntityWrapper entity, EntityWrapper parent);
void OnEntityChangeName(EntityWrapper entity, const std::string& name); void OnEntityChangeName(EntityWrapper entity, const std::string& name);
EntityWrapper OnEntityPaste(EntityWrapper entityToCopy, EntityWrapper parent);
void OnComponentAttach(EntityWrapper entity, const std::string& componentType); void OnComponentAttach(EntityWrapper entity, const std::string& componentType);
void OnComponentDelete(EntityWrapper entity, const std::string& componentType); void OnComponentDelete(EntityWrapper entity, const std::string& componentType);
void OnWidgetSpace(EditorGUI::WidgetSpace widgetSpace); void OnWidgetSpace(EditorGUI::WidgetSpace widgetSpace);
@@ -27,7 +27,7 @@ public:
virtual bool OnCommand(const Events::InputCommand& e) override; virtual bool OnCommand(const Events::InputCommand& e) override;
virtual void Reset(); virtual void Reset();
void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer); void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer, EntityID playerID);
virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; } virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; }
virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; } virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; }
@@ -41,7 +41,7 @@ protected:
bool m_Crouching = false; bool m_Crouching = false;
//assault dash membervariables - needed to calculate the doubletap- and dashlogic //assault dash membervariables - needed to calculate the doubletap- and dashlogic
double m_AssaultDashDoubleTapDeltaTime = 0.0; double m_AssaultDashDoubleTapDeltaTime = 0.0;
double m_AssaultDashCoolDownTimer = 0.0; double m_DashEffectResetTimer = 0.0;
//i will let m_AssaultDashDoubleTapSensitivityTimer stay hardcoded, its not really a gamevariable (more an inputvariable), //i will let m_AssaultDashDoubleTapSensitivityTimer stay hardcoded, its not really a gamevariable (more an inputvariable),
//and its very unlikely that someone wants to change that value //and its very unlikely that someone wants to change that value
const float m_AssaultDashDoubleTapSensitivityTimer = 0.25f; const float m_AssaultDashDoubleTapSensitivityTimer = 0.25f;
@@ -52,7 +52,7 @@ protected:
bool m_ShiftDashing = false; bool m_ShiftDashing = false;
bool m_ValidDoubleTap = false; bool m_ValidDoubleTap = false;
//specialabilitys //specialabilities
bool m_MovementKeyDown = false; bool m_MovementKeyDown = false;
bool m_SpecialAbilityKeyDown = false; bool m_SpecialAbilityKeyDown = false;
int m_NumberOfMovementKeysDown = 0; int m_NumberOfMovementKeysDown = 0;
@@ -191,23 +191,33 @@ bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMou
} }
template <typename EventContext> template <typename EventContext>
void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer) { void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer, EntityID playerID) {
m_AssaultDashDoubleTapDeltaTime += dt; m_AssaultDashDoubleTapDeltaTime += dt;
m_AssaultDashCoolDownTimer -= dt; m_DashEffectResetTimer += dt;
assaultDashCoolDownTimer -= dt;
//cooldown = assaultDashCoolDownMaxTimer sec, pretend the dash lasts 0.25 sec (for friction to do its work) //cooldown = assaultDashCoolDownMaxTimer sec, pretend the dash lasts 0.25 sec (for friction to do its work)
if (m_AssaultDashCoolDownTimer > (assaultDashCoolDownMaxTimer - 0.25f)) { if (assaultDashCoolDownTimer > (assaultDashCoolDownMaxTimer - 0.25f)) {
m_PlayerIsDashing = true; m_PlayerIsDashing = true;
if (m_DashEffectResetTimer > 0.05) {
Events::DashAbility e;
e.Player = playerID;
m_EventBroker->Publish(e);
m_DashEffectResetTimer = 0.0;
}
} else { } else {
m_PlayerIsDashing = false; m_PlayerIsDashing = false;
} }
//dashing with shift //dashing with shift
if (m_ShiftDashing && m_AssaultDashCoolDownTimer <= 0.0f) { if (m_ShiftDashing && assaultDashCoolDownTimer <= 0.0f) {
//player is dashing with shift //player is dashing with shift
//the wanted-direction is set in playermovement already so we dont need to check what direction we want to dash in! //the wanted-direction is set in playermovement already so we dont need to check what direction we want to dash in!
m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer; assaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
m_AssaultDashDoubleTapped = true; m_AssaultDashDoubleTapped = true;
m_AssaultDashDoubleTapDeltaTime = 0.f; m_AssaultDashDoubleTapDeltaTime = 0.f;
Events::DashAbility e;
e.Player = playerID;
m_EventBroker->Publish(e);
return; return;
} }
@@ -227,7 +237,7 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
} }
m_ValidDoubleTap = false; m_ValidDoubleTap = false;
if (!(m_AssaultDashCoolDownTimer <= 0.0f)) { if (!(assaultDashCoolDownTimer <= 0.0f)) {
//if we cant dash at the moment, then just reset the tap-sensitivity-timer //if we cant dash at the moment, then just reset the tap-sensitivity-timer
m_AssaultDashDoubleTapDeltaTime = 0.f; m_AssaultDashDoubleTapDeltaTime = 0.f;
return; return;
@@ -235,9 +245,10 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
//ok, we have a valid tap, lets do it //ok, we have a valid tap, lets do it
m_AssaultDashDoubleTapped = true; m_AssaultDashDoubleTapped = true;
m_AssaultDashDoubleTapDeltaTime = 0.f; m_AssaultDashDoubleTapDeltaTime = 0.f;
m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer; assaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
Events::DashAbility e; Events::DashAbility e;
e.Player = playerID;
m_EventBroker->Publish(e); m_EventBroker->Publish(e);
} }
+39 -6
View File
@@ -19,11 +19,28 @@
#include "Core/World.h" #include "Core/World.h"
#include "Core/EventBroker.h" #include "Core/EventBroker.h"
#include "Core/ConfigFile.h" #include "Core/ConfigFile.h"
#include "Core/EPlayerDeath.h"
#include "Input/EInputCommand.h" #include "Input/EInputCommand.h"
#include "Core/EPlayerDamage.h" #include "Core/EPlayerDamage.h"
#include "../Game/Events/EDoubleJump.h"
#include "Network/EInterpolate.h" #include "Network/EInterpolate.h"
#include "Network/SnapshotFilter.h" #include "Network/SnapshotFilter.h"
#include "Core/EPlayerSpawned.h" #include "Core/EPlayerSpawned.h"
#include "Core/EAmmoPickup.h"
#include "Network/ESearchForServers.h"
#include "../Game/Events/EDashAbility.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 class Client : public Network
{ {
@@ -34,7 +51,9 @@ public:
void Connect(std::string address, int port); void Connect(std::string address, int port);
void Update() override; void Update() override;
private:
UDPClient m_Unreliable;
TCPClient m_Reliable;
std::vector<Events::PlayerSpawned> m_PlayerSpawnEvents; std::vector<Events::PlayerSpawned> m_PlayerSpawnEvents;
void parseSpawnEvents(); void parseSpawnEvents();
// Save for children // Save for children
@@ -82,11 +101,16 @@ public:
void parseTCPConnect(Packet& packet); void parseTCPConnect(Packet& packet);
void parsePlayerConnected(Packet& packet); void parsePlayerConnected(Packet& packet);
void parsePing(); void parsePing();
void parseServerlist(Packet& packet);
void parseKick(); void parseKick();
void parsePlayersSpawned(Packet& packet); void parsePlayersSpawned(Packet& packet);
void parseEntityDeletion(Packet& packet); void parseEntityDeletion(Packet& packet);
void parsePlayerDamage(Packet& packet);
void parseComponentDeletion(Packet& packet); void parseComponentDeletion(Packet& packet);
void InterpolateFields(Packet & packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType); void parseDoubleJump(Packet& packet);
void parseDashEffect(Packet& packet);
void parseAmmoPickup(Packet& packet);
void InterpolateFields(Packet& packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType);
void parseSnapshot(Packet& packet); void parseSnapshot(Packet& packet);
void identifyPacketLoss(); void identifyPacketLoss();
void hasServerTimedOut(); void hasServerTimedOut();
@@ -94,6 +118,7 @@ public:
void sendInputCommands(); void sendInputCommands();
void sendLocalPlayerTransform(); void sendLocalPlayerTransform();
void becomePlayer(); void becomePlayer();
void displayServerlist();
// Mapping Logic // Mapping Logic
// Returns if local EntityID exist in map // Returns if local EntityID exist in map
bool clientServerMapsHasEntity(EntityID clientEntityID); bool clientServerMapsHasEntity(EntityID clientEntityID);
@@ -109,10 +134,18 @@ public:
bool OnPlayerDamage(const Events::PlayerDamage& e); bool OnPlayerDamage(const Events::PlayerDamage& e);
EventRelay<Client, Events::PlayerSpawned> m_EPlayerSpawned; EventRelay<Client, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(const Events::PlayerSpawned& e); bool OnPlayerSpawned(const Events::PlayerSpawned& e);
void parsePlayerDamage(Packet& packet); EventRelay< Client, Events::SearchForServers> m_ESearchForServers;
private: EventRelay<Client, Events::DoubleJump> m_EDoubleJump;
UDPClient m_Unreliable; bool OnDoubleJump(Events::DoubleJump & e);
TCPClient m_Reliable; EventRelay<Client, Events::DashAbility> m_EDashAbility;
bool OnDashAbility(const Events::DashAbility& 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 #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
View File
@@ -1,13 +0,0 @@
#ifndef HybridClient_h__
#define HybridClient_h__
class HybridClient
{
public:
HybridClient();
~HybridClient();
private:
};
#endif
-12
View File
@@ -1,12 +0,0 @@
#ifndef HybridServer_h__
#define HybridServer_h__
class HybridServer
{
public:
HybridServer();
~HybridServer();
private:
};
#endif
+4
View File
@@ -19,6 +19,10 @@ enum class MessageType
EntityDeleted, EntityDeleted,
ComponentDeleted, ComponentDeleted,
PlayerTransform, PlayerTransform,
OnDoubleJump,
OnDashEffect,
ServerlistRequest,
AmmoPickup,
Invalid Invalid
}; };
+4 -1
View File
@@ -9,13 +9,16 @@ typedef unsigned int PacketID;
class NetworkClient class NetworkClient
{ {
public: public:
NetworkClient();
virtual ~NetworkClient();
virtual void Connect(std::string playerName, std::string address, int port) = 0; virtual void Connect(std::string playerName, std::string address, int port) = 0;
virtual void Disconnect() = 0; virtual void Disconnect() = 0;
virtual void Receive(Packet& packet) = 0; virtual void Receive(Packet& packet) = 0;
virtual void Send(Packet & packet) = 0; virtual void Send(Packet & packet) = 0;
virtual bool IsSocketAvailable() = 0; virtual bool IsSocketAvailable() = 0;
protected: protected:
char m_ReadBuffer[BUFFERSIZE] = { 0 }; char* m_ReadBuffer;
unsigned int m_BufferSize = BUFFERSIZE;
}; };
#endif #endif
+4 -1
View File
@@ -10,12 +10,15 @@ typedef unsigned int PacketID;
class NetworkServer class NetworkServer
{ {
public: public:
NetworkServer();
virtual ~NetworkServer();
virtual void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers) = 0; virtual void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers) = 0;
virtual void Receive(Packet & packet, PlayerDefinition & playerDefinition) = 0; virtual void Receive(Packet & packet, PlayerDefinition & playerDefinition) = 0;
virtual void Send(Packet & packet, PlayerDefinition & playerDefinition) = 0; virtual void Send(Packet & packet, PlayerDefinition & playerDefinition) = 0;
virtual void Send(Packet & packet) = 0; virtual void Send(Packet & packet) = 0;
protected: protected:
char m_ReadBuffer[BUFFERSIZE] = { 0 }; char* m_ReadBuffer;
unsigned int m_BufferSize = BUFFERSIZE;
}; };
#endif #endif
+14 -5
View File
@@ -17,8 +17,10 @@
#include "Core/EPlayerDamage.h" #include "Core/EPlayerDamage.h"
#include "Network/EPlayerDisconnected.h" #include "Network/EPlayerDisconnected.h"
#include "Core/EPlayerSpawned.h" #include "Core/EPlayerSpawned.h"
#include "../Game/Events/EDoubleJump.h"
#include "Core/EEntityDeleted.h" #include "Core/EEntityDeleted.h"
#include "Core/EComponentDeleted.h" #include "Core/EComponentDeleted.h"
#include "Core/EAmmoPickup.h"
class Server : public Network class Server : public Network
{ {
@@ -32,6 +34,7 @@ private:
// Network channels // Network channels
TCPServer m_Reliable; TCPServer m_Reliable;
UDPServer m_Unreliable; UDPServer m_Unreliable;
UDPServer m_ServerlistRequest;
// dont forget to set these in the childrens receive logic // dont forget to set these in the childrens receive logic
boost::asio::ip::address m_Address; boost::asio::ip::address m_Address;
int m_Port = 27666; int m_Port = 27666;
@@ -54,7 +57,7 @@ private:
std::vector<Events::InputCommand> m_InputCommandsToBroadcast; std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
//Timers //Timers
std::clock_t m_StartPingTime; std::clock_t m_StartPingTime;
// Packet loss logic // Packet loss logic
PacketID m_PacketID = 0; PacketID m_PacketID = 0;
PacketID m_PreviousPacketID = 0; PacketID m_PreviousPacketID = 0;
@@ -64,6 +67,7 @@ private:
void reliableBroadcast(Packet& packet); void reliableBroadcast(Packet& packet);
void unreliableBroadcast(Packet& packet); void unreliableBroadcast(Packet& packet);
void sendSnapshot(); void sendSnapshot();
void addPlayersToPacket(Packet& packet, EntityID entityID);
void addChildrenToPacket(Packet& packet, EntityID entityID); void addChildrenToPacket(Packet& packet, EntityID entityID);
void addInputCommandsToPacket(Packet& packet); void addInputCommandsToPacket(Packet& packet);
void sendPing(); void sendPing();
@@ -77,13 +81,16 @@ private:
void parsePlayerTransform(Packet& packet); void parsePlayerTransform(Packet& packet);
void parseOnInputCommand(Packet& packet); void parseOnInputCommand(Packet& packet);
void parseClientPing(); void parseClientPing();
void parsePing(); void parsePing();
void parseUDPConnect(Packet & packet); bool parseDoubleJump(Packet& packet);
void parseTCPConnect(Packet & packet); void parseDashEffect(Packet& packet);
void parseUDPConnect(Packet& packet);
void parseTCPConnect(Packet& packet);
void parseDisconnect(); void parseDisconnect();
void parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint);
bool shouldSendToClient(EntityWrapper childEntity); bool shouldSendToClient(EntityWrapper childEntity);
// Debug event // Events
EventRelay<Server, Events::InputCommand> m_EInputCommand; EventRelay<Server, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e); bool OnInputCommand(const Events::InputCommand& e);
EventRelay<Server, Events::PlayerSpawned> m_EPlayerSpawned; EventRelay<Server, Events::PlayerSpawned> m_EPlayerSpawned;
@@ -94,6 +101,8 @@ private:
bool OnComponentDeleted(const Events::ComponentDeleted& e); bool OnComponentDeleted(const Events::ComponentDeleted& e);
EventRelay<Server, Events::PlayerDamage> m_EPlayerDamage; EventRelay<Server, Events::PlayerDamage> m_EPlayerDamage;
bool OnPlayerDamage(const Events::PlayerDamage& e); bool OnPlayerDamage(const Events::PlayerDamage& e);
EventRelay<Server, Events::AmmoPickup> m_EAmmoPickup;
bool OnAmmoPickup(const Events::AmmoPickup& e);
}; };
#endif #endif
+1 -1
View File
@@ -20,7 +20,7 @@ private:
boost::asio::ip::tcp::endpoint m_Endpoint; boost::asio::ip::tcp::endpoint m_Endpoint;
boost::asio::io_service m_IOService; boost::asio::io_service m_IOService;
std::unique_ptr<boost::asio::ip::tcp::socket> m_Socket; std::unique_ptr<boost::asio::ip::tcp::socket> m_Socket;
size_t readBuffer(char* data); size_t readBuffer();
PacketID m_SendPacketID = 0; PacketID m_SendPacketID = 0;
bool m_IsConnected = false; bool m_IsConnected = false;
}; };
+10 -4
View File
@@ -16,16 +16,22 @@ public:
void Send(Packet & packet, PlayerDefinition & playerDefinition); void Send(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet); void Send(Packet & packet);
void Disconnect(); void Disconnect();
int Port() { return m_Port; }
std::string Address() { return m_Address; }
private: private:
// TCP logic // TCP logic
boost::asio::io_service m_IOService; boost::asio::io_service m_IOService;
std::unique_ptr<boost::asio::ip::tcp::acceptor> acceptor; std::unique_ptr<boost::asio::ip::tcp::acceptor> acceptor;
boost::shared_ptr<boost::asio::ip::tcp::socket> lastReceivedSocket; boost::shared_ptr<boost::asio::ip::tcp::socket> lastReceivedSocket;
void handle_accept(boost::shared_ptr<boost::asio::ip::tcp::socket> socket, int readBuffer(PlayerDefinition& playerDefinition);
int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers, PlayerID getPlayerIDFromEndpoint(const std::map<PlayerID, PlayerDefinition>& connectedPlayers,
const boost::system::error_code& error); boost::asio::ip::address address, unsigned short port);
int readBuffer(char* data, PlayerDefinition& playerDefinition); int GetPort();
std::string GetAddress();
int m_Port = 0;
std::string m_Address = "";
}; };
#endif #endif
+2 -1
View File
@@ -14,13 +14,14 @@ public:
void Disconnect(); void Disconnect();
void Receive(Packet& packet); void Receive(Packet& packet);
void Send(Packet & packet); void Send(Packet & packet);
void Broadcast(Packet& packet, int port);
bool IsSocketAvailable(); bool IsSocketAvailable();
private: private:
// Assio UDP logic // Assio UDP logic
boost::asio::io_service m_IOService; boost::asio::io_service m_IOService;
boost::asio::ip::udp::endpoint m_ReceiverEndpoint; boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::shared_ptr<boost::asio::ip::udp::socket> m_Socket; boost::shared_ptr<boost::asio::ip::udp::socket> m_Socket;
int readBuffer(char* data); int readBuffer();
PacketID m_SendPacketID = 0; PacketID m_SendPacketID = 0;
}; };
+5 -2
View File
@@ -8,18 +8,21 @@ class UDPServer : public NetworkServer
{ {
public: public:
UDPServer(); UDPServer();
UDPServer(int port);
~UDPServer(); ~UDPServer();
void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers); void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers);
void Receive(Packet & packet, PlayerDefinition & playerDefinition); void Receive(Packet & packet, PlayerDefinition & playerDefinition);
void Send(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(); bool IsSocketAvailable();
private: private:
// UDP logic // UDP logic
boost::asio::io_service m_IOService; boost::asio::io_service m_IOService;
boost::asio::ip::udp::endpoint m_ReceiverEndpoint; boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
std::unique_ptr<boost::asio::ip::udp::socket> m_Socket; std::unique_ptr<boost::asio::ip::udp::socket> m_Socket;
int readBuffer(char* data); int readBuffer();
}; };
#endif #endif
+27
View File
@@ -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
+15 -8
View File
@@ -12,7 +12,7 @@
class DrawBloomPass class DrawBloomPass
{ {
public: public:
DrawBloomPass(IRenderer* renderer /* ,Texture or finalpass*/ ); DrawBloomPass(IRenderer* renderer, ConfigFile* config);
~DrawBloomPass() { } ~DrawBloomPass() { }
void InitializeTextures(); void InitializeTextures();
void InitializeFrameBuffers(); void InitializeFrameBuffers();
@@ -23,26 +23,33 @@ public:
void FillGaussianBuffer(FrameBuffer* fb); void FillGaussianBuffer(FrameBuffer* fb);
void Draw(GLuint texture); void Draw(GLuint texture);
void ChangeQuality(int quality);
void OnWindowResize(); void OnWindowResize();
//Getters //Getters
//Return the blurred result of the texture that was sent into draw //Return the blurred result of the texture that was sent into draw
GLuint GaussianTexture() const { return m_GaussianTexture_vert; } GLuint GaussianTexture() const {
if (m_Quality == 0) {
return m_BlackTexture->m_Texture;
} else {
return m_GaussianTexture_vert;
}
}
private: private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const; Texture* m_BlackTexture;
Texture* m_WhiteTexture;
Model* m_ScreenQuad; Model* m_ScreenQuad;
const IRenderer* m_Renderer; const IRenderer* m_Renderer;
ConfigFile* m_Config;
//const LightCullingPass* m_LightCullingPass //const LightCullingPass* m_LightCullingPass
GLuint m_iterations = 9; int m_Iterations;
int m_Quality = 0;
GLuint m_GaussianTexture_horiz; GLuint m_GaussianTexture_horiz = 0;
GLuint m_GaussianTexture_vert; GLuint m_GaussianTexture_vert = 0;
FrameBuffer m_GaussianFrameBuffer_horiz; FrameBuffer m_GaussianFrameBuffer_horiz;
FrameBuffer m_GaussianFrameBuffer_vert; FrameBuffer m_GaussianFrameBuffer_vert;
@@ -17,7 +17,7 @@ public:
void InitializeFrameBuffers(); void InitializeFrameBuffers();
void InitializeShaderPrograms(); void InitializeShaderPrograms();
void Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure); void Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure);
private: private:
const IRenderer* m_Renderer; const IRenderer* m_Renderer;
+27 -19
View File
@@ -4,6 +4,8 @@
#include "IRenderer.h" #include "IRenderer.h"
#include "DrawFinalPassState.h" #include "DrawFinalPassState.h"
#include "LightCullingPass.h" #include "LightCullingPass.h"
#include "CubeMapPass.h"
#include "SSAOPass.h"
#include "FrameBuffer.h" #include "FrameBuffer.h"
#include "ShaderProgram.h" #include "ShaderProgram.h"
#include "Util/UnorderedMapVec2.h" #include "Util/UnorderedMapVec2.h"
@@ -13,34 +15,28 @@
class DrawFinalPass class DrawFinalPass
{ {
public: public:
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass); DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass);
~DrawFinalPass() { } ~DrawFinalPass() { }
void InitializeTextures(); void InitializeTextures();
void InitializeFrameBuffers(); void InitializeFrameBuffers();
void InitializeShaderPrograms(); void InitializeShaderPrograms();
void Draw(RenderScene& scene, GLuint SSAOTexture); void Draw(RenderScene& scene);
void ClearBuffer(); void ClearBuffer();
void OnWindowResize(); void OnWindowResize();
//Return the texture that is used in later stages to apply the bloom effect //Return the texture that is used in later stages to apply the bloom effect
GLuint BloomTexture() const { return m_BloomTexture; } GLuint BloomTexture() const { return m_BloomTexture; }
GLuint BloomTextureLowRes() const { return m_BloomTextureLowRes; }
//Return the texture with diffuse and lighting of the scene. //Return the texture with diffuse and lighting of the scene.
GLuint SceneTexture() const { return m_SceneTexture; } GLuint SceneTexture() const { return m_SceneTexture; }
GLuint SceneTextureLowRes() const { return m_SceneTextureLowRes; }
//Return the framebuffer used in the scene rendering stage. //Return the framebuffer used in the scene rendering stage.
FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; } FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
FrameBuffer* FinalPassFrameBufferLowRes() { return &m_FinalPassFrameBufferLowRes; }
private: private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene); void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture); void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene); void DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene); void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene); void DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene); void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene); void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
@@ -55,35 +51,47 @@ private:
Texture* m_ErrorTexture; Texture* m_ErrorTexture;
FrameBuffer m_FinalPassFrameBuffer; FrameBuffer m_FinalPassFrameBuffer;
FrameBuffer m_FinalPassFrameBufferLowRes; FrameBuffer m_ShieldDepthFrameBuffer;
GLuint m_BloomTexture; GLuint m_BloomTexture;
GLuint m_SceneTexture; GLuint m_SceneTexture;
GLuint m_BloomTextureLowRes;
GLuint m_SceneTextureLowRes;
GLuint m_DepthBuffer; GLuint m_DepthBuffer;
GLuint m_DepthBufferLowRes; GLuint m_ShieldBuffer;
GLuint m_CubeMapTexture;
//maqke this component based i guess? //maqke this component based i guess?
GLuint m_ShieldPixelRate = 16; GLuint m_ShieldPixelRate = 16;
const IRenderer* m_Renderer; const IRenderer* m_Renderer;
const LightCullingPass* m_LightCullingPass; const LightCullingPass* m_LightCullingPass;
const CubeMapPass* m_CubeMapPass;
const SSAOPass* m_SSAOPass;
ShaderProgram* m_ForwardPlusProgram; ShaderProgram* m_ForwardPlusProgram;
ShaderProgram* m_ExplosionEffectProgram; ShaderProgram* m_ExplosionEffectProgram;
ShaderProgram* m_ExplosionEffectSplatMapProgram; ShaderProgram* m_ExplosionEffectSplatMapProgram;
ShaderProgram* m_SpriteProgram; ShaderProgram* m_SpriteProgram;
ShaderProgram* m_ForwardPlusSplatMapProgram; ShaderProgram* m_ForwardPlusSplatMapProgram;
ShaderProgram* m_ShieldToStencilProgram; ShaderProgram* m_FillDepthStencilBufferProgram;
ShaderProgram* m_FillDepthBufferProgram;
ShaderProgram* m_ForwardPlusShieldCheckProgram;
ShaderProgram* m_ExplosionEffectShieldCheckProgram;
ShaderProgram* m_ExplosionEffectSplatMapShieldCheckProgram;
ShaderProgram* m_SpriteShieldCheckProgram;
ShaderProgram* m_ForwardPlusSplatMapShieldCheckProgram;
ShaderProgram* m_ForwardPlusSkinnedProgram; ShaderProgram* m_ForwardPlusSkinnedProgram;
ShaderProgram* m_ExplosionEffectSkinnedProgram; ShaderProgram* m_ExplosionEffectSkinnedProgram;
ShaderProgram* m_ExplosionEffectSplatMapSkinnedProgram; ShaderProgram* m_ExplosionEffectSplatMapSkinnedProgram;
ShaderProgram* m_ForwardPlusSplatMapSkinnedProgram; ShaderProgram* m_ForwardPlusSplatMapSkinnedProgram;
ShaderProgram* m_ShieldToStencilSkinnedProgram; ShaderProgram* m_FillDepthStencilBufferSkinnedProgram;
ShaderProgram* m_FillDepthBufferSkinnedProgram;
ShaderProgram* m_ForwardPlusSkinnedShieldCheckProgram;
ShaderProgram* m_ExplosionEffectSkinnedShieldCheckProgram;
ShaderProgram* m_ExplosionEffectSplatMapSkinnedShieldCheckProgram;
ShaderProgram* m_ForwardPlusSplatMapSkinnedShieldCheckProgram;
ShaderProgram* m_FillDepthBufferSkinnedShieldCheckProgram;
}; };
#endif #endif
@@ -15,8 +15,8 @@
struct ExplosionEffectJob : ModelJob struct ExplosionEffectJob : ModelJob
{ {
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage) ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage) : ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded)
{ {
ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"]; ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
TimeSinceDeath = (double)explosionEffectComponent["TimeSinceDeath"]; TimeSinceDeath = (double)explosionEffectComponent["TimeSinceDeath"];
+2
View File
@@ -5,11 +5,13 @@
#include "../OpenGL.h" #include "../OpenGL.h"
#include "../GLM.h" #include "../GLM.h"
#include "../Core/Util/Rectangle.h" #include "../Core/Util/Rectangle.h"
#include "../Core/ConfigFile.h"
#include "Util/ScreenCoords.h" #include "Util/ScreenCoords.h"
#include "Camera.h" #include "Camera.h"
#include "RenderQueue.h" #include "RenderQueue.h"
#include "Model.h" #include "Model.h"
#include "../Core/World.h" //So temp #include "../Core/World.h" //So temp
#include "Util/CommonFunctions.h"
struct PickData struct PickData
+4 -4
View File
@@ -18,7 +18,7 @@
struct ModelJob : RenderJob struct ModelJob : RenderJob
{ {
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage) ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
: RenderJob() : RenderJob()
{ {
Model = model; Model = model;
@@ -117,7 +117,7 @@ struct ModelJob : RenderJob
FillColor = fillColor; FillColor = fillColor;
FillPercentage = fillPercentage; FillPercentage = fillPercentage;
IsShielded = isShielded;
if (model->IsSkinned()) { if (model->IsSkinned()) {
Skeleton = Model->m_RawModel->m_Skeleton; Skeleton = Model->m_RawModel->m_Skeleton;
@@ -181,10 +181,10 @@ struct ModelJob : RenderJob
glm::vec4 FillColor = glm::vec4(0); glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0; float FillPercentage = 0.0;
bool IsShielded;
void CalculateHash() override void CalculateHash() override
{ {
Hash = TextureID + ModelID << 10 + ShaderID << 20; Hash = ShaderID << 20 + ModelID << 10 + TextureID;
} }
}; };
+1 -3
View File
@@ -28,15 +28,13 @@ public:
const ShaderProgram& PickingProgram() const { return *m_PickingProgram; } const ShaderProgram& PickingProgram() const { return *m_PickingProgram; }
//const std::unordered_map<glm::ivec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; } //const std::unordered_map<glm::ivec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
GLuint PickingTexture() const { return m_PickingTexture; } GLuint PickingTexture() const { return m_PickingTexture; }
GLuint DepthBuffer() const { return m_DepthBuffer; } GLuint* DepthBuffer() { return &m_DepthBuffer; }
const FrameBuffer& PickingBuffer() const { return m_PickingBuffer; } const FrameBuffer& PickingBuffer() const { return m_PickingBuffer; }
PickData Pick(glm::vec2 screenCoord); PickData Pick(glm::vec2 screenCoord);
private: private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
EventBroker* m_EventBroker; EventBroker* m_EventBroker;
const IRenderer* m_Renderer; const IRenderer* m_Renderer;
-2
View File
@@ -24,7 +24,6 @@ struct RenderScene
std::list<std::shared_ptr<RenderJob>> OpaqueObjects; std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
std::list<std::shared_ptr<RenderJob>> TransparentObjects; std::list<std::shared_ptr<RenderJob>> TransparentObjects;
std::list<std::shared_ptr<RenderJob>> OpaqueShieldedObjects; std::list<std::shared_ptr<RenderJob>> OpaqueShieldedObjects;
std::list<std::shared_ptr<RenderJob>> TransparentShieldedObjects;
std::list<std::shared_ptr<RenderJob>> ShieldObjects; std::list<std::shared_ptr<RenderJob>> ShieldObjects;
std::list<std::shared_ptr<RenderJob>> SpriteJob; std::list<std::shared_ptr<RenderJob>> SpriteJob;
std::list<std::shared_ptr<RenderJob>> PointLight; std::list<std::shared_ptr<RenderJob>> PointLight;
@@ -41,7 +40,6 @@ struct RenderScene
Jobs.OpaqueObjects.clear(); Jobs.OpaqueObjects.clear();
Jobs.TransparentObjects.clear(); Jobs.TransparentObjects.clear();
Jobs.OpaqueShieldedObjects.clear(); Jobs.OpaqueShieldedObjects.clear();
Jobs.TransparentShieldedObjects.clear();
Jobs.ShieldObjects.clear(); Jobs.ShieldObjects.clear();
Jobs.SpriteJob.clear(); Jobs.SpriteJob.clear();
Jobs.DirectionalLight.clear(); Jobs.DirectionalLight.clear();
+2
View File
@@ -24,6 +24,8 @@ public:
bool StencilFunc(GLenum func, GLint ref, GLuint mask); bool StencilFunc(GLenum func, GLint ref, GLuint mask);
bool StencilMask(GLuint mask); bool StencilMask(GLuint mask);
bool DepthMask(GLboolean flag); bool DepthMask(GLboolean flag);
bool DepthFunc(GLenum func);
bool AlphaFunc(GLenum func, GLclampf thresholder);
private: private:
std::vector<std::function<void(void)>> m_ResetFunctions; std::vector<std::function<void(void)>> m_ResetFunctions;
+9 -8
View File
@@ -17,6 +17,7 @@
#include "DrawBloomPass.h" #include "DrawBloomPass.h"
#include "DrawColorCorrectionPass.h" #include "DrawColorCorrectionPass.h"
#include "SSAOPass.h" #include "SSAOPass.h"
#include "CubeMapPass.h"
#include "../Core/EventBroker.h" #include "../Core/EventBroker.h"
#include "ImGuiRenderPass.h" #include "ImGuiRenderPass.h"
#include "Camera.h" #include "Camera.h"
@@ -31,8 +32,9 @@ class Renderer : public IRenderer
static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height); static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
public: public:
Renderer(EventBroker* eventBroker) Renderer(EventBroker* eventBroker, ConfigFile* config)
: m_EventBroker(eventBroker) : m_EventBroker(eventBroker)
, m_Config(config)
{ } { }
virtual void Initialize() override; virtual void Initialize() override;
@@ -46,6 +48,7 @@ private:
//----------------------Variables----------------------// //----------------------Variables----------------------//
static std::unordered_map <GLFWwindow*, Renderer*> m_WindowToRenderer; static std::unordered_map <GLFWwindow*, Renderer*> m_WindowToRenderer;
ConfigFile* m_Config;
EventBroker* m_EventBroker; EventBroker* m_EventBroker;
TextPass* m_TextPass; TextPass* m_TextPass;
@@ -58,13 +61,10 @@ private:
Model* m_UnitSphere; Model* m_UnitSphere;
int m_DebugTextureToDraw = 0; int m_DebugTextureToDraw = 0;
int m_CubeMapTexture = 0;
bool m_ResizeWindow = false; bool m_ResizeWindow = false;
float m_SSAO_Radius = 1.0f; int m_SSAO_Quality = 0;
float m_SSAO_Bias = 0.05f; int m_GLOW_Quality = 2;
float m_SSAO_Contrast = 1.5f;
float m_SSAO_IntensityScale = 1.0f;
int m_SSAO_NumOfSamples = 24;
int m_SSAO_NumOfTurns = 7;
PickingPass* m_PickingPass; PickingPass* m_PickingPass;
LightCullingPass* m_LightCullingPass; LightCullingPass* m_LightCullingPass;
@@ -74,6 +74,7 @@ private:
DrawBloomPass* m_DrawBloomPass; DrawBloomPass* m_DrawBloomPass;
DrawColorCorrectionPass* m_DrawColorCorrectionPass; DrawColorCorrectionPass* m_DrawColorCorrectionPass;
SSAOPass* m_SSAOPass; SSAOPass* m_SSAOPass;
CubeMapPass* m_CubeMapPass;
//----------------------Functions----------------------// //----------------------Functions----------------------//
void InitializeWindow(); void InitializeWindow();
+36 -10
View File
@@ -13,15 +13,32 @@
class SSAOPass class SSAOPass
{ {
public: public:
SSAOPass(IRenderer* rendere); SSAOPass(IRenderer* renderer, ConfigFile* config);
~SSAOPass() { }; ~SSAOPass() { };
void ChangeQuality(int quality);
void Draw(GLuint depthBuffer, Camera* camera); void Draw(GLuint depthBuffer, Camera* camera);
void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns); void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int numOfTurns, int iterations, int quality);
void ClearBuffer(); void ClearBuffer();
void OnWindowResize();
//Return the SSAO of the texture sent to Draw //Return the SSAO of the texture sent to Draw
GLuint SSAOTexture() const { return m_DrawBloomPass->GaussianTexture(); } GLuint SSAOTexture() const {
if (m_Quality == 0) {
return m_WhiteTexture->m_Texture;
} else {
return m_Gaussian_vert;
}
}
int TextureQuality() const {
if (m_Quality == 0) {
return 13;
} else {
return m_TextureQuality;
}
}
private: private:
void InitializeTexture(); void InitializeTexture();
@@ -29,15 +46,13 @@ private:
void InitializeShaderProgram(); void InitializeShaderProgram();
void InitializeBuffer(); void InitializeBuffer();
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 blurHorizontal(GLuint depthBuffer);
//void blurVertical(GLuint depthBuffer); //void blurVertical(GLuint depthBuffer);
Model* m_ScreenQuad; Model* m_ScreenQuad;
const IRenderer* m_Renderer; const IRenderer* m_Renderer;
ConfigFile* m_Config;
float m_Radius; float m_Radius;
float m_Bias; float m_Bias;
@@ -45,17 +60,28 @@ private:
float m_IntensityScale; float m_IntensityScale;
int m_NumOfSamples; int m_NumOfSamples;
int m_NumOfTurns; int m_NumOfTurns;
int m_Iterations;
int m_TextureQuality;
int m_Quality = 0;
GLuint m_SSAOTexture; Texture* m_WhiteTexture;
GLuint m_SSAOTexture = 0;
FrameBuffer m_SSAOFramBuffer; FrameBuffer m_SSAOFramBuffer;
GLuint m_SSAOViewSpaceZTexture; GLuint m_SSAOViewSpaceZTexture = 0;
FrameBuffer m_SSAOViewSpaceZFramBuffer; FrameBuffer m_SSAOViewSpaceZFramBuffer;
GLuint m_Gaussian_horiz = 0;
GLuint m_Gaussian_vert = 0;
FrameBuffer m_GaussianFrameBuffer_horiz;
FrameBuffer m_GaussianFrameBuffer_vert;
ShaderProgram* m_SSAOProgram; ShaderProgram* m_SSAOProgram;
ShaderProgram* m_SSAOViewSpaceZProgram; ShaderProgram* m_SSAOViewSpaceZProgram;
ShaderProgram* m_GaussianProgram_horiz;
DrawBloomPass* m_DrawBloomPass; ShaderProgram* m_GaussianProgram_vert;
}; };
#endif #endif
+6 -3
View File
@@ -17,7 +17,7 @@
struct SpriteJob : RenderJob 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() : RenderJob()
{ {
Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh"); Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
@@ -30,7 +30,7 @@ struct SpriteJob : RenderJob
StartIndex = matProp.material->StartIndex; StartIndex = matProp.material->StartIndex;
EndIndex = matProp.material->EndIndex; EndIndex = matProp.material->EndIndex;
Matrix = matrix; Matrix = matrix;
Color = cSprite["Color"]; Color = cSprite["Color"];
Entity = cSprite.EntityID; Entity = cSprite.EntityID;
Position = Transform::AbsolutePosition(world, cSprite.EntityID); Position = Transform::AbsolutePosition(world, cSprite.EntityID);
@@ -41,7 +41,8 @@ struct SpriteJob : RenderJob
} }
World = world; World = world;
Pickable = world->HasComponent(cSprite.EntityID, "Button"); Pickable = world->HasComponent(cSprite.EntityID, "Button");
IsIndicator = isIndicator;
FillColor = fillColor; FillColor = fillColor;
FillPercentage = fillPercentage; FillPercentage = fillPercentage;
}; };
@@ -61,7 +62,9 @@ struct SpriteJob : RenderJob
unsigned int StartIndex = 0; unsigned int StartIndex = 0;
unsigned int EndIndex = 0; unsigned int EndIndex = 0;
World* World; World* World;
bool Pickable; bool Pickable;
bool IsIndicator = false;
glm::vec4 FillColor = glm::vec4(0); glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0; float FillPercentage = 0.0;
+1
View File
@@ -18,6 +18,7 @@ public:
void Bind(GLenum textureUnit = GL_TEXTURE0); void Bind(GLenum textureUnit = GL_TEXTURE0);
GLuint m_Texture = 0; GLuint m_Texture = 0;
unsigned char* Data = nullptr;
}; };
@@ -9,6 +9,10 @@
namespace CommonFunctions namespace CommonFunctions
{ {
Texture* LoadTexture(std::string path, bool threaded); Texture* LoadTexture(std::string path, bool threaded);
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
void GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat);
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps);
void DeleteTexture(GLuint* texture);
}; };
#endif #endif
+5 -1
View File
@@ -2,11 +2,15 @@
#define Events_DashAbility_h__ #define Events_DashAbility_h__
#include "Core/Event.h" #include "Core/Event.h"
#include "Core/EntityWrapper.h"
namespace Events namespace Events
{ {
struct DashAbility : public Event { }; struct DashAbility : public Event
{
EntityID Player;
};
} }
+1 -1
View File
@@ -8,7 +8,7 @@ namespace Events
struct DoubleJump : public Event struct DoubleJump : public Event
{ {
EntityID entityID;
}; };
} }
+3 -3
View File
@@ -13,13 +13,13 @@
#include "Input/KeyboardInputHandler.h" #include "Input/KeyboardInputHandler.h"
#include "Input/MouseInputHandler.h" #include "Input/MouseInputHandler.h"
#include "Core/EKeyDown.h" #include "Core/EKeyDown.h"
#include "Core/EntityFilePreprocessor.h" #include "Core/EntityXMLFilePreprocessor.h"
#include "Core/SystemPipeline.h" #include "Core/SystemPipeline.h"
#include "Systems/ExplosionEffectSystem.h" #include "Systems/ExplosionEffectSystem.h"
#include "Editor/EditorSystem.h" #include "Editor/EditorSystem.h"
#include "Core/EntityFile.h" #include "Core/EntityXMLFile.h"
#include "Rendering/RenderSystem.h" #include "Rendering/RenderSystem.h"
#include "Core/EntityFileParser.h" #include "Core/EntityXMLFileParser.h"
#include "Core/Octree.h" #include "Core/Octree.h"
#include "Rendering/Font.h" #include "Rendering/Font.h"
#include "Systems/InterpolationSystem.h" #include "Systems/InterpolationSystem.h"
@@ -0,0 +1,17 @@
#ifndef AbilityCooldownHUDSystem_h__
#define AbilityCooldownHUDSystem_h__
#include "../../Engine/Core/System.h"
#include "../../Engine/GLM.h"
class AbilityCooldownHUDSystem : public ImpureSystem
{
public:
AbilityCooldownHUDSystem(SystemParams params)
: System(params)
{ }
virtual void Update(double dt) override;
};
#endif
+13 -1
View File
@@ -4,7 +4,7 @@
#include "Core/System.h" #include "Core/System.h"
#include "Core/Transform.h" #include "Core/Transform.h"
#include "Core/ResourceManager.h" #include "Core/ResourceManager.h"
#include "Core/EntityFileParser.h" #include "Core/EntityFile.h"
#include "Core/EPickupSpawned.h" #include "Core/EPickupSpawned.h"
#include "Core/EAmmoPickup.h" #include "Core/EAmmoPickup.h"
#include "Engine/Collision/ETrigger.h" #include "Engine/Collision/ETrigger.h"
@@ -20,13 +20,25 @@ public:
private: private:
EventRelay<AmmoPickupSystem, Events::TriggerTouch> m_ETriggerTouch; EventRelay<AmmoPickupSystem, Events::TriggerTouch> m_ETriggerTouch;
bool OnTriggerTouch(Events::TriggerTouch& e); bool OnTriggerTouch(Events::TriggerTouch& e);
EventRelay<AmmoPickupSystem, Events::TriggerLeave> m_ETriggerLeave;
bool OnTriggerLeave(Events::TriggerLeave& e);
EventRelay<AmmoPickupSystem, Events::AmmoPickup> m_EAmmoPickup;
bool OnAmmoPickup(Events::AmmoPickup& e);
struct NewAmmoPickup { struct NewAmmoPickup {
glm::vec3 Pos; glm::vec3 Pos;
double AmmoGain; double AmmoGain;
double RespawnTimer; double RespawnTimer;
double DecreaseThisRespawnTimer; double DecreaseThisRespawnTimer;
EntityID parentID;
}; };
std::vector<NewAmmoPickup> m_ETriggerTouchVector; std::vector<NewAmmoPickup> m_ETriggerTouchVector;
struct EntityAtMaxValuePickupStruct {
EntityWrapper player;
EntityWrapper trigger;
};
std::vector<EntityAtMaxValuePickupStruct> m_PickupAtMaximum;
void DoPickup(EntityWrapper &player, EntityWrapper &trigger);
}; };
#endif #endif
@@ -0,0 +1,19 @@
#ifndef BoostIconsHUDSystem_h__
#define BoostIconsHUDSystem_h__
#include "../../Engine/Core/System.h"
#include "../../Engine/GLM.h"
class BoostIconsHUDSystem : public PureSystem
{
public:
BoostIconsHUDSystem(SystemParams params)
: System(params)
, PureSystem("BoostIconsHUD")
{ }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override;
};
#endif
+21
View File
@@ -0,0 +1,21 @@
#ifndef BoostSystem_h__
#define BoostSystem_h__
#include "Core/System.h"
#include "Core/ResourceManager.h"
#include "Core/EntityFile.h"
#include "Core/EPlayerDamage.h"
#include "Common.h"
class BoostSystem : public System
{
public:
BoostSystem(SystemParams params);
private:
EventRelay<BoostSystem, Events::PlayerDamage> m_EPlayerDamage;
bool OnPlayerDamage(Events::PlayerDamage& e);
std::string DetermineClass(EntityWrapper player);
};
#endif
@@ -0,0 +1,30 @@
#ifndef CapturePointArrowHUDSystem_h__
#define CapturePointArrowHUDSystem_h__
#include <GLFW/glfw3.h>
#include <glm/common.hpp>
#include <glm/gtx/vector_angle.hpp>
#include "Common.h"
#include "Core/System.h"
#include "Core/Transform.h"
#include "Core/ECaptured.h"
class CapturePointArrowHUDSystem : public ImpureSystem
{
public:
CapturePointArrowHUDSystem(SystemParams params);
virtual void Update(double dt) override;
private:
EventRelay<CapturePointArrowHUDSystem, Events::Captured> m_ECapturedEvent;
bool OnCapturePointCaptured(Events::Captured& e);
bool m_InitialtargetsSet = false;
glm::vec3 m_RedTeamCurrentTarget;
glm::vec3 m_BlueTeamCurrentTarget;
};
#endif
+1 -1
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@@ -7,7 +7,7 @@
#include "Common.h" #include "Common.h"
#include "Core/System.h" #include "Core/System.h"
#include "Engine/Collision/ETrigger.h" #include "Collision/ETrigger.h"
class CapturePointHUDSystem : public ImpureSystem class CapturePointHUDSystem : public ImpureSystem
{ {
+2 -2
View File
@@ -42,9 +42,9 @@ private:
int m_NumberOfCapturePoints = 0; int m_NumberOfCapturePoints = 0;
std::map<int, EntityWrapper> m_CapturePointNumberToEntityMap; std::map<int, EntityWrapper> m_CapturePointNumberToEntityMap;
//std::vector<ComponentWrapper>
bool m_ResetTimers = false; bool m_ResetTimers = false;
bool m_RecentlyCapturedNeedNextCapturePointNow = false;
Events::Captured m_CapturedEvent;
//vectors which will keep track of enter/leave changes //vectors which will keep track of enter/leave changes
std::vector<std::tuple<EntityWrapper, EntityWrapper>> m_ETriggerTouchVector; std::vector<std::tuple<EntityWrapper, EntityWrapper>> m_ETriggerTouchVector;
+18 -2
View File
@@ -4,7 +4,7 @@
#include "Core/System.h" #include "Core/System.h"
#include "Core/Transform.h" #include "Core/Transform.h"
#include "Core/ResourceManager.h" #include "Core/ResourceManager.h"
#include "Core/EntityFileParser.h" #include "Core/EntityFile.h"
#include "Core/EPlayerDamage.h" #include "Core/EPlayerDamage.h"
#include "Common.h" #include "Common.h"
#include <tuple> #include <tuple>
@@ -14,11 +14,13 @@
#include <glm/gtx/vector_angle.hpp> #include <glm/gtx/vector_angle.hpp>
#include "Rendering/Util/CommonFunctions.h" #include "Rendering/Util/CommonFunctions.h"
//#define INDICATOR_TEST
class DamageIndicatorSystem : public System class DamageIndicatorSystem : public ImpureSystem
{ {
public: public:
DamageIndicatorSystem(SystemParams params); DamageIndicatorSystem(SystemParams params);
virtual void Update(double dt) override;
private: private:
EventRelay<DamageIndicatorSystem, Events::PlayerDamage> m_EPlayerDamage; EventRelay<DamageIndicatorSystem, Events::PlayerDamage> m_EPlayerDamage;
@@ -28,6 +30,20 @@ private:
bool OnSetCamera(const Events::SetCamera& e); bool OnSetCamera(const Events::SetCamera& e);
EntityID m_CurrentCamera = -1; 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 #endif
@@ -0,0 +1,19 @@
#include "Common.h"
#include "Core/System.h"
class FloatingEffectSystem : public PureSystem
{
public:
FloatingEffectSystem(SystemParams params)
: System(params)
, PureSystem("FloatingEffect")
{ }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
{
ComponentWrapper& transform = m_World->GetComponent(component.EntityID, "Transform");
(double&)component["Time"] += dt;
(glm::vec3&)transform["Position"] = (float)(double)component["Amplitude"] * glm::sin((glm::two_pi<float>() / (float)(double)component["Period"]) * (float)(double)component["Time"]) * (glm::vec3)component["Axis"];
}
};
+10 -2
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@@ -4,12 +4,11 @@
#include "Core/System.h" #include "Core/System.h"
#include "Core/Transform.h" #include "Core/Transform.h"
#include "Core/ResourceManager.h" #include "Core/ResourceManager.h"
#include "Core/EntityFileParser.h" #include "Core/EntityFile.h"
#include "Core/EPickupSpawned.h" #include "Core/EPickupSpawned.h"
#include "Core/EPlayerHealthPickup.h" #include "Core/EPlayerHealthPickup.h"
#include "Engine/Collision/ETrigger.h" #include "Engine/Collision/ETrigger.h"
#include "Common.h" #include "Common.h"
#include <tuple>
class PickupSpawnSystem : public ImpureSystem class PickupSpawnSystem : public ImpureSystem
{ {
@@ -21,13 +20,22 @@ public:
private: private:
EventRelay<PickupSpawnSystem, Events::TriggerTouch> m_ETriggerTouch; EventRelay<PickupSpawnSystem, Events::TriggerTouch> m_ETriggerTouch;
bool OnTriggerTouch(Events::TriggerTouch& e); bool OnTriggerTouch(Events::TriggerTouch& e);
EventRelay<PickupSpawnSystem, Events::TriggerLeave> m_ETriggerLeave;
bool OnTriggerLeave(Events::TriggerLeave& e);
struct NewHealthPickup { struct NewHealthPickup {
glm::vec3 Pos; glm::vec3 Pos;
double HealthGain; double HealthGain;
double RespawnTimer; double RespawnTimer;
double DecreaseThisRespawnTimer; double DecreaseThisRespawnTimer;
EntityID parentID;
}; };
std::vector<NewHealthPickup> m_ETriggerTouchVector; std::vector<NewHealthPickup> m_ETriggerTouchVector;
struct EntityAtMaxValuePickupStruct {
EntityWrapper player;
EntityWrapper trigger;
};
std::vector<EntityAtMaxValuePickupStruct> m_PickupAtMaximum;
void DoPickup(EntityWrapper &player, EntityWrapper &trigger);
}; };
#endif #endif
+5 -3
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@@ -6,11 +6,9 @@
#include "GLM.h" #include "GLM.h"
#include "Rendering/ESetCamera.h" #include "Rendering/ESetCamera.h"
#include "Core/ConfigFile.h" #include "Core/ConfigFile.h"
#include "Core/EntityFile.h" #include "Core/EntityFile.h"
#include "Core/EntityFileParser.h"
#include "Core/EPlayerDeath.h" #include "Core/EPlayerDeath.h"
#include "Core/EEntityDeleted.h"
class PlayerDeathSystem : public ImpureSystem class PlayerDeathSystem : public ImpureSystem
{ {
@@ -20,8 +18,12 @@ public:
virtual void Update(double dt) override; virtual void Update(double dt) override;
private: private:
EntityWrapper m_LocalPlayerDeathEffect;
EventRelay<PlayerDeathSystem, Events::PlayerDeath> m_OnPlayerDeath; EventRelay<PlayerDeathSystem, Events::PlayerDeath> m_OnPlayerDeath;
bool OnPlayerDeath(Events::PlayerDeath& e); bool OnPlayerDeath(Events::PlayerDeath& e);
EventRelay<PlayerDeathSystem, Events::EntityDeleted> m_EEntityDeleted;
bool OnEntityDeleted(Events::EntityDeleted& e);
void createDeathEffect(EntityWrapper player); void createDeathEffect(EntityWrapper player);
+7 -3
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@@ -6,9 +6,7 @@
#include <imgui/imgui.h> #include <imgui/imgui.h>
#include "Events/EDoubleJump.h" #include "Events/EDoubleJump.h"
#include "../Engine/Sound/EPlaySoundOnEntity.h" #include "../Engine/Sound/EPlaySoundOnEntity.h"
#include "Core/EntityFile.h" #include "Core/EntityFile.h"
#include "Core/EntityFileParser.h"
class PlayerMovementSystem : public ImpureSystem class PlayerMovementSystem : public ImpureSystem
{ {
@@ -34,10 +32,16 @@ private:
glm::vec3 m_LastPosition = glm::vec3(); glm::vec3 m_LastPosition = glm::vec3();
// The logic for making the sound play when player is moving // The logic for making the sound play when player is moving
void playerStep(double dt); void playerStep(double dt);
// Spawn a hexagon at origin of an Entity
void spawnHexagon(EntityWrapper target);
EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned; EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e); bool OnPlayerSpawned(Events::PlayerSpawned& e);
EventRelay<PlayerMovementSystem, Events::DoubleJump> m_EDoubleJump;
bool PlayerMovementSystem::OnDoubleJump(Events::DoubleJump & e);
EventRelay<PlayerMovementSystem, Events::DashAbility> m_EDashAbility;
bool PlayerMovementSystem::OnDashAbility(Events::DashAbility & e);
void updateMovementControllers(double dt); 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); PlayerSpawnSystem(SystemParams params);
virtual void Update(double dt) override; virtual void Update(double dt) override;
static void SetRespawnTime(float respawnTime) { m_RespawnTime = respawnTime; };
private: private:
struct SpawnRequest struct SpawnRequest
@@ -31,8 +29,8 @@ private:
//EntityWrapper ID -> Player ID. //EntityWrapper ID -> Player ID.
std::map<EntityID, int> m_PlayerIDs; std::map<EntityID, int> m_PlayerIDs;
static float m_RespawnTime; float m_ForcedRespawnTime;
float m_Timer; bool m_DbgConfigForceRespawn;
EventRelay<PlayerSpawnSystem, Events::InputCommand> m_OnInputCommand; EventRelay<PlayerSpawnSystem, Events::InputCommand> m_OnInputCommand;
bool OnInputCommand(Events::InputCommand& e); bool OnInputCommand(Events::InputCommand& e);
+1 -2
View File
@@ -7,8 +7,7 @@
#include "Core/System.h" #include "Core/System.h"
#include "Events/ESpawnerSpawn.h" #include "Events/ESpawnerSpawn.h"
#include "Core/Transform.h" #include "Core/Transform.h"
#include "Core/ResourceManager.h" #include "Core/EntityFile.h"
#include "Core/EntityFileParser.h"
class SpawnerSystem : public System class SpawnerSystem : public System
{ {
@@ -1,37 +1,33 @@
#ifndef AssaultWeaponBehaviour_h__
#define AssaultWeaponBehaviour_h__
#include "Sound/EPlaySoundOnEntity.h" #include "Sound/EPlaySoundOnEntity.h"
#include "Collision/Collision.h" #include "Collision/Collision.h"
#include "Rendering/AnimationSystem.h"
#include "Core/ConfigFile.h" #include "Core/ConfigFile.h"
#include "WeaponBehaviour.h" #include "WeaponBehaviour.h"
#include "../SpawnerSystem.h" #include "../SpawnerSystem.h"
#include "Core/EPlayerDamage.h" #include "Core/EPlayerDamage.h"
#include "Core/EShoot.h" #include "Core/EShoot.h"
class AssaultWeaponBehaviour : public WeaponBehaviour<AssaultWeaponBehaviour>
class AssaultWeaponBehaviour : public WeaponBehaviour
{ {
public: public:
AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity); AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
: WeaponBehaviour(systemParams, "AssaultWeapon", renderer, collisionOctree)
virtual void Fire() override; { }
virtual void CeaseFire() override;
virtual void Reload() override;
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: private:
EntityWrapper m_FirstPersonModel;
EntityWrapper m_ThirdPersonModel;
// State // State
bool m_Firing = false; bool m_Firing = false;
bool m_Reloading = false; bool m_Reloading = false;
double m_ReloadTimer = 0.0; double m_ReloadTimer = 0.0;
EntityWrapper m_FirstPersonReloadImpersonator;
EntityWrapper m_ThirdPersonReloadImpersonator;
double m_TimeSinceLastFire = 0.0; double m_TimeSinceLastFire = 0.0;
EntityWrapper m_FirstPersonReloadImpostor;
EventRelay<WeaponBehaviour, Events::AnimationComplete> m_EAnimationComplete;
bool OnAnimationComplete(Events::AnimationComplete& e);
bool hasAmmo(); bool hasAmmo();
void fireRound(); void fireRound();
@@ -47,3 +43,5 @@ private:
bool shoot(double damage); bool shoot(double damage);
void showHitMarker(); 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 "Rendering/IRenderer.h"
#include "Core/Octree.h" #include "Core/Octree.h"
#include "Collision/EntityAABB.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: public:
WeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper player) WeaponBehaviour(SystemParams params, std::string componentType, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
: System(systemParams) : System(params)
, PureSystem(componentType)
, m_Renderer(renderer) , m_Renderer(renderer)
, m_CollisionOctree(collisionOctree) , m_CollisionOctree(collisionOctree)
, m_Player(player) {
{ } EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponBehaviour::_OnInputCommand)
}
virtual ~WeaponBehaviour() = default; virtual ~WeaponBehaviour() = default;
WeaponBehaviour(const WeaponBehaviour&) = delete; virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
WeaponBehaviour& operator=(const WeaponBehaviour &) = delete; {
auto weapon = getActiveWeapon(entity);
virtual void Fire() = 0; if (!weapon) {
virtual void CeaseFire() { } return;
virtual void Reload() { } } else {
virtual void Update(double dt) { } UpdateWeapon(*weapon, dt);
}
}
protected: protected:
struct WeaponInfo
{
std::string WeaponComponent;
EntityWrapper Player;
EntityWrapper WeaponEntity;
EntityWrapper FirstPersonEntity;
EntityWrapper ThirdPersonEntity;
ComponentWrapper GetComponent() { return WeaponEntity[WeaponComponent]; }
};
IRenderer* m_Renderer; IRenderer* m_Renderer;
Octree<EntityAABB>* m_CollisionOctree; 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 #endif
+2 -2
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@@ -9,8 +9,8 @@
#include "Core/EShoot.h" #include "Core/EShoot.h"
#include "Core/EPlayerSpawned.h" #include "Core/EPlayerSpawned.h"
#include "Input/EInputCommand.h" #include "Input/EInputCommand.h"
#include "Core/EntityFile.h" #include "Core/EntityXMLFile.h"
#include "Core/EntityFileParser.h" #include "Core/EntityXMLFileParser.h"
#include "Core/Octree.h" #include "Core/Octree.h"
#include "Collision/EntityAABB.h" #include "Collision/EntityAABB.h"
#include "Systems/SpawnerSystem.h" #include "Systems/SpawnerSystem.h"
+47 -2
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@@ -4,7 +4,7 @@ LoadMap=
; if true -> Pool allocation is not used when calling Allocate/Free, just use regular dynamic allocation. ; if true -> Pool allocation is not used when calling Allocate/Free, just use regular dynamic allocation.
; if false -> Use pool allocation. ; if false -> Use pool allocation.
DisableMemoryPool=false DisableMemoryPool=false
RespawnTime = 8.0 RespawnTime = -1.0
EditorEnabled=false EditorEnabled=false
OutOfBodyExperience=false OutOfBodyExperience=false
@@ -36,4 +36,49 @@ ResourceLoading=true
[Sound] [Sound]
BGMVolume=1.0 BGMVolume=1.0
SFXVolume=1.0 SFXVolume=1.0
Announcer=female Announcer=female
[SSAO]
Quality=0
[SSAO1]
Radius=1.0
Bias=0.02
Contrast=1.5
Intensity=1.0
NumSamples=8
NumTurns=3
NumIterations=5
TextureQuality=2
[SSAO2]
Radius=1.0
Bias=0.02
Contrast=1.5
Intensity=1.0
NumSamples=16
NumTurns=13
NumIterations=9
TextureQuality=1
[SSAO3]
Radius=1.0
Bias=0.02
Contrast=1.5
Intensity=1.0
NumSamples=24
NumTurns=17
NumIterations=9
TextureQuality=0
[GLOW]
Quality=3;
[GLOW1]
NumIterations=5
[GLOW2]
NumIterations=9
[GLOW3]
NumIterations=13
+14
View File
@@ -35,7 +35,12 @@
<xs:include schemaLocation="Components/AmmoPickup.xsd"/> <xs:include schemaLocation="Components/AmmoPickup.xsd"/>
<xs:include schemaLocation="Components/AnimationOffset.xsd"/> <xs:include schemaLocation="Components/AnimationOffset.xsd"/>
<xs:include schemaLocation="Components/DashAbility.xsd"/> <xs:include schemaLocation="Components/DashAbility.xsd"/>
<xs:include schemaLocation="Components/ShieldAbility.xsd"/>
<xs:include schemaLocation="Components/SprintAbility.xsd"/>
<xs:include schemaLocation="Components/AssaultWeapon.xsd"/> <xs:include schemaLocation="Components/AssaultWeapon.xsd"/>
<xs:include schemaLocation="Components/BoostAssault.xsd"/>
<xs:include schemaLocation="Components/BoostDefender.xsd"/>
<xs:include schemaLocation="Components/BoostSniper.xsd"/>
<xs:include schemaLocation="Components/Shield.xsd"/> <xs:include schemaLocation="Components/Shield.xsd"/>
<xs:include schemaLocation="Components/Sprite.xsd"/> <xs:include schemaLocation="Components/Sprite.xsd"/>
<xs:include schemaLocation="Components/Shielded.xsd"/> <xs:include schemaLocation="Components/Shielded.xsd"/>
@@ -44,5 +49,14 @@
<xs:include schemaLocation="Components/Menu.xsd"/> <xs:include schemaLocation="Components/Menu.xsd"/>
<xs:include schemaLocation="Components/KillFeed.xsd"/> <xs:include schemaLocation="Components/KillFeed.xsd"/>
<xs:include schemaLocation="Components/Page.xsd"/> <xs:include schemaLocation="Components/Page.xsd"/>
<xs:include schemaLocation="Components/SpriteIndicator.xsd"/>
<xs:include schemaLocation="Components/Button.xsd"/> <xs:include schemaLocation="Components/Button.xsd"/>
<xs:include schemaLocation="Components/AbilityCooldownHUD.xsd"/>
<xs:include schemaLocation="Components/DoubleJump.xsd"/>
<xs:include schemaLocation="Components/WeaponAttachment.xsd"/>
<xs:include schemaLocation="Components/DefenderWeapon.xsd"/>
<xs:include schemaLocation="Components/CapturePointGameMode.xsd"/>
<xs:include schemaLocation="Components/CapturePointArrowHUD.xsd"/>
<xs:include schemaLocation="Components/FloatingEffect.xsd"/>
<xs:include schemaLocation="Components/BoostIconsHUD.xsd"/>
</xs:schema> </xs:schema>
@@ -0,0 +1,3 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<AbilityCooldownHUD xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="AbilityCooldownHUD.xsd">
</AbilityCooldownHUD>
@@ -0,0 +1,9 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="AbilityCooldownHUD">
<xs:annotation>
<xs:documentation>HUD element for tracking ability cooldown. If it has a sprite and fill component it will fill the sprite with chosen color depending on the cooldown.\n A child with text component named "Cooldown"</xs:documentation>
</xs:annotation>
</xs:element>
</xs:schema>
@@ -8,4 +8,5 @@
<RPM>120</RPM> <RPM>120</RPM>
<ViewPunch>0.01</ViewPunch> <ViewPunch>0.01</ViewPunch>
<ReloadTime>2</ReloadTime> <ReloadTime>2</ReloadTime>
<Slot><Primary/></Slot>
</AssaultWeapon> </AssaultWeapon>
@@ -2,6 +2,7 @@
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types"> <xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/> <xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:include schemaLocation="../Types/WeaponSlotEnum.xsd"/>
<xs:element name="AssaultWeapon"> <xs:element name="AssaultWeapon">
<xs:complexType> <xs:complexType>
@@ -28,6 +29,7 @@
<xs:element name="ReloadTime" type="t:double" minOccurs="0"> <xs:element name="ReloadTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Time it takes to reload the weapon in seconds</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>Time it takes to reload the weapon in seconds</xs:documentation></xs:annotation>
</xs:element> </xs:element>
<xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
</xs:all> </xs:all>
</xs:complexType> </xs:complexType>
</xs:element> </xs:element>
@@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<BoostAssault xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="BoostAssault.xsd">
<StrengthOfEffect>2</StrengthOfEffect>
</BoostAssault>
@@ -0,0 +1,18 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="BoostAssault">
<xs:annotation>
<xs:documentation>This is the assault's class boost component</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="StrengthOfEffect" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>This is the strength of the boost effect</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<BoostDefender xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="BoostDefender.xsd">
<StrengthOfEffect>10</StrengthOfEffect>
</BoostDefender>
@@ -0,0 +1,18 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="BoostDefender">
<xs:annotation>
<xs:documentation>This is the defender's class boost component</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="StrengthOfEffect" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>This is the strength of the boost effect</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -0,0 +1,2 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<BoostIconsHUD xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="BoostIconsHUD.xsd"/>
@@ -0,0 +1,10 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="BoostIconsHUD">
<xs:annotation>
<xs:documentation>Origin for the 3 boost states. Create 3 children with Sprite and Fill components, name them "Sprint", "Defender", "Assault"</xs:documentation>
</xs:annotation>
</xs:element>
</xs:schema>
@@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<BoostSniper xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="BoostSniper.xsd">
<StrengthOfEffect>10</StrengthOfEffect>
</BoostSniper>
@@ -0,0 +1,18 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="BoostSniper">
<xs:annotation>
<xs:documentation>This is the sniper's class boost component</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="StrengthOfEffect" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>This is the strength of the boost effect</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<CapturePointArrowHUD xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="CapturePointArrowHUD.xsd">
<CurrentTarget>0</CurrentTarget>
</CapturePointArrowHUD>
@@ -0,0 +1,18 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="CapturePointArrowHUD">
<xs:annotation>
<xs:documentation>HUD element for tracking next capturable Capture Point.</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="CurrentTarget" type="t:int" minOccurs="0">
<xs:annotation>
<xs:documentation>Corresponds to the current capturepoint the arrow points Towards</xs:documentation>
</xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -0,0 +1,5 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<CapturePointGameMode xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="CapturePointGameMode.xsd">
<RespawnTime>0.0</RespawnTime>
<MaxRespawnTime>8.0</MaxRespawnTime>
</CapturePointGameMode>
@@ -0,0 +1,18 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="CapturePointGameMode">
<xs:complexType>
<xs:all>
<xs:element name="RespawnTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>The time since the last respawn wave. Players will be spawned when this reaches MaxRespawnTime.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="MaxRespawnTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Players will be spawned when RespawnTime reaches this.</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -1,4 +1,5 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?> <?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<DashAbility xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DashAbility.xsd"> <DashAbility xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DashAbility.xsd">
<CoolDownMaxTimer>2.0</CoolDownMaxTimer> <CoolDownMaxTimer>2.0</CoolDownMaxTimer>
<CoolDownTimer>0.0</CoolDownTimer>
</DashAbility> </DashAbility>
+4 -1
View File
@@ -10,7 +10,10 @@
<xs:complexType> <xs:complexType>
<xs:all> <xs:all>
<xs:element name="CoolDownMaxTimer" type="t:double" minOccurs="0"> <xs:element name="CoolDownMaxTimer" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>This is the cooldown on dash</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>This is the max cooldown on dash</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="CoolDownTimer" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>This is the current cooldown on dash</xs:documentation></xs:annotation>
</xs:element> </xs:element>
</xs:all> </xs:all>
</xs:complexType> </xs:complexType>
+16
View File
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<DefenderWeapon xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DefenderWeapon.xsd">
<MagazineAmmo>8</MagazineAmmo>
<MagazineSize>8</MagazineSize>
<Ammo>64</Ammo>
<MaxAmmo>64</MaxAmmo>
<BaseDamage>90</BaseDamage>
<SpreadAngle>0.174533</SpreadAngle> <!-- 0.174533 = 10 degrees -->
<NumPellets>10</NumPellets>
<RPM>120</RPM>
<ViewPunch>0.01</ViewPunch>
<ReloadTime>0.5</ReloadTime>
<Slot><Primary/></Slot>
<IsFiring>false</IsFiring>
<TimeSinceLastFire>0</TimeSinceLastFire>
</DefenderWeapon>
+44
View File
@@ -0,0 +1,44 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:include schemaLocation="../Types/WeaponSlotEnum.xsd"/>
<xs:element name="DefenderWeapon">
<xs:complexType>
<xs:all>
<xs:element name="MagazineAmmo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Ammo currently loaded into the magazine</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="MagazineSize" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Max number of rounds in a magazine</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Ammo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Current ammo carried</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="MaxAmmo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Maximum ammo able to be carried</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="BaseDamage" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Damage dealt if all shotgun pellets hit</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="SpreadAngle" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>Spread angle in radians</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="NumPellets" type="t:int" minOccurs="0"/>
<xs:element name="RPM" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Rate of fire in rounds per minute</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ViewPunch" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>View punch in radians for each shell fired</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ReloadTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Time it takes to load ONE SHELL into the weapon in seconds</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
<xs:element name="IsFiring" type="t:bool" minOccurs="0"/>
<xs:element name="TimeSinceLastFire" type="t:double" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<DoubleJump xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DoubleJump.xsd">
<DoubleJumpSpeed>4.0</DoubleJumpSpeed>
</DoubleJump>
@@ -0,0 +1,16 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="DoubleJump">
<xs:annotation><xs:documentation>Enables a Player to double jump.</xs:documentation></xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="DoubleJumpSpeed" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>Vertical velocity set on double jump.</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -0,0 +1,8 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<FloatingEffect xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="FloatingEffect.xsd">
<Period>1</Period>
<Amplitude>1</Amplitude>
<Time>0</Time>
<Axis X="0" Y="0" Z="0"/>
<Position X="0" Y="0" Z="0"/>
</FloatingEffect>
@@ -0,0 +1,17 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="FloatingEffect">
<xs:complexType>
<xs:all>
<xs:element name="Period" type="t:double" minOccurs="0"/>
<xs:element name="Amplitude" type="t:double" minOccurs="0"/>
<xs:element name="Time" type="t:double" minOccurs="0"/>
<xs:element name="Axis" type="t:Vector" minOccurs="0"/>
<xs:element name="Position" type="t:Vector" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
-1
View File
@@ -2,7 +2,6 @@
<Physics xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Physics.xsd"> <Physics xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Physics.xsd">
<Velocity X="0" Y="0" Z="0"/> <Velocity X="0" Y="0" Z="0"/>
<Gravity>true</Gravity> <Gravity>true</Gravity>
<PrevOrigin X="-9876.5" Y="-9876.5" Z="-9876.5"/>
<IsOnGround>false</IsOnGround> <IsOnGround>false</IsOnGround>
<VerticalStepHeight>0.33</VerticalStepHeight> <VerticalStepHeight>0.33</VerticalStepHeight>
</Physics> </Physics>
-1
View File
@@ -13,7 +13,6 @@
<xs:annotation><xs:documentation>m/s^2</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>m/s^2</xs:documentation></xs:annotation>
</xs:element> </xs:element>
<xs:element name="Gravity" type="t:bool" minOccurs="0"/> <xs:element name="Gravity" type="t:bool" minOccurs="0"/>
<xs:element name="PrevOrigin" type="t:Vector" minOccurs="0"/>
<xs:element name="IsOnGround" type="t:bool" minOccurs="0"/> <xs:element name="IsOnGround" type="t:bool" minOccurs="0"/>
<xs:element name="VerticalStepHeight" type="t:double" minOccurs="0"> <xs:element name="VerticalStepHeight" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>The largest height of a "stair-step" that can be walked over</xs:documentation></xs:annotation> <xs:annotation><xs:documentation>The largest height of a "stair-step" that can be walked over</xs:documentation></xs:annotation>
+2
View File
@@ -2,5 +2,7 @@
<Player xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Player.xsd"> <Player xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Player.xsd">
<MovementSpeed>3</MovementSpeed> <MovementSpeed>3</MovementSpeed>
<CrouchSpeed>1.5</CrouchSpeed> <CrouchSpeed>1.5</CrouchSpeed>
<JumpSpeed>4.0</JumpSpeed>
<CurrentWishDirection X="0" Y="0" Z="0"/> <CurrentWishDirection X="0" Y="0" Z="0"/>
<CurrentWeapon></CurrentWeapon>
</Player> </Player>
+4
View File
@@ -11,7 +11,11 @@
<xs:all> <xs:all>
<xs:element name="MovementSpeed" type="t:float" minOccurs="0"/> <xs:element name="MovementSpeed" type="t:float" minOccurs="0"/>
<xs:element name="CrouchSpeed" type="t:float" minOccurs="0"/> <xs:element name="CrouchSpeed" type="t:float" minOccurs="0"/>
<xs:element name="JumpSpeed" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>Vertical velocity set when jumping.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="CurrentWishDirection" type="t:Vector" minOccurs="0"/> <xs:element name="CurrentWishDirection" type="t:Vector" minOccurs="0"/>
<xs:element name="CurrentWeapon" type="t:string" minOccurs="0"/>
</xs:all> </xs:all>
</xs:complexType> </xs:complexType>
</xs:element> </xs:element>
@@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<ShieldAbility xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="ShieldAbility.xsd">
<CoolDownMaxTimer>2.0</CoolDownMaxTimer>
</ShieldAbility>
@@ -0,0 +1,18 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="ShieldAbility">
<xs:annotation>
<xs:documentation>A shield component for one of the classes</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="CoolDownMaxTimer" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>This is the cooldown on shield</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<SprintAbility xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="SprintAbility.xsd">
<CoolDownMaxTimer>2.0</CoolDownMaxTimer>
</SprintAbility>
@@ -0,0 +1,18 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="SprintAbility">
<xs:annotation>
<xs:documentation>A sprint component for one of the classes</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="CoolDownMaxTimer" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>This is the cooldown on sprint</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -0,0 +1,5 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<SpriteIndicator xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="SpriteIndicator.xsd">
<MinScale>10</MinScale>
<VisibleForSingleTeamOnly>false</VisibleForSingleTeamOnly>
</SpriteIndicator>
@@ -0,0 +1,19 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="SpriteIndicator">
<xs:annotation>
<xs:documentation>Billbord a Sprite around global Y axis</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="MinScale" type="t:double" minOccurs="0"/>
<xs:element name="VisibleForSingleTeamOnly" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Add a Team component to this Entity or Parent to make it visible only for that team</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>

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