#include "Systems/PlayerMovementSystem.h" PlayerMovementSystem::PlayerMovementSystem(SystemParams params) : System(params) , m_SprintEffectTimer(0.f) { EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &PlayerMovementSystem::OnPlayerSpawned); EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &PlayerMovementSystem::OnDoubleJump); EVENT_SUBSCRIBE_MEMBER(m_EDashAbility, &PlayerMovementSystem::OnDashAbility); } PlayerMovementSystem::~PlayerMovementSystem() { for (auto& kv : m_PlayerInputControllers) { delete kv.second; } } void PlayerMovementSystem::Update(double dt) { updateMovementControllers(dt); // Only do physics calculations on client and only for themselves. if (IsClient) { if (LocalPlayer.Valid()){ updateVelocity(LocalPlayer, dt); } m_SprintEffectTimer += dt; if (m_SprintEffectTimer < 0.016f) { return; } m_SprintEffectTimer = 0.f; const ComponentPool* pool = m_World->GetComponents("SprintAbility"); if (pool == nullptr) { return; } for (auto cSprint : *pool) { if (cSprint.EntityID != LocalPlayer.ID && (bool)cSprint["Active"]) { // Spawn one afterimage for each player that sprints. EntityWrapper player(m_World, cSprint.EntityID); auto entityFile = ResourceManager::Load("Schema/Entities/SprintEffect.xml"); EntityWrapper sprintEffect = entityFile->MergeInto(m_World); auto playerModel = player.FirstChildByName("PlayerModel"); if (!playerModel.Valid()) { continue; } if (!playerModel.HasComponent("Model")) { continue; } if (!playerModel.HasComponent("Animation")) { continue; } auto playerEntityModel = playerModel["Model"]; auto playerEntityAnimation = playerModel["Animation"]; playerEntityModel.Copy(sprintEffect["Model"]); playerEntityAnimation.Copy(sprintEffect["Animation"]); sprintEffect["ExplosionEffect"]["EndColor"] = (glm::vec4)playerEntityModel["Color"]; ((glm::vec4&)sprintEffect["ExplosionEffect"]["EndColor"]).w = 0.f; sprintEffect["Animation"]["Speed1"] = 0.0; sprintEffect["Animation"]["Speed2"] = 0.0; sprintEffect["Animation"]["Speed3"] = 0.0; sprintEffect["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"]; sprintEffect["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"]; } } } } void PlayerMovementSystem::updateMovementControllers(double dt) { for (auto& kv : m_PlayerInputControllers) { EntityWrapper player = kv.first; auto& controller = kv.second; if (!player.Valid()) { continue; } // Aim pitch EntityWrapper cameraEntity = player.FirstChildByName("Camera"); if (cameraEntity.Valid()) { glm::vec3& cameraOrientation = cameraEntity["Transform"]["Orientation"]; cameraOrientation.x += controller->Rotation().x; // Limit camera pitch so we don't break our necks cameraOrientation.x = glm::clamp(cameraOrientation.x, -glm::half_pi(), glm::half_pi()); // Set third person model aim pitch EntityWrapper playerModel = player.FirstChildByName("PlayerModel"); if (playerModel.Valid()) { //ComponentWrapper cAnimationOffset = playerModel["AnimationOffset"]; //float pitch = cameraOrientation.x + 0.2f; //double time = (pitch + glm::half_pi()) / glm::pi(); //cAnimationOffset["Time"] = time; } } ComponentWrapper& cTransform = player["Transform"]; glm::vec3& ori = cTransform["Orientation"]; ori.y += controller->Rotation().y; float playerMovementSpeed = player["Player"]["MovementSpeed"]; float playerCrouchSpeed = player["Player"]["CrouchSpeed"]; glm::vec3& wishDirection = player["Player"]["CurrentWishDirection"]; auto playerBoostAssaultEntity = player.FirstChildByName("BoostAssault"); if (playerBoostAssaultEntity.Valid()) { playerMovementSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"]; playerCrouchSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"]; } bool sniperSprinting = false; if (player.HasComponent("SprintAbility")) { (bool)player["SprintAbility"]["Active"] = controller->SpecialAbilityKeyDown(); if (controller->SpecialAbilityKeyDown()) { playerMovementSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"]; playerCrouchSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"]; sniperSprinting = true; } } if (player.HasComponent("Physics")) { ComponentWrapper cPhysics = player["Physics"]; //Assault Dash Check if (player.HasComponent("DashAbility")) { controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"], player["DashAbility"]["CoolDownTimer"], player.ID); } wishDirection = controller->Movement() * glm::inverse(glm::quat(ori)); //this makes sure you can only dash in the 4 directions: forw,backw,left,right if (controller->AssaultDashDoubleTapped() && controller->Movement().z != 0 && controller->Movement().x != 0) { wishDirection = glm::vec3(controller->Movement().x, 0, 0)* glm::inverse(glm::quat(ori)); } float wishSpeed; if (controller->Crouching()) { wishSpeed = playerCrouchSpeed; } else { wishSpeed = playerMovementSpeed; } if (player.ID == m_LocalPlayer.ID) { if (glm::length(wishDirection) == 0) { // If no key is pressed, reset the distance moved since last step. m_DistanceMoved = 0; } } glm::vec3& velocity = cPhysics["Velocity"]; bool isOnGround = (bool)cPhysics["IsOnGround"]; //ImGui::Text(isOnGround ? "On ground" : "In air"); //ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity)); glm::vec3 groundVelocity(0.f, 0.f, 0.f); groundVelocity.x = velocity.x; groundVelocity.z = velocity.z; //ImGui::Text("groundVelocity: (%f, %f, %f) |%f|", groundVelocity.x, groundVelocity.y, groundVelocity.z, glm::length(groundVelocity)); //ImGui::Text("wishDirection: (%f, %f, %f) |%f|", wishDirection.x, wishDirection.y, wishDirection.z, glm::length(wishDirection)); float currentSpeedProj = glm::dot(groundVelocity, wishDirection); float addSpeed = wishSpeed - currentSpeedProj; //ImGui::Text("currentSpeedProj: %f", currentSpeedProj); //ImGui::Text("wishSpeed: %f", wishSpeed); //ImGui::Text("addSpeed: %f", addSpeed); if (addSpeed > 0) { static float accel = 15.f; ImGui::InputFloat("accel", &accel); static float airAccel = 0.5f; ImGui::InputFloat("airAccel", &airAccel); float actualAccel = isOnGround ? accel : airAccel; static float surfaceFriction = 5.f; ImGui::InputFloat("surfaceFriction", &surfaceFriction); float accelerationSpeed = actualAccel * (float)dt * wishSpeed * surfaceFriction; //if doubleTapped do Assault Dash - but only boost maximum 50.0f float doubleTapDashBoost = controller->AssaultDashDoubleTapped() ? 40.0f : 1.0f; accelerationSpeed = glm::min(doubleTapDashBoost*glm::min(accelerationSpeed, addSpeed), 50.0f); //if player has Boost from an Assault class, accelerate the player faster if (playerBoostAssaultEntity.Valid()) { accelerationSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"]; } if (sniperSprinting) { accelerationSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"]; } velocity += accelerationSpeed * wishDirection; ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity)); } if (isOnGround) { controller->SetDoubleJumping(false); } //If player presses Jump and is not crouching. if (controller->Jumping() && !controller->Crouching()) { if (isOnGround) { (bool)cPhysics["IsOnGround"] = false; velocity.y = player["Player"]["JumpSpeed"]; } else if (player.HasComponent("DoubleJump") && !controller->DoubleJumping()) { //Enter here if player can double jump and is doing so. (bool)cPhysics["IsOnGround"] = false; velocity.y = player["DoubleJump"]["DoubleJumpSpeed"]; // If IsServer and network is off this will not work if (IsClient) { //put a hexagon at the players feet spawnHexagon(player); controller->SetDoubleJumping(true); // Publish event for client to listen to Events::DoubleJump e; e.entityID = player.ID; m_EventBroker->Publish(e); } } } if (player.HasComponent("AABB")) { glm::vec3& size = player["AABB"]["Size"]; if (controller->Crouching()) { size = glm::vec3(1.f, 1.f, 1.f); } else { size = glm::vec3(1.f, 1.6f, 1.f); } } // TODO: Animations } controller->Reset(); } playerStep(dt); } void PlayerMovementSystem::updateVelocity(EntityWrapper player, double dt) { // Only apply velocity to local player ComponentWrapper& cTransform = player["Transform"]; ComponentWrapper& cPhysics = player["Physics"]; glm::vec3& velocity = cPhysics["Velocity"]; bool isOnGround = (bool)cPhysics["IsOnGround"]; // Ground friction float speed = glm::length(velocity); static float groundFriction = 7.f; ImGui::InputFloat("groundFriction", &groundFriction); static float airFriction = 2.f; ImGui::InputFloat("airFriction", &airFriction); float friction = isOnGround ? groundFriction : airFriction; if (speed > 0) { float drop = speed * friction * (float)dt; float multiplier = glm::max(speed - drop, 0.f) / speed; velocity.x *= multiplier; velocity.z *= multiplier; } // Gravity if (cPhysics["Gravity"]) { velocity.y -= 9.82f * (float)dt; } glm::vec3& position = cTransform["Position"]; position += velocity * (float)dt; } void PlayerMovementSystem::playerStep(double dt) { if (!m_LocalPlayer.Valid()) { return; } // Position of the local player, used see how far a player has moved. glm::vec3 pos = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Transform")["Position"]; // Used to see if a player is airborne. bool grounded = (bool)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["IsOnGround"]; m_DistanceMoved += glm::length(pos - m_LastPosition); // Set the last position for next iteration m_LastPosition = pos; if (m_DistanceMoved > m_PlayerStepLength && grounded) { // Player moved a step's distance // Create footstep sound Events::PlaySoundOnEntity e; e.EmitterID = m_LocalPlayer.ID; e.FilePath = m_LeftFoot ? "Audio/footstep/footstep2.wav" : "Audio/footstep/footstep3.wav"; m_LeftFoot = !m_LeftFoot; m_EventBroker->Publish(e); m_DistanceMoved = 0.f; } } bool PlayerMovementSystem::OnPlayerSpawned(Events::PlayerSpawned& e) { // When a player spawns, create an input controller for them m_PlayerInputControllers[e.Player] = new FirstPersonInputController(m_EventBroker, e.PlayerID); if (e.PlayerID == -1) { // Keep track of the local player m_LocalPlayer = e.Player; } return true; } bool PlayerMovementSystem::OnDoubleJump(Events::DoubleJump & e) { // If entity does not exist, exit if (!EntityWrapper(m_World, e.entityID).Valid()) { return false; } // If entity IsLocalPlayer, exit if (e.entityID == m_LocalPlayer.ID) { return false; } spawnHexagon(EntityWrapper(m_World, e.entityID)); return true; } void PlayerMovementSystem::spawnHexagon(EntityWrapper target) { //put a hexagon at the entitys... feet? auto entityFile = ResourceManager::Load("Schema/Entities/DoubleJumpHexagon.xml"); EntityWrapper hexagonEW = entityFile->MergeInto(m_World); hexagonEW["Transform"]["Position"] = (glm::vec3)target["Transform"]["Position"]; } bool PlayerMovementSystem::OnDashAbility(Events::DashAbility & e) { EntityWrapper player(m_World, e.Player); if (!player.Valid() || !IsClient || player.ID == LocalPlayer.ID) { return false; } auto entityFile = ResourceManager::Load("Schema/Entities/DashEffect.xml"); EntityWrapper dashEffect = entityFile->MergeInto(m_World); auto playerModel = player.FirstChildByName("PlayerModel"); auto playerEntityModel = playerModel["Model"]; auto playerEntityAnimation = playerModel["Animation"]; playerEntityModel.Copy(dashEffect["Model"]); playerEntityAnimation.Copy(dashEffect["Animation"]); dashEffect["ExplosionEffect"]["EndColor"] = (glm::vec4)playerEntityModel["Color"]; ((glm::vec4&)dashEffect["ExplosionEffect"]["EndColor"]).w = 0.f; return true; }