116 lines
2.7 KiB
C++
116 lines
2.7 KiB
C++
#ifndef WeaponSystem_h__
|
|
#define WeaponSystem_h__
|
|
|
|
//#include <GLFW/glfw3.h>
|
|
//#include <glm/common.hpp>
|
|
#include "Rendering/IRenderer.h"
|
|
|
|
#include "Common.h"
|
|
#include "Core/System.h"
|
|
#include "Core/EPlayerDamage.h"
|
|
#include "Core/EShoot.h"
|
|
#include "Core/EPlayerSpawned.h"
|
|
#include "Input/EInputCommand.h"
|
|
#include "Core/EntityFile.h"
|
|
#include "Core/EntityFileParser.h"
|
|
|
|
class WeaponSystem : public PureSystem, ImpureSystem
|
|
{
|
|
public:
|
|
WeaponSystem(SystemParams params, IRenderer* renderer);
|
|
|
|
virtual void Update(double dt) override;
|
|
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt) override;
|
|
|
|
private:
|
|
IRenderer* m_Renderer;
|
|
|
|
std::unordered_map<EntityWrapper, std::shared_ptr<WeaponBehaviour>> m_ActiveWeapons;
|
|
|
|
// Events
|
|
EventRelay<WeaponSystem, Events::PlayerSpawned> m_EPlayerSpawned;
|
|
bool OnPlayerSpawned(Events::PlayerSpawned& e);
|
|
EventRelay<WeaponSystem, Events::Shoot> m_EShoot;
|
|
bool OnShoot(Events::Shoot& e);
|
|
EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
|
|
bool OnInputCommand(Events::InputCommand& e);
|
|
|
|
void selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot);
|
|
};
|
|
|
|
class WeaponBehaviour
|
|
{
|
|
public:
|
|
WeaponBehaviour(EntityWrapper weaponEntity)
|
|
: m_Entity(weaponEntity)
|
|
{ }
|
|
|
|
virtual void Fire() = 0;
|
|
virtual void CeaseFire() { }
|
|
virtual void Reload() { }
|
|
virtual void Update(double dt) { }
|
|
|
|
protected:
|
|
EntityWrapper m_Entity;
|
|
};
|
|
|
|
class AssaultWeaponBehaviour : public WeaponBehaviour
|
|
{
|
|
public:
|
|
AssaultWeaponBehaviour(EntityWrapper weaponEntity)
|
|
: WeaponBehaviour(weaponEntity)
|
|
{ }
|
|
|
|
virtual void Fire() override
|
|
{
|
|
m_TimeSinceLastFire = 0.0;
|
|
m_Firing = true;
|
|
fireRound();
|
|
}
|
|
|
|
virtual void CeaseFire() override
|
|
{
|
|
m_Firing = false;
|
|
}
|
|
|
|
virtual void Update(double dt) override
|
|
{
|
|
if (!m_Firing) {
|
|
return;
|
|
}
|
|
|
|
m_TimeSinceLastFire += dt;
|
|
|
|
ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
|
|
if (m_TimeSinceLastFire > (double)cAssaultWeapon["RPM"] / 60.0) {
|
|
fireRound();
|
|
}
|
|
}
|
|
|
|
private:
|
|
bool m_Firing = false;
|
|
double m_TimeSinceLastFire = 0.0;
|
|
ComponentWrapper m_Component;
|
|
|
|
void fireRound()
|
|
{
|
|
ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
|
|
|
|
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
|
|
int ammo = cAssaultWeapon["Ammo"];
|
|
|
|
// Reload if our magazine is empty and we have ammo to fill it with
|
|
if (magAmmo <= 0 && ammo > 0) {
|
|
CeaseFire();
|
|
Reload();
|
|
return;
|
|
}
|
|
|
|
// Fire
|
|
magAmmo -= 1;
|
|
|
|
m_TimeSinceLastFire = 0.0;
|
|
}
|
|
};
|
|
|
|
#endif |