177 lines
7.6 KiB
C++
177 lines
7.6 KiB
C++
#include "Systems/PlayerMovementSystem.h"
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PlayerMovementSystem::PlayerMovementSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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, PureSystem("Player")
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{
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &PlayerMovementSystem::OnPlayerSpawned);
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}
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PlayerMovementSystem::~PlayerMovementSystem()
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{
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for (auto& kv : m_PlayerInputControllers) {
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delete kv.second;
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}
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}
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void PlayerMovementSystem::Update(double dt)
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{
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for (auto& kv : m_PlayerInputControllers) {
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EntityWrapper player = kv.first;
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auto& controller = kv.second;
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if (!player.Valid()) {
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continue;
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}
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EntityWrapper cameraEntity = player.FirstChildByName("Camera");
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if (cameraEntity.Valid()) {
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glm::vec3& cameraOrientation = cameraEntity["Transform"]["Orientation"];
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cameraOrientation.x += controller->Rotation().x;
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// Limit camera pitch so we don't break our necks
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cameraOrientation.x = glm::clamp(cameraOrientation.x, -glm::half_pi<float>(), glm::half_pi<float>());
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}
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ComponentWrapper& cTransform = player["Transform"];
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glm::vec3& ori = cTransform["Orientation"];
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ori.y += controller->Rotation().y;
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float playerMovementSpeed = player["Player"]["MovementSpeed"];
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float playerCrouchSpeed = player["Player"]["CrouchSpeed"];
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if (player.HasComponent("Physics")) {
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ComponentWrapper cPhysics = player["Physics"];
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//Assault Dash Check
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if (player.HasComponent("DashAbility")) {
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controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"]);
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}
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glm::vec3 wishDirection = controller->Movement() * glm::inverse(glm::quat(ori));
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//this makes sure you can only dash in the 4 directions: forw,backw,left,right
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if (controller->AssaultDashDoubleTapped() && controller->Movement().z != 0 && controller->Movement().x != 0) {
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wishDirection = glm::vec3(controller->Movement().x, 0, 0)* glm::inverse(glm::quat(ori));
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}
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float wishSpeed;
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if (controller->Crouching()) {
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wishSpeed = playerCrouchSpeed;
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} else {
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wishSpeed = playerMovementSpeed;
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}
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glm::vec3& velocity = cPhysics["Velocity"];
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ImGui::Text("velocity: (%f, %f, %f)", velocity.x, velocity.y, velocity.z);
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glm::vec3 groundVelocity(0.f, 0.f, 0.f);
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groundVelocity.x = glm::dot(velocity, glm::vec3(1.f, 0.f, 0.f));
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groundVelocity.z = glm::dot(velocity, glm::vec3(0.f, 0.f, 1.f));
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ImGui::Text("groundVelocity: (%f, %f, %f) |%f|", groundVelocity.x, groundVelocity.y, groundVelocity.z, glm::length(wishDirection));
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ImGui::Text("wishDirection: (%f, %f, %f) |%f|", wishDirection.x, wishDirection.y, wishDirection.z, glm::length(wishDirection));
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float currentSpeedProj = glm::dot(groundVelocity, wishDirection);
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float addSpeed = wishSpeed - currentSpeedProj;
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ImGui::Text("currentSpeedProj: %f", currentSpeedProj);
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ImGui::Text("wishSpeed: %f", wishSpeed);
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ImGui::Text("addSpeed: %f", addSpeed);
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if (addSpeed > 0) {
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static float accel = 15.f;
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ImGui::InputFloat("accel", &accel);
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static float airAccel = 0.5f;
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ImGui::InputFloat("airAccel", &airAccel);
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float actualAccel = (velocity.y != 0) ? airAccel : accel;
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static float surfaceFriction = 5.f;
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ImGui::InputFloat("surfaceFriction", &surfaceFriction);
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float accelerationSpeed = actualAccel * (float)dt * wishSpeed * surfaceFriction;
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//if doubleTapped do Assault Dash - but only boost maximum 50.0f
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float doubleTapDashBoost = controller->AssaultDashDoubleTapped() ? 40.0f : 1.0f;
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accelerationSpeed = glm::min(doubleTapDashBoost*glm::min(accelerationSpeed, addSpeed), 50.0f);
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velocity += accelerationSpeed * wishDirection;
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ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
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}
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//you cant jump and dash at the same time - since there is no friction in the air and we would thus dash much further in the air
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if (!controller->PlayerIsDashing() && controller->Jumping() && !controller->Crouching() && (velocity.y == 0.f || !controller->DoubleJumping())) {
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if (velocity.y == 0.f) {
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controller->SetDoubleJumping(false);
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} else {
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controller->SetDoubleJumping(true);
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}
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velocity.y += 4.f;
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}
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if (player.HasComponent("AABB")) {
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glm::vec3& size = player["AABB"]["Size"];
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if (controller->Crouching()) {
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size = glm::vec3(1.f, 1.f, 1.f);
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} else {
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size = glm::vec3(1.f, 1.6f, 1.f);
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}
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}
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// Animations
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EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
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if (playerModel.Valid()) {
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ComponentWrapper cAnimation = playerModel["Animation"];
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float movementLength = glm::length(groundVelocity);
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//TODO: add assault dash animation here
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if (glm::length(controller->Movement()) > 0.f) {
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if (controller->Crouching()) {
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cAnimation["Name"] = "Crouch Walk";
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(double&)cAnimation["Speed"] = 1.f * -glm::sign(controller->Movement().z);
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} else {
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cAnimation["Name"] = "Run";
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(double&)cAnimation["Speed"] = 2.f * -glm::sign(controller->Movement().z);
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}
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} else {
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if (controller->Crouching()) {
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cAnimation["Name"] = "Crouch";
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(double&)cAnimation["Speed"] = 1.f;
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} else {
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cAnimation["Name"] = "Hold Pos";
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(double&)cAnimation["Speed"] = 1.f;
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}
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}
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}
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}
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controller->Reset();
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}
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}
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void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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{
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ComponentWrapper& cTransform = entity["Transform"];
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if (!entity.HasComponent("Physics")) {
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return;
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}
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ComponentWrapper& cPhysics = entity["Physics"];
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glm::vec3& velocity = cPhysics["Velocity"];
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// Ground friction
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float speed = glm::length(velocity);
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static float groundFriction = 7.f;
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ImGui::InputFloat("groundFriction", &groundFriction);
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static float airFriction = 0.f;
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ImGui::InputFloat("airFriction", &airFriction);
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float friction = (velocity.y != 0) ? airFriction : groundFriction;
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if (speed > 0) {
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float drop = speed * friction * (float)dt;
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float multiplier = glm::max(speed - drop, 0.f) / speed;
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velocity.x *= multiplier;
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velocity.z *= multiplier;
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}
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if (cPhysics["Gravity"]) {
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velocity.y -= 9.82f * (float)dt;
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}
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glm::vec3& position = cTransform["Position"];
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position += velocity * (float)dt;
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}
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bool PlayerMovementSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
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{
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// When a player spawns, create an input controller for them
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m_PlayerInputControllers[e.Player] = new FirstPersonInputController<PlayerMovementSystem>(m_EventBroker, e.PlayerID);
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return true;
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}
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