149 lines
5.4 KiB
C++
149 lines
5.4 KiB
C++
#include "Systems/DamageIndicatorSystem.h"
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DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params)
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: System(params)
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{
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &DamageIndicatorSystem::OnPlayerDamage);
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//current camera
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EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &DamageIndicatorSystem::OnSetCamera);
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//load texture to cache
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auto texture = CommonFunctions::LoadTexture("Textures/DamageIndicator.png", false);
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auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
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}
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void DamageIndicatorSystem::Update(double dt) {
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if (!IsServer) {
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for (auto& iter = updateDamageIndicatorVector.begin(); iter != updateDamageIndicatorVector.end(); iter++) {
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if (!iter->spriteEntity.Valid()) {
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updateDamageIndicatorVector.erase(iter);
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break;
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}
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auto angleBetweenVectors = CalculateAngle(LocalPlayer, iter->enemyPosition);
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//simply set the rotation z-wise to the angleBetweenVectors
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iter->spriteEntity["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors);
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}
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}
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}
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bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
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{
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if (m_CurrentCamera == EntityID_Invalid) {
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return false;
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}
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if (e.Victim.Valid() && e.Victim != LocalPlayer && !e.Victim.IsChildOf(LocalPlayer)) {
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return false;
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}
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if (!e.Inflictor.Valid() || !e.Victim.Valid()) {
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return false;
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}
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glm::vec3 inflictorPos = e.Inflictor["Transform"]["Position"];
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//if testing
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#ifdef INDICATOR_TEST
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inflictorPos = DamageIndicatorTest(e.Victim);
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#endif
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float angleBetweenVectors = CalculateAngle(e.Victim, inflictorPos);
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//load & set the "2d" sprite
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auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
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EntityFileParser parser(entityFile);
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EntityID spriteID = parser.MergeEntities(m_World);
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m_World->SetParent(spriteID, m_CurrentCamera);
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auto spriteWrapper = EntityWrapper(m_World, spriteID);
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//simply set the rotation z-wise to the angleBetweenVectors
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spriteWrapper["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors);
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if (!IsServer) {
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updateDamageIndicatorVector.emplace_back(spriteWrapper, inflictorPos);
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}
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return true;
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}
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bool DamageIndicatorSystem::OnSetCamera(const Events::SetCamera& e) {
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m_CurrentCamera = e.CameraEntity.ID;
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return true;
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}
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float DamageIndicatorSystem::CalculateAngle(EntityWrapper player, glm::vec3 enemyPos) {
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//grab players direction
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auto playerOrientation = glm::quat((glm::vec3)player["Transform"]["Orientation"]);
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//get the position vectors, but ignore the y-height
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auto enemyPosition = enemyPos;
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auto playerPosition = (glm::vec3)player["Transform"]["Position"];
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enemyPosition.y = 0.0f;
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playerPosition.y = 0.0f;
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//calculate the enemy to player vector
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auto enemyPlayerVector = glm::normalize(playerPosition - enemyPosition);
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//get the rotationvector relative to the z-axis
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auto rotationVectorVec3 = glm::vec3(glm::toMat4(Transform::AbsoluteOrientation(player))*glm::vec4(0, 0, 1, 0));
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//rotate the direction-vector 90 degrees to get the players side-vector
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auto playerSideVector = glm::vec3(glm::rotateY(rotationVectorVec3, 1.57f));
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//dot product of players direction-vector and enemys-to-playervector will give the cos of the angle between the vectors
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auto playerRotationDot = glm::dot(rotationVectorVec3, enemyPlayerVector);
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//to get the angle between the vectors just do cos-inverse
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auto angleBetweenVectors = glm::acos(playerRotationDot);
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//dot of sidevector positive = enemy is on the right side, dot sidevector negative = left side
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auto playerSideVectorDot = glm::dot(playerSideVector, enemyPlayerVector);
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if (playerSideVectorDot < 0) {
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angleBetweenVectors = -angleBetweenVectors;
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}
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return angleBetweenVectors;
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}
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#ifdef INDICATOR_TEST
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glm::vec3 DamageIndicatorSystem::DamageIndicatorTest(EntityWrapper player) {
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auto currentPos = (glm::vec3)player["Transform"]["Position"];
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auto testVar = 1;
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auto testVar2 = 1;
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if (m_TestVar % 4 == 0) {
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testVar = -1;
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testVar2 = 1;
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}
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if (m_TestVar % 4 == 1) {
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testVar = 1;
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testVar2 = 1;
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}
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if (m_TestVar % 4 == 2) {
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testVar *= -1;
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testVar2 = -1;
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}
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if (m_TestVar % 4 == 3) {
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testVar = 1;
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testVar2 = -1;
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}
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m_TestVar++;
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auto inflictorPos = glm::vec3(currentPos.x + testVar*6.0f, currentPos.y, currentPos.z + testVar2*6.0f);
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//load the explosioneffect XML
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auto deathEffect = ResourceManager::Load<EntityFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
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EntityFileParser parser(deathEffect);
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EntityID deathEffectID = parser.MergeEntities(m_World);
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EntityWrapper deathEffectEW = EntityWrapper(m_World, deathEffectID);
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//components that we need from player
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auto playerModel = player.FirstChildByName("PlayerModel");
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auto playerEntityModel = playerModel["Model"];
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auto playerEntityAnimation = playerModel["Animation"];
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//copy the data from player to explosioneffectmodel
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playerEntityModel.Copy(deathEffectEW["Model"]);
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playerEntityAnimation.Copy(deathEffectEW["Animation"]);
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//copy the models position,orientation
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deathEffectEW["Transform"]["Position"] = inflictorPos;
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deathEffectEW["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"];
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return inflictorPos;
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}
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#endif |