Direct damage and VulnerableToSplash flag on Health component
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@@ -50,7 +50,6 @@ void Systems::TankSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit
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eSteering.Handbrake = inputController->Handbrake;
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EventBroker->Publish(eSteering);
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auto towerSteeringComponent = m_World->GetComponent<Components::TowerSteering>(tankSteeringComponent->Turret);
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auto barrelSteeringComponent = m_World->GetComponent<Components::BarrelSteering>(tankSteeringComponent->Barrel);
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@@ -65,7 +64,7 @@ void Systems::TankSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit
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{
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auto tankTransform = m_World->GetComponent<Components::Transform>(entity);
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auto transformComponent = m_World->GetComponent<Components::Transform>(tankSteeringComponent->Barrel);
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auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(tankSteeringComponent->Barrel);
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glm::quat orientation = glm::angleAxis(barrelSteeringComponent->TurnSpeed * inputController->BarrelDirection * (float)dt, barrelSteeringComponent->Axis);
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transformComponent->Orientation *= orientation;
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@@ -81,7 +80,7 @@ void Systems::TankSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit
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transformComponent->Orientation = glm::quat(angles);
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}
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auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(tankSteeringComponent->Barrel);
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if(inputController->Shoot && m_TimeSinceLastShot[tankSteeringComponent->Barrel] > 0.5)
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{
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@@ -138,7 +137,7 @@ void Systems::TankSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit
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auto clonePhysicsComponent = m_World->GetComponent<Components::Physics>(clone);
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//1,670m/s
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//25kg
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Events::ApplyPointImpulse ePointImpulse ;
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Events::ApplyPointImpulse ePointImpulse;
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ePointImpulse.Entity = entity;
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ePointImpulse.Position = absoluteTransform.Position;
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ePointImpulse.Impulse = glm::normalize(absoluteTransform.Orientation * glm::vec3(0, 0, 1)) * clonePhysicsComponent->Mass * 6.f * 1670.f;
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@@ -194,39 +193,39 @@ bool Systems::TankSteeringSystem::OnCollision(const Events::Collision &e)
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//auto otherTransform = m_World->GetComponent<Components::Transform>(otherEntity);
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{
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// Events::CreateExplosion e;
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// e.LifeTime = 3;
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// e.ParticleScale.push_back(8);
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// e.ParticlesToSpawn = 20;
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// e.Position = shellTransform->Position;
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// e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1,0,0));
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// e.Speed = 3;
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// e.SpreadAngle = glm::pi<float>();
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// e.spritePath = "Textures/Sprites/Smoke1.png";
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// e.Color = glm::vec4(0.6,0.6,0.6,1);
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// EventBroker->Publish(e);
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// e.LifeTime = 0.7;
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// e.ParticleScale.push_back(12);
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// e.ParticlesToSpawn = 10;
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// e.Position = shellTransform->Position;
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// e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1,0,0));
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// e.Speed = 17;
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// e.SpreadAngle = glm::pi<float>();
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// e.spritePath = "Textures/Sprites/Fire.png";
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// EventBroker->Publish(e);
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// e.LifeTime = 0.2;
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// e.ParticleScale.push_back(1);
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// e.ParticleScale.push_back(15);
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// e.ParticlesToSpawn = 5;
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// e.Position = shellTransform->Position;
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// e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1,0,0));
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// e.Speed = 6;
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// e.SpreadAngle = glm::pi<float>();
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// e.spritePath = "Textures/Sprites/Blast1.png";
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// e.Color = glm::vec4(2, 2, 2, 0.2);
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// EventBroker->Publish(e);
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Events::CreateExplosion e;
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e.LifeTime = 3;
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e.ParticleScale.push_back(8);
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e.ParticlesToSpawn = 20;
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e.Position = shellTransform->Position;
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e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1, 0, 0));
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e.Speed = 3;
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e.SpreadAngle = glm::pi<float>();
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e.spritePath = "Textures/Sprites/Smoke1.png";
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e.Color = glm::vec4(0.6, 0.6, 0.6, 1);
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EventBroker->Publish(e);
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e.LifeTime = 0.7;
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e.ParticleScale.push_back(12);
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e.ParticlesToSpawn = 10;
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e.Position = shellTransform->Position;
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e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1, 0, 0));
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e.Speed = 17;
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e.SpreadAngle = glm::pi<float>();
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e.spritePath = "Textures/Sprites/Fire.png";
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EventBroker->Publish(e);
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e.LifeTime = 0.2;
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e.ParticleScale.push_back(1);
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e.ParticleScale.push_back(15);
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e.ParticlesToSpawn = 5;
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e.Position = shellTransform->Position;
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e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1, 0, 0));
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e.Speed = 6;
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e.SpreadAngle = glm::pi<float>();
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e.spritePath = "Textures/Sprites/Blast1.png";
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e.Color = glm::vec4(2, 2, 2, 0.2);
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EventBroker->Publish(e);
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/*Events::CreateExplosion e;
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e.LifeTime = 1.5;
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e.ParticleScale.push_back(1);
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e.ParticleScale.push_back(6);
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@@ -253,7 +252,7 @@ bool Systems::TankSteeringSystem::OnCollision(const Events::Collision &e)
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e.Speed = 12;
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e.spritePath = "Textures/Sprites/Splash.png";
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e.Color = glm::vec4(1.f,1.f,1.f,1);
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EventBroker->Publish(e);
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EventBroker->Publish(e);*/
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}
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{
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Events::PlaySFX e;
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@@ -263,27 +262,41 @@ bool Systems::TankSteeringSystem::OnCollision(const Events::Collision &e)
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EventBroker->Publish(e);
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}
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// Direct damage
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auto health = m_World->GetComponent<Components::Health>(otherEntity);
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if (health)
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{
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Events::Damage d;
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d.Entity = otherEntity;
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d.Amount = shellComponent->Damage;
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EventBroker->Publish(d);
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}
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// Splash damage
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for (auto &physComponent : *physicsComponents)
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{
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EntityID physicsEntity = std::dynamic_pointer_cast<Components::Physics>(physComponent)->Entity;
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auto physEntityTransform = m_World->GetComponent<Components::Transform>(physicsEntity);
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EntityID physicsEntity = physComponent->Entity;
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// No splash damage to the direct hit target
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if (physicsEntity == otherEntity)
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continue;
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auto physEntityTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(physicsEntity);
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float distance = glm::distance(physEntityTransform->Position, shellTransform->Position);
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float distance = glm::distance(physEntityTransform.Position, shellTransform->Position);
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if (distance <= shellComponent->ExplosionRadius)
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{
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// DO STUFF! :D
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float radius = shellComponent->ExplosionRadius;
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float strength = (1.f - pow(distance / radius, 2)) * shellComponent->ExplosionStrength;
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glm::vec3 direction = glm::normalize(physEntityTransform->Position - shellTransform->Position);
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glm::vec3 direction = glm::normalize(physEntityTransform.Position - shellTransform->Position);
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Events::ApplyPointImpulse e;
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e.Entity = physicsEntity;
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e.Impulse = direction * strength;
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e.Position = physEntityTransform->Position;
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e.Position = physEntityTransform.Position;
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EventBroker->Publish(e);
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auto health = m_World->GetComponent<Components::Health>(physicsEntity);
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if(health)
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if (health && health->VulnerableToSplash)
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{
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Events::Damage d;
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d.Entity = physicsEntity;
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@@ -513,8 +526,8 @@ EntityID Systems::TankSteeringSystem::CreateTank(int playerID)
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modelComponent->ModelFile = "Models/Placeholders/rocket/Rocket.obj";
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auto tankShellComponent = m_World->AddComponent<Components::TankShell>(shot);
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tankShellComponent->Damage = 20.f;
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tankShellComponent->ExplosionRadius = 30.f;
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tankShellComponent->ExplosionStrength = 300000.f;
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tankShellComponent->ExplosionRadius = 20.f;
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tankShellComponent->ExplosionStrength = 140.f;
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{
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auto shape = m_World->CreateEntity(shot);
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auto transform = m_World->AddComponent<Components::Transform>(shape);
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