void CollisionSystem::Update( double DeltaTime ) { static const auto enableCollision = Settings::Get().GetInt( "collisions.enable", 1 ) != 0; if( !enableCollision ) { return; } mUpdateTimer.Log( "start collision" ); mPerfTimer.Log( "pre build grid" ); std::vector<std::pair<Opt<CollisionSubSystem>, Actor*>> collisionAndActors; for (auto actor : mScene.GetActorsFromMap( GetType_static() )) { Opt<ICollisionComponent> collisionC = actor->Get<ICollisionComponent>(); if ( collisionC.IsValid() ) { Opt<CollisionSubSystem> collisionSS = GetCollisionSubSystem( collisionC->GetId() ); if ( collisionSS.IsValid() ) { collisionAndActors.push_back( std::make_pair( collisionSS, actor ) ); collisionSS->ClipScene( *actor ); } mCollisionGrid.AddActor( actor, DeltaTime, collisionC ); } } mPerfTimer.Log( "post build grid" ); PossibleCollisions_t const& PossibleCollisions = mCollisionGrid.GetPossibleCollisions(); for( PossibleCollisions_t::const_iterator i = PossibleCollisions.begin(), e = PossibleCollisions.end(); i != e; ++i ) { Actor& A = *( i->A1 ); Actor& B = *( i->A2 ); Opt<ICollisionComponent> ACollisionC = A.Get<ICollisionComponent>(); Opt<ICollisionComponent> BCollisionC = B.Get<ICollisionComponent>(); BOOST_ASSERT( ACollisionC.IsValid() && BCollisionC.IsValid() ); //TODO: here this one should be true CollisionModel const& CollModel = mCollisionStore.GetCollisionModel( ACollisionC->GetCollisionClass(), BCollisionC->GetCollisionClass() ); if( !CollModel.AreActorsColliding( A, B, DeltaTime ) ) { continue; } //TODO: needs optimization, maybe a template parameter for SubSystemHolder to subsystem would do Opt<CollisionSubSystem> ACollisionSS = GetCollisionSubSystem( ACollisionC->GetId() ); if ( ACollisionSS.IsValid() ) { ACollisionSS->Collide( A, B ); } Opt<CollisionSubSystem> BCollisionSS = GetCollisionSubSystem( BCollisionC->GetId() ); if ( BCollisionSS.IsValid() ) { BCollisionSS->Collide( B, A ); } } mPerfTimer.Log( "post collide" ); for (auto& collAndActor : collisionAndActors) { collAndActor.first->Update( *collAndActor.second, DeltaTime ); } mPerfTimer.Log( "post collSS" ); mUpdateTimer.Log( "end collision" ); }
void CollisionSystem::Update( double DeltaTime ) { mCollisionGrid.Clear(); for( ActorList_t::iterator it = mScene.GetActors().begin(), e = mScene.GetActors().end(); it != e; ++it ) { Actor& actor = **it; Opt<ICollisionComponent> collisionC = actor.Get<ICollisionComponent>(); if ( collisionC.IsValid() ) { mCollisionGrid.AddActor( &actor, DeltaTime ); Opt<CollisionSubSystem> collisionSS = GetCollisionSubSystem( collisionC->GetId() ); if ( collisionSS.IsValid() ) { collisionSS->ClipScene( actor ); } } } PossibleCollisions_t const& PossibleCollisions = mCollisionGrid.GetPossibleCollisions(); for( PossibleCollisions_t::const_iterator i = PossibleCollisions.begin(), e = PossibleCollisions.end(); i != e; ++i ) { Actor& A = *( i->A1 ); Actor& B = *( i->A2 ); Opt<ICollisionComponent> ACollisionC = A.Get<ICollisionComponent>(); Opt<ICollisionComponent> BCollisionC = B.Get<ICollisionComponent>(); BOOST_ASSERT( ACollisionC.IsValid() && BCollisionC.IsValid() ); //TODO: here this one should be true CollisionModel const& CollModel = mCollisionStore.GetCollisionModel( ACollisionC->GetCollisionClass(), BCollisionC->GetCollisionClass() ); if( !CollModel.AreActorsColliding( A, B, DeltaTime ) ) { continue; } //TODO: needs optimization, maybe a template parameter for SubSystemHolder to subsystem would do Opt<CollisionSubSystem> ACollisionSS = GetCollisionSubSystem( ACollisionC->GetId() ); if ( ACollisionSS.IsValid() ) { ACollisionSS->Collide( A, B ); } Opt<CollisionSubSystem> BCollisionSS = GetCollisionSubSystem( BCollisionC->GetId() ); if ( BCollisionSS.IsValid() ) { BCollisionSS->Collide( B, A ); } } for( ActorList_t::iterator it = mScene.GetActors().begin(), e = mScene.GetActors().end(); it != e; ++it ) { Actor& actor = **it; Opt<ICollisionComponent> collisionC = actor.Get<ICollisionComponent>(); if ( collisionC.IsValid() ) { Opt<CollisionSubSystem> collisionSS = GetCollisionSubSystem( collisionC->GetId() ); if ( collisionSS.IsValid() ) { collisionSS->Update( actor, DeltaTime ); } } } }
void WeaponItemSubSystem::Update( Actor& actor, double DeltaTime ) { Opt<IInventoryComponent> inventoryC = actor.Get<IInventoryComponent>(); Opt<Weapon> weapon = inventoryC->GetSelectedWeapon(); if ( !weapon.IsValid() ) { return; } double cd = weapon->GetCooldown(); cd -= DeltaTime; if( cd < 0 ) { cd = 0; } weapon->SetCooldown( cd ); //scatter updated on client Opt<IAccuracyComponent> accuracyC = actor.Get<IAccuracyComponent>(); weapon->GetScatter().Update( DeltaTime, accuracyC.IsValid() ? accuracyC->GetAccuracy().Get() : 0 ); if ( weapon->CanReload() //Not enough bullet for current shot Need to see if the player wants to shoot alt: && ( weapon->GetShoot() && weapon->GetBullets() < weapon->GetShotCost() && weapon->GetCooldown() <= 0 //Not enough bullet for current alt shot. Need to see if the player wants to shoot normal: || weapon->GetShootAlt() && weapon->GetBullets() < weapon->GetShotCostAlt() && weapon->GetCooldown() <= 0 //Not enough bullet at all. This time the reload is a sure thing: || weapon->GetBullets() < weapon->GetShotCost() && weapon->GetBullets() < weapon->GetShotCostAlt() ) ) { weapon->SetBullets( 0.0 ); weapon->SetReloadTime( weapon->GetReloadTimeMax() ); EventServer<ItemPropertiesChangedEvent>::Get().SendEvent( ItemPropertiesChangedEvent( *weapon ) ); } weapon->SetReloadTime( weapon->GetReloadTime() - DeltaTime ); if ( weapon->GetBullets() <= 0.0 ) { if ( weapon->GetReloadTime() <= 0 && weapon->GetStaticReload() == 0.0 ) { //todo: need to sync reloading with the server (-1 could occur, if a shot comes too fast, then it is reset by the end of the reload missing one bullet) weapon->SetBullets( weapon->GetBullets() + weapon->GetBulletsMax() ); weapon->SetReloadTime( 0.0 ); } } if ( weapon->GetReloadTime() <= 0 && weapon->GetStaticReload() > 0.0 ) { weapon->SetBullets( std::min( ( weapon->GetBullets() + weapon->GetStaticReload()/**DeltaTime*/ ) , weapon->GetBulletsMax() ) ); weapon->SetReloadTime( weapon->GetReloadTimeMax() ); } BindIds_t::iterator itemssIt = mSubSystems.get<SubSystemHolder::AllByBindId>().find( weapon->GetId() ); if ( itemssIt != mSubSystems.get<SubSystemHolder::AllByBindId>().end() ) { itemssIt->mSystem->Update( actor, DeltaTime ); } if (mProgramState.mMode != core::ProgramState::Client) { if (weapon->GetCooldown() <= 0.0) //not synced to client { Opt<IPositionComponent> actorPositionC = actor.Get<IPositionComponent>(); if (actorPositionC.IsValid()) { if (weapon->IsShooting() && weapon->GetBullets() >= weapon->GetShotCost()) { if (weapon->GetMuzzleId() != -1) { std::auto_ptr<Actor> muzzle(mActorFactory(weapon->GetMuzzleId())); SetProjectilePosition(*muzzle, actor); BOOST_ASSERT(muzzle->Get<IPositionComponent>().IsValid()); muzzle->Get<IPositionComponent>()->SetOrientation(actorPositionC->GetOrientation()); mScene.AddActor(muzzle.release()); } EventServer<core::ShotEvent>::Get().SendEvent(core::ShotEvent(actor.GetGUID(), glm::vec2(actorPositionC->GetX(), actorPositionC->GetY()), false)); } else if (weapon->IsShootingAlt() && weapon->GetBullets() >= weapon->GetShotCostAlt()) { if (weapon->GetMuzzleAltId() != -1) { std::auto_ptr<Actor> muzzle(mActorFactory(weapon->GetMuzzleAltId())); SetProjectilePosition(*muzzle, actor); BOOST_ASSERT(muzzle->Get<IPositionComponent>().IsValid()); muzzle->Get<IPositionComponent>()->SetOrientation(actorPositionC->GetOrientation()); mScene.AddActor(muzzle.release()); } EventServer<core::ShotEvent>::Get().SendEvent(core::ShotEvent(actor.GetGUID(), glm::vec2(actorPositionC->GetX(), actorPositionC->GetY()), true)); } } } } }