void WeaponItemSubSystem::OnShot( core::ShotEvent const& Evt ) { Opt<Actor> actor( mScene.GetActor( Evt.mActorGUID ) ); if ( !actor.IsValid() ) { return; } Opt<IInventoryComponent> inventoryC = actor->Get<IInventoryComponent>(); if ( !inventoryC.IsValid() ) { return; } Opt<Weapon> weapon = inventoryC->GetSelectedWeapon(); if ( !weapon.IsValid() ) { return; } weapon->GetScatter().Shot( Evt.mIsAlt ); if ( Evt.mIsAlt ) { weapon->SetCooldown( weapon->GetShootAltCooldown() ); weapon->SetBullets( weapon->GetBullets() - weapon->GetShotCostAlt() ); } else { weapon->SetCooldown( weapon->GetShootCooldown() ); weapon->SetBullets( weapon->GetBullets() - weapon->GetShotCost() ); } }
void WeaponItemSubSystem::SetProjectilePosition(Actor& projectile, Actor& actor) { Opt<IPositionComponent> projPositionC = projectile.Get<IPositionComponent>(); Opt<IPositionComponent> actorPositionC = actor.Get<IPositionComponent>(); glm::vec2 rvec(0.0, 0.0); Opt<IInventoryComponent> inventoryC = actor.Get<IInventoryComponent>(); if (inventoryC.IsValid()) { Opt<Weapon> weapon = inventoryC->GetSelectedWeapon(); if (weapon.IsValid()) { rvec.x += weapon->GetPositionX(); rvec.y -= weapon->GetPositionY(); } } rvec=glm::rotate(rvec, float(actorPositionC->GetOrientation())); projPositionC->SetX( projPositionC->GetX() + actorPositionC->GetX() + rvec.x ); projPositionC->SetY( projPositionC->GetY() + actorPositionC->GetY() + rvec.y ); }
void GuardControllerSubSystem::Update(Actor& actor, double DeltaTime) { Opt<GuardControllerComponent> guardCC=actor.Get<IControllerComponent>(); if (!guardCC.IsValid()||!guardCC->IsEnabled()) { return; } if (mProgramState.mMode == core::ProgramState::Client) { return; } auto targetHolderC = actor.Get<ITargetHolderComponent>(); if (!targetHolderC.IsValid()) { return; } auto healthC = actor.Get<IHealthComponent>(); if (!healthC.IsValid() || !healthC->IsAlive()) { return; } UpdateTarget( actor, targetHolderC ); Opt<Actor> currentTarget( mScene.GetActor( targetHolderC->GetTargetGUID() ) ); auto moveC( actor.Get<IMoveComponent>() ); guardCC->SetNextMoveTimer( guardCC->GetNextMoveTimer() - DeltaTime ); if (currentTarget.IsValid()) { auto positionC( actor.Get<IPositionComponent>() ); auto targetPositionC( currentTarget->Get<IPositionComponent>() ); auto const distSqr = GetDistanceSqr( positionC, targetPositionC ); glm::vec2 const distV( (targetPositionC->GetX() - positionC->GetX()), (targetPositionC->GetY() - positionC->GetY()) ); double const Rot = atan2( distV.y, distV.x ); positionC->SetOrientation( Rot ); auto inventoryC = actor.Get<IInventoryComponent>(); if (inventoryC.IsValid()) { Opt<Weapon> weapon = inventoryC->GetSelectedWeapon(); if (weapon.IsValid()) { int32_t const aggroAltDistSqr = guardCC->GetAggroAltDist() * guardCC->GetAggroAltDist(); if (distSqr < aggroAltDistSqr) { weapon->SetShoot( false ); weapon->SetShootAlt( true ); } else { weapon->SetShoot( true ); weapon->SetShootAlt( false ); } } } if (guardCC->GetNextMoveTimer() <= 0.0) { const int32_t ran = RandomGenerator::global()() % 3; if (ran == 0) { guardCC->SetMoveDirection( GuardControllerComponent::Left ); } else if (ran == 1) { guardCC->SetMoveDirection( GuardControllerComponent::Right ); } else { guardCC->SetMoveDirection( GuardControllerComponent::None ); } guardCC->SetNextMoveTimer(guardCC->GetNextMoveTimerMax() + (RandomGenerator::global()() % 100*0.02*- 1)*guardCC->GetNextMoveTimerVariance() ); } int32_t const tooCloseDistSqr = guardCC->GetCloseDist() * guardCC->GetCloseDist(); int32_t const walkAwayDistSqr = guardCC->GetWalkAwayDist() * guardCC->GetWalkAwayDist(); double heading = 0.0; static const double pi = boost::math::constants::pi<double>(); if (distSqr > tooCloseDistSqr) { heading = Rot; if (guardCC->GetMoveDirection() == GuardControllerComponent::Left) { heading -= pi / 4; } else if (guardCC->GetMoveDirection() == GuardControllerComponent::Right) { heading += pi / 4; } moveC->SetMoving( true ); } else if (distSqr < walkAwayDistSqr) { heading = Rot-pi; if (guardCC->GetMoveDirection() == GuardControllerComponent::Left) { heading += pi / 4; } else if (guardCC->GetMoveDirection() == GuardControllerComponent::Right) { heading -= pi / 4; } moveC->SetMoving( true ); } else { heading = Rot; if (guardCC->GetMoveDirection() == GuardControllerComponent::Left) { heading -= pi / 2; moveC->SetMoving( true ); } else if (guardCC->GetMoveDirection() == GuardControllerComponent::Right) { heading += pi / 2; moveC->SetMoving( true ); } else { moveC->SetMoving( false ); } } moveC->SetHeading( heading ); } else { moveC->SetMoving( false ); Opt<IInventoryComponent> inventoryC = actor.Get<IInventoryComponent>(); if (inventoryC.IsValid()) { Opt<Weapon> weapon = inventoryC->GetSelectedWeapon(); if (weapon.IsValid()) { weapon->SetShoot( false ); weapon->SetShootAlt( false ); } } } }
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)); } } } } }