Exemplo n.º 1
0
void ExplodeOnHitSystem::Init()
{
    SystemSuppressor::Get().Add( SystemSuppressor::SceneLoad, GetType_static() );

    mScene.AddValidator( GetType_static(), []( Actor const& actor )->bool {
        return actor.Get<IExplodeOnHitComponent>().IsValid(); } );
}
Exemplo n.º 2
0
void AttractableSystem::Update(double DeltaTime)
{
    for (auto actor : mScene.GetActorsFromMap( GetType_static() ))
    {
        auto attractableC( actor->Get<IAttractableComponent>() );
        auto accelerationC( actor->Get<IAccelerationComponent>() );
        auto targetHolderC( actor->Get<ITargetHolderComponent>() );
        auto moveC( actor->Get<IMoveComponent>() );
        if (!attractableC.IsValid() || !accelerationC.IsValid() || !targetHolderC.IsValid() || !moveC.IsValid())
        {
            continue;
        }

        auto const accel = accelerationC->GetAcceleration();
        auto currentTarget( mScene.GetActor( targetHolderC->GetTargetGUID() ) );
        targetHolderC->SetTargetGUID( -1 );
        accelerationC->SetAcceleration( -1 * attractableC->GetDeceleration() );

        if (currentTarget.IsValid())
        {
            auto healthC( currentTarget->Get<IHealthComponent>() );
            if (healthC.IsValid() && healthC->IsAlive())
            {
                accelerationC->SetAcceleration( accel );
                targetHolderC->SetTargetGUID( currentTarget->GetGUID() );
                moveC->SetMoving( true );
                attractableC->GetTurnToTargetAct().Update( *actor, DeltaTime );
            }
        }
    }
}
NotifyParentOnDeathSystem::NotifyParentOnDeathSystem()
    : mScene( Scene::Get() )
{
    mScene.AddValidator( GetType_static(), []( Actor const& actor )->bool {
        return actor.Get<INotifyParentOnDeathComponent>().IsValid()
        && actor.Get<IHealthComponent>().IsValid(); } );
}
Exemplo n.º 4
0
void ParticleSystem::Update( double DeltaTime )
{
    for( auto actor: mScene.GetActorsFromMap( GetType_static() ) )
    {
        Opt<IEmitterComponent> emitterC = actor->Get<IEmitterComponent>();
        if (!emitterC.IsValid())
        {
            continue;
        }
        Opt<IPositionComponent> positionC = actor->Get<IPositionComponent>();
        if( !positionC.IsValid() )
        {
            continue;
        }
        Opt<IMoveComponent> moveC = actor->Get<IMoveComponent>();
        glm::vec2 distance(0);
        if ( moveC.IsValid() && moveC->IsMoving() && !moveC->IsRooted() )
        {
            distance = glm::vec2(moveC->GetSpeedX()*DeltaTime, moveC->GetSpeedY()*DeltaTime);
        }
        emitterC->Update( DeltaTime );
        std::vector<int32_t> const& emitted = emitterC->GetEmitTypes();
        for( std::vector<int32_t>::const_iterator ie = emitted.begin(), ee = emitted.end(); ie != ee; ++ie )
        {
            static ParticleEngine& pe( ParticleEngine::Get() );
            pe.AddParticle( *ie, glm::vec2( positionC->GetX(), positionC->GetY() ), distance, positionC->GetOrientation() );
        }
        emitterC->Emitted( emitted );
    }
}
void NotifyParentOnDeathSystem::Update( double DeltaTime )
{
    for ( auto actor : mScene.GetActorsFromMap( GetType_static() ) )
    {
        Opt<INotifyParentOnDeathComponent> notifyParentOnDeathC = actor->Get<INotifyParentOnDeathComponent>();
        if ( !notifyParentOnDeathC.IsValid() )
        {
            continue;
        }
        Opt<Actor> parent( mScene.GetActor( notifyParentOnDeathC->GetParentGUID() ) );
        Opt<Actor> killer( mScene.GetActor( notifyParentOnDeathC->GetKillerGUID() ) );

        if( !parent.IsValid() )
        {
            continue;
        }

        Opt<IHealthComponent> healthC = actor->Get<IHealthComponent>();
        if( !healthC.IsValid() || healthC->IsAlive() )
        {
            continue;
        }
        if( !killer.IsValid() )
        {
            continue;
        }
        Opt<IListenChildDeathComponent> listenChildDeathC = parent->Get<IListenChildDeathComponent>();
        if ( !listenChildDeathC.IsValid() )
        {
            continue;
        }
        listenChildDeathC->SetKillerOfChildGUID( killer->GetGUID() );
    }
}
Exemplo n.º 6
0
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" );
}
Exemplo n.º 7
0
void AttractableSystem::Init()
{
    mScene.AddValidator( GetType_static(), []( Actor const& actor )->bool {
        return actor.Get<IAttractableComponent>().IsValid()
            && actor.Get<ITargetHolderComponent>().IsValid()
            && actor.Get<IAccelerationComponent>().IsValid()
            && actor.Get<IMoveComponent>().IsValid(); } );
}
Exemplo n.º 8
0
void CollisionSystem::Init()
{
    SubSystemHolder::Init();
    mCollisionGrid.Build( mScene.GetDimensions(), 400.0f );
    mScene.AddValidator( GetType_static(), []( Actor const& actor )->bool {
        return actor.Get<ICollisionComponent>().IsValid()
            && actor.Get<IPositionComponent>().IsValid()
            && actor.Get<IMoveComponent>().IsValid(); } );
    mOnActorEvent = EventServer<ActorEvent>::Get().Subscribe( boost::bind( &CollisionSystem::OnActorEvent, this, _1 ) );
}
Exemplo n.º 9
0
void ExplodeOnHitSystem::Update( double DeltaTime )
{
    for( auto actor : mScene.GetActorsFromMap( GetType_static() ) )
    {
        Opt<IExplodeOnHitComponent> explodeOnHitC = actor->Get<IExplodeOnHitComponent>();
        if ( !explodeOnHitC.IsValid() || !explodeOnHitC->IsExploded() )
        {
            continue;
        }
        WeaponItemSubSystem::Projectiles_t projectiles;
        ExplodeOnDeathSystem::FillExplosionProjectiles( *explodeOnHitC.Get(), *actor, projectiles );
        Scatter scatter;
        WeaponItemSubSystem::Get()->AddProjectiles( *actor, projectiles, scatter );
        Opt<IHealthComponent> healthC = actor->Get<IHealthComponent>();
        if( healthC.IsValid() )
        {
            healthC->SetHP( 0 );
        }
    }
}
Exemplo n.º 10
0
void PulseSystem::Update(double DeltaTime)
{
    for (auto actor : mScene.GetActorsFromMap( GetType_static() ))
    {
       Opt<IPulseComponent> pulseC(actor->Get<IPulseComponent>());
       for (auto& pulse : pulseC->GetPulses())
       {
           pulse.mDurationCurrent += (pulse.mDirection?1:-1)*DeltaTime;
           if (pulse.mDurationCurrent > pulse.mDuration)
           {
               pulse.mDurationCurrent = pulse.mDuration;
               pulse.mDirection = !pulse.mDirection;
           }
           else if (pulse.mDurationCurrent < 0.0)
           {
               pulse.mDurationCurrent = 0.0;
               pulse.mDirection = !pulse.mDirection;
           }
       }
    }
}
void RemoveComponentsOnDeathSystem::Update( double DeltaTime )
{
    for (auto actor : mScene.GetActorsFromMap( GetType_static() ))
    {
        Opt<IRemoveComponentsOnDeathComponent> removeComponentsOnDeathC = actor->Get<IRemoveComponentsOnDeathComponent>();
        if ( !removeComponentsOnDeathC.IsValid() )
        {
            continue;
        }
        Opt<IHealthComponent> healthC = actor->Get<IHealthComponent>();
        if( !healthC.IsValid() )
        {
            continue;
        }
        if( healthC->IsAlive() )
        {
            continue;
        }
        // create copy, component might drop itself
        std::vector<int32_t> const comps = removeComponentsOnDeathC->GetComponents();
        std::for_each( std::begin( comps ), std::end( comps ),
                [&]( int32_t id ) { actor->DropComponent( id ); } );
    }
}
Exemplo n.º 12
0
void ParticleSystem::Init()
{
    mScene.AddValidator( GetType_static(), []( Actor const& actor )->bool {
        return actor.Get<IEmitterComponent>().IsValid()
            && actor.Get<IPositionComponent>().IsValid(); } );
}
Exemplo n.º 13
0
void PulseSystem::Init()
{
    mScene.AddValidator( GetType_static(), []( Actor const& actor )->bool {
        return actor.Get<IPulseComponent>().IsValid(); } );
}
void RemoveComponentsOnDeathSystem::Init()
{
    mScene.AddValidator( GetType_static(), []( Actor const& actor )->bool {
        return actor.Get<IRemoveComponentsOnDeathComponent>().IsValid()
            && actor.Get<IHealthComponent>().IsValid(); } );
}