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Merge pull request #683 from danhedron/feat/melee

Melee Weapon implementation
This commit is contained in:
Daniel Evans 2019-01-13 01:06:09 +00:00 committed by GitHub
commit 08c90fdfb8
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GPG Key ID: 4AEE18F83AFDEB23
12 changed files with 231 additions and 94 deletions

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@ -688,9 +688,37 @@ bool Activities::UseItem::update(CharacterObject *character,
character->playCycle(shootcycle); character->playCycle(shootcycle);
} }
} else if (weapon->fireType == WeaponData::MELEE) { } else if (weapon->fireType == WeaponData::MELEE) {
RW_CHECK(weapon->fireType != WeaponData::MELEE, auto currentAnim = character->getCurrentCycle();
"Melee attacks not implemented"); if (currentAnim == shootcycle || currentAnim == throwcycle) {
return true; auto fireTime = weapon->animFirePoint / 100.f;
auto loopStart = weapon->animLoopStart / 100.f;
auto currentTime = animator->getAnimationTime(AnimIndexAction);
if (currentTime >= fireTime && !fired) {
Weapon::meleeHit(weapon, character);
fired = true;
}
if (animator->isCompleted(AnimIndexAction)) {
if (character->getCurrentState().primaryActive) {
animator->setAnimationTime(AnimIndexAction, loopStart);
fired = false;
}
else {
return true;
}
}
}
else {
const auto onGround = Weapon::targetOnGround(weapon, character);
if (onGround) {
character->playCycle(throwcycle);
}
else {
character->playCycle(shootcycle);
}
}
} else { } else {
RW_ERROR("Unrecognized fireType: " << weapon->fireType); RW_ERROR("Unrecognized fireType: " << weapon->fireType);
return true; return true;

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@ -34,49 +34,4 @@ struct WeaponData {
std::uint32_t inventorySlot; std::uint32_t inventorySlot;
}; };
/**
* @brief simple object for performing weapon checks against the world
*
* @todo RADIUS hitscans
*/
struct WeaponScan {
enum ScanType {
/** Instant-hit ray weapons */
HITSCAN,
/** Area of effect attack */
RADIUS,
};
const ScanType type;
float damage;
glm::vec3 center{};
float radius;
glm::vec3 end{};
WeaponData* weapon;
// Constructor for a RADIUS hitscan
WeaponScan(float damage, const glm::vec3& center, float radius,
WeaponData* weapon = nullptr)
: type(RADIUS)
, damage(damage)
, center(center)
, radius(radius)
, weapon(weapon) {
}
// Constructor for a ray hitscan
WeaponScan(float damage, const glm::vec3& start, const glm::vec3& end,
WeaponData* weapon = nullptr)
: type(HITSCAN)
, damage(damage)
, center(start)
, end(end)
, weapon(weapon) {
}
};
#endif #endif

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@ -23,9 +23,12 @@
#include "ai/PlayerController.hpp" #include "ai/PlayerController.hpp"
#include "ai/TrafficDirector.hpp" #include "ai/TrafficDirector.hpp"
#include "dynamics/HitTest.hpp"
#include "data/CutsceneData.hpp" #include "data/CutsceneData.hpp"
#include "data/InstanceData.hpp" #include "data/InstanceData.hpp"
#include "data/WeaponData.hpp"
#include "items/Weapon.hpp"
#include "loaders/LoaderCutsceneDAT.hpp" #include "loaders/LoaderCutsceneDAT.hpp"
#include "loaders/LoaderIFP.hpp" #include "loaders/LoaderIFP.hpp"
@ -565,33 +568,41 @@ void GameWorld::destroyEffect(VisualFX& effect) {
} }
void GameWorld::doWeaponScan(const WeaponScan& scan) { void GameWorld::doWeaponScan(const WeaponScan& scan) {
RW_CHECK(scan.type != WeaponScan::RADIUS, if (scan.type == ScanType::Radius) {
"Radius scans not implemented yet"); HitTest test {*dynamicsWorld};
const auto& result = test.sphereTest(scan.center, scan.radius);
if (scan.type == WeaponScan::RADIUS) { for(const auto& target : result) {
// TODO if (!scan.doesDamage(target.object)) {
// Requires custom ConvexResultCallback continue;
} else if (scan.type == WeaponScan::HITSCAN) { }
target.object->takeDamage(
{
GameObject::DamageInfo::DamageType::Melee,
{}, scan.center, scan.damage
});
}
} else if (scan.type == ScanType::HitScan) {
btVector3 from(scan.center.x, scan.center.y, scan.center.z), btVector3 from(scan.center.x, scan.center.y, scan.center.z),
to(scan.end.x, scan.end.y, scan.end.z); to(scan.end.x, scan.end.y, scan.end.z);
glm::vec3 hitEnd = scan.end;
btCollisionWorld::ClosestRayResultCallback cb(from, to); btCollisionWorld::ClosestRayResultCallback cb(from, to);
cb.m_collisionFilterGroup = btBroadphaseProxy::AllFilter; cb.m_collisionFilterGroup = btBroadphaseProxy::AllFilter;
dynamicsWorld->rayTest(from, to, cb); dynamicsWorld->rayTest(from, to, cb);
// TODO: did any weapons penetrate? if (!cb.hasHit()) {
return;
if (cb.hasHit()) {
GameObject* go = static_cast<GameObject*>(
cb.m_collisionObject->getUserPointer());
GameObject::DamageInfo di;
hitEnd = di.damageLocation =
glm::vec3(cb.m_hitPointWorld.x(), cb.m_hitPointWorld.y(),
cb.m_hitPointWorld.z());
di.damageSource = scan.center;
di.type = GameObject::DamageInfo::Bullet;
di.hitpoints = scan.damage;
go->takeDamage(di);
} }
auto go = static_cast<GameObject *>(
cb.m_collisionObject->getUserPointer());
go->takeDamage(
{
GameObject::DamageInfo::DamageType::Bullet,
{cb.m_hitPointWorld.x(), cb.m_hitPointWorld.y(),
cb.m_hitPointWorld.z()},
scan.center, scan.damage
});
} }
} }
@ -658,11 +669,13 @@ void handleVehicleResponse(GameObject* object, btManifoldPoint& mp, bool isA) {
dmg = mp.getPositionWorldOnB(); dmg = mp.getPositionWorldOnB();
} }
object->takeDamage({{dmg.x(), dmg.y(), dmg.z()}, object->takeDamage({
{src.x(), src.y(), src.z()}, GameObject::DamageInfo::DamageType::Physics,
0.f, {dmg.x(), dmg.y(), dmg.z()},
GameObject::DamageInfo::Physics, {src.x(), src.y(), src.z()},
mp.getAppliedImpulse()}); 0.f,
mp.getAppliedImpulse()
});
} }
void handleInstanceResponse(InstanceObject* instance, const btManifoldPoint& mp, void handleInstanceResponse(InstanceObject* instance, const btManifoldPoint& mp,
@ -674,16 +687,20 @@ void handleInstanceResponse(InstanceObject* instance, const btManifoldPoint& mp,
auto dmg = isA ? mp.m_positionWorldOnA : mp.m_positionWorldOnB; auto dmg = isA ? mp.m_positionWorldOnA : mp.m_positionWorldOnB;
auto impulse = mp.getAppliedImpulse(); auto impulse = mp.getAppliedImpulse();
if (impulse > 0.0f) { if (impulse <= 0.0f) {
///@ todo Correctness: object damage calculation return;
constexpr auto kMinimumDamageImpulse = 500.f;
const auto hp = std::max(0.f, impulse - kMinimumDamageImpulse);
instance->takeDamage({{dmg.x(), dmg.y(), dmg.z()},
{dmg.x(), dmg.y(), dmg.z()},
hp,
GameObject::DamageInfo::Physics,
impulse});
} }
///@ todo Correctness: object damage calculation
constexpr auto kMinimumDamageImpulse = 500.f;
const auto hp = std::max(0.f, impulse - kMinimumDamageImpulse);
instance->takeDamage({
GameObject::DamageInfo::DamageType::Physics,
{dmg.x(), dmg.y(), dmg.z()},
{dmg.x(), dmg.y(), dmg.z()},
hp,
impulse
});
} }
} // namespace } // namespace

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@ -5,10 +5,16 @@
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include "data/WeaponData.hpp" #include "data/WeaponData.hpp"
#include "dynamics/HitTest.hpp"
#include "engine/GameWorld.hpp" #include "engine/GameWorld.hpp"
#include "objects/CharacterObject.hpp" #include "objects/CharacterObject.hpp"
#include "objects/ProjectileObject.hpp" #include "objects/ProjectileObject.hpp"
bool WeaponScan::doesDamage(GameObject* target) const {
return target != source;
}
void Weapon::fireHitscan(WeaponData* weapon, CharacterObject* owner) { void Weapon::fireHitscan(WeaponData* weapon, CharacterObject* owner) {
auto handFrame = owner->getClump()->findFrame("srhand"); auto handFrame = owner->getClump()->findFrame("srhand");
glm::mat4 handMatrix = handFrame->getWorldTransform(); glm::mat4 handMatrix = handFrame->getWorldTransform();
@ -18,7 +24,7 @@ void Weapon::fireHitscan(WeaponData* weapon, CharacterObject* owner) {
auto fireOrigin = glm::vec3(handMatrix[3]); auto fireOrigin = glm::vec3(handMatrix[3]);
float dmg = static_cast<float>(weapon->damage); float dmg = static_cast<float>(weapon->damage);
owner->engine->doWeaponScan({dmg, fireOrigin, rayend, weapon}); owner->engine->doWeaponScan({dmg, fireOrigin, rayend, weapon, owner});
} }
void Weapon::fireProjectile(WeaponData* weapon, CharacterObject* owner, void Weapon::fireProjectile(WeaponData* weapon, CharacterObject* owner,
@ -45,3 +51,31 @@ void Weapon::fireProjectile(WeaponData* weapon, CharacterObject* owner,
pool.insert(std::move(projectile)); pool.insert(std::move(projectile));
owner->engine->allObjects.push_back(ptr); owner->engine->allObjects.push_back(ptr);
} }
void Weapon::meleeHit(WeaponData* weapon, CharacterObject* character) {
const auto center = character->getPosition() + character->getRotation()
* weapon->fireOffset;
auto e = character->engine;
e->doWeaponScan({
static_cast<float>(weapon->damage),
center, weapon->meleeRadius, weapon,
character
});
}
bool Weapon::targetOnGround(WeaponData *weapon, CharacterObject *character) {
const auto center = character->getPosition() + character->getRotation()
* weapon->fireOffset;
HitTest test {*character->engine->dynamicsWorld};
const auto result = test.sphereTest(center, weapon->meleeRadius);
bool ground = false;
for (const auto& r : result) {
if (r.object == character) {
continue;
}
if (r.object->type() == GameObject::Character) {
ground |= static_cast<CharacterObject *>(r.object)->isKnockedDown();
}
}
return ground;
}

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@ -1,12 +1,64 @@
#ifndef _RWENGINE_WEAPON_HPP_ #ifndef _RWENGINE_WEAPON_HPP_
#define _RWENGINE_WEAPON_HPP_ #define _RWENGINE_WEAPON_HPP_
#include <glm/vec3.hpp>
class CharacterObject; class CharacterObject;
class GameObject;
struct WeaponData; struct WeaponData;
enum class ScanType {
/** Instant-hit ray weapons */
HitScan,
/** Area of effect attack */
Radius,
};
/**
* @brief simple object for performing weapon checks against the world
*/
struct WeaponScan {
const ScanType type;
float damage;
glm::vec3 center{};
float radius;
glm::vec3 end{};
WeaponData* weapon;
GameObject* source;
// Constructor for Radius
WeaponScan(float damage, const glm::vec3& center, float radius,
WeaponData* weapon = nullptr, GameObject* source = nullptr)
: type(ScanType::Radius)
, damage(damage)
, center(center)
, radius(radius)
, weapon(weapon)
, source(source) {
}
// Constructor for HitScan
WeaponScan(float damage, const glm::vec3& start, const glm::vec3& end,
WeaponData* weapon = nullptr, GameObject* source = nullptr)
: type(ScanType::HitScan)
, damage(damage)
, center(start)
, end(end)
, weapon(weapon)
, source(source) {
}
bool doesDamage(GameObject* target) const;
};
namespace Weapon { namespace Weapon {
void fireProjectile(WeaponData* weapon, CharacterObject* character, float force); void fireProjectile(WeaponData* weapon, CharacterObject* character, float force);
void fireHitscan(WeaponData *weapon, CharacterObject* character); void fireHitscan(WeaponData *weapon, CharacterObject* character);
void meleeHit(WeaponData *weapon, CharacterObject* character);
bool targetOnGround(WeaponData *weapon, CharacterObject* character);
} }
#endif #endif

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@ -26,6 +26,7 @@
#include "loaders/LoaderIFP.hpp" #include "loaders/LoaderIFP.hpp"
#include "objects/VehicleObject.hpp" #include "objects/VehicleObject.hpp"
#ifndef BT_BULLET_VERSION #ifndef BT_BULLET_VERSION
#error Unable to find BT_BULLET_VERSION #error Unable to find BT_BULLET_VERSION
#endif #endif
@ -468,6 +469,12 @@ void CharacterObject::SetDead() {
currentState.isDead = true; currentState.isDead = true;
} }
bool CharacterObject::isKnockedDown() const {
/// @todo husho says: State in [knocked down, getting up, dying, dead]
auto a = animator->getAnimation(AnimIndexMovement);
return a == animations->animation(AnimCycle::KnockOutShotFront0);
}
bool CharacterObject::enterVehicle(VehicleObject* vehicle, size_t seat) { bool CharacterObject::enterVehicle(VehicleObject* vehicle, size_t seat) {
if (vehicle) { if (vehicle) {
// Check that the seat is free // Check that the seat is free

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@ -141,6 +141,8 @@ public:
void Die(); void Die();
void SetDead(); void SetDead();
bool isKnockedDown() const;
bool takeDamage(const DamageInfo& damage) override; bool takeDamage(const DamageInfo& damage) override;
bool enterVehicle(VehicleObject* vehicle, size_t seat); bool enterVehicle(VehicleObject* vehicle, size_t seat);

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@ -164,7 +164,9 @@ public:
} }
struct DamageInfo { struct DamageInfo {
enum DamageType { Explosion, Burning, Bullet, Physics }; enum class DamageType {
Explosion, Burning, Bullet, Physics, Melee
};
/** /**
* World position of damage * World position of damage
@ -190,6 +192,11 @@ public:
* Physics impulse. * Physics impulse.
*/ */
float impulse; float impulse;
DamageInfo(DamageType type, const glm::vec3 &location,
const glm::vec3 &source, float damage, float impulse = 0.f)
: damageLocation(location), damageSource(source), hitpoints(damage),
type(type), impulse(impulse) {}
}; };
virtual bool takeDamage(const DamageInfo& damage) { virtual bool takeDamage(const DamageInfo& damage) {

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@ -78,8 +78,9 @@ void ProjectileObject::explode() {
float d = glm::distance(getPosition(), o->getPosition()); float d = glm::distance(getPosition(), o->getPosition());
if (d > damageSize) continue; if (d > damageSize) continue;
o->takeDamage({getPosition(), getPosition(), o->takeDamage({DamageInfo::DamageType::Explosion,
damage / glm::max(d, 1.f), DamageInfo::Explosion, getPosition(), getPosition(),
damage / glm::max(d, 1.f),
0.f}); 0.f});
} }

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@ -207,9 +207,13 @@ Menu DebugState::createAIMenu() {
if (pedestrianPtr->getLifetime() == GameObject::PlayerLifetime) { if (pedestrianPtr->getLifetime() == GameObject::PlayerLifetime) {
continue; continue;
} }
pedestrianPtr->takeDamage({pedestrianPtr->getPosition(), pedestrianPtr->takeDamage(
pedestrianPtr->getPosition(), 100.f, {
GameObject::DamageInfo::Explosion, 0.f}); GameObject::DamageInfo::DamageType::Explosion,
pedestrianPtr->getPosition(),
pedestrianPtr->getPosition(), 100.f,
0.f
});
} }
}); });

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@ -129,9 +129,11 @@ BOOST_AUTO_TEST_CASE(test_death) {
BOOST_CHECK_EQUAL(character->getCurrentState().health, 100.f); BOOST_CHECK_EQUAL(character->getCurrentState().health, 100.f);
BOOST_CHECK(character->isAlive()); BOOST_CHECK(character->isAlive());
GameObject::DamageInfo dmg; GameObject::DamageInfo dmg {
dmg.type = GameObject::DamageInfo::Bullet; GameObject::DamageInfo::DamageType::Bullet,
dmg.hitpoints = character->getCurrentState().health + 1.f; {}, {},
character->getCurrentState().health + 1.f
};
// Do some damage // Do some damage
BOOST_CHECK(character->takeDamage(dmg)); BOOST_CHECK(character->takeDamage(dmg));

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@ -1,13 +1,41 @@
#include <boost/test/unit_test.hpp> #include <boost/test/unit_test.hpp>
#include <data/WeaponData.hpp> #include <data/WeaponData.hpp>
#include <items/Weapon.hpp>
#include <objects/CharacterObject.hpp> #include <objects/CharacterObject.hpp>
#include <objects/ProjectileObject.hpp> #include <objects/ProjectileObject.hpp>
#include "test_Globals.hpp" #include "test_Globals.hpp"
auto& operator<<(std::ostream& s, const ScanType& type) {
return s << static_cast<int>(type);
}
BOOST_AUTO_TEST_SUITE(WeaponTests) BOOST_AUTO_TEST_SUITE(WeaponTests)
BOOST_AUTO_TEST_CASE(radius_ctor_creates_radius_scan) {
WeaponScan scan{10.f, {1.f, 1.f, 1.f}, 5.f};
BOOST_CHECK_EQUAL(scan.type, ScanType::Radius);
}
BOOST_AUTO_TEST_CASE(hitscan_ctor_creates_radius_scan) {
WeaponScan scan{10.f, {1.f, 1.f, 1.f}, {0.f, 0.f, 0.f}};
BOOST_CHECK_EQUAL(scan.type, ScanType::HitScan);
}
struct WeaponScanFixture {
GameObject* source = reinterpret_cast<GameObject*>(0x0000BEEF);
WeaponScan scan{10.f, {1.f, 1.f, 1.f}, {0.f, 0.f, 0.f}, nullptr, source};
};
BOOST_FIXTURE_TEST_CASE(weapon_scan_doesnt_injur_source, WeaponScanFixture) {
BOOST_CHECK(!scan.doesDamage(reinterpret_cast<GameObject*>(0x0000BEEF)));
}
BOOST_FIXTURE_TEST_CASE(weapon_scan_does_injur_others, WeaponScanFixture) {
BOOST_CHECK(scan.doesDamage(reinterpret_cast<GameObject*>(0xDEADBEEF)));
}
#if RW_TEST_WITH_DATA #if RW_TEST_WITH_DATA
BOOST_AUTO_TEST_CASE(TestWeaponScan) { BOOST_AUTO_TEST_CASE(TestDoWeaponScan) {
{ {
// Test RADIUS scan // Test RADIUS scan
auto character = Global::get().e->createPedestrian(1, {0.f, 0.f, 0.f}); auto character = Global::get().e->createPedestrian(1, {0.f, 0.f, 0.f});