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-rw-r--r--code/pawn/component/PlayerAnimator.cs21
-rw-r--r--code/pawn/component/PlayerInventory.cs126
-rw-r--r--code/pawn/component/PlayerSpectator.cs48
-rw-r--r--code/pawn/component/movement/BaseController.cs9
-rw-r--r--code/pawn/component/movement/PlayerController.cs182
5 files changed, 386 insertions, 0 deletions
diff --git a/code/pawn/component/PlayerAnimator.cs b/code/pawn/component/PlayerAnimator.cs
new file mode 100644
index 0000000..4cd4e3f
--- /dev/null
+++ b/code/pawn/component/PlayerAnimator.cs
@@ -0,0 +1,21 @@
+using Sandbox;
+using System;
+
+namespace MurderGame;
+
+public class PlayerAnimator : EntityComponent<Player>, ISingletonComponent
+{
+ public void Simulate()
+ {
+ var helper = new CitizenAnimationHelper( Entity );
+ helper.WithVelocity( Entity.Velocity );
+ helper.WithLookAt( Entity.EyePosition + Entity.EyeRotation.Forward * 100 );
+ helper.HoldType = CitizenAnimationHelper.HoldTypes.None;
+ helper.IsGrounded = Entity.GroundEntity.IsValid();
+
+ if ( Entity.Controller.HasEvent( "jump" ) )
+ {
+ helper.TriggerJump();
+ }
+ }
+}
diff --git a/code/pawn/component/PlayerInventory.cs b/code/pawn/component/PlayerInventory.cs
new file mode 100644
index 0000000..55fa3ed
--- /dev/null
+++ b/code/pawn/component/PlayerInventory.cs
@@ -0,0 +1,126 @@
+using Sandbox;
+using System;
+
+namespace MurderGame;
+
+public partial class PlayerInventory : EntityComponent<Player>
+{
+ const int MIN_SLOT = 1;
+ const int MAX_SLOT = 2;
+
+ const int UNARMED_SLOT = 1;
+ const int PRIMARY_SLOT = 2;
+
+ [Net]
+ public Weapon PrimaryWeapon { get; private set; }
+
+ [Net]
+ public int ActiveSlot { get; set; }
+
+ [Net]
+ public bool AllowPickup { get; set; } = true;
+
+ public Weapon GetCurrentWeapon()
+ {
+ return ActiveSlot switch
+ {
+ PRIMARY_SLOT => PrimaryWeapon,
+ _ => null,
+ };
+ }
+
+ public void SetPrimaryWeapon( Weapon weapon )
+ {
+ PrimaryWeapon?.OnHolster();
+ PrimaryWeapon?.Delete();
+ PrimaryWeapon = weapon;
+ if (weapon != null)
+ {
+ weapon.ChangeOwner( Entity );
+ }
+ if (ActiveSlot == PRIMARY_SLOT)
+ {
+ weapon?.OnEquip( Entity );
+ }
+ }
+
+ private void PrevSlot()
+ {
+ if (ActiveSlot > MIN_SLOT)
+ {
+ --ActiveSlot;
+ }
+ else
+ {
+ ActiveSlot = MAX_SLOT;
+ }
+ }
+ private void NextSlot()
+ {
+ if (ActiveSlot < MAX_SLOT)
+ {
+ ++ActiveSlot;
+ }
+ else
+ {
+ ActiveSlot = MIN_SLOT;
+ }
+ }
+
+ public void Simulate(IClient cl)
+ {
+ var currentWeapon = GetCurrentWeapon();
+ var currentSlot = ActiveSlot;
+
+ if (Input.Released("SlotPrev"))
+ {
+ PrevSlot();
+ }
+ else if (Input.Released("SlotNext"))
+ {
+ NextSlot();
+ }
+ else if (Input.Down("Slot1"))
+ {
+ ActiveSlot = 1;
+ }
+ else if (Input.Down("Slot2"))
+ {
+ ActiveSlot = 2;
+ }
+
+ if (ActiveSlot != currentSlot)
+ {
+ currentWeapon?.OnHolster();
+ GetCurrentWeapon()?.OnEquip( Entity );
+ }
+ GetCurrentWeapon()?.Simulate( cl );
+ }
+
+ public void Holster()
+ {
+ Weapon weapon = GetCurrentWeapon();
+ weapon?.OnHolster();
+ }
+
+ public void Clear()
+ {
+ Holster();
+ SetPrimaryWeapon( null );
+ }
+
+ public void SpillContents(Vector3 location, Vector3 velocity)
+ {
+ Holster();
+ if (PrimaryWeapon is not null and Pistol )
+ {
+ PrimaryWeapon.ChangeOwner( null );
+ DroppedWeapon droppedWeapon = new( (Pistol)PrimaryWeapon );
+ droppedWeapon.CopyFrom( PrimaryWeapon );
+ droppedWeapon.Position = location;
+ droppedWeapon.Velocity = velocity;
+ }
+ Clear();
+ }
+
+}
diff --git a/code/pawn/component/PlayerSpectator.cs b/code/pawn/component/PlayerSpectator.cs
new file mode 100644
index 0000000..c468de0
--- /dev/null
+++ b/code/pawn/component/PlayerSpectator.cs
@@ -0,0 +1,48 @@
+using Sandbox;
+using System.Collections.Generic;
+using System.Linq;
+
+namespace MurderGame;
+
+public class PlayerSpectator : EntityComponent<Player>
+{
+ public Player Target { get; set; }
+
+ public void Simulate()
+ {
+ if (Target == null || !Target.IsValid() || Target.LifeState == LifeState.Dead)
+ {
+ var targets = GetTargets();
+ if ( targets.Count == 0 )
+ {
+ Target = null;
+ return;
+ }
+ var nextTarget = targets.First();
+ Target = (Player)nextTarget.Pawn;
+ }
+ }
+
+ public void FrameSimulate( Player player )
+ {
+ if ( Target == null || !Target.IsValid() || Target.LifeState == LifeState.Dead ) return;
+
+ // SimulateRotation(player);
+ Camera.Rotation = Target.EyeRotation;
+ Camera.FieldOfView = Screen.CreateVerticalFieldOfView( Game.Preferences.FieldOfView );
+
+ Camera.FirstPersonViewer = Target;
+ Camera.Position = Target.EyePosition;
+ }
+
+ protected void SimulateRotation(Player player)
+ {
+ player.EyeRotation = Target.ViewAngles.ToRotation();
+ player.Rotation = Target.ViewAngles.WithPitch( 0f ).ToRotation();
+ }
+
+ public List<IClient> GetTargets()
+ {
+ return Game.Clients.Where(c => c.Pawn is Player player && player.CurrentTeam != Team.Spectator && player.LifeState == LifeState.Alive).ToList();
+ }
+}
diff --git a/code/pawn/component/movement/BaseController.cs b/code/pawn/component/movement/BaseController.cs
new file mode 100644
index 0000000..0b92c75
--- /dev/null
+++ b/code/pawn/component/movement/BaseController.cs
@@ -0,0 +1,9 @@
+using Sandbox;
+
+namespace MurderGame;
+
+//TODO make spectatro a controller
+public class BaseController : EntityComponent<Player>
+{
+ public Player Player { get; set; }
+}
diff --git a/code/pawn/component/movement/PlayerController.cs b/code/pawn/component/movement/PlayerController.cs
new file mode 100644
index 0000000..5df9a33
--- /dev/null
+++ b/code/pawn/component/movement/PlayerController.cs
@@ -0,0 +1,182 @@
+using Sandbox;
+using System;
+using System.Collections.Generic;
+
+namespace MurderGame;
+
+public class PlayerController : EntityComponent<Player>
+{
+ public int StepSize => 24;
+ public int GroundAngle => 45;
+ public int JumpSpeed => 300;
+ public float Gravity => 800f;
+ public float SpeedMultiplier { get; set; } = 1;
+
+ HashSet<string> ControllerEvents = new( StringComparer.OrdinalIgnoreCase );
+
+ bool Grounded => Entity.GroundEntity.IsValid();
+
+ public void Simulate( Player player )
+ {
+ ControllerEvents.Clear();
+
+ var movement = Entity.InputDirection.Normal;
+ var angles = Entity.ViewAngles.WithPitch( 0 );
+ var moveVector = Rotation.From( angles ) * movement * 320f;
+ var groundEntity = CheckForGround();
+ var team = Entity.CurrentTeam;
+
+ if ( groundEntity.IsValid() )
+ {
+ if ( !Grounded )
+ {
+ Entity.Velocity = Entity.Velocity.WithZ( 0 );
+ AddEvent( "grounded" );
+ }
+ var sprintMultiplier = TeamOperations.CanSprint( team ) ? (Input.Down( "run" ) ? 2.5f : 1f) : 1f;
+
+ Entity.Velocity = Accelerate( Entity.Velocity, moveVector.Normal, moveVector.Length, SpeedMultiplier * 200.0f * sprintMultiplier, 7.5f );
+ Entity.Velocity = ApplyFriction( Entity.Velocity, 4.0f );
+ }
+ else
+ {
+ Entity.Velocity = Accelerate( Entity.Velocity, moveVector.Normal, moveVector.Length, SpeedMultiplier * 100, 20f );
+ Entity.Velocity += Vector3.Down * Gravity * Time.Delta * (1/SpeedMultiplier);
+ }
+
+ if ( Input.Pressed( "jump" ) )
+ {
+ DoJump();
+ }
+
+ var mh = new MoveHelper( Entity.Position, Entity.Velocity );
+ mh.Trace = mh.Trace.Size( Entity.Hull ).Ignore( Entity );
+
+ if (mh.TryUnstuck())
+ {
+ Entity.Position = mh.Position;
+ Entity.Velocity = mh.Velocity;
+ }
+
+ if ( mh.TryMoveWithStep( Time.Delta, StepSize ) > 0 )
+ {
+ if ( Grounded )
+ {
+ mh.Position = StayOnGround( mh.Position );
+ }
+ Entity.Position = mh.Position;
+ Entity.Velocity = mh.Velocity;
+ }
+ Entity.GroundEntity = groundEntity;
+ }
+
+ void DoJump()
+ {
+ if ( Grounded )
+ {
+ Entity.Velocity = ApplyJump( Entity.Velocity, "jump" );
+ }
+ }
+
+ Entity CheckForGround()
+ {
+ if ( Entity.Velocity.z > 100f )
+ return null;
+
+ var trace = Entity.TraceBBox( Entity.Position, Entity.Position + Vector3.Down, 2f );
+
+ if ( !trace.Hit )
+ return null;
+
+ if ( trace.Normal.Angle( Vector3.Up ) > GroundAngle )
+ return null;
+
+ return trace.Entity;
+ }
+
+ Vector3 ApplyFriction( Vector3 input, float frictionAmount )
+ {
+ float StopSpeed = 100.0f;
+
+ var speed = input.Length;
+ if ( speed < 0.1f ) return input;
+
+ // Bleed off some speed, but if we have less than the bleed
+ // threshold, bleed the threshold amount.
+ float control = (speed < StopSpeed) ? StopSpeed : speed;
+
+ // Add the amount to the drop amount.
+ var drop = control * Time.Delta * frictionAmount;
+
+ // scale the velocity
+ float newspeed = speed - drop;
+ if ( newspeed < 0 ) newspeed = 0;
+ if ( newspeed == speed ) return input;
+
+ newspeed /= speed;
+ input *= newspeed;
+
+ return input;
+ }
+
+ Vector3 Accelerate( Vector3 input, Vector3 wishdir, float wishspeed, float speedLimit, float acceleration )
+ {
+ if ( speedLimit > 0 && wishspeed > speedLimit )
+ wishspeed = speedLimit;
+
+ var currentspeed = input.Dot( wishdir );
+ var addspeed = wishspeed - currentspeed;
+
+ if ( addspeed <= 0 )
+ return input;
+
+ var accelspeed = acceleration * Time.Delta * wishspeed;
+
+ if ( accelspeed > addspeed )
+ accelspeed = addspeed;
+
+ input += wishdir * accelspeed;
+
+ return input;
+ }
+
+ Vector3 ApplyJump( Vector3 input, string jumpType )
+ {
+ AddEvent( jumpType );
+
+ return input + Vector3.Up * JumpSpeed;
+ }
+
+ Vector3 StayOnGround( Vector3 position )
+ {
+ var start = position + Vector3.Up * 2;
+ var end = position + Vector3.Down * StepSize;
+
+ // See how far up we can go without getting stuck
+ var trace = Entity.TraceBBox( position, start );
+ start = trace.EndPosition;
+
+ // Now trace down from a known safe position
+ trace = Entity.TraceBBox( start, end );
+
+ if ( trace.Fraction <= 0 ) return position;
+ if ( trace.Fraction >= 1 ) return position;
+ if ( trace.StartedSolid ) return position;
+ if ( Vector3.GetAngle( Vector3.Up, trace.Normal ) > GroundAngle ) return position;
+
+ return trace.EndPosition;
+ }
+
+ public bool HasEvent( string eventName )
+ {
+ return ControllerEvents.Contains( eventName );
+ }
+
+ void AddEvent( string eventName )
+ {
+ if ( HasEvent( eventName ) )
+ return;
+
+ ControllerEvents.Add( eventName );
+ }
+}