AmmoPickupSystem should now be able to give ammo to all classtypes

This commit is contained in:
verysecrethero
2016-03-08 11:48:54 +01:00
parent 2cfbe0f785
commit 0e0a486c01
2 changed files with 71 additions and 10 deletions
+12
View File
@@ -40,5 +40,17 @@ private:
};
std::vector<EntityAtMaxValuePickupStruct> m_PickupAtMaximum;
void DoPickup(EntityWrapper &player, EntityWrapper &trigger);
//class
enum class PlayerClass {
Assault,
Defender,
Sniper,
None
};
//helper methods
bool DoesPlayerHaveMaxAmmo(EntityWrapper &player);
PlayerClass DetermineClass(EntityWrapper &player);
int& GetPlayerAmmo(EntityWrapper &player);
int GetPlayerMaxAmmo(EntityWrapper &player);
};
#endif
+59 -10
View File
@@ -37,8 +37,7 @@ void AmmoPickupSystem::Update(double dt)
//erase the current element (somePickup)
it = m_ETriggerTouchVector.erase(it);
}
else {
} else {
it++;
}
}
@@ -48,7 +47,7 @@ void AmmoPickupSystem::Update(double dt)
m_PickupAtMaximum.erase(it);
break;
}
if ((int)it->player["AssaultWeapon"]["Ammo"] < (int)it->player["AssaultWeapon"]["MaxAmmo"]) {
if (!DoesPlayerHaveMaxAmmo(it->player)) {
DoPickup(it->player, it->trigger);
m_PickupAtMaximum.erase(it);
break;
@@ -56,6 +55,56 @@ void AmmoPickupSystem::Update(double dt)
}
}
}
bool AmmoPickupSystem::DoesPlayerHaveMaxAmmo(EntityWrapper &player) {
PlayerClass playerClass = DetermineClass(player);
if (playerClass == PlayerClass::Defender) {
return !((int)player["DefenderWeapon"]["Ammo"] < (int)player["DefenderWeapon"]["MaxAmmo"]);
} else if (playerClass == PlayerClass::Sniper) {
return !((int)player["SniperWeapon"]["Ammo"] < (int)player["SniperWeapon"]["MaxAmmo"]);
} else if (playerClass == PlayerClass::Assault) {
return !((int)player["AssaultWeapon"]["Ammo"] < (int)player["AssaultWeapon"]["MaxAmmo"]);
} else {
return false;
}
}
int& AmmoPickupSystem::GetPlayerAmmo(EntityWrapper &player) {
PlayerClass playerClass = DetermineClass(player);
if (playerClass == PlayerClass::Defender) {
return (int)player["DefenderWeapon"]["Ammo"];
} else if (playerClass == PlayerClass::Sniper) {
return (int)player["SniperWeapon"]["Ammo"];
} else if (playerClass == PlayerClass::Assault) {
return (int)player["AssaultWeapon"]["Ammo"];
} else {
//TODO: should really return something here
}
}
int AmmoPickupSystem::GetPlayerMaxAmmo(EntityWrapper &player) {
PlayerClass playerClass = DetermineClass(player);
if (playerClass == PlayerClass::Defender) {
return (int)player["DefenderWeapon"]["MaxAmmo"];
} else if (playerClass == PlayerClass::Sniper) {
return (int)player["SniperWeapon"]["MaxAmmo"];
} else if (playerClass == PlayerClass::Assault) {
return (int)player["AssaultWeapon"]["MaxAmmo"];
} else {
return -1;
}
}
AmmoPickupSystem::PlayerClass AmmoPickupSystem::DetermineClass(EntityWrapper &player)
{
//determine the class based on what component the inflictor-player has
if (m_World->HasComponent(player.ID, "DashAbility")) {
return PlayerClass::Assault;
}
if (m_World->HasComponent(player.ID, "ShieldAbility")) {
return PlayerClass::Defender;
}
if (m_World->HasComponent(player.ID, "SprintAbility")) {
return PlayerClass::Sniper;
}
return PlayerClass::None;
}
bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
{
@@ -63,7 +112,7 @@ bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
return false;
}
//TODO: add other weapontypes
if (!e.Entity.HasComponent("AssaultWeapon")) {
if (DetermineClass(e.Entity) == PlayerClass::None) {
return false;
}
if (!e.Trigger.HasComponent("AmmoPickup")) {
@@ -71,7 +120,7 @@ bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
}
//if at maxammo, save the trigger-touch to a vector since standing inside it will not re-trigger the trigger
if ((int)e.Entity["AssaultWeapon"]["Ammo"] >= (int)e.Entity["AssaultWeapon"]["MaxAmmo"]) {
if (DoesPlayerHaveMaxAmmo(e.Entity)) {
m_PickupAtMaximum.push_back({ e.Entity, e.Trigger });
return false;
}
@@ -85,15 +134,15 @@ bool AmmoPickupSystem::OnAmmoPickup(Events::AmmoPickup & e)
return false;
}
//TODO: add other weapontypes
if (!e.Player.HasComponent("AssaultWeapon")) {
if (DetermineClass(e.Player) == PlayerClass::None) {
return false;
}
int maxWeaponAmmo = (int)e.Player["AssaultWeapon"]["MaxAmmo"];
int& currentAmmo = (int)e.Player["AssaultWeapon"]["Ammo"];
//cant pick up ammopacks if you are already at MaxAmmo
if (currentAmmo >= maxWeaponAmmo) {
if (DoesPlayerHaveMaxAmmo(e.Player)) {
return false;
}
int maxWeaponAmmo = GetPlayerMaxAmmo(e.Player);
int& currentAmmo = GetPlayerAmmo(e.Player);
currentAmmo = std::min(currentAmmo + e.AmmoGain, maxWeaponAmmo);
@@ -119,7 +168,7 @@ void AmmoPickupSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger) {
if (!trigger.Valid()) {
return;
}
int maxWeaponAmmo = (int)player["AssaultWeapon"]["MaxAmmo"];
int maxWeaponAmmo = GetPlayerMaxAmmo(player);
int ammoGiven = 0.01*(double)trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo;
Events::AmmoPickup ePlayerAmmoPickup;