Merge pull request #73 from teamfisk/CapturePointFixBranch
Several changes/fixes based on the latest broken refactoring in master
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@@ -76,18 +76,18 @@ bool TriggerSystem::throwLeaveIfWasInTrigger(std::unordered_set<EntityWrapper>&
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bool TriggerSystem::OnTouch(const Events::TriggerTouch &event)
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{
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LOG_INFO("Player entity %i touched trigger entity %i.", event.Entity, event.Trigger);
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LOG_INFO("Player entity %i touched trigger entity %i.", event.Entity.ID, event.Trigger.ID);
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return true;
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}
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bool TriggerSystem::OnEnter(const Events::TriggerEnter &event)
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{
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LOG_INFO("Player entity %i entered trigger entity %i.", event.Entity, event.Trigger);
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LOG_INFO("Player entity %i entered trigger entity %i.", event.Entity.ID, event.Trigger.ID);
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return true;
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}
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bool TriggerSystem::OnLeave(const Events::TriggerLeave &event)
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{
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LOG_INFO("Player entity %i left trigger entity %i.", event.Entity, event.Trigger);
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LOG_INFO("Player entity %i left trigger entity %i.", event.Entity.ID, event.Trigger.ID);
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return true;
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}
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+5
-2
@@ -74,6 +74,7 @@ Game::Game(int argc, char* argv[])
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// Create Octrees
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m_OctreeCollision = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
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m_OctreeTrigger = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
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m_OctreeFrustrumCulling = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
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// Create system pipeline
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m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker);
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@@ -92,14 +93,15 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
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// Populate Octree with collidables
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision);
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m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
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m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
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m_SystemPipeline->AddSystem<PlayerHUD>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
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// Collision and TriggerSystem should update after player.
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
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m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeCollision);
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m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeTrigger);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
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++updateOrderLevel;
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@@ -123,6 +125,7 @@ Game::~Game()
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delete m_SoundSystem;
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delete m_OctreeFrustrumCulling;
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delete m_OctreeCollision;
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delete m_OctreeTrigger;
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delete m_World;
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delete m_FrameStack;
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delete m_InputProxy;
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@@ -66,7 +66,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
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nextPossibleCapturePoint["Blue"] = -1;
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for (int i = 0; i < m_NumberOfCapturePoints; i++)
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{
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if (m_CapturePointNumberToEntityMap[i].HasComponent("Team")) {
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if (!m_CapturePointNumberToEntityMap[i].HasComponent("Team")) {
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continue;
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}
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ComponentWrapper& capturePointOwnedBy = m_CapturePointNumberToEntityMap[i]["Team"];
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@@ -119,6 +119,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
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if (std::get<1>(triggerTouched) == capturePointEntity) {
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//some player has touched this - lets figure out: what team, health
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EntityWrapper player = std::get<0>(triggerTouched);
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//check if its really a player that has triggered the touch
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if (!player.HasComponent("Player")) {
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//if a non-player has entered the capturePoint, just erase that event and continue
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m_ETriggerTouchVector.erase(m_ETriggerTouchVector.begin() + i - 1);
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