Merge remote-tracking branch 'origin/master' into AmmoPickup
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@@ -11,23 +11,72 @@ void AbilityCooldownHUDSystem::Update(double dt)
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for (auto& abilityHUDC : *abilityHUDs) {
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EntityWrapper entity = EntityWrapper(m_World, abilityHUDC.EntityID);
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EntityWrapper abilityEntity = entity.FirstParentWithComponent("DashAbility");
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if (!abilityEntity.Valid())
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return;
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EntityWrapper cooldownTextEntity = entity.FirstChildByName("Cooldown");
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std::string abilityName = "";
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double maxAbilityCD = (double)abilityEntity["DashAbility"]["CoolDownMaxTimer"];
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double currentAbilityCD = (double)abilityEntity["DashAbility"]["CoolDownTimer"];
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if (!abilityEntity.Valid()) {
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//If we dont have a dash ability on player, we check for Sprint ability
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abilityEntity = entity.FirstParentWithComponent("SprintAbility");
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currentAbilityCD = currentAbilityCD >= 0.0 ? currentAbilityCD : 0.0;
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if (!abilityEntity.Valid()) {
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//If we dont have a sprint ability on player, we check for shield ability
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abilityEntity = entity.FirstParentWithComponent("ShieldAbility");
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if(cooldownTextEntity.Valid()) {
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if(cooldownTextEntity.HasComponent("Text"))
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{
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std::string t = (std::string&)cooldownTextEntity["Text"]["Content"] = std::to_string(currentAbilityCD).substr(0, 3);
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if (!abilityEntity.Valid()) {
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//If we dont have a shield ability, we return, since we cannot do anything.
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return;
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} else {
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//If we have a shield ability, we set the right icon
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abilityName = "ShieldAbility";
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if (entity.HasComponent("Sprite")) {
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(std::string&)entity["Sprite"]["DiffuseTexture"] = "Textures\\Icons\\Abilities\\SheildDots-01.png";
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}
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}
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} else {
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//If we do have a sprint ability, we change the icon
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abilityName = "SprintAbility";
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if (entity.HasComponent("Sprite")) {
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(std::string&)entity["Sprite"]["DiffuseTexture"] = "Textures\\Icons\\Abilities\\Dash-01.png";
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}
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}
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} else {
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//If we have a dash ability, we set the icon to the correct one.
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abilityName = "DashAbility";
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if (entity.HasComponent("Sprite")) {
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(std::string&)entity["Sprite"]["DiffuseTexture"] = "Textures\\Icons\\Abilities\\Superman-01.png";
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}
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}
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EntityWrapper cooldownTextEntity = entity.FirstChildByName("Cooldown");
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//TODO: Fix so this track correctly for shield and sprint depending on how they work.
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double maxAbilityCD, currentAbilityCD;
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if (abilityName == "DashAbility") {
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maxAbilityCD = (double)abilityEntity[abilityName]["CoolDownMaxTimer"];
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currentAbilityCD = (double)abilityEntity[abilityName]["CoolDownTimer"];
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currentAbilityCD = currentAbilityCD >= 0.0 ? currentAbilityCD : 0.0;
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if (cooldownTextEntity.Valid()) {
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if (cooldownTextEntity.HasComponent("Text")) {
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std::string t = (std::string&)cooldownTextEntity["Text"]["Content"] = std::to_string(currentAbilityCD).substr(0, 3);
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}
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}
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}
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if (abilityName == "ShieldAbility") {
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maxAbilityCD = 0.0;
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currentAbilityCD = 1 - (bool)abilityEntity[abilityName]["Active"];
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}
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if (abilityName == "SprintAbility") {
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maxAbilityCD = 0.0;
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currentAbilityCD = 1 - (bool)abilityEntity[abilityName]["Active"];
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}
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if (entity.HasComponent("Fill")) {
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entity["Fill"]["Percentage"] = currentAbilityCD/maxAbilityCD;
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}
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}
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}
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@@ -69,6 +69,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
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int ownedBy = teamComponent["Team"];
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int redTeamPlayersStandingInside = 0;
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int blueTeamPlayersStandingInside = 0;
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//note: old color system
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if (capturePointEntity.HasComponent("Model")) {
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//Now sets team color to the capturepoint, or white if it is uncaptured.
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capturePointEntity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.0f, 1, 0.3) : ownedBy == redTeam ? glm::vec4(1, 0.0f, 0, 0.3) : glm::vec4(1, 1, 1, 0.3);
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@@ -102,7 +103,18 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
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nextPossibleCapturePoint["Blue"] = i - 1;
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}
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}
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if (m_RecentlyCapturedNeedNextCapturePointNow) {
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//change what model is displaying (change all in case 2 capturepoints has been captured on the same frame)
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for (int i = 0; i < m_NumberOfCapturePoints; i++) {
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auto owner = (int)m_CapturePointNumberToEntityMap[i]["Team"]["Team"];
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if (m_CapturePointNumberToEntityMap[i].FirstChildByName("Red").ID != EntityID_Invalid) {
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(bool&)m_CapturePointNumberToEntityMap[i].FirstChildByName("Red")["Model"]["Visible"] = owner == redTeam ? true : false;
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(bool&)m_CapturePointNumberToEntityMap[i].FirstChildByName("Blue")["Model"]["Visible"] = owner == blueTeam ? true : false;
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(bool&)m_CapturePointNumberToEntityMap[i].FirstChildByName("Spectator")["Model"]["Visible"] = owner == spectatorTeam ? true : false;
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}
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}
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//save the next cap points and publish the captured event
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m_CapturedEvent.BlueTeamNextCapturePoint = m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Blue"]];
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m_CapturedEvent.RedTeamNextCapturePoint = m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Red"]];
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m_EventBroker->Publish(m_CapturedEvent);
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