EShoot: changed to string weaponType to int currentlyEquippedItem

PlayerSystem.h: added HeldItem enum
PlayerSystem.cpp: simplified writing doubles, uses HeldItem enum
ShootEventTest.cpp: simplified writing doubles
This commit is contained in:
verysecrethero
2016-01-11 15:43:12 +01:00
parent 2cd0e94a60
commit 2f6261dfbf
4 changed files with 32 additions and 27 deletions
+16 -16
View File
@@ -148,47 +148,47 @@ ShootEventTest::~ShootEventTest()
void ShootEventTest::TestSetup1(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem)
{
//set currentweap
player["EquippedItem"] = (double)1.0f;
player["EquippedItem"] = 1.0;
//set ammo set cooldown
pItem["Ammo"] = (double)100.0f;
pItem["CoolDownTimer"] = (double)0.0f;
pItem["Ammo"] = 100.0;
pItem["CoolDownTimer"] = 0.0;
}
void ShootEventTest::TestSetup2(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem)
{
//set currentweap
player["EquippedItem"] = (double)2.0f;
player["EquippedItem"] = 2.0;
//set ammo set cooldown
sItem["Ammo"] = (double)10.0f;
sItem["CoolDownTimer"] = (double)0.0f;
sItem["Ammo"] = 10.0;
sItem["CoolDownTimer"] = 0.0;
}
void ShootEventTest::TestSetup3(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem)
{
player["EquippedItem"] = (double)0.0f;
pItem["Ammo"] = (double)100.0f;
sItem["Ammo"] = (double)100.0f;
player["EquippedItem"] = 0.0;
pItem["Ammo"] = 100.0;
sItem["Ammo"] = 100.0;
//TestSucceeded will be set to false if ammo changes during the 100 loops
TestSucceeded = true;
}
void ShootEventTest::TestSetup4(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem)
{
//set currentweap
player["EquippedItem"] = (double)1.0f;
player["EquippedItem"] = 1.0;
//set ammo set cooldown
pItem["Ammo"] = (double)100.0f;
pItem["CoolDownTimer"] = (double)5.0f;
pItem["Ammo"] = 100.0;
pItem["CoolDownTimer"] = 5.0;
//TestSucceeded will be set to false if ammo changes during the 100 loops
TestSucceeded = true;
}
void ShootEventTest::TestSuccess1() {
//if ammocount reaches -- we know the test has succeeded, i.e. a shot has been fired
double currentAmmo = m_World->GetComponent(m_PlayerID, "PrimaryItem")["Ammo"];
if (currentAmmo == (double)99)
if (currentAmmo == 99.0)
TestSucceeded = true;
}
void ShootEventTest::TestSuccess2() {
//if ammocount reaches -- we know the test has succeeded, i.e. a shot has been fired
double currentAmmo = m_World->GetComponent(m_PlayerID, "SecondaryItem")["Ammo"];
if (currentAmmo == (double)9)
if (currentAmmo == 9.0)
TestSucceeded = true;
}
void ShootEventTest::TestSuccess3() {
@@ -201,7 +201,7 @@ void ShootEventTest::TestSuccess3() {
//if ammocount reaches -- we know the test has succeeded, i.e. a shot has been fired
double currentAmmo = m_World->GetComponent(m_PlayerID, "PrimaryItem")["Ammo"];
double currentAmmoSecondary = m_World->GetComponent(m_PlayerID, "SecondaryItem")["Ammo"];
if (currentAmmo != (double)100 || currentAmmoSecondary != (double)100)
if (currentAmmo != 100.0 || currentAmmoSecondary != 100.0)
TestSucceeded = false;
}
void ShootEventTest::TestSuccess4() {
@@ -213,7 +213,7 @@ void ShootEventTest::TestSuccess4() {
m_EventBroker->Publish(eMouseRelease);
//if ammocount reaches -- we know the test has succeeded, i.e. a shot has been fired
double currentAmmo = m_World->GetComponent(m_PlayerID, "PrimaryItem")["Ammo"];
if (currentAmmo != (double)100)
if (currentAmmo != 100.0)
TestSucceeded = false;
}
void ShootEventTest::Tick()