New Event: EShoot. New Components: PrimaryItem,SecondaryItem. New Test: ShootEventTest. Added LeftMouseRelease->Shoot in PlayerSystem

TODO: generalize the test
This commit is contained in:
verysecrethero
2016-01-08 16:19:18 +01:00
parent 4a516a4d86
commit 31c1c0ac8d
13 changed files with 266 additions and 0 deletions
+22
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@@ -0,0 +1,22 @@
#ifndef EShoot_h__
#define EShoot_h__
#include "EventBroker.h"
#include "../Core/Entity.h"
#include "Engine/GLM.h"
namespace Events
{
struct Shoot : Event
{
//shotgun etc has different amounts of damage probably (a sniper shot might one-shot)
//also different weapons will have different spread
std::string weaponType;
//currentAimingPoint must be sent, in case the camera is moved while the event is being processed
glm::vec2 currentAimingPoint;
};
}
#endif
+7
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@@ -7,6 +7,8 @@
#include "Common.h"
#include "Core/System.h"
#include "Collision/ETrigger.h"
#include "Core\EMouseRelease.h"
#include "Core\EShoot.h"
class PlayerSystem : public PureSystem
{
@@ -17,17 +19,22 @@ public:
EVENT_SUBSCRIBE_MEMBER(m_ETouch, &PlayerSystem::OnTouch);
EVENT_SUBSCRIBE_MEMBER(m_EEnter, &PlayerSystem::OnEnter);
EVENT_SUBSCRIBE_MEMBER(m_ELeave, &PlayerSystem::OnLeave);
EVENT_SUBSCRIBE_MEMBER(m_MouseRelease, &PlayerSystem::OnMouseRelease);
}
virtual void UpdateComponent(World* world, ComponentWrapper& player, double dt) override;
private:
float m_Speed = 5;
bool leftMouseWasReleased = false;
glm::vec2 aimingCoordinates;
EventRelay<PlayerSystem, Events::TriggerEnter> m_EEnter;
bool OnEnter(const Events::TriggerEnter &event);
EventRelay<PlayerSystem, Events::TriggerTouch> m_ETouch;
bool PlayerSystem::OnTouch(const Events::TriggerTouch &event);
EventRelay<PlayerSystem, Events::TriggerLeave> m_ELeave;
bool PlayerSystem::OnLeave(const Events::TriggerLeave &event);
EventRelay<PlayerSystem, Events::MouseRelease> m_MouseRelease;
bool PlayerSystem::OnMouseRelease(const Events::MouseRelease& e);
};
#endif
+3
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@@ -9,4 +9,7 @@
<xs:include schemaLocation="Components/AABB.xsd"/>
<xs:include schemaLocation="Components/Trigger.xsd"/>
<xs:include schemaLocation="Components/Health.xsd"/>
<xs:include schemaLocation="Components/PrimaryItem.xsd"/>
<xs:include schemaLocation="Components/SecondaryItem.xsd"/>
</xs:schema>
+1
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@@ -1,4 +1,5 @@
<c:Player>
<EquippedItem>0</EquippedItem>
<Velocity X="0" Y="0" Z="0"/>
<Forward>false</Forward>
<Left>false</Left>
+1
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@@ -11,6 +11,7 @@
<xs:element name="Left" type="t:bool" minOccurs="0"/>
<xs:element name="Back" type="t:bool" minOccurs="0"/>
<xs:element name="Right" type="t:bool" minOccurs="0"/>
<xs:element name="EquippedItem" type="t:int" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
@@ -0,0 +1,4 @@
<c:PrimaryItem>
<Ammo>0</Ammo>
<CoolDownTimer>0</CoolDownTimer>
</c:Player>
@@ -0,0 +1,14 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="PrimaryItem">
<xs:complexType>
<xs:all>
<xs:element name="Ammo" type="t:int" minOccurs="0"/>
<xs:element name="CoolDownTimer" type="t:double" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -0,0 +1,4 @@
<c:SecondaryItem>
<Ammo>0</Ammo>
<CoolDownTimer>0</CoolDownTimer>
</c:Player>
@@ -0,0 +1,14 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="SecondaryItem">
<xs:complexType>
<xs:all>
<xs:element name="Ammo" type="t:int" minOccurs="0"/>
<xs:element name="CoolDownTimer" type="t:double" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
+2
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@@ -16,6 +16,8 @@
<xs:element ref="c:RaptorCopter" minOccurs="0"/>
<xs:element ref="c:Player" minOccurs="0"/>
<xs:element ref="c:Health" minOccurs="0"/>
<xs:element ref="c:PrimaryItem" minOccurs="0"/>
<xs:element ref="c:SecondaryItem" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
+43
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@@ -21,6 +21,38 @@ void PlayerSystem::UpdateComponent(World * world, ComponentWrapper & player, dou
ComponentWrapper& transform = world->GetComponent(player.EntityID, "Transform");
(glm::vec3&)transform["Position"] += (glm::vec3)player["Velocity"];
}
//do shootEvent: if left mouse was released, and ammo/weaponcooldown/playeralive/shootingcooldown are ok
if (leftMouseWasReleased) {
leftMouseWasReleased = false;
//get the health component linked to the playerId
double currentHealth = (double)world->GetComponent(player.EntityID, "Health")["Health"];
int currentAmmo = 0;
double currentCoolDownTimer = 0.0f;
if ((int)player["EquippedItem"] == 1) {
ComponentWrapper& currentItem = world->GetComponent(player.EntityID, "PrimaryItem");
currentAmmo = currentItem["Ammo"];
//subtract 1 ammo - the ItemSystem will probably listen to eShoot and handle the CoolDownTimer
currentItem["Ammo"] = (int)currentItem["Ammo"] -1;
int test = (int)currentItem["Ammo"];
currentCoolDownTimer = (double)world->GetComponent(player.EntityID, "PrimaryItem")["CoolDownTimer"];
}
if ((int)player["EquippedItem"] == 2) {
ComponentWrapper& currentItem = world->GetComponent(player.EntityID, "SecondaryItem");
currentAmmo = currentItem["Ammo"];
//subtract 1 ammo - the ItemSystem will probably listen to eShoot and handle the CoolDownTimer
currentItem["Ammo"] = (int)currentItem["Ammo"] - 1;
currentCoolDownTimer = (double)world->GetComponent(player.EntityID, "SecondaryItem")["CoolDownTimer"];
}
if (currentHealth > 0.0f && currentAmmo > 0 && currentCoolDownTimer < 0.001f) {
//create and publish the shoot event
Events::Shoot eShoot;
eShoot.currentAimingPoint = aimingCoordinates;
eShoot.weaponType = (int)player["EquippedItem"];
m_EventBroker->Publish(eShoot);
}
}
}
bool PlayerSystem::OnTouch(const Events::TriggerTouch &event)
@@ -39,4 +71,15 @@ bool PlayerSystem::OnLeave(const Events::TriggerLeave &event)
{
LOG_INFO("Player entity %i left widget (entity %i).", event.Entity, event.Trigger);
return false;
}
bool PlayerSystem::OnMouseRelease(const Events::MouseRelease& e)
{
//kolla ammoleft, cooldowntimer shooting
//kolla om left mouse varit nere
if (e.Button != GLFW_MOUSE_BUTTON_LEFT)
return false;
aimingCoordinates = glm::vec2(e.X, e.Y);
leftMouseWasReleased = true;
return true;
}
+108
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@@ -0,0 +1,108 @@
#include <boost/test/unit_test.hpp>
using boost::unit_test_framework::test_suite;
using boost::unit_test_framework::test_case;
#include "ShootEventTest.h"
#include "Core\EPlayerDamage.h";
#include "Core\EPlayerHealthPickup.h";
#include "Core\EPlayerDeath.h";
#include "Game/HealthSystem.h"
BOOST_AUTO_TEST_SUITE(ShootEventTestSuite)
//AShootEventTest != ShootEventTest -> else it confuses names!
BOOST_AUTO_TEST_CASE(AShootEventTest)
{
ShootEventTest game;
//100 loops will be more than enough to do the test
int loops = 100;
bool success = false;
while (loops > 0) {
game.Tick();
if (game.TestSucceeded) {
success = true;
break;
}
loops--;
}
//The system will process the events, hence it will take a while before we can read anything
BOOST_TEST(success);
}
BOOST_AUTO_TEST_SUITE_END()
ShootEventTest::ShootEventTest()
{
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
ResourceManager::RegisterType<EntityXMLFile>("EntityXMLFile");
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
// Create the core event broker
m_EventBroker = new EventBroker();
// Create a world
m_World = new World();
std::string mapToLoad = m_Config->Get<std::string>("Debug.LoadMap", "");
if (!mapToLoad.empty()) {
ResourceManager::Load<EntityXMLFile>(mapToLoad)->PopulateWorld(m_World);
}
// Create system pipeline
m_SystemPipeline = new SystemPipeline(m_EventBroker);
m_SystemPipeline->AddSystem<PlayerSystem>(0);
m_SystemPipeline->AddSystem<HealthSystem>(0);
//The Test
//create entity which has transorm,player,model,health in it. i.e. is a player
EntityID playerID = m_World->CreateEntity();
ComponentWrapper transform = m_World->AttachComponent(playerID, "Transform");
ComponentWrapper model = m_World->AttachComponent(playerID, "Model");
model["Resource"] = "Models/Core/UnitSphere.obj";
ComponentWrapper& player = m_World->AttachComponent(playerID, "Player");
ComponentWrapper health = m_World->AttachComponent(playerID, "Health");
playersID = playerID;
//attach 2x weaps
ComponentWrapper& pItem = m_World->AttachComponent(playerID, "PrimaryItem");
ComponentWrapper& sItem= m_World->AttachComponent(playerID, "SecondaryItem");
//set currentweap
player["EquippedItem"] = 1;
//set ammo set cooldown
pItem["Ammo"] = 100;
pItem["CoolDownTimer"] = 0.0f;
//trigger event leftmousedown
Events::MouseRelease eMouseRelease;
eMouseRelease.Button = GLFW_MOUSE_BUTTON_LEFT;
eMouseRelease.X = 1.0f;
eMouseRelease.Y = 1.0f;
m_EventBroker->Publish(eMouseRelease);
}
ShootEventTest::~ShootEventTest()
{
delete m_SystemPipeline;
delete m_World;
delete m_EventBroker;
}
void ShootEventTest::Tick()
{
glfwPollEvents();
double currentTime = glfwGetTime();
double dt = currentTime - m_LastTime;
m_LastTime = currentTime;
// Iterate through systems and update world!
m_SystemPipeline->Update(m_World, dt);
m_EventBroker->Swap();
m_EventBroker->Clear();
//if ammocount reaches 99 we know the test has succeeded, i.e. a shot has been fired
int currentAmmo = (int)m_World->GetComponent(playersID, "PrimaryItem")["Ammo"];
if (currentAmmo ==99)
TestSucceeded = true;
}
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@@ -0,0 +1,43 @@
#ifndef ShootEventTest_h__
#define ShootEventTest_h__
#include "Core/ResourceManager.h"
#include "Core/ConfigFile.h"
#include "Core/EventBroker.h"
#include "Rendering/Renderer.h"
#include "Core/InputManager.h"
#include "GUI/Frame.h"
#include "Core/World.h"
#include "Rendering/RenderQueueFactory.h"
#include "Input/InputProxy.h"
#include "Input/KeyboardInputHandler.h"
#include "Input/MouseInputHandler.h"
#include "Core/EKeyDown.h"
#include "Core/EntityXMLFile.h"
#include "Core/SystemPipeline.h"
#include "RaptorCopterSystem.h"
#include "PlayerSystem.h"
#include "Editor/EditorSystem.h"
#include "Core\EMouseRelease.h"
#include "Core\EShoot.h"
class ShootEventTest
{
public:
ShootEventTest();
~ShootEventTest();
void Tick();
bool TestSucceeded = false;
private:
double m_LastTime;
ConfigFile* m_Config = nullptr;
EventBroker* m_EventBroker;
World* m_World;
SystemPipeline* m_SystemPipeline;
int playersID;
};
#endif