Added test map for capture points and some debug code.
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@@ -60,7 +60,13 @@ void CapturePointSystem::UpdateComponent(World* world, EntityWrapper& entity, Co
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}
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int ownedBy = teamComponent["Team"];
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//Probably want to distinguish the capturepoint depending on team affiliation.
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if (entity.HasComponent("Model")) {
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//Now sets team color to the capturepoint, or white if it is uncaptured.
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entity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.2f, 1, 1) :
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ownedBy == redTeam ? glm::vec4(1, 0.2f, 0, 1) :
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glm::vec4(1, 1, 1, 1);
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}
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//om ej next satt, förvänta sig att en capturepoint med en viss team färg kommer in...
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//sätt isåfall next och kör på..
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//gör inget tills man fått den infon
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@@ -109,6 +115,9 @@ void CapturePointSystem::UpdateComponent(World* world, EntityWrapper& entity, Co
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//B. at most one of the teams have players inside (this means datavariable currentTeam is not 0)
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//if capturePoint is not owned by the take-over team, just modify the CaptureTimer accordingly
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if (ownedBy != currentTeam) {
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if (abs((double)capturePoint["CaptureTimer"]) < 0.001f) {
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LOG_DEBUG("Point is being captured by team %i", currentTeam); //Remove when we tested sufficiently.
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}
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capturePoint["CaptureTimer"] = (double)capturePoint["CaptureTimer"] + timerDeltaChange;
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}
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//if capturePoint is owned by the team, and the other team has been trying to take it, then increase/decrease the timer towards 0.0
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@@ -121,6 +130,7 @@ void CapturePointSystem::UpdateComponent(World* world, EntityWrapper& entity, Co
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teamComponent["Team"] = currentTeam;
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capturePoint["CaptureTimer"] = 0.0;
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//publish Captured event
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LOG_DEBUG("Point is captured by team %i!", currentTeam); //Remove when we tested sufficiently.
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Events::Captured e;
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e.CapturePointID = capturePoint.EntityID;
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e.TeamNumberThatCapturedCapturePoint = currentTeam;
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