diff --git a/include/Game/Systems/CapturePointHUDSystem.h b/include/Game/Systems/CapturePointHUDSystem.h index 18c32c76..102c52ce 100644 --- a/include/Game/Systems/CapturePointHUDSystem.h +++ b/include/Game/Systems/CapturePointHUDSystem.h @@ -1,55 +1,49 @@ -#ifndef CapturePointSystem_h__ -#define CapturePointSystem_h__ +#ifndef CapturePointHUDSystem_h__ +#define CapturePointHUDSystem_h__ #include #include +#include #include "Common.h" #include "Core/System.h" #include "Engine/Collision/ETrigger.h" -#include "Core/ECaptured.h" -#include "Core/EWin.h" -#include -#include - -class CapturePointSystem : public PureSystem +class CapturePointHUDSystem : public ImpureSystem { public: - //WARNING: on new map, destroy all info in the vectors, as well as reset all variables (just make new?) - CapturePointSystem(World* world, EventBroker* eventBroker); + CapturePointHUDSystem(World* world, EventBroker* eventBroker); - //updatecomponent - virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override; + virtual void Update(double dt) override; private: //methods which will take care of specific events - EventRelay m_ETriggerTouch; + /* EventRelay m_ETriggerTouch; bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e); EventRelay m_ETriggerLeave; bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e); EventRelay m_ECaptured; - bool CapturePointSystem::OnCaptured(const Events::Captured& e); + bool CapturePointSystem::OnCaptured(const Events::Captured& e);*/ - bool m_WinnerWasFound = false; - //need to track these variables for the captureSystem to work as per design! - const int m_NotACapturePoint = 999; - int m_RedTeamNextPossibleCapturePoint = m_NotACapturePoint; - int m_BlueTeamNextPossibleCapturePoint = m_NotACapturePoint; - int m_RedTeamHomeCapturePoint = m_NotACapturePoint; - int m_BlueTeamHomeCapturePoint = m_NotACapturePoint; + //bool m_WinnerWasFound = false; + ////need to track these variables for the captureSystem to work as per design! + //const int m_NotACapturePoint = 999; + //int m_RedTeamNextPossibleCapturePoint = m_NotACapturePoint; + //int m_BlueTeamNextPossibleCapturePoint = m_NotACapturePoint; + //int m_RedTeamHomeCapturePoint = m_NotACapturePoint; + //int m_BlueTeamHomeCapturePoint = m_NotACapturePoint; - int m_NumberOfCapturePoints = 0; - std::map m_CapturePointNumberToEntityMap; + //int m_NumberOfCapturePoints = 0; + //std::map m_CapturePointNumberToEntityMap; - //std::vector + ////std::vector - const double m_CaptureTimeToTakeOver = 15.0; - bool m_ResetTimers = false; + //const double m_CaptureTimeToTakeOver = 15.0; + //bool m_ResetTimers = false; - //vectors which will keep track of enter/leave changes - std::vector> m_ETriggerTouchVector; - std::vector> m_ETriggerLeaveVector; + ////vectors which will keep track of enter/leave changes + //std::vector> m_ETriggerTouchVector; + //std::vector> m_ETriggerLeaveVector; }; #endif \ No newline at end of file diff --git a/resources/Shaders/Sprite.frag.glsl b/resources/Shaders/Sprite.frag.glsl index c391322d..a1ff3025 100644 --- a/resources/Shaders/Sprite.frag.glsl +++ b/resources/Shaders/Sprite.frag.glsl @@ -30,12 +30,11 @@ void main() float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0; if(pos <= FillPercentage) { - color_result += FillColor; + color_result = FillColor*diffuseTexel.a; } sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1)); - color_result += glowTexel*3; - bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0); + bloomColor = vec4(clamp((glowTexel.xyz*3) - 1.0, 0, 100), 1.0); } diff --git a/src/Game/Game.cpp b/src/Game/Game.cpp index 002efe26..b13cbda2 100644 --- a/src/Game/Game.cpp +++ b/src/Game/Game.cpp @@ -12,6 +12,7 @@ #include "Systems/PlayerDeathSystem.h" #include "Core/EntityFileWriter.h" #include "Game/Systems/CapturePointSystem.h" +#include "Game/Systems/CapturePointHUDSystem.h" #include "Game/Systems/PickupSpawnSystem.h" #include "Game/Systems/WeaponSystem.h" #include "Rendering/AnimationSystem.h" @@ -103,6 +104,7 @@ Game::Game(int argc, char* argv[]) m_SystemPipeline->AddSystem(updateOrderLevel, m_Renderer); m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel); + m_SystemPipeline->AddSystem(updateOrderLevel); m_SystemPipeline->AddSystem(updateOrderLevel); // Populate Octree with collidables ++updateOrderLevel; diff --git a/src/Game/Systems/CapturePointHUDSystem.cpp b/src/Game/Systems/CapturePointHUDSystem.cpp index a943e234..5c4c2b60 100644 --- a/src/Game/Systems/CapturePointHUDSystem.cpp +++ b/src/Game/Systems/CapturePointHUDSystem.cpp @@ -1,243 +1,281 @@ -#include "Systems/CapturePointSystem.h" -#include +#include "Systems/CapturePointHUDSystem.h" -CapturePointSystem::CapturePointSystem(World* world, EventBroker* eventBroker) +CapturePointHUDSystem::CapturePointHUDSystem(World* world, EventBroker* eventBroker) : System(world, eventBroker) - , PureSystem("CapturePoint") + , ImpureSystem() { //subscribe/listenTo playerdamage,healthpickup events (using the eventBroker) - EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &CapturePointSystem::OnTriggerTouch); - EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &CapturePointSystem::OnTriggerLeave); - EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &CapturePointSystem::OnCaptured); + //EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &CapturePointSystem::OnTriggerTouch); + //EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &CapturePointSystem::OnTriggerLeave); + //EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &CapturePointSystem::OnCaptured); } -//here all capturepoints will update their component -//NOTE: needs to run each frame, since we're possibly modifying the captureTimer for the capturePoints by dt -void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, ComponentWrapper& cCapturePoint, double dt) + +void CapturePointHUDSystem::Update(double dt) { - if (m_WinnerWasFound) { - return; - } - const int capturePointNumber = cCapturePoint["CapturePointNumber"]; - const bool hasTeamComponent = capturePointEntity.HasComponent("Team"); + bool LoadCheck = false; + int redTeam; + int blueTeam; + int spectatorTeam; - //if point doesnt have a teamComponent yet, add one. since: - //what if capture point has no team -> we cant get/use the team enum from it... - if (!hasTeamComponent) { - m_World->AttachComponent(cCapturePoint.EntityID, "Team"); - ComponentWrapper& teamComponent = capturePointEntity["Team"]; - teamComponent["Team"] = (int)teamComponent["Team"].Enum("Spectator"); - } - ComponentWrapper& teamComponent = capturePointEntity["Team"]; - const int redTeam = (int)teamComponent["Team"].Enum("Red"); - const int blueTeam = (int)teamComponent["Team"].Enum("Blue"); - const int spectatorTeam = (int)teamComponent["Team"].Enum("Spectator"); + auto CapturePointHUDElements = m_World->GetComponents("CapturePointHUD"); + auto CapturePoints = m_World->GetComponents("CapturePoint"); - int homePointForTeam = (int)cCapturePoint["HomePointForTeam"]; - if (m_NumberOfCapturePoints == 0 && capturePointNumber != 0 && (homePointForTeam == redTeam || homePointForTeam == blueTeam)) { - m_NumberOfCapturePoints = capturePointNumber + 1;//ex 2 -> 0,1,2 = 3 - if (homePointForTeam == redTeam) { - m_RedTeamHomeCapturePoint = capturePointNumber; - m_BlueTeamHomeCapturePoint = 0; - } else { - m_BlueTeamHomeCapturePoint = capturePointNumber; - m_RedTeamHomeCapturePoint = 0; - } - } + for(auto& cCapturePointHUD : *CapturePointHUDElements) { + int HUD_ID = cCapturePointHUD["CapturePointNumber"]; + EntityWrapper entityHUD = EntityWrapper(m_World, cCapturePointHUD.EntityID); + EntityWrapper entityHUDparent = entityHUD.Parent(); - //if we havent received all capturepoints yet, just return - if (m_NumberOfCapturePoints == 0 || m_NumberOfCapturePoints != m_CapturePointNumberToEntityMap.size()) { - m_CapturePointNumberToEntityMap.insert(std::make_pair(capturePointNumber, capturePointEntity)); - return; - } + for(auto& cCapturePoint : *CapturePoints) { + EntityWrapper entityCP = EntityWrapper(m_World, cCapturePoint.EntityID); - //we have all capturepoints now - process stuff - int ownedBy = teamComponent["Team"]; - int redTeamPlayersStandingInside = 0; - int blueTeamPlayersStandingInside = 0; - if (capturePointEntity.HasComponent("Model")) { - //Now sets team color to the capturepoint, or white if it is uncaptured. - capturePointEntity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.2f, 1, 0.3) : ownedBy == redTeam ? glm::vec4(1, 0.2f, 0, 0.3) : glm::vec4(1, 1, 1, 0.3); - } - - //calculate next possible capturePoint for both teams - std::map nextPossibleCapturePoint; - nextPossibleCapturePoint["Red"] = -1; - nextPossibleCapturePoint["Blue"] = -1; - for (int i = 0; i < m_NumberOfCapturePoints; i++) - { - if (!m_CapturePointNumberToEntityMap[i].HasComponent("Team")) { - continue; - } - ComponentWrapper& capturePointOwnedBy = m_CapturePointNumberToEntityMap[i]["Team"]; - if ((int)capturePointOwnedBy["Team"] == redTeam && m_RedTeamHomeCapturePoint == 0) { - nextPossibleCapturePoint["Red"] = i + 1; - } - if ((int)capturePointOwnedBy["Team"] == blueTeam && m_BlueTeamHomeCapturePoint == 0) { - nextPossibleCapturePoint["Blue"] = i + 1; - } - } - for (int i = m_NumberOfCapturePoints - 1; i >= 0; i--) - { - if (!m_CapturePointNumberToEntityMap[i].HasComponent("Team")) { - continue; - } - ComponentWrapper& capturePointOwnedBy = m_CapturePointNumberToEntityMap[i]["Team"]; - if ((int)capturePointOwnedBy["Team"] == redTeam && m_RedTeamHomeCapturePoint != 0) { - nextPossibleCapturePoint["Red"] = i - 1; - } - if ((int)capturePointOwnedBy["Team"] == blueTeam && m_BlueTeamHomeCapturePoint != 0) { - nextPossibleCapturePoint["Blue"] = i - 1; - } - } - - //reset timers and reset the bool that triggers this - if (m_ResetTimers) { - for (int i = 0; i < m_NumberOfCapturePoints; i++) - { - ComponentWrapper& capturePoint = m_CapturePointNumberToEntityMap[i]["CapturePoint"]; - if ((int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Red"] && - (int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Blue"]) { - capturePoint["CaptureTimer"] = 0.0; - } - } - m_ResetTimers = false; - } - - //colorize next possible capturepoint - if (nextPossibleCapturePoint["Red"] == capturePointNumber) { - capturePointEntity["Model"]["Color"] = glm::vec4(1, 1, 0, 0.3); - } - if (nextPossibleCapturePoint["Blue"] == capturePointNumber) { - capturePointEntity["Model"]["Color"] = glm::vec4(0, 1, 1, 0.3); - } - - //check how many players are standing inside and are healthy - for (size_t i = m_ETriggerTouchVector.size(); i > 0; i--) - { - auto triggerTouched = m_ETriggerTouchVector[i - 1]; - if (std::get<1>(triggerTouched) == capturePointEntity) { - //some player has touched this - lets figure out: what team, health - EntityWrapper player = std::get<0>(triggerTouched); - //check if its really a player that has triggered the touch - if (!player.HasComponent("Player")) { - //if a non-player has entered the capturePoint, just erase that event and continue - m_ETriggerTouchVector.erase(m_ETriggerTouchVector.begin() + i - 1); - continue; - } - bool hasHealthComponent = player.HasComponent("Health"); - if (hasHealthComponent) { - double currentHealth = player["Health"]["Health"]; - //check if player is dead - if ((int)currentHealth == 0) { - continue; + //Check if the HUD corresponds to the Capture Point Number + if (HUD_ID == (int)entityCP["CapturePoint"]["CapturePointNumber"]) { + ComponentWrapper& teamComponent = entityCP["Team"]; + if (!LoadCheck) { + redTeam = (int)teamComponent["Team"].Enum("Red"); + blueTeam = (int)teamComponent["Team"].Enum("Blue"); + spectatorTeam = (int)teamComponent["Team"].Enum("Spectator"); } + //Color hud with team color + auto capturePointTeam = (int)teamComponent["Team"]; + entityHUDparent["Sprite"]["Color"] = capturePointTeam == blueTeam ? glm::vec4(0, 0.2f, 1, 0.7) : capturePointTeam == redTeam ? glm::vec4(1, 0.2f, 0, 0.7) : glm::vec4(1, 1, 1, 0.3); + + //Progress is scaled with time + double currentCaptureTime = (double)entityCP["CapturePoint"]["CaptureTimer"]; + double progress = glm::abs(currentCaptureTime)/15.0; + int currentCapturingTeam = currentCaptureTime > 0 ? redTeam : currentCaptureTime < 0 ? blueTeam : spectatorTeam; + ((glm::vec3&)entityHUD["Transform"]["Orientation"]).z = currentCapturingTeam == redTeam ? glm::half_pi()+glm::pi() : glm::half_pi(); + glm::vec4 fillColor = currentCapturingTeam == redTeam ? glm::vec4(1, 0.2f, 0, 0.7) : glm::vec4(0, 0.2f, 1, 0.7); + entityHUD["Fill"]["Color"] = fillColor; + entityHUD["Fill"]["Percentage"] = progress; } - //check team - spectatorNumber = "no team" - int teamNumber = player["Team"]["Team"]; - if (teamNumber == redTeam) { - redTeamPlayersStandingInside++; - } else if (teamNumber == blueTeam) { - blueTeamPlayersStandingInside++; - } - continue; } } - //create data to be used in option B - //check so this is the next possible capture point for the take-over team and see if only one team is standing inside it - double timerDeltaChange = 0.0; - int currentTeam = 0; - bool canCapture = false; - if (redTeamPlayersStandingInside > 0 && blueTeamPlayersStandingInside == 0) { - timerDeltaChange = redTeamPlayersStandingInside*dt; - currentTeam = redTeam; - canCapture = nextPossibleCapturePoint["Red"] == capturePointNumber; - } - if (redTeamPlayersStandingInside == 0 && blueTeamPlayersStandingInside > 0) { - timerDeltaChange = -blueTeamPlayersStandingInside*dt; - currentTeam = blueTeam; - canCapture = nextPossibleCapturePoint["Blue"] == capturePointNumber; - } + //if (m_WinnerWasFound) { + // return; + //} + //const int capturePointNumber = cCapturePoint["CapturePointNumber"]; + //const bool hasTeamComponent = capturePointEntity.HasComponent("Team"); - if (redTeamPlayersStandingInside == 0 && blueTeamPlayersStandingInside == 0) { - //A.nobodys standing inside - //do nothing (?) - } else if (redTeamPlayersStandingInside > 0 && blueTeamPlayersStandingInside > 0) { - //C.both teams have players inside - //do nothing (?) - } else { - //B. at most one of the teams have players inside - //if capturePoint is not owned by the take-over team, just modify the CaptureTimer accordingly - if (ownedBy != currentTeam && canCapture) { - if (abs((double)cCapturePoint["CaptureTimer"]) < 0.001f) { - LOG_DEBUG("Point is being captured by team %i", currentTeam); //Remove when we tested sufficiently. - } - cCapturePoint["CaptureTimer"] = (double)cCapturePoint["CaptureTimer"] + timerDeltaChange; - } - //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 - if ((ownedBy == currentTeam && currentTeam == redTeam && (double)cCapturePoint["CaptureTimer"] < 0.0) || - (ownedBy == currentTeam && currentTeam == blueTeam && (double)cCapturePoint["CaptureTimer"] > 0.0)) { - cCapturePoint["CaptureTimer"] = (double)cCapturePoint["CaptureTimer"] + timerDeltaChange; - } - //check if captureTimer > m_CaptureTimeToTakeOver and if so change owner and publish the eCaptured event - if (abs((double)cCapturePoint["CaptureTimer"]) > abs(m_CaptureTimeToTakeOver) && canCapture) { - teamComponent["Team"] = currentTeam; - cCapturePoint["CaptureTimer"] = 0.0; - //publish Captured event - LOG_DEBUG("Point is captured by team %i!", currentTeam); //Remove when we tested sufficiently. - Events::Captured e; - e.CapturePointID = cCapturePoint.EntityID; - e.TeamNumberThatCapturedCapturePoint = currentTeam; - m_EventBroker->Publish(e); - //NextPossibleCapturePoint will be calculated in the next update... - } - } + ////if point doesnt have a teamComponent yet, add one. since: + ////what if capture point has no team -> we cant get/use the team enum from it... + //if (!hasTeamComponent) { + // m_World->AttachComponent(cCapturePoint.EntityID, "Team"); + // ComponentWrapper& teamComponent = capturePointEntity["Team"]; + // teamComponent["Team"] = (int)teamComponent["Team"].Enum("Spectator"); + //} + //ComponentWrapper& teamComponent = capturePointEntity["Team"]; + //const int redTeam = (int)teamComponent["Team"].Enum("Red"); + //const int blueTeam = (int)teamComponent["Team"].Enum("Blue"); + //const int spectatorTeam = (int)teamComponent["Team"].Enum("Spectator"); - //check for possible winCondition = check if the homebase is owned by the other team - bool checkForWinner = false; - if (capturePointNumber == m_RedTeamHomeCapturePoint && ownedBy != redTeam) - { - checkForWinner = true; - } - if (capturePointNumber == m_BlueTeamHomeCapturePoint && ownedBy != blueTeam) - { - checkForWinner = true; - } + //int homePointForTeam = (int)cCapturePoint["HomePointForTeam"]; + //if (m_NumberOfCapturePoints == 0 && capturePointNumber != 0 && (homePointForTeam == redTeam || homePointForTeam == blueTeam)) { + // m_NumberOfCapturePoints = capturePointNumber + 1;//ex 2 -> 0,1,2 = 3 + // if (homePointForTeam == redTeam) { + // m_RedTeamHomeCapturePoint = capturePointNumber; + // m_BlueTeamHomeCapturePoint = 0; + // } else { + // m_BlueTeamHomeCapturePoint = capturePointNumber; + // m_RedTeamHomeCapturePoint = 0; + // } + //} - if (checkForWinner && !m_WinnerWasFound) - { - //publish Win event - Events::Win e; - e.TeamThatWon = ownedBy; - m_EventBroker->Publish(e); - m_WinnerWasFound = true; - } + ////if we havent received all capturepoints yet, just return + //if (m_NumberOfCapturePoints == 0 || m_NumberOfCapturePoints != m_CapturePointNumberToEntityMap.size()) { + // m_CapturePointNumberToEntityMap.insert(std::make_pair(capturePointNumber, capturePointEntity)); + // return; + //} + + ////we have all capturepoints now - process stuff + //int ownedBy = teamComponent["Team"]; + //int redTeamPlayersStandingInside = 0; + //int blueTeamPlayersStandingInside = 0; + //if (capturePointEntity.HasComponent("Model")) { + // //Now sets team color to the capturepoint, or white if it is uncaptured. + // capturePointEntity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.2f, 1, 0.3) : ownedBy == redTeam ? glm::vec4(1, 0.2f, 0, 0.3) : glm::vec4(1, 1, 1, 0.3); + //} + + ////calculate next possible capturePoint for both teams + //std::map nextPossibleCapturePoint; + //nextPossibleCapturePoint["Red"] = -1; + //nextPossibleCapturePoint["Blue"] = -1; + //for (int i = 0; i < m_NumberOfCapturePoints; i++) + //{ + // if (!m_CapturePointNumberToEntityMap[i].HasComponent("Team")) { + // continue; + // } + // ComponentWrapper& capturePointOwnedBy = m_CapturePointNumberToEntityMap[i]["Team"]; + // if ((int)capturePointOwnedBy["Team"] == redTeam && m_RedTeamHomeCapturePoint == 0) { + // nextPossibleCapturePoint["Red"] = i + 1; + // } + // if ((int)capturePointOwnedBy["Team"] == blueTeam && m_BlueTeamHomeCapturePoint == 0) { + // nextPossibleCapturePoint["Blue"] = i + 1; + // } + //} + //for (int i = m_NumberOfCapturePoints - 1; i >= 0; i--) + //{ + // if (!m_CapturePointNumberToEntityMap[i].HasComponent("Team")) { + // continue; + // } + // ComponentWrapper& capturePointOwnedBy = m_CapturePointNumberToEntityMap[i]["Team"]; + // if ((int)capturePointOwnedBy["Team"] == redTeam && m_RedTeamHomeCapturePoint != 0) { + // nextPossibleCapturePoint["Red"] = i - 1; + // } + // if ((int)capturePointOwnedBy["Team"] == blueTeam && m_BlueTeamHomeCapturePoint != 0) { + // nextPossibleCapturePoint["Blue"] = i - 1; + // } + //} + + ////reset timers and reset the bool that triggers this + //if (m_ResetTimers) { + // for (int i = 0; i < m_NumberOfCapturePoints; i++) + // { + // ComponentWrapper& capturePoint = m_CapturePointNumberToEntityMap[i]["CapturePoint"]; + // if ((int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Red"] && + // (int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Blue"]) { + // capturePoint["CaptureTimer"] = 0.0; + // } + // } + // m_ResetTimers = false; + //} + + ////colorize next possible capturepoint + //if (nextPossibleCapturePoint["Red"] == capturePointNumber) { + // capturePointEntity["Model"]["Color"] = glm::vec4(1, 1, 0, 0.3); + //} + //if (nextPossibleCapturePoint["Blue"] == capturePointNumber) { + // capturePointEntity["Model"]["Color"] = glm::vec4(0, 1, 1, 0.3); + //} + + ////check how many players are standing inside and are healthy + //for (size_t i = m_ETriggerTouchVector.size(); i > 0; i--) + //{ + // auto triggerTouched = m_ETriggerTouchVector[i - 1]; + // if (std::get<1>(triggerTouched) == capturePointEntity) { + // //some player has touched this - lets figure out: what team, health + // EntityWrapper player = std::get<0>(triggerTouched); + // //check if its really a player that has triggered the touch + // if (!player.HasComponent("Player")) { + // //if a non-player has entered the capturePoint, just erase that event and continue + // m_ETriggerTouchVector.erase(m_ETriggerTouchVector.begin() + i - 1); + // continue; + // } + // bool hasHealthComponent = player.HasComponent("Health"); + // if (hasHealthComponent) { + // double currentHealth = player["Health"]["Health"]; + // //check if player is dead + // if ((int)currentHealth == 0) { + // continue; + // } + // } + // //check team - spectatorNumber = "no team" + // int teamNumber = player["Team"]["Team"]; + // if (teamNumber == redTeam) { + // redTeamPlayersStandingInside++; + // } else if (teamNumber == blueTeam) { + // blueTeamPlayersStandingInside++; + // } + // continue; + // } + //} + + ////create data to be used in option B + ////check so this is the next possible capture point for the take-over team and see if only one team is standing inside it + //double timerDeltaChange = 0.0; + //int currentTeam = 0; + //bool canCapture = false; + //if (redTeamPlayersStandingInside > 0 && blueTeamPlayersStandingInside == 0) { + // timerDeltaChange = redTeamPlayersStandingInside*dt; + // currentTeam = redTeam; + // canCapture = nextPossibleCapturePoint["Red"] == capturePointNumber; + //} + //if (redTeamPlayersStandingInside == 0 && blueTeamPlayersStandingInside > 0) { + // timerDeltaChange = -blueTeamPlayersStandingInside*dt; + // currentTeam = blueTeam; + // canCapture = nextPossibleCapturePoint["Blue"] == capturePointNumber; + //} + + //if (redTeamPlayersStandingInside == 0 && blueTeamPlayersStandingInside == 0) { + // //A.nobodys standing inside + // //do nothing (?) + //} else if (redTeamPlayersStandingInside > 0 && blueTeamPlayersStandingInside > 0) { + // //C.both teams have players inside + // //do nothing (?) + //} else { + // //B. at most one of the teams have players inside + // //if capturePoint is not owned by the take-over team, just modify the CaptureTimer accordingly + // if (ownedBy != currentTeam && canCapture) { + // if (abs((double)cCapturePoint["CaptureTimer"]) < 0.001f) { + // LOG_DEBUG("Point is being captured by team %i", currentTeam); //Remove when we tested sufficiently. + // } + // cCapturePoint["CaptureTimer"] = (double)cCapturePoint["CaptureTimer"] + timerDeltaChange; + // } + // //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 + // if ((ownedBy == currentTeam && currentTeam == redTeam && (double)cCapturePoint["CaptureTimer"] < 0.0) || + // (ownedBy == currentTeam && currentTeam == blueTeam && (double)cCapturePoint["CaptureTimer"] > 0.0)) { + // cCapturePoint["CaptureTimer"] = (double)cCapturePoint["CaptureTimer"] + timerDeltaChange; + // } + // //check if captureTimer > m_CaptureTimeToTakeOver and if so change owner and publish the eCaptured event + // if (abs((double)cCapturePoint["CaptureTimer"]) > abs(m_CaptureTimeToTakeOver) && canCapture) { + // teamComponent["Team"] = currentTeam; + // cCapturePoint["CaptureTimer"] = 0.0; + // //publish Captured event + // LOG_DEBUG("Point is captured by team %i!", currentTeam); //Remove when we tested sufficiently. + // Events::Captured e; + // e.CapturePointID = cCapturePoint.EntityID; + // e.TeamNumberThatCapturedCapturePoint = currentTeam; + // m_EventBroker->Publish(e); + // //NextPossibleCapturePoint will be calculated in the next update... + // } + //} + + ////check for possible winCondition = check if the homebase is owned by the other team + //bool checkForWinner = false; + //if (capturePointNumber == m_RedTeamHomeCapturePoint && ownedBy != redTeam) + //{ + // checkForWinner = true; + //} + //if (capturePointNumber == m_BlueTeamHomeCapturePoint && ownedBy != blueTeam) + //{ + // checkForWinner = true; + //} + + //if (checkForWinner && !m_WinnerWasFound) + //{ + // //publish Win event + // Events::Win e; + // e.TeamThatWon = ownedBy; + // m_EventBroker->Publish(e); + // m_WinnerWasFound = true; + //} } - -bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e) -{ - //personEntered = e.Entity, thingEntered = e.Trigger - m_ETriggerTouchVector.push_back(std::make_tuple(e.Entity, e.Trigger)); - return true; -} - -bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e) -{ - for (size_t i = 0; i < m_ETriggerTouchVector.size(); i++) - { - auto triggerTouched = m_ETriggerTouchVector[i]; - if (std::get<0>(triggerTouched) == e.Entity && std::get<1>(triggerTouched) == e.Trigger) { - m_ETriggerTouchVector.erase(m_ETriggerTouchVector.begin() + i); - break; - } - } - return true; -} -bool CapturePointSystem::OnCaptured(const Events::Captured& e) -{ - //reset the timers in the next update since a capture has changed the "nextCapturePoint" for 1-2 teams - m_ResetTimers = true; - return true; -} +// +//bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e) +//{ +// //personEntered = e.Entity, thingEntered = e.Trigger +// m_ETriggerTouchVector.push_back(std::make_tuple(e.Entity, e.Trigger)); +// return true; +//} +// +//bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e) +//{ +// for (size_t i = 0; i < m_ETriggerTouchVector.size(); i++) +// { +// auto triggerTouched = m_ETriggerTouchVector[i]; +// if (std::get<0>(triggerTouched) == e.Entity && std::get<1>(triggerTouched) == e.Trigger) { +// m_ETriggerTouchVector.erase(m_ETriggerTouchVector.begin() + i); +// break; +// } +// } +// return true; +//} +//bool CapturePointSystem::OnCaptured(const Events::Captured& e) +//{ +// //reset the timers in the next update since a capture has changed the "nextCapturePoint" for 1-2 teams +// m_ResetTimers = true; +// return true; +//}