1 Component added: CapturePoint

1 System added: CapturePointSystem
1 Test added: CapturePointTest
added 1 variable in PlayerComponent (TeamNumber)
added 2 variables in CapturePoint (CaptureTimer,OwnedBy)
CapturePointSystem is now handling 2 events: OnTriggerTouch,OnTriggerLeave
Added the CapturePointSystem to Game.cpp
This commit is contained in:
verysecrethero
2016-01-12 16:35:55 +01:00
parent 147b116f20
commit 59be714fdc
11 changed files with 325 additions and 1 deletions
+35
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@@ -0,0 +1,35 @@
#ifndef CapturePointSystem_h__
#define CapturePointSystem_h__
#include <GLFW/glfw3.h>
#include <glm/common.hpp>
#include "Common.h"
#include "Core/System.h"
#include "Engine/Collision/ETrigger.h"
#include <tuple>
#include <vector>
class CapturePointSystem : public PureSystem
{
public:
//TODO: on new map, destroy all info in the vectors
CapturePointSystem(EventBroker* eventBroker);
//updatecomponent
virtual void UpdateComponent(World* world, ComponentWrapper& capturePoint, double dt) override;
private:
//methods which will take care of specific events
EventRelay<CapturePointSystem, Events::TriggerTouch> m_ETriggerTouch;
bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e);
EventRelay<CapturePointSystem, Events::TriggerLeave> m_ETriggerLeave;
bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e);
//vectors which will keep track of enter/leave changes
std::vector<std::tuple<EntityID, EntityID>> m_ETriggerTouchVector;
std::vector<std::tuple<EntityID, EntityID>> m_ETriggerLeaveVector;
};
#endif
+1 -1
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@@ -11,5 +11,5 @@
<xs:include schemaLocation="Components/Health.xsd"/>
<xs:include schemaLocation="Components/PrimaryItem.xsd"/>
<xs:include schemaLocation="Components/SecondaryItem.xsd"/>
<xs:include schemaLocation="Components/CapturePoint.xsd"/>
</xs:schema>
@@ -0,0 +1,4 @@
<c:CapturePoint>
<CaptureTimer>0</CaptureTimer>
<OwnedBy>0</OwnedBy>
</c:CapturePoint>
@@ -0,0 +1,17 @@
<?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="CapturePoint">
<xs:annotation>
<xs:documentation>A Capture Point</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="CaptureTimer" type="t:double" minOccurs="0"/>
<xs:element name="OwnedBy" type="t:int" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
+1
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@@ -1,4 +1,5 @@
<c:Player>
<TeamNumber>0</TeamNumber>
<EquippedItem>0</EquippedItem>
<Velocity X="0" Y="0" Z="0"/>
<Forward>false</Forward>
+1
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@@ -15,6 +15,7 @@
<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:element name="TeamNumber" type="t:int" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
+1
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@@ -18,6 +18,7 @@
<xs:element ref="c:Health" minOccurs="0"/>
<xs:element ref="c:PrimaryItem" minOccurs="0"/>
<xs:element ref="c:SecondaryItem" minOccurs="0"/>
<xs:element ref="c:CapturePoint" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
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@@ -0,0 +1,91 @@
#include "CapturePointSystem.h"
#include <algorithm>
CapturePointSystem::CapturePointSystem(EventBroker* eventBroker)
: PureSystem(eventBroker, "CapturePoint")
{
//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &CapturePointSystem::OnTriggerTouch);
EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &CapturePointSystem::OnTriggerLeave);
}
//here all capturepoints will update their component
void CapturePointSystem::UpdateComponent(World *world, ComponentWrapper &capturePoint, double dt)
{
//NOTE: needs to run each frame, since we're possibly increasing the captureTimer for the capturePoint by dt
int firstTeamPlayersStandingInside = 0;
int secondTeamPlayersStandingInside = 0;
for (size_t i = 0; i < m_ETriggerTouchVector.size(); i++)
{
auto triggerTouched = m_ETriggerTouchVector[i];
if (std::get<1>(triggerTouched) == capturePoint.EntityID) {
//some player has touched this - lets figure out: what team, health
EntityID playerID = std::get<0>(triggerTouched);
bool hasHealthComponent = world->HasComponent(playerID, "Health");
if (!hasHealthComponent)
continue;
double currentHealth = world->GetComponent(playerID, "Health")["Health"];
//check if player is dead
if ((int)currentHealth == 0)
continue;
//check team - 0 = no team
int teamNumber = (int)world->GetComponent(playerID, "Player")["TeamNumber"];
if (teamNumber == 1)
firstTeamPlayersStandingInside++;
if (teamNumber == 2)
secondTeamPlayersStandingInside++;
continue;
}
}
int ownedBy = capturePoint["OwnedBy"];
double captureTimer = capturePoint["CaptureTimer"];
//A.nobodys standing inside
if (firstTeamPlayersStandingInside == 0 && secondTeamPlayersStandingInside == 0) {
//do nothing (?)
}
//B.first team has players but second none
if (firstTeamPlayersStandingInside > 0 && secondTeamPlayersStandingInside == 0) {
if (ownedBy == 2 || ownedBy == 0)
capturePoint["CaptureTimer"] = (double)capturePoint["CaptureTimer"] + dt;
//check if captureTimer > 5 and if so change owner
if ((double)capturePoint["CaptureTimer"] > 5.0) {
capturePoint["OwnedBy"] = 1;
capturePoint["CaptureTimer"] = 0;
}
}
//C.second team has players but second none
if (firstTeamPlayersStandingInside == 0 && secondTeamPlayersStandingInside > 0) {
}
//D.both teams have players inside
if (firstTeamPlayersStandingInside > 0 && secondTeamPlayersStandingInside > 0) {
}
}
bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e)
{
//auto personEntered = e.Entity;
//auto 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;
}
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@@ -3,6 +3,7 @@
#include "Collision/CollisionSystem.h"
#include "Game/HealthSystem.h"
#include "Core/EntityFileWriter.h"
#include "Game/CapturePointSystem.h"
Game::Game(int argc, char* argv[])
{
@@ -70,6 +71,7 @@ Game::Game(int argc, char* argv[])
++updateOrderLevel;
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
// Invoke network
if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
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#include <boost/test/unit_test.hpp>
using boost::unit_test_framework::test_suite;
using boost::unit_test_framework::test_case;
#include "CapturePointTest.h"
#include "Game/HealthSystem.h"
#include "Collision/TriggerSystem.h"
#include "Collision/CollisionSystem.h"
#include "Core/EntityFileWriter.h"
#include "Game/CapturePointSystem.h"
BOOST_AUTO_TEST_SUITE(ShootEventTestSuite)
//dont use the same name as the classname in test cases...
BOOST_AUTO_TEST_CASE(CapturePointTest1)
{
//Test firing primary weapon
CapturePointTest game(1);
//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()
CapturePointTest::CapturePointTest(int runTestNumber)
{
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
ResourceManager::RegisterType<EntityFile>("EntityFile");
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
std::string mapToLoad = m_Config->Get<std::string>("Debug.LoadMap", "");
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();
// Create system pipeline
m_SystemPipeline = new SystemPipeline(m_EventBroker);
m_SystemPipeline->AddSystem<PlayerSystem>(0);
m_SystemPipeline->AddSystem<HealthSystem>(0);
m_SystemPipeline->AddSystem<CollisionSystem>(1);
m_SystemPipeline->AddSystem<TriggerSystem>(1);
m_SystemPipeline->AddSystem<CapturePointSystem>(1);
if (!mapToLoad.empty()) {
auto file = ResourceManager::Load<EntityFile>(mapToLoad);
EntityFilePreprocessor fpp(file);
fpp.RegisterComponents(m_World);
EntityFileParser fp(file);
fp.MergeEntities(m_World);
}
//The Test
//create entity which has transform,player,model,health in it. i.e. is a player
EntityID playerID = m_World->CreateEntity();
m_PlayerID = playerID;
ComponentWrapper& player = m_World->AttachComponent(playerID, "Player");
ComponentWrapper health = m_World->AttachComponent(playerID, "Health");
player["TeamNumber"] = 1;
EntityID playerID2 = m_World->CreateEntity();
ComponentWrapper& player2 = m_World->AttachComponent(playerID2, "Player");
m_PlayerID2 = playerID2;
ComponentWrapper health2 = m_World->AttachComponent(playerID2, "Health");
player2["TeamNumber"] = 2;
EntityID capturePointID = m_World->CreateEntity();
ComponentWrapper& capPointComp = m_World->AttachComponent(capturePointID, "CapturePoint");
m_CapturePointID = capturePointID;
m_RunTestNumber = runTestNumber;
//add some touch/leave events
Events::TriggerTouch eTriggerTouched;
eTriggerTouched.Entity = m_PlayerID;
eTriggerTouched.Trigger = m_CapturePointID;
m_EventBroker->Publish(eTriggerTouched);
Events::TriggerTouch eTriggerTouched2;
eTriggerTouched2.Entity = m_PlayerID2;
eTriggerTouched2.Trigger = m_CapturePointID;
m_EventBroker->Publish(eTriggerTouched2);
Events::TriggerLeave eTriggerLeft;
eTriggerLeft.Entity = m_PlayerID;
eTriggerLeft.Trigger = m_CapturePointID;
m_EventBroker->Publish(eTriggerLeft);
Events::TriggerTouch eTriggerTouched3;
eTriggerTouched3.Entity = m_PlayerID;
eTriggerTouched3.Trigger = m_CapturePointID;
m_EventBroker->Publish(eTriggerTouched3);
}
CapturePointTest::~CapturePointTest()
{
delete m_SystemPipeline;
delete m_World;
delete m_EventBroker;
}
void CapturePointTest::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();
}
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@@ -0,0 +1,42 @@
#ifndef CapturePointTest_h__
#define CapturePointTest_h__
#include "Core/ResourceManager.h"
#include "Core/ConfigFile.h"
#include "Core/EventBroker.h"
#include "Core/World.h"
#include "Input/InputProxy.h"
#include "Input/KeyboardInputHandler.h"
#include "Input/MouseInputHandler.h"
#include "Core/EKeyDown.h"
#include "Core/EntityFile.h"
#include "Core/SystemPipeline.h"
#include "PlayerSystem.h"
#include "Core/EntityFilePreprocessor.h"
#include "Core/EntityFileParser.h"
#include "Core/EntityFileWriter.h"
#include "Engine/Collision/ETrigger.h"
class CapturePointTest
{
public:
CapturePointTest(int runTestNumber);
~CapturePointTest();
void Tick();
bool TestSucceeded = false;
private:
double m_LastTime;
ConfigFile* m_Config = nullptr;
EventBroker* m_EventBroker;
World* m_World;
SystemPipeline* m_SystemPipeline;
int m_PlayerID, m_PlayerID2, m_CapturePointID;
int m_RunTestNumber;
};
#endif