Modified HealthSystem so it actually publishes the DeathEvent. Modified EPlayerHealthPickup. Fixed 2 tests. Started work on PlayerDeathSystem
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@@ -11,38 +11,6 @@ HealthSystem::HealthSystem(World* m_World, EventBroker* eventBroker)
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void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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{
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//if entityID of health is 9 then the players ID is also 9 (player,health are connected to the same entity)
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double maxHealth = (double)component["MaxHealth"];
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//process the DeltaHealthVector and change the entitys health accordingly
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for (size_t i = m_DeltaHealthVector.size(); i > 0; i--)
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{
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auto deltaHP = m_DeltaHealthVector[i - 1];
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//if we have a healthchange for the current player and health is greater than 0, then apply it
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if (std::get<0>(deltaHP) == component.EntityID && (double)component["Health"] > 0.0f) {
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//get the deltaHP value from the tuple and make sure you dont get more than maxHealth
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double newHealth = std::min((double)component["Health"] + (double)std::get<1>(deltaHP), maxHealth);
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component["Health"] = newHealth;
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m_DeltaHealthVector.erase(m_DeltaHealthVector.begin() + i - 1);
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//check if health is <= 0
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if ((double)component["Health"] <= 0.0f) {
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component["Health"] = 0.0;
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//publish death event
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Events::PlayerDeath e;
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e.PlayerID = component.EntityID;
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m_EventBroker->Publish(e);
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//clear the remaining hpDeltas for the dead player
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for (size_t j = m_DeltaHealthVector.size(); j > 0; j--)
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{
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if (std::get<0>(m_DeltaHealthVector[j - 1]) == component.EntityID)
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m_DeltaHealthVector.erase(m_DeltaHealthVector.begin() + j - 1);
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}
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//delete the player and break the loop
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m_World->DeleteEntity(entity.ID);
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break;
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}
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}
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}
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}
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bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
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@@ -52,16 +20,23 @@ bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
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health -= e.Damage;
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if (health <= 0.0) {
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Events::PlayerDeath ePlayerDeath;
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ePlayerDeath.PlayerID = e.Player.ID;
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m_EventBroker->Publish(ePlayerDeath);
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m_World->DeleteEntity(e.Player.ID);
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}
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return true;
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}
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bool HealthSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup& e)
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bool HealthSystem::OnPlayerHealthPickup(Events::PlayerHealthPickup& e)
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{
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//save the changed HP to a vector. it will be taken care of in UpdateComponent
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m_DeltaHealthVector.push_back(std::make_tuple(e.PlayerHealedID, e.HealthAmount));
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ComponentWrapper cHealth = e.Player["Health"];
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double& health = cHealth["Health"];
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//NOTE: its possible to get more than MaxHealth health
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health += e.HealthAmount;
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return true;
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}
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@@ -0,0 +1,116 @@
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#include "Systems/PlayerDeathSystem.h"
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PlayerDeathSystem::PlayerDeathSystem(World* m_World, EventBroker* eventBroker)
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: System(m_World, eventBroker)
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{
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EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerDeathSystem::OnInputCommand);
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EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerDeathSystem::OnPlayerDeath);
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m_NetworkEnabled = ResourceManager::Load<ConfigFile>("Config.ini")->Get("Networking.StartNetwork", false);
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}
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void PlayerDeathSystem::Update(double dt)
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{
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auto playerSpawns = m_World->GetComponents("PlayerSpawn");
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if (playerSpawns == nullptr) {
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return;
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}
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for (auto& req : m_SpawnRequests) {
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for (auto& cPlayerSpawn : *playerSpawns) {
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EntityWrapper spawner(m_World, cPlayerSpawn.EntityID);
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if (!spawner.HasComponent("Spawner")) {
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continue;
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}
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// If the spawner has a team affiliation, check it
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if (spawner.HasComponent("Team")) {
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if ((int)spawner["Team"]["Team"] != req.Team) {
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continue;
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}
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}
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// Spawn the player!
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EntityWrapper player = SpawnerSystem::Spawn(spawner);
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// Set the player team affiliation
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player["Team"]["Team"] = req.Team;
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// Publish a PlayerSpawned event
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Events::PlayerSpawned e;
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e.PlayerID = req.PlayerID;
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e.Player = player;
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e.Spawner = spawner;
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m_EventBroker->Publish(e);
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}
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}
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m_SpawnRequests.clear();
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}
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bool PlayerDeathSystem::OnInputCommand(const Events::InputCommand& e)
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{
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//testing: Jump -> playerdamage
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if (e.Command != "Jump") {
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return false;
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}
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// 0 = released
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if (e.Value != 0) {
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return false;
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}
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auto players = m_World->GetComponents("Player");
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for (auto& cPlayer : *players) {
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EntityWrapper player(m_World, cPlayer.EntityID);
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Events::PlayerDamage e;
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e.Player = player;
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e.Damage = 50;
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m_EventBroker->Publish(e);
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}
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return true;
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}
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bool PlayerDeathSystem::OnPlayerDeath(Events::PlayerDeath& e)
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{
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//// When a player is actually spawned (since the actual spawning is handled on the server)
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//// Check if a player already exists
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//if (m_PlayerEntities.count(e.PlayerID) != 0) {
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// // TODO: Disallow infinite respawning here
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// m_World->DeleteEntity(m_PlayerEntities[e.PlayerID].ID);
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//}
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//// Store the player for future reference
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//m_PlayerEntities[e.PlayerID] = e.Player;
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//// Set the camera to the correct entity
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//EntityWrapper cameraEntity = e.Player.FirstChildByName("Camera");
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//if (cameraEntity.Valid()) {
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// Events::SetCamera e;
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// e.CameraEntity = cameraEntity;
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// m_EventBroker->Publish(e);
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//}
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//// HACK: Set the player model color to team color
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//EntityWrapper playerModel = e.Player.FirstChildByName("PlayerModel");
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//if (playerModel.Valid() && e.Player.HasComponent("Team")) {
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// ComponentWrapper cTeam = e.Player["Team"];
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// ComponentWrapper cModel = playerModel["Model"];
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// if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Red")) {
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// cModel["Color"] = glm::vec3(1.f, 0.f, 0.f);
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// } else if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Blue")) {
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// cModel["Color"] = glm::vec3(0.f, 0.25f, 1.f);
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// }
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//}
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//// TODO: Set the player name to whatever
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//EntityWrapper playerName = e.Player.FirstChildByName("PlayerName");
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//if (playerName.Valid()) {
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// playerName["Text"]["Content"] = e.PlayerName;
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//}
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return true;
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}
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