Modified HealthSystem so it actually publishes the DeathEvent. Modified EPlayerHealthPickup. Fixed 2 tests. Started work on PlayerDeathSystem
This commit is contained in:
@@ -9,6 +9,7 @@ namespace Events
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struct PlayerDamage : Event
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struct PlayerDamage : Event
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{
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{
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//NOTE: this struct is missing information on what the damageSource is
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EntityWrapper Player;
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EntityWrapper Player;
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double Damage;
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double Damage;
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};
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};
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@@ -2,15 +2,15 @@
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#define EPlayerHealthPickup_h__
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#define EPlayerHealthPickup_h__
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#include "EventBroker.h"
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#include "EventBroker.h"
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#include "../Core/Entity.h"
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#include "../Core/EntityWrapper.h"
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namespace Events
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namespace Events
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{
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{
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struct PlayerHealthPickup : Event
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struct PlayerHealthPickup : Event
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{
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{
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EntityWrapper Player;
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double HealthAmount;
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double HealthAmount;
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EntityID PlayerHealedID;
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};
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};
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}
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}
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@@ -26,7 +26,7 @@ private:
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EventRelay<HealthSystem, Events::PlayerDamage> m_EPlayerDamage;
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EventRelay<HealthSystem, Events::PlayerDamage> m_EPlayerDamage;
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bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e);
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bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e);
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EventRelay<HealthSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
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EventRelay<HealthSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
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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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//vector which will keep track of health changes
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//vector which will keep track of health changes
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std::vector<std::tuple<EntityID, double>> m_DeltaHealthVector;
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std::vector<std::tuple<EntityID, double>> m_DeltaHealthVector;
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@@ -0,0 +1,39 @@
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#ifndef PlayerDeathSystem_h__
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#define PlayerDeathSystem_h__
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#include "Core/System.h"
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#include "Input/EInputCommand.h"
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#include "Systems/SpawnerSystem.h"
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#include "Events/ESpawnerSpawn.h"
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#include "Core/EPlayerSpawned.h"
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#include "Rendering/ESetCamera.h"
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#include "Core/ConfigFile.h"
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#include "Core/EPlayerDeath.h"
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//tests
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#include "Core/EPlayerDamage.h"
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class PlayerDeathSystem : public ImpureSystem
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{
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public:
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PlayerDeathSystem(World* world, EventBroker* eventBroker);
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virtual void Update(double dt) override;
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private:
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struct SpawnRequest
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{
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int PlayerID;
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ComponentInfo::EnumType Team;
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};
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bool m_NetworkEnabled = false;
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std::vector<SpawnRequest> m_SpawnRequests;
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std::map<int, EntityWrapper> m_PlayerEntities;
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EventRelay<PlayerDeathSystem, Events::InputCommand> m_OnInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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EventRelay<PlayerDeathSystem, Events::PlayerDeath> m_OnPlayerDeath;
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bool OnPlayerDeath(Events::PlayerDeath& e);
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};
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#endif
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@@ -139,7 +139,7 @@
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</Team>
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</Team>
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</c:Team>
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</c:Team>
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<c:Transform>
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<c:Transform>
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<Position X="57.7363472" Y="1.18853188" Z="79.5"/>
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<Position X="57.7363472" Y="2.38900018" Z="79.5"/>
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</c:Transform>
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</c:Transform>
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</Components>
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</Components>
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<Children>
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<Children>
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@@ -201,7 +201,7 @@
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</Team>
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</Team>
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</c:Team>
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</c:Team>
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<c:Transform>
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<c:Transform>
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<Position X="-60.2567062" Y="1.60000002" Z="-78.1000061"/>
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<Position X="-60.2567062" Y="3.4000001" Z="-78.1000061"/>
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</c:Transform>
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</c:Transform>
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</Components>
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</Components>
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<Children>
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<Children>
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@@ -7,6 +7,7 @@
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#include "Systems/PlayerMovementSystem.h"
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#include "Systems/PlayerMovementSystem.h"
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#include "Systems/SpawnerSystem.h"
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#include "Systems/SpawnerSystem.h"
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#include "Systems/PlayerSpawnSystem.h"
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#include "Systems/PlayerSpawnSystem.h"
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#include "Systems/PlayerDeathSystem.h"
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#include "Core/EntityFileWriter.h"
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#include "Core/EntityFileWriter.h"
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#include "Game/Systems/CapturePointSystem.h"
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#include "Game/Systems/CapturePointSystem.h"
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#include "Game/Systems/WeaponSystem.h"
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#include "Game/Systems/WeaponSystem.h"
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@@ -86,6 +87,7 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<InterpolationSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<InterpolationSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerDeathSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer);
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m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer);
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m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
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// Populate Octree with collidables
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// Populate Octree with collidables
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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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void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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{
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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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}
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bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
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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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health -= e.Damage;
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if (health <= 0.0) {
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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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m_World->DeleteEntity(e.Player.ID);
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}
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}
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return true;
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return true;
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}
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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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{
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//save the changed HP to a vector. it will be taken care of in UpdateComponent
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ComponentWrapper cHealth = e.Player["Health"];
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m_DeltaHealthVector.push_back(std::make_tuple(e.PlayerHealedID, e.HealthAmount));
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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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return true;
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}
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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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@@ -29,7 +29,7 @@ void RayTest(std::string fileName) {
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Ray ray(glm::vec3(-50, 0, 0), glm::vec3(1, 0, 0));
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Ray ray(glm::vec3(-50, 0, 0), glm::vec3(1, 0, 0));
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//using a
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//using a
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here, else we have to init the renderingsystem
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//here, else we have to init the renderingsystem
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ResourceManager::RegisterType<RawModel>("RawModel");
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ResourceManager::RegisterType<RawModel>("RawModel");
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auto unitBox = ResourceManager::Load<RawModel>(fileName);
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auto unitBox = ResourceManager::Load<RawModel>(fileName);
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BOOST_REQUIRE(unitBox != nullptr);
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BOOST_REQUIRE(unitBox != nullptr);
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@@ -69,8 +69,8 @@ GameHealthSystemTest::GameHealthSystemTest()
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m_EventBroker->Publish(e3);
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m_EventBroker->Publish(e3);
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//damage player with 50
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//damage player with 50
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Events::PlayerDamage e;
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Events::PlayerDamage e;
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e.DamageAmount = 50.0f;
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e.Damage = 50.0f;
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e.PlayerDamagedID = healthsID;
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// e.PlayerDamagedID = healthsID;
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m_EventBroker->Publish(e);
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m_EventBroker->Publish(e);
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//heal some other player with 40
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//heal some other player with 40
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Events::PlayerHealthPickup e2;
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Events::PlayerHealthPickup e2;
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