HealthSystem tested and working. Also the 3 new PlayerEvents seems to work. TODO: a proper test in the testclass
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@@ -9,8 +9,8 @@ namespace Events
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struct PlayerDamage : Event
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{
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int DamageAmount;
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EntityID PlayerID;
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double DamageAmount;
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EntityID PlayerDamagedID;
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};
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}
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@@ -9,8 +9,9 @@ namespace Events
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struct PlayerHealthPickup : Event
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{
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int HealthAmount;
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double HealthAmount;
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EntityID HealthPickupID;
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EntityID playerHealedID;
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};
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}
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@@ -10,23 +10,27 @@
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#include "Core\EPlayerHealthPickup.h";
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#include "Core\EPlayerDeath.h";
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#include <tuple>
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#include <vector>
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class HealthSystem : public PureSystem
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{
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public:
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HealthSystem(EventBroker* eventBroker);
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virtual void UpdateComponent(World* world, ComponentWrapper& player, double dt) override;
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private:
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float m_Speed = 5;
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//updatecomponent
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virtual void UpdateComponent(World* world, ComponentWrapper& health, double dt) override;
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private:
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//create the methods which will take care of specific events
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EventRelay<HealthSystem, Events::PlayerDamage> m_EPlayerDamage;
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bool HealthSystem::OnPlayerDamaged(const Events::PlayerDamage& e);
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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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int playerDeltaHealth;
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//create the vector which will keep track of health changes
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std::vector<std::tuple<EntityID, double>> m_DeltaHealthVector;
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};
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#endif
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@@ -8,4 +8,5 @@
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<xs:include schemaLocation="Components/Player.xsd"/>
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<xs:include schemaLocation="Components/AABB.xsd"/>
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<xs:include schemaLocation="Components/Trigger.xsd"/>
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<xs:include schemaLocation="Components/Health.xsd"/>
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</xs:schema>
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@@ -0,0 +1,4 @@
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<c:Health>
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<Health>100</Health>
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<MaxHealth>100</MaxHealth>
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</c:Health>
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@@ -0,0 +1,14 @@
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<?xml version="1.0"?>
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<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
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<xs:import schemaLocation="../Types.xsd" namespace="types"/>
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<xs:element name="Health">
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<xs:complexType>
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<xs:all>
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<xs:element name="Health" type="t:double" minOccurs="0"/>
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<xs:element name="MaxHealth" type="t:double" minOccurs="0"/>
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</xs:all>
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</xs:complexType>
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</xs:element>
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</xs:schema>
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@@ -15,6 +15,7 @@
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<xs:element ref="c:Test" minOccurs="0"/>
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<xs:element ref="c:RaptorCopter" minOccurs="0"/>
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<xs:element ref="c:Player" minOccurs="0"/>
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<xs:element ref="c:Health" minOccurs="0"/>
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</xs:all>
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</xs:complexType>
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</xs:element>
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+21
-2
@@ -28,7 +28,7 @@ Game::Game(int argc, char* argv[])
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0,
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m_Config->Get<int>("Video.Width", 1280),
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m_Config->Get<int>("Video.Height", 720)
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));
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));
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m_Renderer->Initialize();
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m_Renderer->Camera()->SetFOV(glm::radians(m_Config->Get<float>("Video.FOV", 90.f)));
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@@ -60,7 +60,26 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<TriggerSystem>();
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m_SystemPipeline->AddSystem<HealthSystem>();
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// Invoke network
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//TEMP TEST DEL LATER
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//skapar entityn som har komponenterna transf,model,player,health i sig. dvs är en spelare
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EntityID playerID = m_World->CreateEntity();
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ComponentWrapper transform = m_World->AttachComponent(playerID, "Transform");
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ComponentWrapper model = m_World->AttachComponent(playerID, "Model");
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model["Resource"] = "Models/Core/UnitSphere.obj";
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ComponentWrapper player = m_World->AttachComponent(playerID, "Player");
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ComponentWrapper health = m_World->AttachComponent(playerID, "Health");
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Events::PlayerDamage e;
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e.DamageAmount = 50.0f;
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e.PlayerDamagedID = 9;
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m_EventBroker->Publish(e);
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Events::PlayerHealthPickup e2;
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e2.HealthAmount = 40.0f;
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e2.playerHealedID = 9;
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m_EventBroker->Publish(e2);
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//END TEST
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// Invoke network
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if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
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//boost::thread workerThread(&Game::networkFunction, this);
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networkFunction();
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+31
-15
@@ -1,4 +1,5 @@
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#include "HealthSystem.h"
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#include <algorithm>
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HealthSystem::HealthSystem(EventBroker* eventBroker)
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: PureSystem(eventBroker, "Health")
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@@ -6,33 +7,48 @@ HealthSystem::HealthSystem(EventBroker* eventBroker)
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//subscribe/listenTo playerdamage,healthpickup events with the eventbroker
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &HealthSystem::OnPlayerDamaged);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerHealthPickup, &HealthSystem::OnPlayerHealthPickup);
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playerDeltaHealth = 0;
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}
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void HealthSystem::UpdateComponent(World * world, ComponentWrapper & player, double dt)
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void HealthSystem::UpdateComponent(World * world, ComponentWrapper & health, double dt)
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{
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//Health is only affected by pickup/shoot events
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player["Health"] += playerDeltaHealth;
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playerDeltaHealth = 0;
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if (player["Health"] < 0) {
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//sendout/publish death event
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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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ComponentWrapper player = world->GetComponent(health.EntityID, "Player");
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double currentHealth = (double) world->GetComponent(health.EntityID, "Health")["Health"];
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double maxHealth = (double)world->GetComponent(health.EntityID, "Health")["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 (std::get<0>(deltaHP) == player.EntityID) {
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//re-read currentHealth for each iteration
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currentHealth = (double)world->GetComponent(health.EntityID, "Health")["Health"];
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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(currentHealth + (double)std::get<1>(deltaHP), maxHealth);
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health.SetProperty("Health", newHealth);
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m_DeltaHealthVector.erase(m_DeltaHealthVector.begin()+i-1);
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}
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}
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currentHealth = (double)world->GetComponent(health.EntityID, "Health")["Health"];
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if (currentHealth < 0.0f) {
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//publish death event
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Events::PlayerDeath e;
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e.PlayerID = player.EntityID;
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m_EventBroker->Publish(e);
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}
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}
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bool HealthSystem::OnPlayerDamaged(const Events::PlayerDamage& e)
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{
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//vem skadades?
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//antagligen spelaren själv
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//såna här events skickas av network te spelare som kan lyssna på / kolla på de och tar hand om sina egna +-hp endast
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//just add that damage to a variable, which will later be taken care of by UpdateComponent
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playerDeltaHealth -= e.DamageAmount;
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//ev skicka ut playerdeath event
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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.PlayerDamagedID, -e.DamageAmount));
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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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{
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//vem tog upp hp?
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playerDeltaHealth += e.HealthAmount;
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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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return true;
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}
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