Added component CapturePointGameMode that contains respawntime.
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@@ -13,8 +13,6 @@ public:
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PlayerSpawnSystem(SystemParams params);
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virtual void Update(double dt) override;
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static void SetRespawnTime(float respawnTime) { m_RespawnTime = respawnTime; };
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private:
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struct SpawnRequest
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@@ -31,8 +29,8 @@ private:
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//EntityWrapper ID -> Player ID.
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std::map<EntityID, int> m_PlayerIDs;
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static float m_RespawnTime;
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float m_Timer;
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float m_ForcedRespawnTime;
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bool m_DbgConfigForceRespawn;
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EventRelay<PlayerSpawnSystem, Events::InputCommand> m_OnInputCommand;
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bool OnInputCommand(Events::InputCommand& e);
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@@ -48,4 +48,5 @@
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<xs:include schemaLocation="Components/Button.xsd"/>
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<xs:include schemaLocation="Components/WeaponAttachment.xsd"/>
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<xs:include schemaLocation="Components/DefenderWeapon.xsd"/>
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<xs:include schemaLocation="Components/CapturePointGameMode.xsd"/>
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</xs:schema>
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@@ -0,0 +1,5 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<CapturePointGameMode xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="CapturePointGameMode.xsd">
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<RespawnTime>0.0</RespawnTime>
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<MaxRespawnTime>8.0</MaxRespawnTime>
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</CapturePointGameMode>
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@@ -0,0 +1,18 @@
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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="CapturePointGameMode">
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<xs:complexType>
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<xs:all>
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<xs:element name="RespawnTime" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>The time since the last respawn wave. Players will be spawned when this reaches MaxRespawnTime.</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="MaxRespawnTime" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>Players will be spawned when RespawnTime reaches this.</xs:documentation></xs:annotation>
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</xs:element>
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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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@@ -48,7 +48,6 @@ Game::Game(int argc, char* argv[])
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ResourceManager::UseThreading = m_Config->Get<bool>("Multithreading.ResourceLoading", true);
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DisableMemoryPool::Value = m_Config->Get<bool>("Debug.DisableMemoryPool", false);
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LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
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PlayerSpawnSystem::SetRespawnTime(m_Config->Get<float>("Debug.RespawnTime", 15.0f));
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// Create the core event broker
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m_EventBroker = new EventBroker();
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@@ -1,29 +1,40 @@
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#include "Systems/PlayerSpawnSystem.h"
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//This should be set by the config anyway.
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float PlayerSpawnSystem::m_RespawnTime = 15.0f;
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PlayerSpawnSystem::PlayerSpawnSystem(SystemParams params)
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: System(params)
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, m_Timer(0.f)
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, m_DbgConfigForceRespawn(false)
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{
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EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerSpawnSystem::OnInputCommand);
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EVENT_SUBSCRIBE_MEMBER(m_OnPlayerSpawnerd, &PlayerSpawnSystem::OnPlayerSpawned);
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EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerSpawnSystem::OnPlayerDeath);
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m_NetworkEnabled = ResourceManager::Load<ConfigFile>("Config.ini")->Get("Networking.StartNetwork", false);
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ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
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m_NetworkEnabled = config->Get("Networking.StartNetwork", false);
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m_ForcedRespawnTime = config->Get("Debug.RespawnTime", -1.0f);
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m_DbgConfigForceRespawn = m_ForcedRespawnTime > 0;
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}
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void PlayerSpawnSystem::Update(double dt)
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{
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//Increase timer.
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m_Timer += dt;
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if (m_Timer < m_RespawnTime) {
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return;
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// If there are no CapturePointGameMode components we will just spawn immediately.
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// Should be able to support older maps with this.
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// TODO: In the future we might want to return instead, to avoid spawning in the menu for instance.
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auto pool = m_World->GetComponents("CapturePointGameMode");
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if (pool != nullptr)
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{
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// Take the first CapturePointGameMode component found.
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ComponentWrapper& modeComponent = *pool->begin();
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// Increase timer.
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double& timer = (double&)modeComponent["RespawnTime"];
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timer += dt;
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double maxRespawnTime = m_DbgConfigForceRespawn ? m_ForcedRespawnTime : (double)modeComponent["MaxRespawnTime"];
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if (timer < maxRespawnTime) {
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return;
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}
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// If respawn time has passed, we spawn all players that have requested to be spawned.
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timer = 0;
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}
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//If respawn time has passed, we spawn all players that have requested to be spawned.
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m_Timer = 0.f;
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//If there are no spawn requests, return immediately, if we are client the SpawnRequests should always be empty.
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// If there are no spawn requests, return immediately, if we are client the SpawnRequests should always be empty.
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if (m_SpawnRequests.size() == 0) {
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return;
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}
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