Merge branch 'TeamPickCamera' of github.com:teamfisk/TacticalZ into TeamPickCamera

This commit is contained in:
William Moberg
2016-03-08 19:24:55 +01:00
9 changed files with 4377 additions and 4013 deletions
-7
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@@ -138,20 +138,13 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<AmmoPickupSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<TextFieldReader>(updateOrderLevel);
m_SystemPipeline->AddSystem<AbilityCooldownHUDSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CapturePointArrowHUDSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<AmmoPickupSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<TextFieldReader>(updateOrderLevel);
m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<BoostSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<ButtonSystem>(updateOrderLevel, m_Renderer);
m_SystemPipeline->AddSystem<MainMenuSystem>(updateOrderLevel, m_Renderer);
+5 -4
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@@ -96,6 +96,7 @@ bool AmmoPickupSystem::OnAmmoPickup(Events::AmmoPickup & e)
}
currentAmmo = std::min(currentAmmo + e.AmmoGain, maxWeaponAmmo);
return false;
}
@@ -114,8 +115,11 @@ bool AmmoPickupSystem::OnTriggerLeave(Events::TriggerLeave& e) {
}
void AmmoPickupSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger) {
//trigger should be valid but if it isnt we just return (to avoid crash)
if (!trigger.Valid()) {
return;
}
int maxWeaponAmmo = (int)player["AssaultWeapon"]["MaxAmmo"];
int& currentAmmo = (int)player["AssaultWeapon"]["Ammo"];
int ammoGiven = 0.01*(double)trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo;
Events::AmmoPickup ePlayerAmmoPickup;
@@ -123,9 +127,6 @@ void AmmoPickupSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger) {
ePlayerAmmoPickup.Player = player;
m_EventBroker->Publish(ePlayerAmmoPickup);
//immediately give the player the ammo (on server)
currentAmmo = std::min(currentAmmo + ammoGiven, maxWeaponAmmo);
//copy position, ammogain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
//we need to copy all values since each value can be different for each ammoPickup
m_ETriggerTouchVector.push_back({ (glm::vec3)trigger["Transform"]["Position"], trigger["AmmoPickup"]["AmmoGain"],
+12
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@@ -69,6 +69,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
int ownedBy = teamComponent["Team"];
int redTeamPlayersStandingInside = 0;
int blueTeamPlayersStandingInside = 0;
//note: old color system
if (capturePointEntity.HasComponent("Model")) {
//Now sets team color to the capturepoint, or white if it is uncaptured.
capturePointEntity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.0f, 1, 0.3) : ownedBy == redTeam ? glm::vec4(1, 0.0f, 0, 0.3) : glm::vec4(1, 1, 1, 0.3);
@@ -102,7 +103,18 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
nextPossibleCapturePoint["Blue"] = i - 1;
}
}
if (m_RecentlyCapturedNeedNextCapturePointNow) {
//change what model is displaying (change all in case 2 capturepoints has been captured on the same frame)
for (int i = 0; i < m_NumberOfCapturePoints; i++) {
auto owner = (int)m_CapturePointNumberToEntityMap[i]["Team"]["Team"];
if (m_CapturePointNumberToEntityMap[i].FirstChildByName("Red").ID != EntityID_Invalid) {
(bool&)m_CapturePointNumberToEntityMap[i].FirstChildByName("Red")["Model"]["Visible"] = owner == redTeam ? true : false;
(bool&)m_CapturePointNumberToEntityMap[i].FirstChildByName("Blue")["Model"]["Visible"] = owner == blueTeam ? true : false;
(bool&)m_CapturePointNumberToEntityMap[i].FirstChildByName("Spectator")["Model"]["Visible"] = owner == spectatorTeam ? true : false;
}
}
//save the next cap points and publish the captured event
m_CapturedEvent.BlueTeamNextCapturePoint = m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Blue"]];
m_CapturedEvent.RedTeamNextCapturePoint = m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Red"]];
m_EventBroker->Publish(m_CapturedEvent);
+4
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@@ -83,6 +83,10 @@ bool PickupSpawnSystem::OnTriggerLeave(Events::TriggerLeave& e)
}
void PickupSpawnSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger)
{
//trigger should be valid but if it isnt we just return (to avoid crash)
if (!trigger.Valid()) {
return;
}
double healthGiven = 0.01*(double)trigger["HealthPickup"]["HealthGain"] * (double)player["Health"]["MaxHealth"];
//only the server will increase the players hp and set it in the next delta