Merge remote-tracking branch 'origin/master' into Sound
# Conflicts: # README.md # resources/Schema/Components.xsd # resources/Schema/Types/Entity.xsd
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@@ -19,6 +19,7 @@ file(GLOB SOURCE_FILES
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set(SOURCE_FILES
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${SOURCE_FILES}
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"Game.cpp"
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"HealthSystem.cpp"
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"PlayerSystem.cpp"
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)
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+21
-8
@@ -1,6 +1,8 @@
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#include "Game.h"
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#include "Collision/TriggerSystem.h"
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#include "Collision/CollisionSystem.h"
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#include "Game/HealthSystem.h"
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#include "Core/EntityFileWriter.h"
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Game::Game(int argc, char* argv[])
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{
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@@ -8,8 +10,8 @@ Game::Game(int argc, char* argv[])
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ResourceManager::RegisterType<Sound>("Sound");
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ResourceManager::RegisterType<Model>("Model");
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ResourceManager::RegisterType<Texture>("Texture");
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ResourceManager::RegisterType<EntityXMLFile>("EntityXMLFile");
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ResourceManager::RegisterType<ShaderProgram>("ShaderProgram");
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ResourceManager::RegisterType<EntityFile>("EntityFile");
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m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
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LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
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@@ -28,7 +30,7 @@ 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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@@ -48,16 +50,27 @@ Game::Game(int argc, char* argv[])
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m_World = new World();
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std::string mapToLoad = m_Config->Get<std::string>("Debug.LoadMap", "");
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if (!mapToLoad.empty()) {
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ResourceManager::Load<EntityXMLFile>(mapToLoad)->PopulateWorld(m_World);
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auto file = ResourceManager::Load<EntityFile>(mapToLoad);
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EntityFilePreprocessor fpp(file);
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fpp.RegisterComponents(m_World);
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EntityFileParser fp(file);
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fp.MergeEntities(m_World);
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}
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// Create system pipeline
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m_SystemPipeline = new SystemPipeline(m_EventBroker);
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m_SystemPipeline->AddSystem<RaptorCopterSystem>();
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m_SystemPipeline->AddSystem<PlayerSystem>();
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m_SystemPipeline->AddSystem<EditorSystem>(m_Renderer);
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m_SystemPipeline->AddSystem<CollisionSystem>();
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m_SystemPipeline->AddSystem<TriggerSystem>();
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//All systems with orderlevel 0 will be updated first.
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unsigned int updateOrderLevel = 0;
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m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer);
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m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
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//Collision and TriggerSystem should update after player.
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel);
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// Invoke network
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if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
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@@ -0,0 +1,59 @@
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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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{
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//subscribe/listenTo playerdamage,healthpickup events (using 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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}
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void HealthSystem::UpdateComponent(World *world, ComponentWrapper &health, 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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ComponentWrapper player = world->GetComponent(health.EntityID, "Player");
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double maxHealth = (double)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 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) == player.EntityID && (double)health["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)health["Health"] + (double)std::get<1>(deltaHP), maxHealth);
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health["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)health["Health"] <= 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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//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]) == player.EntityID)
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m_DeltaHealthVector.erase(m_DeltaHealthVector.begin() + j - 1);
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}
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//break the loop if the player is dead
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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(const Events::PlayerDamage& 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.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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//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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