CapturePointSystem now tracks and verifies if a capturePoint can be taken over. Also the time is changed faster the more players stand on the capturepoint (number*dt). Also took care of the problem when both teams have the same contested capturepoint.
Added variable in the CapturePoint component: CapturePointNumber. This is needed since we cant know what capturepoint is next to be taken over otherwise. Updated the CapturePointTest according to current CapturePointSystem TODO: try to refactor code in CapturePointSystem
This commit is contained in:
@@ -16,7 +16,7 @@
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class CapturePointSystem : public PureSystem
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{
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public:
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//TODO: on new map, destroy all info in the vectors
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//WARNING: on new map, destroy all info in the vectors, as well as reset all variables (just make new?)
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CapturePointSystem(EventBroker* eventBroker);
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//updatecomponent
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@@ -30,6 +30,12 @@ private:
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bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e);
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bool WinnerWasFound = false;
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//need to track these variables for the captureSystem to work as per design!
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const int m_NotACapturePoint = 999;
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int m_Team1NextPossibleCapturePoint = m_NotACapturePoint;
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int m_Team2NextPossibleCapturePoint = m_NotACapturePoint;
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int m_Team1HomeCapturePoint = m_NotACapturePoint;
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int m_Team2HomeCapturePoint = m_NotACapturePoint;
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//vectors which will keep track of enter/leave changes
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std::vector<std::tuple<EntityID, EntityID>> m_ETriggerTouchVector;
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@@ -1,4 +1,5 @@
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<c:CapturePoint>
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<CapturePointNumber>0</CapturePointNumber>
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<CaptureTimer>0</CaptureTimer>
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<OwnedBy>0</OwnedBy>
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<IsHomeCapturePointForTeamNumber>0</IsHomeCapturePointForTeamNumber>
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@@ -12,6 +12,7 @@
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<xs:element name="CaptureTimer" type="t:double" minOccurs="0"/>
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<xs:element name="OwnedBy" type="t:int" minOccurs="0"/>
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<xs:element name="IsHomeCapturePointForTeamNumber" type="t:int" minOccurs="0"/>
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<xs:element name="CapturePointNumber" type="t:int" minOccurs="0"/>
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</xs:all>
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</xs:complexType>
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</xs:element>
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@@ -10,9 +10,11 @@ CapturePointSystem::CapturePointSystem(EventBroker* eventBroker)
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}
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//here all capturepoints will update their component
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//NOTE: needs to run each frame, since we're possibly modifying the captureTimer for the capturePoints by dt
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void CapturePointSystem::UpdateComponent(World *world, ComponentWrapper &capturePoint, double dt)
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{
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//NOTE: needs to run each frame, since we're possibly increasing the captureTimer for the capturePoint by dt
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//for testing only:
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//dt = 20.0;
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int firstTeamPlayersStandingInside = 0;
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int secondTeamPlayersStandingInside = 0;
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@@ -42,40 +44,93 @@ void CapturePointSystem::UpdateComponent(World *world, ComponentWrapper &capture
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int ownedBy = capturePoint["OwnedBy"];
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double captureTimer = capturePoint["CaptureTimer"];
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//+-5
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//check what capturePoint can be taken over next
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//TODO: modify this when a point has been taken over
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//A. no capturepoint taken yet for at least one of the teams
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//A1. at the start of the match the system is unaware of what capturePoint is the first one for each team
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if (m_Team1NextPossibleCapturePoint == m_NotACapturePoint && (int)capturePoint["IsHomeCapturePointForTeamNumber"] == 1) {
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m_Team1NextPossibleCapturePoint = capturePoint["CapturePointNumber"];
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m_Team1HomeCapturePoint = capturePoint["CapturePointNumber"];//needed to calculate next m_Team1NextPossibleCapturePoint
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}
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if (m_Team2NextPossibleCapturePoint == m_NotACapturePoint && (int)capturePoint["IsHomeCapturePointForTeamNumber"] == 2) {
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m_Team2NextPossibleCapturePoint = capturePoint["CapturePointNumber"];
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m_Team2HomeCapturePoint = capturePoint["CapturePointNumber"];//needed to calculate next m_Team2NextPossibleCapturePoint
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}
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//B. at least one capturepoint has been taken over
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//do nothing, its being handled inside the next code:
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//TODO: refactor code a bit
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//A.nobodys standing inside
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if (firstTeamPlayersStandingInside == 0 && secondTeamPlayersStandingInside == 0) {
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//do nothing (?)
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}
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//B.first team has players but second none
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if (firstTeamPlayersStandingInside > 0 && secondTeamPlayersStandingInside == 0) {
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//ownedBy 1 -> timer should stay at 5
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//B.first team has players but second none, and this capturePoint is the next in line to be able to be captured
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if (firstTeamPlayersStandingInside > 0 && secondTeamPlayersStandingInside == 0
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&& m_Team1NextPossibleCapturePoint == (int)capturePoint["CapturePointNumber"]) {
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//ownedBy 1 -> timer should stay at 15
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//increased by numberOfPlayersInside*dt
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if (ownedBy == 2 || ownedBy == 0)
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capturePoint["CaptureTimer"] = (double)capturePoint["CaptureTimer"] + dt;
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//check if captureTimer > 5 and if so change owner and publish the eCaptured event
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if ((double)capturePoint["CaptureTimer"] > 5) {
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capturePoint["CaptureTimer"] = (double)capturePoint["CaptureTimer"] + firstTeamPlayersStandingInside*dt;
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//check if captureTimer > 15 and if so change owner and publish the eCaptured event
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//TODO: graphics 25,50,75% captured events? for graphical issues
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if ((double)capturePoint["CaptureTimer"] > 15.0) {
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//publish Captured event
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capturePoint["OwnedBy"] = 1;
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capturePoint["CaptureTimer"] = 0.0;
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Events::Captured e;
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e.CapturePointID = capturePoint.EntityID;
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e.TeamNumberThatCapturedCapturePoint = 1;
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m_EventBroker->Publish(e);
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//modify next m_Team1NextPossibleCapturePoint
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//example team1:s homepoint is at 0 and team2:s at 7. team 1 capture 3, next will be 4
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//example team1:s homepoint is at 7 and team2:s at 0. team 1 capture 3, next will be 2
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if (m_Team1HomeCapturePoint < m_Team2HomeCapturePoint) {
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m_Team1NextPossibleCapturePoint++;
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//if this was a contested capturePoint (i.e. both teams try to take point 3), then modify other teams next point as well
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if (m_Team1NextPossibleCapturePoint > m_Team2NextPossibleCapturePoint)
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m_Team2NextPossibleCapturePoint = m_Team1NextPossibleCapturePoint;
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}
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else
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{
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m_Team1NextPossibleCapturePoint--;
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//if this was a contested capturePoint (i.e. both teams try to take point 3), then modify other teams next point as well
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if (m_Team1NextPossibleCapturePoint < m_Team2NextPossibleCapturePoint)
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m_Team2NextPossibleCapturePoint = m_Team1NextPossibleCapturePoint;
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}
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}
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}
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//C.second team has players but second none
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if (firstTeamPlayersStandingInside == 0 && secondTeamPlayersStandingInside > 0) {
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//ownedBy 2 -> timer should stay at -5
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//C.second team has players but second none, and this capturePoint is the next in line to be able to be captured
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if (firstTeamPlayersStandingInside == 0 && secondTeamPlayersStandingInside > 0
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&& m_Team2NextPossibleCapturePoint == (int)capturePoint["CapturePointNumber"]) {
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//ownedBy 2 -> timer should stay at -15
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//decreased by numberOfPlayersInside*dt
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if (ownedBy == 1 || ownedBy == 0)
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capturePoint["CaptureTimer"] = (double)capturePoint["CaptureTimer"] - dt;
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//check if captureTimer > 5 and if so change owner and publish the eCaptured event
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if ((double)capturePoint["CaptureTimer"] < -5.0) {
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capturePoint["CaptureTimer"] = (double)capturePoint["CaptureTimer"] - secondTeamPlayersStandingInside*dt;
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//check if captureTimer < -15 and if so change owner and publish the eCaptured event
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//TODO: graphics 25,50,75% captured events? for graphical issues
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if ((double)capturePoint["CaptureTimer"] < -15.0) {
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capturePoint["OwnedBy"] = 2;
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capturePoint["CaptureTimer"] = 0.0;
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Events::Captured e;
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e.CapturePointID = capturePoint.EntityID;
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e.TeamNumberThatCapturedCapturePoint = 2;
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m_EventBroker->Publish(e);
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//modify next m_Team2NextPossibleCapturePoint
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//example team2:s homepoint is at 0 and team1:s at 7. team 2 capture 3, next will be 4
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//example team2:s homepoint is at 7 and team1:s at 0. team 2 capture 3, next will be 2
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if (m_Team2HomeCapturePoint < m_Team1HomeCapturePoint)
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{
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m_Team2NextPossibleCapturePoint++;
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//if this was a contested capturePoint (i.e. both teams try to take point 3), then modify other teams next point as well
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if (m_Team2NextPossibleCapturePoint > m_Team1NextPossibleCapturePoint)
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m_Team1NextPossibleCapturePoint = m_Team2NextPossibleCapturePoint;
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}
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else
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{
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m_Team2NextPossibleCapturePoint--;
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//if this was a contested capturePoint (i.e. both teams try to take point 3), then modify other teams next point as well
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if (m_Team2NextPossibleCapturePoint < m_Team1NextPossibleCapturePoint)
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m_Team1NextPossibleCapturePoint = m_Team2NextPossibleCapturePoint;
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}
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}
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}
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@@ -83,7 +83,16 @@ CapturePointTest::CapturePointTest(int runTestNumber)
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ComponentWrapper& capturePoint = m_World->AttachComponent(capturePointID, "CapturePoint");
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//this capturePoint is homeBase for team 2
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capturePoint["IsHomeCapturePointForTeamNumber"] = 2;
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capturePoint["CapturePointNumber"] = 0;
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m_CapturePointID = capturePointID;
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EntityID capturePointID2 = m_World->CreateEntity();
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ComponentWrapper& capturePoint2 = m_World->AttachComponent(capturePointID2, "CapturePoint");
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//this capturePoint is homeBase for team 1
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capturePoint2["IsHomeCapturePointForTeamNumber"] = 1;
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capturePoint2["CapturePointNumber"] = 1;
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m_CapturePointID2 = capturePointID2;
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m_RunTestNumber = runTestNumber;
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//add some touch/leave events
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@@ -104,7 +113,7 @@ CapturePointTest::CapturePointTest(int runTestNumber)
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Events::TriggerTouch eTriggerTouched3;
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eTriggerTouched3.Entity = m_PlayerID;
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eTriggerTouched3.Trigger = m_CapturePointID;
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eTriggerTouched3.Trigger = m_CapturePointID2;
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m_EventBroker->Publish(eTriggerTouched3);
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//init glfw so dt works
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@@ -34,7 +34,7 @@ private:
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EventBroker* m_EventBroker;
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World* m_World;
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SystemPipeline* m_SystemPipeline;
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int m_PlayerID, m_PlayerID2, m_CapturePointID;
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int m_PlayerID, m_PlayerID2, m_CapturePointID, m_CapturePointID2;
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int m_RunTestNumber;
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};
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