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
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@@ -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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