Merge remote-tracking branch 'origin/master' into TextRendering
# Conflicts: # include/Engine/Rendering/RenderSystem.h # src/Engine/Rendering/RenderSystem.cpp
This commit is contained in:
+8
-4
@@ -9,6 +9,7 @@
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#include "Systems/PlayerSpawnSystem.h"
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#include "Core/EntityFileWriter.h"
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#include "Game/Systems/CapturePointSystem.h"
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#include "Game/Systems/WeaponSystem.h"
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Game::Game(int argc, char* argv[])
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{
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@@ -29,7 +30,6 @@ Game::Game(int argc, char* argv[])
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// Create the core event broker
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m_EventBroker = new EventBroker();
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// Create the renderer
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m_Renderer = new Renderer(m_EventBroker);
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m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
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@@ -72,17 +72,17 @@ Game::Game(int argc, char* argv[])
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m_OctreeCollision = new Octree<AABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
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m_OctreeFrustrumCulling = new Octree<AABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
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// Create system pipeline
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m_SystemPipeline = new SystemPipeline(m_EventBroker);
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m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker);
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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<EditorSystem>(updateOrderLevel, m_Renderer);
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m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<InterpolationSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer);
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// Populate Octree with collidables
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision);
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@@ -93,6 +93,8 @@ Game::Game(int argc, char* argv[])
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
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// Invoke network
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if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
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@@ -144,12 +146,14 @@ void Game::Tick()
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m_ClientOrServer->Update();
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}
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// Iterate through systems and update world!
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m_SystemPipeline->Update(m_World, dt);
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m_EventBroker->Process<SystemPipeline>();
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m_SystemPipeline->Update(dt);
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debugTick(dt);
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m_Renderer->Update(dt);
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m_SoundSystem->Update(dt);
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GLERROR("Game::Tick m_RenderQueueFactory->Update");
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m_Renderer->Draw(*m_RenderFrame);
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m_RenderFrame->Clear();
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GLERROR("Game::Tick m_Renderer->Draw");
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m_EventBroker->Swap();
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m_EventBroker->Clear();
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@@ -1,9 +1,9 @@
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#include "Systems/CapturePointSystem.h"
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#include <algorithm>
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CapturePointSystem::CapturePointSystem(EventBroker* eventBroker)
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: System(eventBroker),
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PureSystem("CapturePoint")
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CapturePointSystem::CapturePointSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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, PureSystem("CapturePoint")
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{
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//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &CapturePointSystem::OnTriggerTouch);
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@@ -13,22 +13,22 @@ CapturePointSystem::CapturePointSystem(EventBroker* eventBroker)
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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, EntityWrapper& entity, ComponentWrapper& capturePoint, double dt)
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void CapturePointSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt)
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{
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if (m_WinnerWasFound) {
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return;
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}
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const int capturePointNumber = capturePoint["CapturePointNumber"];
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const bool hasTeamComponent = world->HasComponent(capturePoint.EntityID, "Team");
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const bool hasTeamComponent = m_World->HasComponent(capturePoint.EntityID, "Team");
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//if point doesnt have a teamComponent yet, add one. since:
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//what if capture point has no team -> we cant get/use the team enum from it...
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if (!hasTeamComponent) {
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world->AttachComponent(capturePoint.EntityID, "Team");
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ComponentWrapper& teamComponent = world->GetComponent(capturePoint.EntityID, "Team");
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m_World->AttachComponent(capturePoint.EntityID, "Team");
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ComponentWrapper& teamComponent = m_World->GetComponent(capturePoint.EntityID, "Team");
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teamComponent["Team"] = (int)teamComponent["Team"].Enum("Spectator");
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}
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ComponentWrapper& teamComponent = world->GetComponent(capturePoint.EntityID, "Team");
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ComponentWrapper& teamComponent = m_World->GetComponent(capturePoint.EntityID, "Team");
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const int redTeam = (int)teamComponent["Team"].Enum("Red");
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const int blueTeam = (int)teamComponent["Team"].Enum("Blue");
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const int spectatorTeam = (int)teamComponent["Team"].Enum("Spectator");
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@@ -66,7 +66,10 @@ void CapturePointSystem::UpdateComponent(World* world, EntityWrapper& entity, Co
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nextPossibleCapturePoint["Blue"] = -1;
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for (size_t i = 0; i < m_NumberOfCapturePoints; i++)
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{
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ComponentWrapper& capturePointOwnedBy = world->GetComponent(m_CapturePointNumberToEntityIDMap[i], "Team");
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if (!m_World->HasComponent(m_CapturePointNumberToEntityIDMap[i], "Team")) {
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continue;
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}
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ComponentWrapper& capturePointOwnedBy = m_World->GetComponent(m_CapturePointNumberToEntityIDMap[i], "Team");
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if ((int)capturePointOwnedBy["Team"] == redTeam && m_RedTeamHomeCapturePoint == 0) {
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nextPossibleCapturePoint["Red"] = i + 1;
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}
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@@ -76,7 +79,10 @@ void CapturePointSystem::UpdateComponent(World* world, EntityWrapper& entity, Co
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}
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for (int i = m_NumberOfCapturePoints - 1; i >= 0; i--)
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{
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ComponentWrapper& capturePointOwnedBy = world->GetComponent(m_CapturePointNumberToEntityIDMap[i], "Team");
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if (!m_World->HasComponent(m_CapturePointNumberToEntityIDMap[i], "Team")) {
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continue;
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}
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ComponentWrapper& capturePointOwnedBy = m_World->GetComponent(m_CapturePointNumberToEntityIDMap[i], "Team");
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if ((int)capturePointOwnedBy["Team"] == redTeam && m_RedTeamHomeCapturePoint != 0) {
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nextPossibleCapturePoint["Red"] = i - 1;
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}
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@@ -89,7 +95,7 @@ void CapturePointSystem::UpdateComponent(World* world, EntityWrapper& entity, Co
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if (m_ResetTimers) {
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for (size_t i = 0; i < m_NumberOfCapturePoints; i++)
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{
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ComponentWrapper& capturePoint = world->GetComponent(m_CapturePointNumberToEntityIDMap[i], "CapturePoint");
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ComponentWrapper& capturePoint = m_World->GetComponent(m_CapturePointNumberToEntityIDMap[i], "CapturePoint");
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if ((int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Red"] &&
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(int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Blue"]) {
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capturePoint["CaptureTimer"] = 0.0;
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@@ -113,21 +119,21 @@ void CapturePointSystem::UpdateComponent(World* world, EntityWrapper& entity, Co
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if (std::get<1>(triggerTouched) == capturePoint.EntityID) {
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//some player has touched this - lets figure out: what team, health
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EntityID playerID = std::get<0>(triggerTouched);
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if (!world->HasComponent(playerID, "Player")) {
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if (!m_World->HasComponent(playerID, "Player")) {
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//if a non-player has entered the capturePoint, just erase that event and continue
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m_ETriggerTouchVector.erase(m_ETriggerTouchVector.begin() + i - 1);
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continue;
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}
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bool hasHealthComponent = world->HasComponent(playerID, "Health");
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bool hasHealthComponent = m_World->HasComponent(playerID, "Health");
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if (hasHealthComponent) {
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double currentHealth = world->GetComponent(playerID, "Health")["Health"];
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double currentHealth = m_World->GetComponent(playerID, "Health")["Health"];
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//check if player is dead
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if ((int)currentHealth == 0) {
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continue;
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}
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}
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//check team - spectatorNumber = "no team"
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int teamNumber = world->GetComponent(playerID, "Team")["Team"];
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int teamNumber = m_World->GetComponent(playerID, "Team")["Team"];
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if (teamNumber == redTeam) {
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redTeamPlayersStandingInside++;
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} else if (teamNumber == blueTeam) {
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@@ -1,7 +1,7 @@
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#include "Systems/HealthSystem.h"
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HealthSystem::HealthSystem(EventBroker* eventBroker)
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: System(eventBroker)
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HealthSystem::HealthSystem(World* m_World, EventBroker* eventBroker)
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: System(m_World, eventBroker)
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, PureSystem("Health")
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{
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//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
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@@ -9,9 +9,10 @@ HealthSystem::HealthSystem(EventBroker* eventBroker)
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerHealthPickup, &HealthSystem::OnPlayerHealthPickup);
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}
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void HealthSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt)
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void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, 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 = m_World->GetComponent(component.EntityID, "Player");
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double maxHealth = (double)component["MaxHealth"];
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//process the DeltaHealthVector and change the entitys health accordingly
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@@ -37,7 +38,8 @@ void HealthSystem::UpdateComponent(World* world, EntityWrapper& entity, Componen
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if (std::get<0>(m_DeltaHealthVector[j - 1]) == component.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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//delete the player and break the loop
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m_World->DeleteEntity(entity.ID);
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break;
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}
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}
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@@ -57,3 +59,4 @@ bool HealthSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup& e)
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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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@@ -20,7 +20,7 @@
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// }
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//}
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void InterpolationSystem::UpdateComponent(World * world, EntityWrapper& entity, ComponentWrapper & transform, double dt)
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void InterpolationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& transform, double dt)
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{
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if (m_NextTransform.find(transform.EntityID) != m_NextTransform.end()) { // Exists in map
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m_NextTransform[transform.EntityID].interpolationTime += dt;
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@@ -1,6 +1,6 @@
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#include "Systems/PlayerMovementSystem.h"
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void PlayerMovementSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt)
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void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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{
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ComponentWrapper& cTransform = entity["Transform"];
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if (!entity.HasComponent("Physics")) {
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@@ -1,21 +1,21 @@
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#include "Systems/PlayerSpawnSystem.h"
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PlayerSpawnSystem::PlayerSpawnSystem(EventBroker* eventBroker)
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: System(eventBroker)
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PlayerSpawnSystem::PlayerSpawnSystem(World* m_World, EventBroker* eventBroker)
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: System(m_World, eventBroker)
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{
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EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerSpawnSystem::OnInputCommand);
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}
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void PlayerSpawnSystem::Update(World* world, double dt)
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void PlayerSpawnSystem::Update(double dt)
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{
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auto playerSpawns = world->GetComponents("PlayerSpawn");
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auto playerSpawns = m_World->GetComponents("PlayerSpawn");
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if (playerSpawns == nullptr) {
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return;
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}
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for (auto& team : m_SpawnRequests) {
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for (auto& cPlayerSpawn : *playerSpawns) {
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EntityWrapper spawner(world, cPlayerSpawn.EntityID);
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EntityWrapper spawner(m_World, cPlayerSpawn.EntityID);
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if (!spawner.HasComponent("Spawner")) {
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continue;
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}
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@@ -1,6 +1,7 @@
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#include "Systems/SpawnerSystem.h"
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SpawnerSystem::SpawnerSystem(EventBroker* eventBroker) : System(eventBroker)
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SpawnerSystem::SpawnerSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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{
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EVENT_SUBSCRIBE_MEMBER(m_OnSpawnerSpawn, &SpawnerSystem::OnSpawnerSpawn);
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}
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@@ -0,0 +1,53 @@
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#include "Systems/WeaponSystem.h"
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WeaponSystem::WeaponSystem(World* world, EventBroker* eventBroker, IRenderer* renderer)
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: System(world, eventBroker)
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, ImpureSystem()
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, m_Renderer(renderer)
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{
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponSystem::OnInputCommand);
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EVENT_SUBSCRIBE_MEMBER(m_EShoot, &WeaponSystem::OnShoot);
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}
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void WeaponSystem::Update(double dt)
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{
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for (int i = m_EShootVector.size(); i > 0; i--)
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{
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//TODO: check if player has enough ammo and if weapon has a cooldown or not
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//pick the object
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PickData pickDataFromShot = m_Renderer->Pick(std::get<1>(m_EShootVector[i - 1]));
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if (pickDataFromShot.Entity == EntityID_Invalid) {
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m_EShootVector.erase(m_EShootVector.begin() + i - 1);
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continue;
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}
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//if its a player, do PlayerDamage event
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const bool hasPlayerComponent = m_World->HasComponent(pickDataFromShot.Entity, "Player");
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if (hasPlayerComponent) {
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Events::PlayerDamage ePlayerDamage;
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//TODO: damage based on weapontype/class?
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//TODO: multiple shots at the same time? (shotgunner)
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ePlayerDamage.DamageAmount = 25;
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ePlayerDamage.PlayerDamagedID = pickDataFromShot.Entity;
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m_EventBroker->Publish(ePlayerDamage);
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}
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m_EShootVector.erase(m_EShootVector.begin() + i - 1);
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}
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}
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bool WeaponSystem::OnInputCommand(const Events::InputCommand& e)
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{
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if (e.Command == "PrimaryFire" && e.Value > 0) {
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Events::Shoot eShoot;
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eShoot.shooter = e.PlayerID;
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m_EventBroker->Publish(eShoot);
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}
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return true;
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}
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bool WeaponSystem::OnShoot(const Events::Shoot& e) {
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//screen center, based on current resolution!
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Rectangle screenResolution = m_Renderer->Resolution();
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glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
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m_EShootVector.push_back(std::make_pair(e.shooter, centerScreen));
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return true;
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}
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