HealthSystemTest has been created. This runs a single test simple test with HealthEvents and HealthSystem. Also some minor changes
This commit is contained in:
@@ -11,6 +11,8 @@ struct PlayerDamage : Event
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{
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double DamageAmount;
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EntityID PlayerDamagedID;
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//optional TypeOfDamage
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std::string TypeOfDamage;
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};
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}
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@@ -9,8 +9,10 @@ namespace Events
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struct PlayerDeath : Event
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{
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std::string KilledBy;
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//KilledBy,KilledByWhat is optional for now. It might be used later in the playerlog-system
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EntityID KilledBy;
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EntityID PlayerID;
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std::string KilledByWhat;
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};
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}
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@@ -10,8 +10,7 @@ namespace Events
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struct PlayerHealthPickup : Event
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{
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double HealthAmount;
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EntityID HealthPickupID;
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EntityID playerHealedID;
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EntityID PlayerHealedID;
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};
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}
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@@ -22,13 +22,13 @@ public:
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virtual void UpdateComponent(World* world, ComponentWrapper& health, double dt) override;
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private:
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//create the methods which will take care of specific events
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//methods which will take care of specific events
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EventRelay<HealthSystem, Events::PlayerDamage> m_EPlayerDamage;
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bool HealthSystem::OnPlayerDamaged(const Events::PlayerDamage& e);
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EventRelay<HealthSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
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bool HealthSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup& e);
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//create the vector which will keep track of health changes
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//vector which will keep track of health changes
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std::vector<std::tuple<EntityID, double>> m_DeltaHealthVector;
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};
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+1
-20
@@ -60,26 +60,7 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<TriggerSystem>();
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m_SystemPipeline->AddSystem<HealthSystem>();
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//TEMP TEST DEL LATER
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//skapar entityn som har komponenterna transf,model,player,health i sig. dvs är en spelare
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EntityID playerID = m_World->CreateEntity();
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ComponentWrapper transform = m_World->AttachComponent(playerID, "Transform");
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ComponentWrapper model = m_World->AttachComponent(playerID, "Model");
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model["Resource"] = "Models/Core/UnitSphere.obj";
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ComponentWrapper player = m_World->AttachComponent(playerID, "Player");
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ComponentWrapper health = m_World->AttachComponent(playerID, "Health");
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Events::PlayerDamage e;
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e.DamageAmount = 50.0f;
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e.PlayerDamagedID = 9;
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m_EventBroker->Publish(e);
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Events::PlayerHealthPickup e2;
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e2.HealthAmount = 40.0f;
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e2.playerHealedID = 9;
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m_EventBroker->Publish(e2);
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//END TEST
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// Invoke network
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// Invoke network
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if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
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//boost::thread workerThread(&Game::networkFunction, this);
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networkFunction();
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@@ -4,34 +4,36 @@
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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 with the eventbroker
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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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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 currentHealth = (double) world->GetComponent(health.EntityID, "Health")["Health"];
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double currentHealth;
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double maxHealth = (double)world->GetComponent(health.EntityID, "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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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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auto deltaHP = m_DeltaHealthVector[i - 1];
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//if we have a healthchange for the current player, then apply it
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if (std::get<0>(deltaHP) == player.EntityID) {
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//re-read currentHealth for each iteration
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currentHealth = (double)world->GetComponent(health.EntityID, "Health")["Health"];
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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(currentHealth + (double)std::get<1>(deltaHP), maxHealth);
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health.SetProperty("Health", newHealth);
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m_DeltaHealthVector.erase(m_DeltaHealthVector.begin()+i-1);
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m_DeltaHealthVector.erase(m_DeltaHealthVector.begin() + i - 1);
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}
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}
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currentHealth = (double)world->GetComponent(health.EntityID, "Health")["Health"];
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if (currentHealth < 0.0f) {
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//check if health is <= 0
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if (currentHealth <= 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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@@ -49,6 +51,6 @@ bool HealthSystem::OnPlayerDamaged(const Events::PlayerDamage& e)
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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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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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@@ -0,0 +1,114 @@
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#include <boost/test/unit_test.hpp>
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using boost::unit_test_framework::test_suite;
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using boost::unit_test_framework::test_case;
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#include "HealthSystemTest.h"
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#include "Game/HealthSystem.h"
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BOOST_AUTO_TEST_SUITE(HealthSystemSuite)
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BOOST_AUTO_TEST_CASE(HealthSystemTest)
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{
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//this tests 2 healthevents and the healthsystem
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GameHealthSystemTest game;
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//100 loops will be more than enough to do the test
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int loops = 100;
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bool success = false;
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while (loops > 0) {
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game.Tick();
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if (game.TestSucceeded) {
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success = true;
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break;
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}
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loops--;
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}
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//The system will process the events, hence it will take a while before we can read anything
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BOOST_TEST(success);
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}
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BOOST_AUTO_TEST_SUITE_END()
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GameHealthSystemTest::GameHealthSystemTest()
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{
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ResourceManager::RegisterType<ConfigFile>("ConfigFile");
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ResourceManager::RegisterType<EntityXMLFile>("EntityXMLFile");
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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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// Create the core event broker
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m_EventBroker = new EventBroker();
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// Create a world
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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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}
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// Create system pipeline
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m_SystemPipeline = new SystemPipeline(m_EventBroker);
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m_SystemPipeline->AddSystem<PlayerSystem>();
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m_SystemPipeline->AddSystem<HealthSystem>();
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//The Test
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//create entity which has transorm,player,model,health in it. i.e. is a player
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EntityID playerID = m_World->CreateEntity();
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ComponentWrapper transform = m_World->AttachComponent(playerID, "Transform");
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ComponentWrapper model = m_World->AttachComponent(playerID, "Model");
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model["Resource"] = "Models/Core/UnitSphere.obj";
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ComponentWrapper player = m_World->AttachComponent(playerID, "Player");
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ComponentWrapper health = m_World->AttachComponent(playerID, "Health");
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healthsID = playerID;
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double currentHealth = (double)m_World->GetComponent(healthsID, "Health")["Health"];
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//heal player with 40
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Events::PlayerHealthPickup e3;
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e3.HealthAmount = 40.0f;
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e3.PlayerHealedID = healthsID;
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m_EventBroker->Publish(e3);
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//damage player with 50
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Events::PlayerDamage e;
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e.DamageAmount = 50.0f;
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e.PlayerDamagedID = healthsID;
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m_EventBroker->Publish(e);
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//heal some other player with 40
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Events::PlayerHealthPickup e2;
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e2.HealthAmount = 40.0f;
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e2.PlayerHealedID = healthsID+1;
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m_EventBroker->Publish(e2);
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EntityID playerID2 = m_World->CreateEntity();
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ComponentWrapper transform2 = m_World->AttachComponent(playerID2, "Transform");
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ComponentWrapper model2 = m_World->AttachComponent(playerID2, "Model");
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model2["Resource"] = "Models/Core/UnitSphere.obj";
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ComponentWrapper player2 = m_World->AttachComponent(playerID2, "Player");
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ComponentWrapper health2 = m_World->AttachComponent(playerID2, "Health");
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//END TEST
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}
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GameHealthSystemTest::~GameHealthSystemTest()
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{
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delete m_SystemPipeline;
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delete m_World;
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delete m_EventBroker;
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}
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void GameHealthSystemTest::Tick()
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{
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glfwPollEvents();
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double currentTime = glfwGetTime();
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double dt = currentTime - m_LastTime;
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m_LastTime = currentTime;
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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->Swap();
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m_EventBroker->Clear();
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//if health reaches 90 then we know the test has succeeded (start with 100hp, remove 50hp, add 40hp)
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double currentHealth = (double)m_World->GetComponent(healthsID, "Health")["Health"];
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if (currentHealth==90)
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TestSucceeded = true;
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}
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@@ -0,0 +1,40 @@
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#ifndef HealthTest_h__
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#define HealthTest_h__
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#include "Core/ResourceManager.h"
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#include "Core/ConfigFile.h"
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#include "Core/EventBroker.h"
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#include "Rendering/Renderer.h"
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#include "Core/InputManager.h"
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#include "GUI/Frame.h"
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#include "Core/World.h"
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#include "Rendering/RenderQueueFactory.h"
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#include "Input/InputProxy.h"
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#include "Input/KeyboardInputHandler.h"
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#include "Input/MouseInputHandler.h"
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#include "Core/EKeyDown.h"
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#include "Core/EntityXMLFile.h"
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#include "Core/SystemPipeline.h"
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#include "RaptorCopterSystem.h"
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#include "PlayerSystem.h"
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#include "Editor/EditorSystem.h"
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class GameHealthSystemTest
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{
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public:
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GameHealthSystemTest();
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~GameHealthSystemTest();
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void Tick();
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bool TestSucceeded = false;
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private:
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double m_LastTime;
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ConfigFile* m_Config = nullptr;
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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 healthsID;
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};
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#endif
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