Merge remote-tracking branch 'origin/master' into EditorUsefulness
# Conflicts: # include/Engine/Collision/CollidableOctreeSystem.h # include/Engine/Collision/CollisionSystem.h # include/Engine/Collision/TriggerSystem.h # include/Engine/Rendering/RenderSystem.h # include/Game/Systems/PlayerSystem.h # resources/Schema/Components/Physics.xsd # resources/Schema/Types/Entity.xsd # src/Engine/Rendering/RenderSystem.cpp # src/Engine/Rendering/Renderer.cpp # src/Game/Game.cpp # src/Game/Systems/HealthSystem.cpp # src/Game/Systems/PlayerSystem.cpp # src/Tests/OctTreeTestGameClass.cpp
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#ifndef CapturePointSystem_h__
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#define CapturePointSystem_h__
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#include <GLFW/glfw3.h>
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#include <glm/common.hpp>
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#include "Common.h"
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#include "Core/System.h"
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#include "Engine/Collision/ETrigger.h"
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#include "Core/ECaptured.h"
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#include "Core/EWin.h"
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#include <tuple>
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#include <vector>
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class CapturePointSystem : public PureSystem
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{
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public:
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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(World* world, EventBroker* eventBroker);
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//updatecomponent
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override;
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private:
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//methods which will take care of specific events
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EventRelay<CapturePointSystem, Events::TriggerTouch> m_ETriggerTouch;
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bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e);
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EventRelay<CapturePointSystem, Events::TriggerLeave> m_ETriggerLeave;
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bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e);
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EventRelay<CapturePointSystem, Events::Captured> m_ECaptured;
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bool CapturePointSystem::OnCaptured(const Events::Captured& e);
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bool m_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_RedTeamNextPossibleCapturePoint = m_NotACapturePoint;
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int m_BlueTeamNextPossibleCapturePoint = m_NotACapturePoint;
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int m_RedTeamHomeCapturePoint = m_NotACapturePoint;
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int m_BlueTeamHomeCapturePoint = m_NotACapturePoint;
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int m_NumberOfCapturePoints = 0;
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std::map<int, EntityID> m_CapturePointNumberToEntityIDMap;
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//std::vector<ComponentWrapper>
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const double m_CaptureTimeToTakeOver = 15.0;
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bool m_ResetTimers = false;
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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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std::vector<std::tuple<EntityID, EntityID>> m_ETriggerLeaveVector;
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};
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#endif
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