CapturePointSystem updated, all tests are green
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@@ -18,7 +18,7 @@ void CapturePointSystem::UpdateComponent(World* world, EntityWrapper& entity, Co
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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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teamComponent["Team"] = 0;
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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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int firstTeamPlayersStandingInside = 0;
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@@ -49,7 +49,7 @@ void CapturePointSystem::UpdateComponent(World* world, EntityWrapper& entity, Co
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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, "Player")["Team"];
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int teamNumber = world->GetComponent(playerID, "Team")["Team"];
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if (teamNumber == redTeam) {
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firstTeamPlayersStandingInside++;
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} else if (teamNumber == blueTeam) {
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@@ -69,11 +69,19 @@ void CapturePointSystem::UpdateComponent(World* world, EntityWrapper& entity, Co
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no capturepoint taken yet for at least one of the teams <->
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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)teamComponent["Team"] == redTeam) {
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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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if (m_Team1HomeCapturePoint == 0) {
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m_Team1NextPossibleCapturePoint = 1;
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} else {
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m_Team1NextPossibleCapturePoint = (int)capturePoint["CapturePointNumber"] - 1;
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}
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} else if (m_Team2NextPossibleCapturePoint == m_NotACapturePoint && (int)teamComponent["Team"] == blueTeam) {
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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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if (m_Team2HomeCapturePoint == 0) {
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m_Team2NextPossibleCapturePoint = 1;
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} else {
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m_Team2NextPossibleCapturePoint = (int)capturePoint["CapturePointNumber"] - 1;
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}
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}
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//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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@@ -86,12 +94,12 @@ void CapturePointSystem::UpdateComponent(World* world, EntityWrapper& entity, Co
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&& m_Team1NextPossibleCapturePoint == (int)capturePoint["CapturePointNumber"])
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{
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timerDeltaChange = firstTeamPlayersStandingInside*dt;
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currentTeam = blueTeam;
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currentTeam = redTeam;
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} else if (firstTeamPlayersStandingInside == 0 && secondTeamPlayersStandingInside > 0
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&& m_Team2NextPossibleCapturePoint == (int)capturePoint["CapturePointNumber"])
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{
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timerDeltaChange = -secondTeamPlayersStandingInside*dt;
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currentTeam = redTeam;
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currentTeam = blueTeam;
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}
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if (firstTeamPlayersStandingInside == 0 && secondTeamPlayersStandingInside == 0) {
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@@ -12,7 +12,6 @@ HealthSystem::HealthSystem(EventBroker* eventBroker)
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void HealthSystem::UpdateComponent(World* world, 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 = 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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@@ -20,7 +19,7 @@ void HealthSystem::UpdateComponent(World* world, EntityWrapper& entity, Componen
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{
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auto deltaHP = m_DeltaHealthVector[i - 1];
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//if we have a healthchange for the current player and health is greater than 0, then apply it
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if (std::get<0>(deltaHP) == player.EntityID && (double)component["Health"] > 0.0f) {
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if (std::get<0>(deltaHP) == component.EntityID && (double)component["Health"] > 0.0f) {
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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((double)component["Health"] + (double)std::get<1>(deltaHP), maxHealth);
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component["Health"] = newHealth;
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@@ -30,12 +29,12 @@ void HealthSystem::UpdateComponent(World* world, EntityWrapper& entity, Componen
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component["Health"] = 0.0;
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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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e.PlayerID = component.EntityID;
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m_EventBroker->Publish(e);
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//clear the remaining hpDeltas for the dead player
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for (size_t j = m_DeltaHealthVector.size(); j > 0; j--)
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{
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if (std::get<0>(m_DeltaHealthVector[j - 1]) == player.EntityID)
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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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