Updated some CapturePointLogic in CapturePointSystem: reset timer on capture, being able to take back the progress the other team did on your capturepoint. TODO: refactor!
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@@ -13,8 +13,6 @@ CapturePointSystem::CapturePointSystem(EventBroker* eventBroker)
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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, ComponentWrapper& capturePoint, double dt)
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{
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//for testing only:
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//dt = 20.0;
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int firstTeamPlayersStandingInside = 0;
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int secondTeamPlayersStandingInside = 0;
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@@ -42,10 +40,8 @@ void CapturePointSystem::UpdateComponent(World* world, ComponentWrapper& capture
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}
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int ownedBy = capturePoint["OwnedBy"];
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double captureTimer = capturePoint["CaptureTimer"];
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//check what capturePoint can be taken over next
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//TODO: modify this when a point has been taken over
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//A. no capturepoint taken yet for at least one of the teams
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//A1. 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)capturePoint["IsHomeCapturePointForTeamNumber"] == 1) {
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@@ -70,13 +66,19 @@ void CapturePointSystem::UpdateComponent(World* world, ComponentWrapper& capture
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&& m_Team1NextPossibleCapturePoint == (int)capturePoint["CapturePointNumber"]) {
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//ownedBy 1 -> timer should stay at 15
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//increased by numberOfPlayersInside*dt
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if (ownedBy == 2 || ownedBy == 0)
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//if capturePoint is not owned by the team, just increase the CaptureTimer
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if (ownedBy != 1)
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capturePoint["CaptureTimer"] = (double)capturePoint["CaptureTimer"] + firstTeamPlayersStandingInside*dt;
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//if capturePoint is owned by the team, and the other team has been trying to take it, then increase the timer towards 0
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if (ownedBy == 1 && (double)capturePoint["CaptureTimer"] < 0.0)
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capturePoint["CaptureTimer"] = (double)capturePoint["CaptureTimer"] + firstTeamPlayersStandingInside*dt;
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//check if captureTimer > 15 and if so change owner and publish the eCaptured event
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//TODO: graphics 25,50,75% captured events? for graphical issues
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//TODO: graphics 25,50,75% captured events? for graphical displaying
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if ((double)capturePoint["CaptureTimer"] > 15.0) {
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//publish Captured event
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//capturePoint is now owned by this team, hence also reset the captureTimer so it still takes 15secs to take it back
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capturePoint["OwnedBy"] = 1;
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capturePoint["CaptureTimer"] = 0.0;
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//publish Captured event
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Events::Captured e;
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e.CapturePointID = capturePoint.EntityID;
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e.TeamNumberThatCapturedCapturePoint = 1;
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@@ -104,12 +106,18 @@ void CapturePointSystem::UpdateComponent(World* world, ComponentWrapper& capture
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&& m_Team2NextPossibleCapturePoint == (int)capturePoint["CapturePointNumber"]) {
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//ownedBy 2 -> timer should stay at -15
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//decreased by numberOfPlayersInside*dt
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if (ownedBy == 1 || ownedBy == 0)
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//if capturePoint is not owned by the team, just increase the CaptureTimer
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if (ownedBy != 2)
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capturePoint["CaptureTimer"] = (double)capturePoint["CaptureTimer"] - secondTeamPlayersStandingInside*dt;
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//if capturePoint is owned by the team, and the other team has been trying to take it, then increase the timer towards 0
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if (ownedBy == 2 && (double)capturePoint["CaptureTimer"] > 0.0)
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capturePoint["CaptureTimer"] = (double)capturePoint["CaptureTimer"] - secondTeamPlayersStandingInside*dt;
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//check if captureTimer < -15 and if so change owner and publish the eCaptured event
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//TODO: graphics 25,50,75% captured events? for graphical issues
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//TODO: graphics 25,50,75% captured events? for graphical displaying
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if ((double)capturePoint["CaptureTimer"] < -15.0) {
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//capturePoint is now owned by this team, hence also reset the captureTimer so it still takes 15secs to take it back
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capturePoint["OwnedBy"] = 2;
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capturePoint["CaptureTimer"] = 0.0;
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Events::Captured e;
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e.CapturePointID = capturePoint.EntityID;
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e.TeamNumberThatCapturedCapturePoint = 2;
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