Merge branch 'master' into OrderedSystemPipeline
# Conflicts: # src/Game/Game.cpp
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#ifndef EPlayerDamage_h__
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#define EPlayerDamage_h__
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#include "EventBroker.h"
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#include "../Core/Entity.h"
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namespace Events
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{
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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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#endif
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#ifndef EPlayerDeath_h__
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#define EPlayerDeath_h__
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#include "EventBroker.h"
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#include "../Core/Entity.h"
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namespace Events
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{
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struct PlayerDeath : Event
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{
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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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#endif
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#ifndef EPlayerHealthPickup_h__
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#define EPlayerHealthPickup_h__
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#include "EventBroker.h"
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#include "../Core/Entity.h"
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namespace Events
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{
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struct PlayerHealthPickup : Event
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{
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double HealthAmount;
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EntityID PlayerHealedID;
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};
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}
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#endif
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#ifndef HealthSystem_h__
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#define HealthSystem_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 "Core\EPlayerDamage.h";
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#include "Core\EPlayerHealthPickup.h";
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#include "Core\EPlayerDeath.h";
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#include <tuple>
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#include <vector>
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class HealthSystem : public PureSystem
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{
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public:
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HealthSystem(EventBroker* eventBroker);
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//updatecomponent
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virtual void UpdateComponent(World* world, ComponentWrapper& health, 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<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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//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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#endif
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