Deleted some components, etc for ShootEvent that will likely be used in a WeaponSystem instead

This commit is contained in:
verysecrethero
2016-01-21 10:24:34 +01:00
parent b098bd2bd3
commit c2e05de89f
11 changed files with 2 additions and 372 deletions
+2 -5
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@@ -10,11 +10,8 @@ namespace Events
struct Shoot : Event
{
//shotgun etc has different amounts of damage probably (a sniper shot might one-shot)
//also different weapons will have different spread
int CurrentlyEquippedItem;
//currentAimingPoint must be sent, in case the camera is moved while the event is being processed
glm::vec2 CurrentAimingPoint;
//ID for who made the shot
EntityID shooter;
};
}
-3
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@@ -12,9 +12,6 @@
<xs:include schemaLocation="Components/DirectionalLight.xsd"/>
<xs:include schemaLocation="Components/Trigger.xsd"/>
<xs:include schemaLocation="Components/Health.xsd"/>
<xs:include schemaLocation="Components/PrimaryItem.xsd"/>
<xs:include schemaLocation="Components/SecondaryItem.xsd"/>
<xs:include schemaLocation="Components/CapturePoint.xsd"/>
<xs:include schemaLocation="Components/Listener.xsd"/>
<xs:include schemaLocation="Components/SoundEmitter.xsd"/>
-1
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@@ -1,6 +1,5 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Player xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Player.xsd">
<EquippedItem>0</EquippedItem>
<Velocity X="0" Y="0" Z="0"/>
<Forward>false</Forward>
<Left>false</Left>
-1
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@@ -14,7 +14,6 @@
<xs:element name="Left" type="t:bool" minOccurs="0"/>
<xs:element name="Back" type="t:bool" minOccurs="0"/>
<xs:element name="Right" type="t:bool" minOccurs="0"/>
<xs:element name="EquippedItem" type="t:int" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
@@ -1,4 +0,0 @@
<c:PrimaryItem>
<Ammo>0</Ammo>
<CoolDownTimer>0</CoolDownTimer>
</c:PrimaryItem>
@@ -1,21 +0,0 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="PrimaryItem">
<xs:annotation>
<xs:documentation>The Players Primary Item/Weapon</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="Ammo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Ammo count</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="CoolDownTimer" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Cooldown till next item/weapon use</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -1,4 +0,0 @@
<c:SecondaryItem>
<Ammo>0</Ammo>
<CoolDownTimer>0</CoolDownTimer>
</c:SecondaryItem>
@@ -1,21 +0,0 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="SecondaryItem">
<xs:annotation>
<xs:documentation>The Players Secondary Item/Weapon</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="Ammo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Ammo count</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="CoolDownTimer" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Cooldown till next item/weapon use</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
-2
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@@ -21,8 +21,6 @@
<xs:element ref="c:Health" minOccurs="0"/>
<xs:element ref="c:CapturePoint" minOccurs="0"/>
<xs:element ref="c:PointLight" minOccurs="0"/>
<xs:element ref="c:PrimaryItem" minOccurs="0"/>
<xs:element ref="c:SecondaryItem" minOccurs="0"/>
<xs:element ref="c:Listener" minOccurs="0"/>
<xs:element ref="c:SoundEmitter" minOccurs="0"/>
<xs:element ref="c:Collidable" minOccurs="0"/>
-258
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@@ -1,258 +0,0 @@
#include <boost/test/unit_test.hpp>
using boost::unit_test_framework::test_suite;
using boost::unit_test_framework::test_case;
#include "ShootEventTest.h"
#include "Game/HealthSystem.h"
BOOST_AUTO_TEST_SUITE(ShootEventTestSuite)
//dont use the same name as the classname in test cases...
BOOST_AUTO_TEST_CASE(ShootEventTest_PrimaryWeaponFiring)
{
//Test firing primary weapon
ShootEventTest game(1);
//100 loops will be more than enough to do the test
int loops = 100;
bool success = false;
while (loops > 0) {
game.Tick();
if (game.TestSucceeded) {
success = true;
break;
}
loops--;
}
//The system will process the events, hence it will take a while before we can read anything
BOOST_TEST(success);
}
BOOST_AUTO_TEST_CASE(ShootEventTest_SecondaryWeaponFiring)
{
//Test firing secondary weapon
ShootEventTest game(2);
//100 loops will be more than enough to do the test
int loops = 100;
bool success = false;
while (loops > 0) {
game.Tick();
if (game.TestSucceeded) {
success = true;
break;
}
loops--;
}
//The system will process the events, hence it will take a while before we can read anything
BOOST_TEST(success);
}
BOOST_AUTO_TEST_CASE(ShootEventTest_NoWeaponFiring)
{
//Test firing with no weapon equipped
ShootEventTest game(3);
//100 loops will be more than enough to do the test
int loops = 100;
bool success = false;
while (loops > 0) {
game.Tick();
loops--;
}
//The system will process the events, hence it will take a while before we can read anything
if (game.TestSucceeded)
success = true;
BOOST_TEST(success);
}
BOOST_AUTO_TEST_CASE(ShootEventTest_WeaponOnCooldown)
{
//Test firing with weapon on cooldown
ShootEventTest game(4);
//100 loops will be more than enough to do the test
int loops = 100;
bool success = false;
while (loops > 0) {
game.Tick();
loops--;
}
//The system will process the events, hence it will take a while before we can read anything
if (game.TestSucceeded)
success = true;
BOOST_TEST(success);
}
BOOST_AUTO_TEST_SUITE_END()
ShootEventTest::ShootEventTest(int runTestNumber)
{
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
ResourceManager::RegisterType<EntityFile>("EntityFile");
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
std::string mapToLoad = m_Config->Get<std::string>("Debug.LoadMap", "");
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
// Create the core event broker
m_EventBroker = new EventBroker();
// Create a world
m_World = new World();
// Create system pipeline
m_SystemPipeline = new SystemPipeline(m_EventBroker);
m_SystemPipeline->AddSystem<PlayerSystem>(0);
m_SystemPipeline->AddSystem<HealthSystem>(0);
if (!mapToLoad.empty()) {
auto file = ResourceManager::Load<EntityFile>(mapToLoad);
EntityFilePreprocessor fpp(file);
fpp.RegisterComponents(m_World);
EntityFileParser fp(file);
fp.MergeEntities(m_World);
}
//The Test
//create entity which has transform,player,model,health in it. i.e. is a player
EntityID playerID = m_World->CreateEntity();
m_PlayerID = playerID;
ComponentWrapper& player = m_World->AttachComponent(playerID, "Player");
ComponentWrapper health = m_World->AttachComponent(playerID, "Health");
//attach 2x weaps
ComponentWrapper& pItem = m_World->AttachComponent(playerID, "PrimaryItem");
ComponentWrapper& sItem = m_World->AttachComponent(playerID, "SecondaryItem");
m_RunTestNumber = runTestNumber;
switch (runTestNumber)
{
case 1:
TestSetup1(player, pItem, sItem);
break;
case 2:
TestSetup2(player, pItem, sItem);
break;
case 3:
TestSetup3(player, pItem, sItem);
break;
case 4:
TestSetup4(player, pItem, sItem);
break;
default:
break;
}
//fire once = trigger event leftmousedown
Events::MouseRelease eMouseRelease;
eMouseRelease.Button = GLFW_MOUSE_BUTTON_LEFT;
eMouseRelease.X = 1.0f;
eMouseRelease.Y = 1.0f;
m_EventBroker->Publish(eMouseRelease);
}
ShootEventTest::~ShootEventTest()
{
delete m_SystemPipeline;
delete m_World;
delete m_EventBroker;
}
void ShootEventTest::TestSetup1(ComponentWrapper& player, ComponentWrapper& pItem, ComponentWrapper& sItem)
{
//set currentweap
player["EquippedItem"] = 1;
//set ammo set cooldown
pItem["Ammo"] = 100;
pItem["CoolDownTimer"] = 0.0;
}
void ShootEventTest::TestSetup2(ComponentWrapper& player, ComponentWrapper& pItem, ComponentWrapper& sItem)
{
//set currentweap
player["EquippedItem"] = 2;
//set ammo set cooldown
sItem["Ammo"] = 10;
sItem["CoolDownTimer"] = 0.0;
}
void ShootEventTest::TestSetup3(ComponentWrapper& player, ComponentWrapper& pItem, ComponentWrapper& sItem)
{
player["EquippedItem"] = 0;
pItem["Ammo"] = 100;
sItem["Ammo"] = 100;
//TestSucceeded will be set to false if ammo changes during the 100 loops
TestSucceeded = true;
}
void ShootEventTest::TestSetup4(ComponentWrapper& player, ComponentWrapper& pItem, ComponentWrapper& sItem)
{
//set currentweap
player["EquippedItem"] = 1;
//set ammo set cooldown
pItem["Ammo"] = 100;
pItem["CoolDownTimer"] = 99999999.0;//very long coolDownTimer
//TestSucceeded will be set to false if ammo changes during the 100 loops
TestSucceeded = true;
}
void ShootEventTest::TestSuccess1() {
//if ammocount reaches -- we know the test has succeeded, i.e. a shot has been fired
int currentAmmo = m_World->GetComponent(m_PlayerID, "PrimaryItem")["Ammo"];
if (currentAmmo == 99)
TestSucceeded = true;
}
void ShootEventTest::TestSuccess2() {
//if ammocount reaches -- we know the test has succeeded, i.e. a shot has been fired
int currentAmmo = m_World->GetComponent(m_PlayerID, "SecondaryItem")["Ammo"];
if (currentAmmo == 9)
TestSucceeded = true;
}
void ShootEventTest::TestSuccess3() {
//try firing again
Events::MouseRelease eMouseRelease;
eMouseRelease.Button = GLFW_MOUSE_BUTTON_LEFT;
eMouseRelease.X = 1.0f;
eMouseRelease.Y = 1.0f;
m_EventBroker->Publish(eMouseRelease);
//if ammocount reaches -- we know the test has succeeded, i.e. a shot has been fired
int currentAmmo = m_World->GetComponent(m_PlayerID, "PrimaryItem")["Ammo"];
int currentAmmoSecondary = m_World->GetComponent(m_PlayerID, "SecondaryItem")["Ammo"];
if (currentAmmo != 100 || currentAmmoSecondary != 100)
TestSucceeded = false;
}
void ShootEventTest::TestSuccess4() {
//try firing again
Events::MouseRelease eMouseRelease;
eMouseRelease.Button = GLFW_MOUSE_BUTTON_LEFT;
eMouseRelease.X = 1.0f;
eMouseRelease.Y = 1.0f;
m_EventBroker->Publish(eMouseRelease);
//if ammocount reaches -- we know the test has succeeded, i.e. a shot has been fired
int currentAmmo = m_World->GetComponent(m_PlayerID, "PrimaryItem")["Ammo"];
if (currentAmmo != 100)
TestSucceeded = false;
}
void ShootEventTest::Tick()
{
glfwPollEvents();
//double currentTime = glfwGetTime();
//double dt = currentTime - m_LastTime;
//m_LastTime = currentTime;
//just set dt to 1.0
double dt = 0.34567;
// Iterate through systems and update world!
m_SystemPipeline->Update(m_World, dt);
m_EventBroker->Swap();
m_EventBroker->Clear();
switch (m_RunTestNumber)
{
case 1:
TestSuccess1();
break;
case 2:
TestSuccess2();
break;
case 3:
TestSuccess3();
break;
case 4:
TestSuccess4();
break;
default:
break;
}
}
-52
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@@ -1,52 +0,0 @@
#ifndef ShootEventTest_h__
#define ShootEventTest_h__
#include "Core/ResourceManager.h"
#include "Core/ConfigFile.h"
#include "Core/EventBroker.h"
#include "Core/World.h"
#include "Input/InputProxy.h"
#include "Input/KeyboardInputHandler.h"
#include "Input/MouseInputHandler.h"
#include "Core/EKeyDown.h"
#include "Core/EntityFile.h"
#include "Core/SystemPipeline.h"
#include "PlayerSystem.h"
#include "Core/EntityFilePreprocessor.h"
#include "Core/EntityFileParser.h"
#include "Core/EntityFileWriter.h"
#include "Core/EMouseRelease.h"
#include "Core/EShoot.h"
class ShootEventTest
{
public:
ShootEventTest(int runTestNumber);
~ShootEventTest();
void Tick();
bool TestSucceeded = false;
private:
void TestSetup1(ComponentWrapper& player, ComponentWrapper& pItem, ComponentWrapper& sItem);
void TestSetup2(ComponentWrapper& player, ComponentWrapper& pItem, ComponentWrapper& sItem);
void TestSetup3(ComponentWrapper& player, ComponentWrapper& pItem, ComponentWrapper& sItem);
void TestSetup4(ComponentWrapper& player, ComponentWrapper& pItem, ComponentWrapper& sItem);
void TestSuccess1();
void TestSuccess2();
void TestSuccess3();
void TestSuccess4();
double m_LastTime;
ConfigFile* m_Config = nullptr;
EventBroker* m_EventBroker;
World* m_World;
SystemPipeline* m_SystemPipeline;
int m_PlayerID;
int m_RunTestNumber;
};
#endif