Removed ShootEvent from CapturePoint
This commit is contained in:
@@ -1,22 +0,0 @@
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#ifndef EShoot_h__
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#define EShoot_h__
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#include "EventBroker.h"
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#include "../Core/Entity.h"
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#include "Engine/GLM.h"
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namespace Events
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{
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struct Shoot : Event
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{
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//shotgun etc has different amounts of damage probably (a sniper shot might one-shot)
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//also different weapons will have different spread
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int currentlyEquippedItem;
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//currentAimingPoint must be sent, in case the camera is moved while the event is being processed
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glm::vec2 currentAimingPoint;
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};
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}
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#endif
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@@ -8,7 +8,6 @@
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#include "Core/System.h"
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#include "Collision/ETrigger.h"
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#include "Core/EMouseRelease.h"
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#include "Core/EShoot.h"
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class PlayerSystem : public PureSystem
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{
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@@ -19,14 +18,11 @@ public:
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EVENT_SUBSCRIBE_MEMBER(m_ETouch, &PlayerSystem::OnTouch);
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EVENT_SUBSCRIBE_MEMBER(m_EEnter, &PlayerSystem::OnEnter);
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EVENT_SUBSCRIBE_MEMBER(m_ELeave, &PlayerSystem::OnLeave);
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EVENT_SUBSCRIBE_MEMBER(m_MouseRelease, &PlayerSystem::OnMouseRelease);
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}
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virtual void UpdateComponent(World* world, ComponentWrapper& player, double dt) override;
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private:
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float m_Speed = 5;
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bool leftMouseWasReleased = false;
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glm::vec2 aimingCoordinates;
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EventRelay<PlayerSystem, Events::TriggerEnter> m_EEnter;
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bool OnEnter(const Events::TriggerEnter &event);
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EventRelay<PlayerSystem, Events::TriggerTouch> m_ETouch;
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@@ -34,12 +30,6 @@ private:
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EventRelay<PlayerSystem, Events::TriggerLeave> m_ELeave;
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bool PlayerSystem::OnLeave(const Events::TriggerLeave &event);
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EventRelay<PlayerSystem, Events::MouseRelease> m_MouseRelease;
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bool PlayerSystem::OnMouseRelease(const Events::MouseRelease& e);
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enum class HeldItem {
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None = 0,
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PrimaryItem = 1,
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SecondaryItem = 2
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};
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};
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#endif
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@@ -9,7 +9,5 @@
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<xs:include schemaLocation="Components/AABB.xsd"/>
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<xs:include schemaLocation="Components/Trigger.xsd"/>
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<xs:include schemaLocation="Components/Health.xsd"/>
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<xs:include schemaLocation="Components/PrimaryItem.xsd"/>
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<xs:include schemaLocation="Components/SecondaryItem.xsd"/>
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<xs:include schemaLocation="Components/CapturePoint.xsd"/>
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</xs:schema>
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@@ -1,6 +1,5 @@
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<c:Player>
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<TeamNumber>0</TeamNumber>
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<EquippedItem>0</EquippedItem>
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<Velocity X="0" Y="0" Z="0"/>
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<Forward>false</Forward>
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<Left>false</Left>
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@@ -14,7 +14,6 @@
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<xs:element name="Left" type="t:bool" minOccurs="0"/>
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<xs:element name="Back" type="t:bool" minOccurs="0"/>
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<xs:element name="Right" type="t:bool" minOccurs="0"/>
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<xs:element name="EquippedItem" type="t:int" minOccurs="0"/>
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<xs:element name="TeamNumber" type="t:int" minOccurs="0"/>
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</xs:all>
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</xs:complexType>
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@@ -1,4 +0,0 @@
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<c:PrimaryItem>
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<Ammo>0</Ammo>
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<CoolDownTimer>0</CoolDownTimer>
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</c:PrimaryItem>
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@@ -1,21 +0,0 @@
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<?xml version="1.0"?>
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<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
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<xs:import schemaLocation="../Types.xsd" namespace="types"/>
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<xs:element name="PrimaryItem">
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<xs:annotation>
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<xs:documentation>The Players Primary Item/Weapon</xs:documentation>
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</xs:annotation>
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<xs:complexType>
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<xs:all>
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<xs:element name="Ammo" type="t:int" minOccurs="0">
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<xs:annotation><xs:documentation>Ammo count</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="CoolDownTimer" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>Cooldown till next item/weapon use</xs:documentation></xs:annotation>
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</xs:element>
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</xs:all>
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</xs:complexType>
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</xs:element>
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</xs:schema>
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@@ -1,4 +0,0 @@
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<c:SecondaryItem>
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<Ammo>0</Ammo>
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<CoolDownTimer>0</CoolDownTimer>
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</c:SecondaryItem>
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@@ -1,21 +0,0 @@
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<?xml version="1.0"?>
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<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
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<xs:import schemaLocation="../Types.xsd" namespace="types"/>
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<xs:element name="SecondaryItem">
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<xs:annotation>
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<xs:documentation>The Players Secondary Item/Weapon</xs:documentation>
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</xs:annotation>
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<xs:complexType>
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<xs:all>
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<xs:element name="Ammo" type="t:int" minOccurs="0">
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<xs:annotation><xs:documentation>Ammo count</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="CoolDownTimer" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>Cooldown till next item/weapon use</xs:documentation></xs:annotation>
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</xs:element>
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</xs:all>
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</xs:complexType>
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</xs:element>
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</xs:schema>
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@@ -16,8 +16,6 @@
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<xs:element ref="c:RaptorCopter" minOccurs="0"/>
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<xs:element ref="c:Player" minOccurs="0"/>
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<xs:element ref="c:Health" minOccurs="0"/>
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<xs:element ref="c:PrimaryItem" minOccurs="0"/>
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<xs:element ref="c:SecondaryItem" minOccurs="0"/>
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<xs:element ref="c:CapturePoint" minOccurs="0"/>
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</xs:all>
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</xs:complexType>
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@@ -21,38 +21,6 @@ void PlayerSystem::UpdateComponent(World * world, ComponentWrapper & player, dou
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ComponentWrapper& transform = world->GetComponent(player.EntityID, "Transform");
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(glm::vec3&)transform["Position"] += (glm::vec3)player["Velocity"];
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}
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//do shootEvent: if left mouse was released, and ammo/weaponcooldown/playeralive/shootingcooldown are ok
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if (leftMouseWasReleased) {
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leftMouseWasReleased = false;
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//get the health component linked to the playerId
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double currentHealth = (double)world->GetComponent(player.EntityID, "Health")["Health"];
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int currentAmmo = 0;
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double currentCoolDownTimer = 0.0;
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std::string HeldItemString = "";
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if ((int)player["EquippedItem"] == (int)HeldItem::PrimaryItem)
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HeldItemString = "PrimaryItem";
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if ((int)player["EquippedItem"] == (int)HeldItem::SecondaryItem)
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HeldItemString = "SecondaryItem";
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if (HeldItemString != "") {
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ComponentWrapper& currentItem = world->GetComponent(player.EntityID, HeldItemString);
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currentAmmo = (int)currentItem["Ammo"];
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currentCoolDownTimer = (double)currentItem["CoolDownTimer"];
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if (currentHealth > 0.0 && currentAmmo > 0 && currentCoolDownTimer < 0.001) {
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//decrease ammo count
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//TODO: temp, set the cooldowntimer - probably done in some other system (itemSystem?) later
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currentItem["Ammo"] = (int)currentItem["Ammo"] - 1;
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currentItem["CoolDownTimer"] = 2.0;//change later!
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//create and publish the shoot event
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Events::Shoot eShoot;
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eShoot.currentAimingPoint = aimingCoordinates;
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eShoot.currentlyEquippedItem = (int)(player["EquippedItem"]);
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m_EventBroker->Publish(eShoot);
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}
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}
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}
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}
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bool PlayerSystem::OnTouch(const Events::TriggerTouch &event)
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@@ -72,14 +40,3 @@ bool PlayerSystem::OnLeave(const Events::TriggerLeave &event)
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LOG_INFO("Player entity %i left widget (entity %i).", event.Entity, event.Trigger);
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return false;
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}
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bool PlayerSystem::OnMouseRelease(const Events::MouseRelease& e)
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{
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//kolla ammoleft, cooldowntimer shooting
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//kolla om left mouse varit nere
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if (e.Button != GLFW_MOUSE_BUTTON_LEFT)
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return false;
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aimingCoordinates = glm::vec2(e.X, e.Y);
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leftMouseWasReleased = true;
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return true;
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}
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@@ -1,256 +0,0 @@
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#include <boost/test/unit_test.hpp>
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using boost::unit_test_framework::test_suite;
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using boost::unit_test_framework::test_case;
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#include "ShootEventTest.h"
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#include "Game/HealthSystem.h"
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BOOST_AUTO_TEST_SUITE(ShootEventTestSuite)
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//dont use the same name as the classname in test cases...
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BOOST_AUTO_TEST_CASE(ShootEventTest_PrimaryWeaponFiring)
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{
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//Test firing primary weapon
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ShootEventTest game(1);
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//100 loops will be more than enough to do the test
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int loops = 100;
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bool success = false;
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while (loops > 0) {
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game.Tick();
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if (game.TestSucceeded) {
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success = true;
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break;
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}
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loops--;
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}
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//The system will process the events, hence it will take a while before we can read anything
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BOOST_TEST(success);
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}
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BOOST_AUTO_TEST_CASE(ShootEventTest_SecondaryWeaponFiring)
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{
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//Test firing secondary weapon
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ShootEventTest game(2);
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//100 loops will be more than enough to do the test
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int loops = 100;
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bool success = false;
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while (loops > 0) {
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game.Tick();
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if (game.TestSucceeded) {
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success = true;
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break;
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}
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loops--;
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}
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//The system will process the events, hence it will take a while before we can read anything
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BOOST_TEST(success);
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}
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BOOST_AUTO_TEST_CASE(ShootEventTest_NoWeaponFiring)
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{
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//Test firing with no weapon equipped
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ShootEventTest game(3);
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//100 loops will be more than enough to do the test
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int loops = 100;
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bool success = false;
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while (loops > 0) {
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game.Tick();
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loops--;
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}
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//The system will process the events, hence it will take a while before we can read anything
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if (game.TestSucceeded)
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success = true;
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BOOST_TEST(success);
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}
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BOOST_AUTO_TEST_CASE(ShootEventTest_WeaponOnCooldown)
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{
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//Test firing with weapon on cooldown
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ShootEventTest game(4);
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//100 loops will be more than enough to do the test
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int loops = 100;
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bool success = false;
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while (loops > 0) {
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game.Tick();
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loops--;
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}
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//The system will process the events, hence it will take a while before we can read anything
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if (game.TestSucceeded)
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success = true;
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BOOST_TEST(success);
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}
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BOOST_AUTO_TEST_SUITE_END()
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ShootEventTest::ShootEventTest(int runTestNumber)
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{
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ResourceManager::RegisterType<ConfigFile>("ConfigFile");
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ResourceManager::RegisterType<EntityFile>("EntityFile");
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m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
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std::string mapToLoad = m_Config->Get<std::string>("Debug.LoadMap", "");
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LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
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// Create the core event broker
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m_EventBroker = new EventBroker();
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// Create a world
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m_World = new World();
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// Create system pipeline
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m_SystemPipeline = new SystemPipeline(m_EventBroker);
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m_SystemPipeline->AddSystem<PlayerSystem>(0);
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m_SystemPipeline->AddSystem<HealthSystem>(0);
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if (!mapToLoad.empty()) {
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auto file = ResourceManager::Load<EntityFile>(mapToLoad);
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EntityFilePreprocessor fpp(file);
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fpp.RegisterComponents(m_World);
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EntityFileParser fp(file);
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fp.MergeEntities(m_World);
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}
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//The Test
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//create entity which has transform,player,model,health in it. i.e. is a player
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EntityID playerID = m_World->CreateEntity();
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m_PlayerID = playerID;
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ComponentWrapper& player = m_World->AttachComponent(playerID, "Player");
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ComponentWrapper health = m_World->AttachComponent(playerID, "Health");
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//attach 2x weaps
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ComponentWrapper& pItem = m_World->AttachComponent(playerID, "PrimaryItem");
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ComponentWrapper& sItem = m_World->AttachComponent(playerID, "SecondaryItem");
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m_RunTestNumber = runTestNumber;
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switch (runTestNumber)
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{
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case 1:
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TestSetup1(player, pItem, sItem);
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break;
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case 2:
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TestSetup2(player, pItem, sItem);
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break;
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case 3:
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TestSetup3(player, pItem, sItem);
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break;
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case 4:
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TestSetup4(player, pItem, sItem);
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break;
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default:
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break;
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}
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//fire once = trigger event leftmousedown
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Events::MouseRelease eMouseRelease;
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eMouseRelease.Button = GLFW_MOUSE_BUTTON_LEFT;
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eMouseRelease.X = 1.0f;
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eMouseRelease.Y = 1.0f;
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m_EventBroker->Publish(eMouseRelease);
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}
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ShootEventTest::~ShootEventTest()
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{
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delete m_SystemPipeline;
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delete m_World;
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delete m_EventBroker;
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}
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void ShootEventTest::TestSetup1(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem)
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{
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//set currentweap
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player["EquippedItem"] = 1;
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//set ammo set cooldown
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pItem["Ammo"] = 100;
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pItem["CoolDownTimer"] = 0.0;
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}
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void ShootEventTest::TestSetup2(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem)
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{
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//set currentweap
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player["EquippedItem"] = 2;
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//set ammo set cooldown
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sItem["Ammo"] = 10;
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sItem["CoolDownTimer"] = 0.0;
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}
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void ShootEventTest::TestSetup3(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem)
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{
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player["EquippedItem"] = 0;
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pItem["Ammo"] = 100;
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sItem["Ammo"] = 100;
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//TestSucceeded will be set to false if ammo changes during the 100 loops
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TestSucceeded = true;
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}
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void ShootEventTest::TestSetup4(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem)
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{
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//set currentweap
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player["EquippedItem"] = 1;
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//set ammo set cooldown
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pItem["Ammo"] = 100;
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pItem["CoolDownTimer"] = 5.0;
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//TestSucceeded will be set to false if ammo changes during the 100 loops
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TestSucceeded = true;
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}
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void ShootEventTest::TestSuccess1() {
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//if ammocount reaches -- we know the test has succeeded, i.e. a shot has been fired
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int currentAmmo = m_World->GetComponent(m_PlayerID, "PrimaryItem")["Ammo"];
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if (currentAmmo == 99)
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TestSucceeded = true;
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}
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void ShootEventTest::TestSuccess2() {
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//if ammocount reaches -- we know the test has succeeded, i.e. a shot has been fired
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int currentAmmo = m_World->GetComponent(m_PlayerID, "SecondaryItem")["Ammo"];
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if (currentAmmo == 9)
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TestSucceeded = true;
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}
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void ShootEventTest::TestSuccess3() {
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//try firing again
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Events::MouseRelease eMouseRelease;
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eMouseRelease.Button = GLFW_MOUSE_BUTTON_LEFT;
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eMouseRelease.X = 1.0f;
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eMouseRelease.Y = 1.0f;
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m_EventBroker->Publish(eMouseRelease);
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//if ammocount reaches -- we know the test has succeeded, i.e. a shot has been fired
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int currentAmmo = m_World->GetComponent(m_PlayerID, "PrimaryItem")["Ammo"];
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int currentAmmoSecondary = m_World->GetComponent(m_PlayerID, "SecondaryItem")["Ammo"];
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if (currentAmmo != 100 || currentAmmoSecondary != 100)
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TestSucceeded = false;
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}
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void ShootEventTest::TestSuccess4() {
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//try firing again
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Events::MouseRelease eMouseRelease;
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eMouseRelease.Button = GLFW_MOUSE_BUTTON_LEFT;
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eMouseRelease.X = 1.0f;
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eMouseRelease.Y = 1.0f;
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m_EventBroker->Publish(eMouseRelease);
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//if ammocount reaches -- we know the test has succeeded, i.e. a shot has been fired
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int currentAmmo = m_World->GetComponent(m_PlayerID, "PrimaryItem")["Ammo"];
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if (currentAmmo != 100)
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TestSucceeded = false;
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}
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void ShootEventTest::Tick()
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{
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glfwPollEvents();
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double currentTime = glfwGetTime();
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double dt = currentTime - m_LastTime;
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m_LastTime = currentTime;
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// Iterate through systems and update world!
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m_SystemPipeline->Update(m_World, dt);
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m_EventBroker->Swap();
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m_EventBroker->Clear();
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switch (m_RunTestNumber)
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{
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case 1:
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TestSuccess1();
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break;
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case 2:
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TestSuccess2();
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break;
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case 3:
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TestSuccess3();
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break;
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case 4:
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TestSuccess4();
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break;
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default:
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -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
|
||||
Reference in New Issue
Block a user