HealthPickups are now based on a percentage of player maxhealth. You can no longer pickup healthpacks if you are at max health. You can no longer gain more than maxHealth.

This commit is contained in:
verysecrethero
2016-02-08 11:22:28 +01:00
parent f8e514d21e
commit ce22854168
4 changed files with 12 additions and 5 deletions
+1
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@@ -12,6 +12,7 @@
#include <tuple>
#include <vector>
#include <algorithm>
class HealthSystem : public PureSystem
{
+1 -1
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@@ -13,7 +13,7 @@
<xs:annotation><xs:documentation>The respawn timer for a health pickup</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="HealthGain" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>How much health the player will get when he picks the healthPickup up</xs:documentation></xs:annotation>
<xs:annotation><xs:documentation>How much percent max-health the player will get when he picks the healthPickup up</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
+2 -2
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@@ -18,7 +18,7 @@ bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
ComponentWrapper cHealth = e.Player["Health"];
double& health = cHealth["Health"];
health -= e.Damage;
if (health <= 0.0) {
m_World->DeleteEntity(e.Player.ID);
}
@@ -30,8 +30,8 @@ bool HealthSystem::OnPlayerHealthPickup(Events::PlayerHealthPickup& e)
{
ComponentWrapper cHealth = e.Player["Health"];
double& health = cHealth["Health"];
//NOTE: its possible to get more than MaxHealth health
health += e.HealthAmount;
health = std::min(health, (double)cHealth["MaxHealth"]);
return true;
}
+8 -2
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@@ -43,10 +43,16 @@ bool PickupSpawnSystem::OnTriggerTouch(Events::TriggerTouch& e)
if (!e.Trigger.HasComponent("HealthPickup")) {
return false;
}
double healthGiven = 0.01*(double)e.Trigger["HealthPickup"]["HealthGain"] * (double)e.Entity["Health"]["MaxHealth"];
//cant pick up healthpacks if you are already at MaxHealth
if ((double)e.Entity["Health"]["Health"] >= (double)e.Entity["Health"]["MaxHealth"]) {
return false;
}
//personEntered = e.Entity, thingEntered = e.Trigger
Events::PlayerHealthPickup ePlayerHealthPickup;
ePlayerHealthPickup.HealthAmount = e.Trigger["HealthPickup"]["HealthGain"];
ePlayerHealthPickup.PlayerHealedID = e.Entity.ID;
ePlayerHealthPickup.HealthAmount = healthGiven;
ePlayerHealthPickup.Player = e.Entity;
m_EventBroker->Publish(ePlayerHealthPickup);
//copy position, healthgain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)