Merge remote-tracking branch 'origin/master' into Sound
# Conflicts: # src/Engine/Sound/SoundSystem.cpp
This commit is contained in:
+5
-2
@@ -74,6 +74,7 @@ Game::Game(int argc, char* argv[])
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// Create Octrees
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m_OctreeCollision = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
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m_OctreeTrigger = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
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m_OctreeFrustrumCulling = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
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// Create system pipeline
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m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker);
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@@ -92,14 +93,15 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
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// Populate Octree with collidables
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision);
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m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
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m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
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m_SystemPipeline->AddSystem<PlayerHUD>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
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// Collision and TriggerSystem should update after player.
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
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m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeCollision);
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m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeTrigger);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
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++updateOrderLevel;
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@@ -123,6 +125,7 @@ Game::~Game()
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delete m_SoundSystem;
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delete m_OctreeFrustrumCulling;
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delete m_OctreeCollision;
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delete m_OctreeTrigger;
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delete m_World;
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delete m_FrameStack;
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delete m_InputProxy;
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@@ -64,9 +64,9 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
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std::map<std::string, int> nextPossibleCapturePoint;
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nextPossibleCapturePoint["Red"] = -1;
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nextPossibleCapturePoint["Blue"] = -1;
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for (size_t i = 0; i < m_NumberOfCapturePoints; i++)
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for (int i = 0; i < m_NumberOfCapturePoints; i++)
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{
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if (m_CapturePointNumberToEntityMap[i].HasComponent("Team")) {
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if (!m_CapturePointNumberToEntityMap[i].HasComponent("Team")) {
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continue;
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}
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ComponentWrapper& capturePointOwnedBy = m_CapturePointNumberToEntityMap[i]["Team"];
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@@ -93,7 +93,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
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//reset timers and reset the bool that triggers this
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if (m_ResetTimers) {
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for (size_t i = 0; i < m_NumberOfCapturePoints; i++)
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for (int i = 0; i < m_NumberOfCapturePoints; i++)
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{
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ComponentWrapper& capturePoint = m_CapturePointNumberToEntityMap[i]["CapturePoint"];
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if ((int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Red"] &&
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@@ -119,6 +119,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
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if (std::get<1>(triggerTouched) == capturePointEntity) {
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//some player has touched this - lets figure out: what team, health
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EntityWrapper player = std::get<0>(triggerTouched);
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//check if its really a player that has triggered the touch
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if (!player.HasComponent("Player")) {
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//if a non-player has entered the capturePoint, just erase that event and continue
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m_ETriggerTouchVector.erase(m_ETriggerTouchVector.begin() + i - 1);
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@@ -30,7 +30,7 @@ EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /
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if (spawnPoints.size() > 1) {
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static std::random_device randomDevice;
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static std::mt19937 randomGenerator(randomDevice());
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std::uniform_int_distribution<> distribution(0, std::distance(spawnPoints.begin(), spawnPoints.end()) - 1);
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std::uniform_int_distribution<> distribution(0, static_cast<int>(std::distance(spawnPoints.begin(), spawnPoints.end())) - 1);
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auto randomSpawnPointIt = spawnPoints.begin();
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std::advance(randomSpawnPointIt, distribution(randomGenerator));
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spawnPoint = *randomSpawnPointIt;
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@@ -104,7 +104,7 @@ bool WeaponSystem::OnShoot(Events::Shoot& eShoot)
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// Screen center, based on current resolution!
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// TODO: check if player has enough ammo and if weapon has a cooldown or not
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Rectangle screenResolution = m_Renderer->GetViewPortSize();
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Rectangle screenResolution = m_Renderer->GetViewportSize();
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glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
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// TODO: check if player has enough ammo and if weapon has a cooldown or not
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