From e52c0c963334c0afe68612159b03a5f9fb7a470d Mon Sep 17 00:00:00 2001 From: verysecrethero Date: Thu, 7 Jan 2016 15:27:39 +0100 Subject: [PATCH] Now using the easier/cleaner way of getting/setting the HealthProperties --- src/Game/HealthSystem.cpp | 12 ++++-------- 1 file changed, 4 insertions(+), 8 deletions(-) diff --git a/src/Game/HealthSystem.cpp b/src/Game/HealthSystem.cpp index 188bfb5a..41f60ce5 100644 --- a/src/Game/HealthSystem.cpp +++ b/src/Game/HealthSystem.cpp @@ -13,8 +13,7 @@ void HealthSystem::UpdateComponent(World *world, ComponentWrapper &health, doubl { //if entityID of health is 9 then the players ID is also 9 (player,health are connected to the same entity) ComponentWrapper player = world->GetComponent(health.EntityID, "Player"); - double currentHealth; - double maxHealth = (double)world->GetComponent(health.EntityID, "Health")["MaxHealth"]; + double maxHealth = (double)health["MaxHealth"]; //process the DeltaHealthVector and change the entitys health accordingly for (size_t i = m_DeltaHealthVector.size(); i > 0; i--) @@ -22,18 +21,15 @@ void HealthSystem::UpdateComponent(World *world, ComponentWrapper &health, doubl auto deltaHP = m_DeltaHealthVector[i - 1]; //if we have a healthchange for the current player, then apply it if (std::get<0>(deltaHP) == player.EntityID) { - //re-read currentHealth for each iteration - currentHealth = (double)world->GetComponent(health.EntityID, "Health")["Health"]; //get the deltaHP value from the tuple and make sure you dont get more than maxHealth - double newHealth = std::min(currentHealth + (double)std::get<1>(deltaHP), maxHealth); - health.SetProperty("Health", newHealth); + double newHealth = std::min((double)health["Health"] + (double)std::get<1>(deltaHP), maxHealth); + health["Health"] = newHealth; m_DeltaHealthVector.erase(m_DeltaHealthVector.begin() + i - 1); } } - currentHealth = (double)world->GetComponent(health.EntityID, "Health")["Health"]; //check if health is <= 0 - if (currentHealth <= 0.0f) { + if ((double)health["Health"] <= 0.0f) { //publish death event Events::PlayerDeath e; e.PlayerID = player.EntityID;