Now using the easier/cleaner way of getting/setting the HealthProperties
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@@ -13,8 +13,7 @@ void HealthSystem::UpdateComponent(World *world, ComponentWrapper &health, doubl
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{
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//if entityID of health is 9 then the players ID is also 9 (player,health are connected to the same entity)
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ComponentWrapper player = world->GetComponent(health.EntityID, "Player");
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double currentHealth;
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double maxHealth = (double)world->GetComponent(health.EntityID, "Health")["MaxHealth"];
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double maxHealth = (double)health["MaxHealth"];
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//process the DeltaHealthVector and change the entitys health accordingly
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for (size_t i = m_DeltaHealthVector.size(); i > 0; i--)
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@@ -22,18 +21,15 @@ void HealthSystem::UpdateComponent(World *world, ComponentWrapper &health, doubl
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auto deltaHP = m_DeltaHealthVector[i - 1];
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//if we have a healthchange for the current player, then apply it
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if (std::get<0>(deltaHP) == player.EntityID) {
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//re-read currentHealth for each iteration
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currentHealth = (double)world->GetComponent(health.EntityID, "Health")["Health"];
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//get the deltaHP value from the tuple and make sure you dont get more than maxHealth
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double newHealth = std::min(currentHealth + (double)std::get<1>(deltaHP), maxHealth);
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health.SetProperty("Health", newHealth);
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double newHealth = std::min((double)health["Health"] + (double)std::get<1>(deltaHP), maxHealth);
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health["Health"] = newHealth;
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m_DeltaHealthVector.erase(m_DeltaHealthVector.begin() + i - 1);
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}
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}
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currentHealth = (double)world->GetComponent(health.EntityID, "Health")["Health"];
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//check if health is <= 0
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if (currentHealth <= 0.0f) {
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if ((double)health["Health"] <= 0.0f) {
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//publish death event
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Events::PlayerDeath e;
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e.PlayerID = player.EntityID;
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