Modified a few files according to the current CodeStandards
This commit is contained in:
@@ -12,9 +12,9 @@ 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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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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glm::vec2 CurrentAimingPoint;
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};
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}
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@@ -9,6 +9,7 @@
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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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#include <algorithm>
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class PlayerSystem : public PureSystem
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{
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@@ -25,8 +26,8 @@ public:
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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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bool m_LeftMouseWasReleased = false;
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glm::vec2 m_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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+12
-13
@@ -1,7 +1,6 @@
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#include "PlayerSystem.h"
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#include <algorithm>
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void PlayerSystem::UpdateComponent(World * world, ComponentWrapper & player, double dt)
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void PlayerSystem::UpdateComponent(World* world, ComponentWrapper& player, double dt)
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{
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player["Velocity"] = glm::vec3(0.f, 0.f, 0.f);
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if ((bool&)player["Forward"] == true) {
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@@ -30,20 +29,20 @@ void PlayerSystem::UpdateComponent(World * world, ComponentWrapper & player, dou
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currentItem2["CoolDownTimer"] = std::max(0.0, (double)currentItem2["CoolDownTimer"] - dt);
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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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if (m_LeftMouseWasReleased) {
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m_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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std::string heldItemString = "";
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if ((int)player["EquippedItem"] == (int)HeldItem::PrimaryItem)
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HeldItemString = "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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heldItemString = "SecondaryItem";
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if (HeldItemString != "") {
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ComponentWrapper& currentItem = world->GetComponent(player.EntityID, HeldItemString);
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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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@@ -54,8 +53,8 @@ void PlayerSystem::UpdateComponent(World * world, ComponentWrapper & player, dou
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currentItem["CoolDownTimer"] = 2.0;//change later! probably to maxCoolDownTimer
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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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eShoot.CurrentAimingPoint = m_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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@@ -86,7 +85,7 @@ bool PlayerSystem::OnMouseRelease(const Events::MouseRelease& e)
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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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m_AimingCoordinates = glm::vec2(e.X, e.Y);
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m_LeftMouseWasReleased = true;
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return true;
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}
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@@ -150,7 +150,7 @@ ShootEventTest::~ShootEventTest()
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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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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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@@ -158,7 +158,7 @@ void ShootEventTest::TestSetup1(ComponentWrapper &player, ComponentWrapper &pIte
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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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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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@@ -166,7 +166,7 @@ void ShootEventTest::TestSetup2(ComponentWrapper &player, ComponentWrapper &pIte
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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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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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@@ -174,7 +174,7 @@ void ShootEventTest::TestSetup3(ComponentWrapper &player, ComponentWrapper &pIte
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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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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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@@ -30,10 +30,10 @@ public:
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bool TestSucceeded = false;
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private:
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void TestSetup1(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem);
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void TestSetup2(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem);
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void TestSetup3(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem);
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void TestSetup4(ComponentWrapper &player, ComponentWrapper &pItem, ComponentWrapper &sItem);
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void TestSetup1(ComponentWrapper& player, ComponentWrapper& pItem, ComponentWrapper& sItem);
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void TestSetup2(ComponentWrapper& player, ComponentWrapper& pItem, ComponentWrapper& sItem);
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void TestSetup3(ComponentWrapper& player, ComponentWrapper& pItem, ComponentWrapper& sItem);
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void TestSetup4(ComponentWrapper& player, ComponentWrapper& pItem, ComponentWrapper& sItem);
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void TestSuccess1();
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void TestSuccess2();
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void TestSuccess3();
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