Changed CapturePointSystem in light of new enums in the components and a teamcomponent. Half the tests are currently working
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#include "Systems/CapturePointSystem.h"
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#include <algorithm>
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CapturePointSystem::CapturePointSystem(EventBroker* eventBroker)
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: System(eventBroker),
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PureSystem("CapturePoint")
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{
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//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &CapturePointSystem::OnTriggerTouch);
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &CapturePointSystem::OnTriggerLeave);
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}
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//here all capturepoints will update their component
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//NOTE: needs to run each frame, since we're possibly modifying the captureTimer for the capturePoints by dt
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void CapturePointSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& capturePoint, double dt)
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{
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bool hasTeamComponent = world->HasComponent(capturePoint.EntityID, "Team");
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if (!hasTeamComponent) {
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world->AttachComponent(capturePoint.EntityID, "Team");
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ComponentWrapper& teamComponent = world->GetComponent(capturePoint.EntityID, "Team");
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teamComponent["Team"] = 0;
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}
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ComponentWrapper& teamComponent = world->GetComponent(capturePoint.EntityID, "Team");
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int firstTeamPlayersStandingInside = 0;
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int secondTeamPlayersStandingInside = 0;
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//what if capture point has no TEAM? -> NO ENUM.
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const int redTeam = (int)teamComponent["Team"].Enum("Red");//"team 1"
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const int blueTeam = (int)teamComponent["Team"].Enum("Blue");//"team 2"
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const int spectatorTeam = (int)teamComponent["Team"].Enum("Spectator");
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//check how many players are standing inside and are healthy
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for (size_t i = m_ETriggerTouchVector.size(); i > 0; i--)
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{
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auto triggerTouched = m_ETriggerTouchVector[i - 1];
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if (std::get<1>(triggerTouched) == capturePoint.EntityID) {
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//some player has touched this - lets figure out: what team, health
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EntityID playerID = std::get<0>(triggerTouched);
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if (!world->HasComponent(playerID, "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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continue;
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}
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bool hasHealthComponent = world->HasComponent(playerID, "Health");
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if (hasHealthComponent) {
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double currentHealth = world->GetComponent(playerID, "Health")["Health"];
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//check if player is dead
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if ((int)currentHealth == 0) {
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continue;
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}
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}
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//check team - spectatorNumber = "no team"
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int teamNumber = world->GetComponent(playerID, "Player")["Team"];
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if (teamNumber == redTeam) {
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firstTeamPlayersStandingInside++;
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} else if (teamNumber == blueTeam) {
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secondTeamPlayersStandingInside++;
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}
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continue;
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}
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}
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int ownedBy = teamComponent["Team"];
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//om ej next satt, förvänta sig att en capturepoint med en viss team färg kommer in...
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//sätt isåfall next och kör på..
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//gör inget tills man fått den infon
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/*check what capturePoint can be taken over next:
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no capturepoint taken yet for at least one of the teams <->
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at the start of the match the system is unaware of what capturePoint is the first one for each team*/
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if (m_Team1NextPossibleCapturePoint == m_NotACapturePoint && (int)teamComponent["Team"] == redTeam) {
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m_Team1NextPossibleCapturePoint = capturePoint["CapturePointNumber"];
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m_Team1HomeCapturePoint = capturePoint["CapturePointNumber"];//needed to calculate next m_Team1NextPossibleCapturePoint
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} else if (m_Team2NextPossibleCapturePoint == m_NotACapturePoint && (int)teamComponent["Team"] == blueTeam) {
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m_Team2NextPossibleCapturePoint = capturePoint["CapturePointNumber"];
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m_Team2HomeCapturePoint = capturePoint["CapturePointNumber"];//needed to calculate next m_Team2NextPossibleCapturePoint
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}
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//at least one capturepoint has been taken over
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//do nothing, its being handled inside the next code:
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//create data to be used in option B
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//check so this is the next possible capture point for the take-over team and see if only one team is standing inside it
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double timerDeltaChange = 0.0;
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int currentTeam = 0;
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if (firstTeamPlayersStandingInside > 0 && secondTeamPlayersStandingInside == 0
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&& m_Team1NextPossibleCapturePoint == (int)capturePoint["CapturePointNumber"])
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{
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timerDeltaChange = firstTeamPlayersStandingInside*dt;
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currentTeam = blueTeam;
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} else if (firstTeamPlayersStandingInside == 0 && secondTeamPlayersStandingInside > 0
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&& m_Team2NextPossibleCapturePoint == (int)capturePoint["CapturePointNumber"])
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{
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timerDeltaChange = -secondTeamPlayersStandingInside*dt;
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currentTeam = redTeam;
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}
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if (firstTeamPlayersStandingInside == 0 && secondTeamPlayersStandingInside == 0) {
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//A.nobodys standing inside
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//do nothing (?)
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} else if (currentTeam == blueTeam || currentTeam == redTeam) {
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//B. at most one of the teams have players inside (this means datavariable currentTeam is not 0)
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//if capturePoint is not owned by the take-over team, just modify the CaptureTimer accordingly
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if (ownedBy != currentTeam) {
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capturePoint["CaptureTimer"] = (double)capturePoint["CaptureTimer"] + timerDeltaChange;
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}
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//if capturePoint is owned by the team, and the other team has been trying to take it, then increase/decrease the timer towards 0.0
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if ((ownedBy == currentTeam && currentTeam == redTeam && (double)capturePoint["CaptureTimer"] < 0.0) ||
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(ownedBy == currentTeam && currentTeam == blueTeam && (double)capturePoint["CaptureTimer"] > 0.0)) {
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capturePoint["CaptureTimer"] = (double)capturePoint["CaptureTimer"] + timerDeltaChange;
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}
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//check if captureTimer > m_CaptureTimeToTakeOver and if so change owner and publish the eCaptured event
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if (abs((double)capturePoint["CaptureTimer"]) > abs(m_CaptureTimeToTakeOver)) {
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teamComponent["Team"] = currentTeam;
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capturePoint["CaptureTimer"] = 0.0;
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//publish Captured event
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Events::Captured e;
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e.CapturePointID = capturePoint.EntityID;
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e.TeamNumberThatCapturedCapturePoint = currentTeam;
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m_EventBroker->Publish(e);
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//modify nextPossibleCapturePoint, depending on, example: if team 1 has "0" as homebase or team 1 has "7" as homebase
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//0 = false 1 = true
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bool team1HasTheZeroCapturePoint = m_Team1HomeCapturePoint < m_Team2HomeCapturePoint;
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if (team1HasTheZeroCapturePoint) {
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if (currentTeam == redTeam) {
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m_Team1NextPossibleCapturePoint++;
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} else {
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m_Team2NextPossibleCapturePoint--;
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}
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//adjust flag for other team if their previous point has just been taken
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//this depends on what team has what homepoint ("side")
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if (m_Team2NextPossibleCapturePoint == m_Team1NextPossibleCapturePoint - 2) {
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m_Team2NextPossibleCapturePoint = m_Team2NextPossibleCapturePoint + 1;
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}
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if (m_Team1NextPossibleCapturePoint == m_Team2NextPossibleCapturePoint + 2) {
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m_Team1NextPossibleCapturePoint = m_Team1NextPossibleCapturePoint - 1;
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}
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} else {
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if (currentTeam == redTeam) {
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m_Team1NextPossibleCapturePoint--;
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} else {
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m_Team2NextPossibleCapturePoint++;
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}
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//adjust flag for other team if their previous point has just been taken
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//this depends on what team has what homepoint ("side")
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if (m_Team2NextPossibleCapturePoint == m_Team1NextPossibleCapturePoint + 2) {
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m_Team2NextPossibleCapturePoint = m_Team2NextPossibleCapturePoint - 1;
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}
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if (m_Team1NextPossibleCapturePoint == m_Team2NextPossibleCapturePoint - 2) {
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m_Team1NextPossibleCapturePoint = m_Team1NextPossibleCapturePoint + 1;
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}
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}
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}
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} else if (firstTeamPlayersStandingInside > 0 && secondTeamPlayersStandingInside > 0) {
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//C.both teams have players inside
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//do nothing (?)
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}
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//check for possible winCondition = check if the homebase is owned by the other team
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bool checkForWinner = false;
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if ((int)capturePoint["CapturePointNumber"] == m_Team1HomeCapturePoint && (int)teamComponent["Team"] != redTeam)
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{
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checkForWinner = true;
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}
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if ((int)capturePoint["CapturePointNumber"] == m_Team2HomeCapturePoint && (int)teamComponent["Team"] != blueTeam)
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{
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checkForWinner = true;
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}
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if (checkForWinner && !m_WinnerWasFound)
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{
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//publish Win event
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Events::Win e;
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e.TeamThatWon = teamComponent["Team"];
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m_EventBroker->Publish(e);
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m_WinnerWasFound = true;
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}
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}
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bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e)
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{
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//personEntered = e.Entity, thingEntered = e.Trigger
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m_ETriggerTouchVector.push_back(std::make_tuple(e.Entity, e.Trigger));
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return true;
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}
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bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e)
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{
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for (size_t i = 0; i < m_ETriggerTouchVector.size(); i++)
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{
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auto triggerTouched = m_ETriggerTouchVector[i];
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if (std::get<0>(triggerTouched) == e.Entity && std::get<1>(triggerTouched) == e.Trigger) {
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m_ETriggerTouchVector.erase(m_ETriggerTouchVector.begin() + i);
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break;
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}
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}
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return true;
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}
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