Added Healthrelated events and start of HealthSystem, also reverted the crash "fix"

This commit is contained in:
verysecrethero
2016-01-06 13:36:53 +01:00
parent f3ff433bf7
commit f67f22c82d
7 changed files with 127 additions and 1 deletions
+18
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@@ -0,0 +1,18 @@
#ifndef EPlayerDamage_h__
#define EPlayerDamage_h__
#include "EventBroker.h"
#include "../Core/Entity.h"
namespace Events
{
struct PlayerDamage : Event
{
int DamageAmount;
EntityID PlayerID;
};
}
#endif
+18
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@@ -0,0 +1,18 @@
#ifndef EPlayerDeath_h__
#define EPlayerDeath_h__
#include "EventBroker.h"
#include "../Core/Entity.h"
namespace Events
{
struct PlayerDeath : Event
{
std::string KilledBy;
EntityID PlayerID;
};
}
#endif
+18
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@@ -0,0 +1,18 @@
#ifndef EPlayerHealthPickup_h__
#define EPlayerHealthPickup_h__
#include "EventBroker.h"
#include "../Core/Entity.h"
namespace Events
{
struct PlayerHealthPickup : Event
{
int HealthAmount;
EntityID HealthPickupID;
};
}
#endif
+32
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@@ -0,0 +1,32 @@
#ifndef HealthSystem_h__
#define HealthSystem_h__
#include <GLFW/glfw3.h>
#include <glm/common.hpp>
#include "Common.h"
#include "Core/System.h"
#include "Core\EPlayerDamage.h";
#include "Core\EPlayerHealthPickup.h";
#include "Core\EPlayerDeath.h";
class HealthSystem : public PureSystem
{
public:
HealthSystem(EventBroker* eventBroker);
virtual void UpdateComponent(World* world, ComponentWrapper& player, double dt) override;
private:
float m_Speed = 5;
//create the methods which will take care of specific events
EventRelay<HealthSystem, Events::PlayerDamage> m_EPlayerDamage;
bool HealthSystem::OnPlayerDamaged(const Events::PlayerDamage& e);
EventRelay<HealthSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
bool HealthSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup& e);
int playerDeltaHealth;
};
#endif
+1 -1
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@@ -3,7 +3,7 @@
BaseEventRelay::~BaseEventRelay()
{
if (m_Broker != nullptr) {
m_Broker->Unsubscribe(*this);
m_Broker->Unsubscribe(*this);
}
}
+2
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@@ -1,6 +1,7 @@
#include "Game.h"
#include "Collision/TriggerSystem.h"
#include "Collision/CollisionSystem.h"
#include "Game/HealthSystem.h"
Game::Game(int argc, char* argv[])
{
@@ -57,6 +58,7 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<EditorSystem>(m_Renderer);
m_SystemPipeline->AddSystem<CollisionSystem>();
m_SystemPipeline->AddSystem<TriggerSystem>();
m_SystemPipeline->AddSystem<HealthSystem>();
// Invoke network
if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
+38
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@@ -0,0 +1,38 @@
#include "HealthSystem.h"
HealthSystem::HealthSystem(EventBroker* eventBroker)
: PureSystem(eventBroker, "Health")
{
//subscribe/listenTo playerdamage,healthpickup events with the eventbroker
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &HealthSystem::OnPlayerDamaged);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerHealthPickup, &HealthSystem::OnPlayerHealthPickup);
playerDeltaHealth = 0;
}
void HealthSystem::UpdateComponent(World * world, ComponentWrapper & player, double dt)
{
//Health is only affected by pickup/shoot events
player["Health"] += playerDeltaHealth;
playerDeltaHealth = 0;
if (player["Health"] < 0) {
//sendout/publish death event
Events::PlayerDeath e;
e.PlayerID = player.EntityID;
m_EventBroker->Publish(e);
}
}
bool HealthSystem::OnPlayerDamaged(const Events::PlayerDamage& e)
{
//vem skadades?
//antagligen spelaren själv
//såna här events skickas av network te spelare som kan lyssna på / kolla på de och tar hand om sina egna +-hp endast
//just add that damage to a variable, which will later be taken care of by UpdateComponent
playerDeltaHealth -= e.DamageAmount;
//ev skicka ut playerdeath event
return true;
}
bool HealthSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup& e)
{
//vem tog upp hp?
playerDeltaHealth += e.HealthAmount;
return true;
}