Initial SpawnSystem fixes
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@@ -20,6 +20,8 @@ public:
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private:
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EventRelay<AmmoPickupSystem, Events::TriggerTouch> m_ETriggerTouch;
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bool OnTriggerTouch(Events::TriggerTouch& e);
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EventRelay<AmmoPickupSystem, Events::TriggerLeave> m_ETriggerLeave;
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bool OnTriggerLeave(Events::TriggerLeave& e);
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struct NewAmmoPickup {
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glm::vec3 Pos;
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@@ -29,5 +31,15 @@ private:
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EntityID parentID;
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};
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std::vector<NewAmmoPickup> m_ETriggerTouchVector;
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struct EntityAtMaxValuePickupStruct {
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EntityWrapper player;
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EntityWrapper pickup;
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};
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std::vector<EntityAtMaxValuePickupStruct> m_PickupAtMaximum;
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void DoPickup(EntityWrapper &player, EntityWrapper &trigger);
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};
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#endif
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+13
-5
@@ -1,5 +1,5 @@
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#ifndef PickupSpawnSystem_h__
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#define PickupSpawnSystem_h__
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#ifndef HealthPickupSystem_h__
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#define HealthPickupSystem_h__
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#include "Core/System.h"
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#include "Core/Transform.h"
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@@ -11,16 +11,18 @@
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#include "Common.h"
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#include <tuple>
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class PickupSpawnSystem : public ImpureSystem
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class HealthPickupSystem : public ImpureSystem
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{
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public:
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PickupSpawnSystem(SystemParams params);
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HealthPickupSystem(SystemParams params);
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virtual void Update(double dt) override;
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private:
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EventRelay<PickupSpawnSystem, Events::TriggerTouch> m_ETriggerTouch;
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EventRelay<HealthPickupSystem, Events::TriggerTouch> m_ETriggerTouch;
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bool OnTriggerTouch(Events::TriggerTouch& e);
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EventRelay<HealthPickupSystem, Events::TriggerLeave> m_ETriggerLeave;
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bool OnTriggerLeave(Events::TriggerLeave& e);
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struct NewHealthPickup {
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glm::vec3 Pos;
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@@ -30,5 +32,11 @@ private:
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EntityID parentID;
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};
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std::vector<NewHealthPickup> m_ETriggerTouchVector;
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struct EntityAtMaxValuePickupStruct {
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EntityWrapper player;
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EntityWrapper pickup;
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};
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std::vector<EntityAtMaxValuePickupStruct> m_PickupAtMaximum;
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void DoPickup(EntityWrapper &player, EntityWrapper &trigger);
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};
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#endif
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+2
-2
@@ -13,7 +13,7 @@
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#include "Core/EntityFileWriter.h"
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#include "Game/Systems/CapturePointSystem.h"
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#include "Game/Systems/CapturePointHUDSystem.h"
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#include "Game/Systems/PickupSpawnSystem.h"
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#include "Game/Systems/HealthPickupSystem.h"
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#include "Game/Systems/AmmoPickupSystem.h"
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#include "Game/Systems/DamageIndicatorSystem.h"
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#include "Game/Systems/Weapon/WeaponSystem.h"
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@@ -124,7 +124,7 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<HealthPickupSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AmmoPickupSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AmmunitionHUDSystem>(updateOrderLevel);
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@@ -4,6 +4,7 @@ AmmoPickupSystem::AmmoPickupSystem(SystemParams params)
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: System(params)
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{
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &AmmoPickupSystem::OnTriggerTouch);
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &AmmoPickupSystem::OnTriggerLeave);
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}
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void AmmoPickupSystem::Update(double dt)
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@@ -36,6 +37,21 @@ void AmmoPickupSystem::Update(double dt)
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break;
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}
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}
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//still touching AmmoPickupAtMaxHealthAmmo?
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for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) {
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if (!it->player.Valid() || !it->pickup.Valid()) {
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m_PickupAtMaximum.erase(it);
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break;
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}
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if ((int)it->player["AssaultWeapon"]["Ammo"] < (int)it->player["AssaultWeapon"]["MaxAmmo"]) {
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DoPickup(it->player, it->pickup);
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m_PickupAtMaximum.erase(it);
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break;
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}
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}
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}
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@@ -51,29 +67,47 @@ bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
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if (!e.Trigger.HasComponent("AmmoPickup")) {
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return false;
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}
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int maxWeaponAmmo = (int)e.Entity["AssaultWeapon"]["MaxAmmo"];
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int& currentAmmo = (int)e.Entity["AssaultWeapon"]["Ammo"];
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int ammoGiven = 0.01*(double)e.Trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo;
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//cant pick up ammopacks if you are already at MaxAmmo
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if (currentAmmo >= maxWeaponAmmo) {
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if ((int)e.Entity["AssaultWeapon"]["Ammo"] >= (int)e.Entity["AssaultWeapon"]["MaxAmmo"]) {
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m_PickupAtMaximum.push_back({ e.Entity, e.Trigger });
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return false;
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}
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DoPickup(e.Entity, e.Trigger);
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return true;
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}
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bool AmmoPickupSystem::OnTriggerLeave(Events::TriggerLeave& e) {
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//triggerleave erases possible AmmoPickupAtMaxHealthAmmo
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for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) {
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if (it->pickup.ID == e.Trigger.ID && it->player.ID == e.Entity.ID) {
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m_PickupAtMaximum.erase(it);
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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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void AmmoPickupSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger) {
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int maxWeaponAmmo = (int)player["AssaultWeapon"]["MaxAmmo"];
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int& currentAmmo = (int)player["AssaultWeapon"]["Ammo"];
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int ammoGiven = 0.01*(double)trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo;
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//personEntered = e.Entity, thingEntered = e.Trigger
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Events::AmmoPickup ePlayerAmmoPickup;
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ePlayerAmmoPickup.AmmoGain = ammoGiven;
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ePlayerAmmoPickup.Player = e.Entity;
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ePlayerAmmoPickup.Player = player;
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m_EventBroker->Publish(ePlayerAmmoPickup);
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//immediately give the player the ammo
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currentAmmo = std::min(currentAmmo + ammoGiven, maxWeaponAmmo);
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//copy position, ammogain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
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//we need to copy all values since each value can be different for each ammoPickup
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m_ETriggerTouchVector.push_back({ e.Trigger["Transform"]["Position"], e.Trigger["AmmoPickup"]["AmmoGain"],
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e.Trigger["AmmoPickup"]["RespawnTimer"], e.Trigger["AmmoPickup"]["RespawnTimer"], m_World->GetParent(e.Trigger.ID) });
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m_ETriggerTouchVector.push_back({ trigger["Transform"]["Position"], trigger["AmmoPickup"]["AmmoGain"],
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trigger["AmmoPickup"]["RespawnTimer"], trigger["AmmoPickup"]["RespawnTimer"], m_World->GetParent(trigger.ID) });
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//delete the ammopickup
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m_World->DeleteEntity(e.Trigger.ID);
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return true;
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}
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m_World->DeleteEntity(trigger.ID);
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}
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@@ -1,12 +1,13 @@
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#include "Systems/PickupSpawnSystem.h"
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#include "Systems/HealthPickupSystem.h"
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PickupSpawnSystem::PickupSpawnSystem(SystemParams params)
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HealthPickupSystem::HealthPickupSystem(SystemParams params)
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: System(params)
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{
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &PickupSpawnSystem::OnTriggerTouch);
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &HealthPickupSystem::OnTriggerTouch);
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &HealthPickupSystem::OnTriggerLeave);
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}
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void PickupSpawnSystem::Update(double dt)
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void HealthPickupSystem::Update(double dt)
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{
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for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it)
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{
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@@ -36,32 +37,62 @@ void PickupSpawnSystem::Update(double dt)
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break;
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}
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}
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//still touching AmmoPickupAtMaxHealthAmmo?
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for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) {
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if (!it->player.Valid() || !it->pickup.Valid()) {
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m_PickupAtMaximum.erase(it);
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break;
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}
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if ((int)it->player["Health"]["Health"] < (int)it->player["Health"]["MaxHealth"]) {
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DoPickup(it->player, it->pickup);
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m_PickupAtMaximum.erase(it);
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break;
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}
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}
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}
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bool PickupSpawnSystem::OnTriggerTouch(Events::TriggerTouch& e)
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bool HealthPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
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{
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if (!e.Trigger.HasComponent("HealthPickup")) {
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return false;
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}
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double healthGiven = 0.01*(double)e.Trigger["HealthPickup"]["HealthGain"] * (double)e.Entity["Health"]["MaxHealth"];
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//cant pick up healthpacks if you are already at MaxHealth
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if ((double)e.Entity["Health"]["Health"] >= (double)e.Entity["Health"]["MaxHealth"]) {
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m_PickupAtMaximum.push_back({ e.Entity, e.Trigger });
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return false;
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}
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DoPickup(e.Entity, e.Trigger);
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return true;
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}
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bool HealthPickupSystem::OnTriggerLeave(Events::TriggerLeave& e) {
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//triggerleave erases possible AmmoPickupAtMaxHealthAmmo
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for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) {
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if (it->pickup.ID == e.Trigger.ID && it->player.ID == e.Entity.ID) {
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m_PickupAtMaximum.erase(it);
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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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void HealthPickupSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger) {
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double healthGiven = 0.01*(double)trigger["HealthPickup"]["HealthGain"] * (double)player["Health"]["MaxHealth"];
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//personEntered = e.Entity, thingEntered = e.Trigger
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Events::PlayerHealthPickup ePlayerHealthPickup;
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ePlayerHealthPickup.HealthAmount = healthGiven;
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ePlayerHealthPickup.Player = e.Entity;
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ePlayerHealthPickup.Player = player;
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m_EventBroker->Publish(ePlayerHealthPickup);
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//copy position, healthgain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
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//we need to copy all values since each value can be different for each healthPickup
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m_ETriggerTouchVector.push_back({ (glm::vec3)e.Trigger["Transform"]["Position"] ,e.Trigger["HealthPickup"]["HealthGain"],
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e.Trigger["HealthPickup"]["RespawnTimer"],e.Trigger["HealthPickup"]["RespawnTimer"], m_World->GetParent(e.Trigger.ID) });
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m_ETriggerTouchVector.push_back({ (glm::vec3)trigger["Transform"]["Position"] ,trigger["HealthPickup"]["HealthGain"],
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trigger["HealthPickup"]["RespawnTimer"],trigger["HealthPickup"]["RespawnTimer"], m_World->GetParent(trigger.ID) });
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//delete the healthpickup
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m_World->DeleteEntity(e.Trigger.ID);
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return true;
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m_World->DeleteEntity(trigger.ID);
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}
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@@ -41,7 +41,7 @@ PickupSpawnTest::PickupSpawnTest(int runTestNumber)
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// Create system pipeline
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m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker, false, false);
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m_SystemPipeline->AddSystem<HealthSystem>(0);
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m_SystemPipeline->AddSystem<PickupSpawnSystem>(1);
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m_SystemPipeline->AddSystem<HealthPickupSystem>(1);
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//must register components (Components.xsd), else you cant create entities. Easiest done by loading a test xsd file
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auto file = ResourceManager::Load<EntityFile>("Schema/Entities/HealthPickup.xml");
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@@ -31,7 +31,7 @@
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#include "Collision/CollisionSystem.h"
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#include "Core/EntityFileWriter.h"
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#include "Game/Systems/HealthSystem.h"
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#include "Game/Systems/PickupSpawnSystem.h"
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#include "Game/Systems/HealthPickupSystem.h"
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#include "Core/ResourceManager.h"
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@@ -56,9 +56,9 @@ private:
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EntityID m_PlayerID, m_HealthPickupID;
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int m_RunTestNumber;
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EventRelay<PickupSpawnSystem, Events::PlayerHealthPickup> m_HP;
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EventRelay<HealthPickupSystem, Events::PlayerHealthPickup> m_HP;
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bool OnHealthPickup(Events::PlayerHealthPickup& e);
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EventRelay<PickupSpawnSystem, Events::PickupSpawned> m_PS;
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EventRelay<HealthPickupSystem, Events::PickupSpawned> m_PS;
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bool OnPickupSpawned(Events::PickupSpawned& e);
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bool m_TestStage1Success = false;
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