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@@ -37,8 +37,7 @@ void AmmoPickupSystem::Update(double dt)
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//erase the current element (somePickup)
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it = m_ETriggerTouchVector.erase(it);
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}
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else {
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} else {
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it++;
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}
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}
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@@ -48,7 +47,7 @@ void AmmoPickupSystem::Update(double dt)
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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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if (!DoesPlayerHaveMaxAmmo(it->player)) {
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DoPickup(it->player, it->trigger);
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m_PickupAtMaximum.erase(it);
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break;
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@@ -56,6 +55,58 @@ void AmmoPickupSystem::Update(double dt)
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}
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}
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}
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bool AmmoPickupSystem::DoesPlayerHaveMaxAmmo(EntityWrapper &player) {
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PlayerClass playerClass = DetermineClass(player);
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if (playerClass == PlayerClass::Defender) {
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return !((int)player["DefenderWeapon"]["Ammo"] < (int)player["DefenderWeapon"]["MaxAmmo"]);
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} else if (playerClass == PlayerClass::Sniper) {
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return !((int)player["SniperWeapon"]["Ammo"] < (int)player["SniperWeapon"]["MaxAmmo"]);
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} else if (playerClass == PlayerClass::Assault) {
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return !((int)player["AssaultWeapon"]["Ammo"] < (int)player["AssaultWeapon"]["MaxAmmo"]);
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} else {
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return false;
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}
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}
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void AmmoPickupSystem::SetPlayerAmmo(EntityWrapper &player, int ammoGain) {
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int maxWeaponAmmo = GetPlayerMaxAmmo(player);
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PlayerClass playerClass = DetermineClass(player);
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if (playerClass == PlayerClass::Defender) {
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(int&)player["DefenderWeapon"]["Ammo"] = std::min((int)player["DefenderWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo);
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} else if (playerClass == PlayerClass::Sniper) {
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(int&)player["SniperWeapon"]["Ammo"] = std::min((int)player["SniperWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo);
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} else if (playerClass == PlayerClass::Assault) {
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(int&)player["AssaultWeapon"]["Ammo"] = std::min((int)player["AssaultWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo);
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} else {
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//unknown class - ignore
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}
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}
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int AmmoPickupSystem::GetPlayerMaxAmmo(EntityWrapper &player) {
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PlayerClass playerClass = DetermineClass(player);
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if (playerClass == PlayerClass::Defender) {
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return (int)player["DefenderWeapon"]["MaxAmmo"];
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} else if (playerClass == PlayerClass::Sniper) {
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return (int)player["SniperWeapon"]["MaxAmmo"];
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} else if (playerClass == PlayerClass::Assault) {
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return (int)player["AssaultWeapon"]["MaxAmmo"];
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} else {
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return -1;
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}
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}
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AmmoPickupSystem::PlayerClass AmmoPickupSystem::DetermineClass(EntityWrapper &player)
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{
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//determine the class based on what component the inflictor-player has
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if (m_World->HasComponent(player.ID, "DashAbility")) {
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return PlayerClass::Assault;
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}
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if (m_World->HasComponent(player.ID, "ShieldAbility")) {
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return PlayerClass::Defender;
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}
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if (m_World->HasComponent(player.ID, "SprintAbility")) {
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return PlayerClass::Sniper;
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}
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return PlayerClass::None;
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}
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bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
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{
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@@ -63,7 +114,7 @@ bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
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return false;
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}
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//TODO: add other weapontypes
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if (!e.Entity.HasComponent("AssaultWeapon")) {
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if (DetermineClass(e.Entity) == PlayerClass::None) {
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return false;
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}
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if (!e.Trigger.HasComponent("AmmoPickup")) {
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@@ -71,7 +122,7 @@ bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
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}
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//if at maxammo, save the trigger-touch to a vector since standing inside it will not re-trigger the trigger
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if ((int)e.Entity["AssaultWeapon"]["Ammo"] >= (int)e.Entity["AssaultWeapon"]["MaxAmmo"]) {
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if (DoesPlayerHaveMaxAmmo(e.Entity)) {
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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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@@ -85,19 +136,16 @@ bool AmmoPickupSystem::OnAmmoPickup(Events::AmmoPickup & e)
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return false;
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}
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//TODO: add other weapontypes
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if (!e.Player.HasComponent("AssaultWeapon")) {
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if (DetermineClass(e.Player) == PlayerClass::None) {
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return false;
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}
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int maxWeaponAmmo = (int)e.Player["AssaultWeapon"]["MaxAmmo"];
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int& currentAmmo = (int)e.Player["AssaultWeapon"]["Ammo"];
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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 (DoesPlayerHaveMaxAmmo(e.Player)) {
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return false;
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}
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SetPlayerAmmo(e.Player, e.AmmoGain);
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currentAmmo = std::min(currentAmmo + e.AmmoGain, maxWeaponAmmo);
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return false;
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return true;
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}
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bool AmmoPickupSystem::OnTriggerLeave(Events::TriggerLeave& e) {
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@@ -119,7 +167,7 @@ void AmmoPickupSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger) {
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if (!trigger.Valid()) {
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return;
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}
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int maxWeaponAmmo = (int)player["AssaultWeapon"]["MaxAmmo"];
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int maxWeaponAmmo = GetPlayerMaxAmmo(player);
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int ammoGiven = 0.01*(double)trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo;
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Events::AmmoPickup ePlayerAmmoPickup;
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