#include "Systems/PlayerSpawnSystem.h" PlayerSpawnSystem::PlayerSpawnSystem(World* m_World, EventBroker* eventBroker) : System(m_World, eventBroker) { EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerSpawnSystem::OnInputCommand); EVENT_SUBSCRIBE_MEMBER(m_OnPlayerSpawnerd, &PlayerSpawnSystem::OnPlayerSpawned); m_NetworkEnabled = ResourceManager::Load("Config.ini")->Get("Networking.StartNetwork", false); } void PlayerSpawnSystem::Update(double dt) { auto playerSpawns = m_World->GetComponents("PlayerSpawn"); if (playerSpawns == nullptr) { return; } for (auto& req : m_SpawnRequests) { for (auto& cPlayerSpawn : *playerSpawns) { EntityWrapper spawner(m_World, cPlayerSpawn.EntityID); if (!spawner.HasComponent("Spawner")) { continue; } // If the spawner has a team affiliation, check it if (spawner.HasComponent("Team")) { if ((int)spawner["Team"]["Team"] != req.Team) { continue; } } // Spawn the player! EntityWrapper player = SpawnerSystem::Spawn(spawner); // Set the player team affiliation player["Team"]["Team"] = req.Team; // Publish a PlayerSpawned event Events::PlayerSpawned e; e.PlayerID = req.PlayerID; e.Player = player; e.Spawner = spawner; m_EventBroker->Publish(e); } } m_SpawnRequests.clear(); } bool PlayerSpawnSystem::OnInputCommand(const Events::InputCommand& e) { if (e.Command != "PickTeam") { return false; } // Team picks should be processed ONLY server-side! // Don't make a spawn request if PlayerID is -1, i.e. we're the client. if (e.PlayerID == -1 && m_NetworkEnabled) { return false; } if (e.Value != 0) { SpawnRequest req; req.PlayerID = e.PlayerID; req.Team = (ComponentInfo::EnumType)e.Value; m_SpawnRequests.push_back(req); } return true; } bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e) { // When a player is actually spawned (since the actual spawning is handled on the server) // Check if a player already exists if (m_PlayerEntities.count(e.PlayerID) != 0) { // TODO: Disallow infinite respawning here m_World->DeleteEntity(m_PlayerEntities[e.PlayerID].ID); } // Store the player for future reference m_PlayerEntities[e.PlayerID] = e.Player; // Set the camera to the correct entity EntityWrapper cameraEntity = e.Player.FirstChildByName("Camera"); if (cameraEntity.Valid()) { Events::SetCamera e; e.CameraEntity = cameraEntity; m_EventBroker->Publish(e); } // HACK: Set the player model color to team color EntityWrapper playerModel = e.Player.FirstChildByName("PlayerModel"); if (playerModel.Valid() && e.Player.HasComponent("Team")) { ComponentWrapper cTeam = e.Player["Team"]; ComponentWrapper cModel = playerModel["Model"]; if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Red")) { cModel["Color"] = glm::vec3(1.f, 0.f, 0.f); } else if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Blue")) { cModel["Color"] = glm::vec3(0.f, 0.25f, 1.f); } } // TODO: Set the player name to whatever EntityWrapper playerName = e.Player.FirstChildByName("PlayerName"); if (playerName.Valid()) { playerName["Text"]["Content"] = e.PlayerName; } return true; }