#ifndef CapturePointSystem_h__ #define CapturePointSystem_h__ #include #include #include "Common.h" #include "Core/System.h" #include "Engine/Collision/ETrigger.h" #include "Core/ECaptured.h" #include "Core/EWin.h" #include #include class CapturePointSystem : public PureSystem { public: //WARNING: on new map, destroy all info in the vectors, as well as reset all variables (just make new?) CapturePointSystem(EventBroker* eventBroker); //updatecomponent virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override; private: //methods which will take care of specific events EventRelay m_ETriggerTouch; bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e); EventRelay m_ETriggerLeave; bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e); EventRelay m_ECaptured; bool CapturePointSystem::OnCaptured(const Events::Captured& e); bool m_WinnerWasFound = false; //need to track these variables for the captureSystem to work as per design! const int m_NotACapturePoint = 999; int m_RedTeamNextPossibleCapturePoint = m_NotACapturePoint; int m_BlueTeamNextPossibleCapturePoint = m_NotACapturePoint; int m_RedTeamHomeCapturePoint = m_NotACapturePoint; int m_BlueTeamHomeCapturePoint = m_NotACapturePoint; int m_NumberOfCapturePoints = 0; std::map m_CapturePointNumberToEntityIDMap; //std::vector std::map m_NextPossibleCapturePoint; const double m_CaptureTimeToTakeOver = 15.0; //vectors which will keep track of enter/leave changes std::vector> m_ETriggerTouchVector; std::vector> m_ETriggerLeaveVector; }; #endif