#include "Systems/BoostSystem.h" BoostSystem::BoostSystem(SystemParams params) : System(params) { EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &BoostSystem::OnPlayerDamage); } bool BoostSystem::OnPlayerDamage(Events::PlayerDamage& e) { if (e.Victim.ID == e.Inflictor.ID) { return false; } if (!e.Victim.Valid() && e.Victim != LocalPlayer && !e.Victim.IsChildOf(LocalPlayer)) { return false; } if (!e.Inflictor.Valid() || !e.Victim.Valid()) { return false; } //if its not friendly fire, return if ((int)m_World->GetComponent(e.Inflictor.ID, "Team")["Team"] != (int)m_World->GetComponent(e.Victim.ID, "Team")["Team"]) { return false; } //determine the inflictors class auto className = DetermineClass(e.Inflictor); if (className == "") { return false; } //get the XML file, example: "Schema/Entities/BoostclassName.xml" std::string classXML = "Schema/Entities/" + className + ".xml"; //check if player already has a child with the component, if so delete that child auto playerBoostAssaultEntity = e.Victim.FirstChildByName(className); if (playerBoostAssaultEntity.Valid()) { m_World->DeleteEntity(playerBoostAssaultEntity.ID); } //load boost XML file, set it entity parented with the victim player auto entityFile = ResourceManager::Load(classXML); EntityFileParser parser(entityFile); EntityID boostAssaultEntity = parser.MergeEntities(m_World); m_World->SetName(boostAssaultEntity, className); m_World->SetParent(boostAssaultEntity, e.Victim.ID); return true; } std::string BoostSystem::DetermineClass(EntityWrapper inflictorPlayer) { //determine the class based on what component the inflictor-player has if (m_World->HasComponent(inflictorPlayer.ID, "DashAbility")) { return "BoostAssault"; } if (m_World->HasComponent(inflictorPlayer.ID, "ShieldAbility")) { return "BoostDefender"; } if (m_World->HasComponent(inflictorPlayer.ID, "SprintAbility")) { return "BoostSniper"; } return ""; }