#include "Systems/AmmoPickupSystem.h" AmmoPickupSystem::AmmoPickupSystem(SystemParams params) : System(params) { EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &AmmoPickupSystem::OnTriggerTouch); } void AmmoPickupSystem::Update(double dt) { for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it) { auto& ammoPickupPosition = *it; //set the double timer value (value 3) ammoPickupPosition.DecreaseThisRespawnTimer -= dt; if (ammoPickupPosition.DecreaseThisRespawnTimer < 0.0) { //spawn and delete the vector item auto entityFile = ResourceManager::Load("Schema/Entities/AmmoPickup.xml"); EntityFileParser parser(entityFile); EntityID ammoPickupID = parser.MergeEntities(m_World); //let the world know a pickup has spawned (graphics effects, etc) Events::PickupSpawned ePickupSpawned; ePickupSpawned.Pickup = EntityWrapper(m_World, ammoPickupID); m_EventBroker->Publish(ePickupSpawned); //set values from the old entity to the new entity auto& newAmmoPickupEntity = EntityWrapper(m_World, ammoPickupID); newAmmoPickupEntity["Transform"]["Position"] = ammoPickupPosition.Pos; newAmmoPickupEntity["AmmoPickup"]["AmmoGain"] = ammoPickupPosition.AmmoGain; newAmmoPickupEntity["AmmoPickup"]["RespawnTimer"] = ammoPickupPosition.RespawnTimer; m_World->SetParent(newAmmoPickupEntity.ID, ammoPickupPosition.parentID); //erase the current element (AmmoPickupPosition) m_ETriggerTouchVector.erase(it); break; } } } bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e) { if (e.Entity != LocalPlayer) { return false; } //TODO: add other weapontypes if (!e.Entity.HasComponent("AssaultWeapon")) { return false; } if (!e.Trigger.HasComponent("AmmoPickup")) { return false; } int maxWeaponAmmo = (int)e.Entity["AssaultWeapon"]["MaxAmmo"]; int& currentAmmo = (int)e.Entity["AssaultWeapon"]["Ammo"]; int ammoGiven = 0.01*(double)e.Trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo; //cant pick up ammopacks if you are already at MaxAmmo if (currentAmmo >= maxWeaponAmmo) { return false; } //personEntered = e.Entity, thingEntered = e.Trigger Events::AmmoPickup ePlayerAmmoPickup; ePlayerAmmoPickup.AmmoGain = ammoGiven; ePlayerAmmoPickup.Player = e.Entity; m_EventBroker->Publish(ePlayerAmmoPickup); //immediately give the player the ammo currentAmmo = std::min(currentAmmo + ammoGiven, maxWeaponAmmo); //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) //we need to copy all values since each value can be different for each ammoPickup m_ETriggerTouchVector.push_back({ e.Trigger["Transform"]["Position"], e.Trigger["AmmoPickup"]["AmmoGain"], e.Trigger["AmmoPickup"]["RespawnTimer"], e.Trigger["AmmoPickup"]["RespawnTimer"], m_World->GetParent(e.Trigger.ID) }); //delete the ammopickup m_World->DeleteEntity(e.Trigger.ID); return true; }