#include "Systems/AmmoPickupSystem.h" AmmoPickupSystem::AmmoPickupSystem(SystemParams params) : System(params) { if (IsServer) { EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &AmmoPickupSystem::OnTriggerTouch); EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &AmmoPickupSystem::OnTriggerLeave); } if (IsClient) { EVENT_SUBSCRIBE_MEMBER(m_EAmmoPickup, &AmmoPickupSystem::OnAmmoPickup); } } void AmmoPickupSystem::Update(double dt) { if (IsServer) { auto it = m_ETriggerTouchVector.begin(); while (it != m_ETriggerTouchVector.end()) { auto& somePickup = *it; somePickup.DecreaseThisRespawnTimer -= dt; if (somePickup.DecreaseThisRespawnTimer < 0.0) { auto entityFile = ResourceManager::Load("Schema/Entities/AmmoPickup.xml"); EntityWrapper ammoPickup = entityFile->MergeInto(m_World); //let the world know a pickup has spawned Events::PickupSpawned ePickupSpawned; ePickupSpawned.Pickup = ammoPickup; m_EventBroker->Publish(ePickupSpawned); //copy values from the old entity to the new entity auto& newAmmoPickupEntity = ammoPickup; newAmmoPickupEntity["Transform"]["Position"] = somePickup.Pos; newAmmoPickupEntity["AmmoPickup"]["AmmoGain"] = somePickup.AmmoGain; newAmmoPickupEntity["AmmoPickup"]["RespawnTimer"] = somePickup.RespawnTimer; m_World->SetParent(newAmmoPickupEntity.ID, somePickup.parentID); //erase the current element (somePickup) it = m_ETriggerTouchVector.erase(it); } else { it++; } } //still touching m_PickupAtMaximum? for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) { if (!it->player.Valid()) { m_PickupAtMaximum.erase(it); break; } if (!DoesPlayerHaveMaxAmmo(it->player)) { DoPickup(it->player, it->trigger); m_PickupAtMaximum.erase(it); break; } } } } bool AmmoPickupSystem::DoesPlayerHaveMaxAmmo(EntityWrapper &player) { PlayerClass playerClass = DetermineClass(player); if (playerClass == PlayerClass::Defender) { return !((int)player["DefenderWeapon"]["Ammo"] < (int)player["DefenderWeapon"]["MaxAmmo"]); } else if (playerClass == PlayerClass::Sniper) { return !((int)player["SniperWeapon"]["Ammo"] < (int)player["SniperWeapon"]["MaxAmmo"]); } else if (playerClass == PlayerClass::Assault) { return !((int)player["AssaultWeapon"]["Ammo"] < (int)player["AssaultWeapon"]["MaxAmmo"]); } else { return false; } } void AmmoPickupSystem::SetPlayerAmmo(EntityWrapper &player, int ammoGain) { int maxWeaponAmmo = GetPlayerMaxAmmo(player); PlayerClass playerClass = DetermineClass(player); if (playerClass == PlayerClass::Defender) { (Field)player["DefenderWeapon"]["Ammo"] = std::min((int)player["DefenderWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo); } else if (playerClass == PlayerClass::Sniper) { (Field)player["SniperWeapon"]["Ammo"] = std::min((int)player["SniperWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo); } else if (playerClass == PlayerClass::Assault) { (Field)player["AssaultWeapon"]["Ammo"] = std::min((int)player["AssaultWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo); } else { //unknown class - ignore } } int AmmoPickupSystem::GetPlayerMaxAmmo(EntityWrapper &player) { PlayerClass playerClass = DetermineClass(player); if (playerClass == PlayerClass::Defender) { return (int)player["DefenderWeapon"]["MaxAmmo"]; } else if (playerClass == PlayerClass::Sniper) { return (int)player["SniperWeapon"]["MaxAmmo"]; } else if (playerClass == PlayerClass::Assault) { return (int)player["AssaultWeapon"]["MaxAmmo"]; } else { return -1; } } AmmoPickupSystem::PlayerClass AmmoPickupSystem::DetermineClass(EntityWrapper &player) { //determine the class based on what component the inflictor-player has if (m_World->HasComponent(player.ID, "DashAbility")) { return PlayerClass::Assault; } if (m_World->HasComponent(player.ID, "ShieldAbility")) { return PlayerClass::Defender; } if (m_World->HasComponent(player.ID, "SprintAbility")) { return PlayerClass::Sniper; } return PlayerClass::None; } bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e) { if (!e.Entity.Valid()) { return false; } //TODO: add other weapontypes if (DetermineClass(e.Entity) == PlayerClass::None) { return false; } if (!e.Trigger.HasComponent("AmmoPickup")) { return false; } //if at maxammo, save the trigger-touch to a vector since standing inside it will not re-trigger the trigger if (DoesPlayerHaveMaxAmmo(e.Entity)) { m_PickupAtMaximum.push_back({ e.Entity, e.Trigger }); return false; } DoPickup(e.Entity, e.Trigger); return true; } bool AmmoPickupSystem::OnAmmoPickup(Events::AmmoPickup & e) { if (!e.Player.Valid()) { return false; } //TODO: add other weapontypes if (DetermineClass(e.Player) == PlayerClass::None) { return false; } //cant pick up ammopacks if you are already at MaxAmmo if (DoesPlayerHaveMaxAmmo(e.Player)) { return false; } SetPlayerAmmo(e.Player, e.AmmoGain); return true; } bool AmmoPickupSystem::OnTriggerLeave(Events::TriggerLeave& e) { if (!e.Trigger.HasComponent("AmmoPickup")) { return false; } //triggerleave erases possible m_PickupAtMaximum for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) { if (it->trigger.ID == e.Trigger.ID && it->player.ID == e.Entity.ID) { m_PickupAtMaximum.erase(it); break; } } return true; } void AmmoPickupSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger) { //trigger should be valid but if it isnt we just return (to avoid crash) if (!trigger.Valid()) { return; } int maxWeaponAmmo = GetPlayerMaxAmmo(player); int ammoGiven = 0.01*(double)trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo; Events::AmmoPickup ePlayerAmmoPickup; ePlayerAmmoPickup.AmmoGain = ammoGiven; ePlayerAmmoPickup.Player = player; m_EventBroker->Publish(ePlayerAmmoPickup); //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({ (glm::vec3)trigger["Transform"]["Position"], trigger["AmmoPickup"]["AmmoGain"], trigger["AmmoPickup"]["RespawnTimer"], trigger["AmmoPickup"]["RespawnTimer"], m_World->GetParent(trigger.ID) }); //delete the ammopickup m_World->DeleteEntity(trigger.ID); }