50 lines
1.4 KiB
C++
50 lines
1.4 KiB
C++
#include "Core/System.h"
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#include "Input/EInputCommand.h"
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#include "Systems/SpawnerSystem.h"
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#include "Events/ESpawnerSpawn.h"
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#include "Core/EPlayerSpawned.h"
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#include "Core/EPlayerDeath.h"
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#include "Rendering/ESetCamera.h"
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#include "Core/ConfigFile.h"
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class PlayerSpawnSystem : public ImpureSystem
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{
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public:
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PlayerSpawnSystem(SystemParams params);
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virtual void Update(double dt) override;
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private:
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// This enum must correspond to the command values for PickTeam buttons.
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enum class PlayerClass
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{
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None = 0,
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Assault = 1,
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Defender = 2,
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Sniper = 2
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};
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struct SpawnRequest
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{
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int PlayerID;
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ComponentInfo::EnumType Team;
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PlayerClass Class;
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};
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bool m_NetworkEnabled = false;
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std::vector<SpawnRequest> m_SpawnRequests;
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//Player ID -> EntityWrapper.
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std::map<int, EntityWrapper> m_PlayerEntities;
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//EntityWrapper ID -> Player ID.
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std::map<EntityID, int> m_PlayerIDs;
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float m_ForcedRespawnTime;
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bool m_DbgConfigForceRespawn;
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EventRelay<PlayerSpawnSystem, Events::InputCommand> m_OnInputCommand;
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bool OnInputCommand(Events::InputCommand& e);
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EventRelay<PlayerSpawnSystem, Events::PlayerSpawned> m_OnPlayerSpawnerd;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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EventRelay<PlayerSpawnSystem, Events::PlayerDeath> m_OnPlayerDeath;
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bool OnPlayerDeath(Events::PlayerDeath& e);
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}; |