Files
axyz/include/Game/CapturePointSystem.h
T
verysecrethero 7a8604bf2b CapturePointSystem now tracks and verifies if a capturePoint can be taken over. Also the time is changed faster the more players stand on the capturepoint (number*dt). Also took care of the problem when both teams have the same contested capturepoint.
Added variable in the CapturePoint component:  CapturePointNumber. This is needed since we cant know what capturepoint is next to be taken over otherwise.
Updated the CapturePointTest according to current CapturePointSystem
TODO: try to refactor code in CapturePointSystem
2016-01-13 15:58:52 +01:00

45 lines
1.5 KiB
C++

#ifndef CapturePointSystem_h__
#define CapturePointSystem_h__
#include <GLFW/glfw3.h>
#include <glm/common.hpp>
#include "Common.h"
#include "Core/System.h"
#include "Engine/Collision/ETrigger.h"
#include "Core/ECaptured.h"
#include "Core/EWin.h"
#include <tuple>
#include <vector>
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, ComponentWrapper& capturePoint, double dt) override;
private:
//methods which will take care of specific events
EventRelay<CapturePointSystem, Events::TriggerTouch> m_ETriggerTouch;
bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e);
EventRelay<CapturePointSystem, Events::TriggerLeave> m_ETriggerLeave;
bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e);
bool WinnerWasFound = false;
//need to track these variables for the captureSystem to work as per design!
const int m_NotACapturePoint = 999;
int m_Team1NextPossibleCapturePoint = m_NotACapturePoint;
int m_Team2NextPossibleCapturePoint = m_NotACapturePoint;
int m_Team1HomeCapturePoint = m_NotACapturePoint;
int m_Team2HomeCapturePoint = m_NotACapturePoint;
//vectors which will keep track of enter/leave changes
std::vector<std::tuple<EntityID, EntityID>> m_ETriggerTouchVector;
std::vector<std::tuple<EntityID, EntityID>> m_ETriggerLeaveVector;
};
#endif