118 lines
4.0 KiB
C++
118 lines
4.0 KiB
C++
#include "Game/Systems/ScoreScreenSystem.h"
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ScoreScreenSystem::ScoreScreenSystem(SystemParams params)
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: System(params)
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, PureSystem("ScoreScreen")
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{
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerDeath, &ScoreScreenSystem::OnPlayerDeath);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &ScoreScreenSystem::OnPlayerSpawn);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerConnected, &ScoreScreenSystem::OnPlayerConnected);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerDisconnected, &ScoreScreenSystem::OnPlayerDisconnected);
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}
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void ScoreScreenSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt)
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{
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//TODO: Check team al
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if(!entity.HasComponent("ScoreScreen")){
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return;
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}
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int redTeamEnum;
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int blueTeamEnum;
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int spectatorTeamEnum;
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int currentTeam = 0;
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if(entity.HasComponent("Team")) {
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auto cTeam = entity["Team"];
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redTeamEnum = (int)cTeam["Team"].Enum("Red");
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blueTeamEnum = (int)cTeam["Team"].Enum("Blue");
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spectatorTeamEnum = (int)cTeam["Team"].Enum("Spectator");
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currentTeam = (int)cTeam["Team"];
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}
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auto children = entity.ChildrenWithComponent("ScoreIdentity");
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for (auto it = m_PlayerIdentities.begin(); it != m_PlayerIdentities.end(); ++it) {
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bool found = false;
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for (auto child : children) {
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int ID = (int)child["ScoreIdentity"]["ID"];
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if (it->first == ID) {
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if (it->second.Team != currentTeam) {
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m_World->DeleteEntity(child.ID);
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break;
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}
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found = true;
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break;
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}
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}
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if(found == false) {
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if(it->second.Team != currentTeam) {
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//This player is not the same team as this scoreboard should show.
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break;
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}
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//There is no entry for this player, create one.
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auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/ScoreIdentity.xml");
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EntityWrapper scoreIdentity = entityFile->MergeInto(m_World);
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auto cScoreIdentity = scoreIdentity["ScoreIdentity"];
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auto data = it->second;
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(std::string&)cScoreIdentity["Name"] = data.Name;
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(int&)cScoreIdentity["ID"] = data.ID;
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(int&)cScoreIdentity["Ping"] = 1337;
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std::string IdentityName = "#" + std::to_string(data.ID) + ": " + data.Name;
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m_World->SetName(scoreIdentity.ID, IdentityName);
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m_World->SetParent(scoreIdentity.ID, entity.ID);
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}
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}
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//For each scoreboard, go through children and see if they have all of the ones needed.
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//Also need to take into account the order so they dont flicker.
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//If they do not have all children we need to add them.
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//Just add a new component to the scorescreen entity, the "ScoreIdentity" component.
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}
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bool ScoreScreenSystem::OnPlayerDeath(const Events::PlayerDeath& e)
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{
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//When player die, add it to his score, and when possible the player who killed him.
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return 0;
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}
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bool ScoreScreenSystem::OnPlayerSpawn(const Events::PlayerSpawned& e)
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{
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//When a player spawn, add data to the list entry with the same ID.
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std::unordered_map<int, PlayerData>::iterator got;
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got = m_PlayerIdentities.find(e.PlayerID);
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if(got == m_PlayerIdentities.end()) {
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LOG_ERROR("Player spawned without having an entry on score screen");
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return 0;
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}
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auto& data = got->second;
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data.Player = e.Player;
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data.Team = (int)data.Player["Team"]["Team"];
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return 0;
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}
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bool ScoreScreenSystem::OnPlayerConnected(const Events::PlayerConnected& e)
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{
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//player has connected, add his data to the list of ScoreIdentities
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PlayerData data;
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data.ID = e.PlayerID;
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data.Name = e.PlayerName;
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m_PlayerIdentities.insert( {data.ID, data} );
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return 0;
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}
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bool ScoreScreenSystem::OnPlayerDisconnected(const Events::PlayerDisconnected& e)
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{
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//player has disconnected, remove him from list of ScoreIdentities
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m_PlayerIdentities.erase(e.PlayerID);
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return 0;
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}
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