Files
axyz/src/Game/Systems/PlayerDeathSystem.cpp
T
William Moberg 534d6639e5 Class enum instead of hardcoded ints.
Removed superfluous .Valid() checks.

Check for spectator spawnrequest in case they somehow has a class, so we don't get "x players were supposed to be spawned but failed" if it happens.
2016-03-09 11:35:32 +01:00

104 lines
3.3 KiB
C++

#include "Systems/PlayerDeathSystem.h"
#include "Core/ELockMouse.h"
PlayerDeathSystem::PlayerDeathSystem(SystemParams params)
: System(params)
{
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerDeathSystem::OnPlayerDeath);
EVENT_SUBSCRIBE_MEMBER(m_EEntityDeleted, &PlayerDeathSystem::OnEntityDeleted);
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &PlayerDeathSystem::OnInputCommand);
}
void PlayerDeathSystem::Update(double dt)
{
}
bool PlayerDeathSystem::OnPlayerDeath(Events::PlayerDeath& e)
{
if (!e.Player.Valid()) {
return false;
}
createDeathEffect(e.Player);
// Delete player
m_World->DeleteEntity(e.Player.ID);
return true;
}
void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
{
//load the explosioneffect XML
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
EntityWrapper deathEffectEW = entityFile->MergeInto(m_World);
//components that we need from player
auto playerModel = player.FirstChildByName("PlayerModel");
if (!playerModel.HasComponent("Model") || !playerModel.HasComponent("Animation")) {
if (player == LocalPlayer) {
setSpectatorCamera();
}
return;
}
auto playerEntityModel = playerModel["Model"];
auto playerEntityAnimation = playerModel["Animation"];
//copy the data from player to explosioneffectmodel
playerEntityModel.Copy(deathEffectEW["Model"]);
playerEntityAnimation.Copy(deathEffectEW["Animation"]);
//copy the models position,orientation
deathEffectEW["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
deathEffectEW["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"];
//effect,camera is relative to playersPosition
//deathEffectEW["ExplosionEffect"]["ExplosionOrigin"] = glm::vec3(0, 0, 0);
//camera (with lifetime) behind the player
if (player == LocalPlayer) {
m_LocalPlayerDeathEffect = deathEffectEW;
auto cam = deathEffectEW.FirstChildByName("Camera");
Events::SetCamera eSetCamera;
eSetCamera.CameraEntity = cam;
m_EventBroker->Publish(eSetCamera);
}
}
bool PlayerDeathSystem::OnEntityDeleted(Events::EntityDeleted& e)
{
// We only care about when the local players death effect is removed.
if (m_LocalPlayerDeathEffect.ID != e.DeletedEntity) {
return false;
}
// If the player hasn't spawned already, activate the spectator camera.
if (!LocalPlayer.Valid()) {
setSpectatorCamera();
}
return true;
}
void PlayerDeathSystem::setSpectatorCamera()
{
// Look for the spectator camera entity in the level.
EntityWrapper spectatorCam = m_World->GetFirstEntityByName("SpectatorCamera");
if (!spectatorCam.HasComponent("Camera")) {
return;
}
Events::SetCamera eSetCamera;
eSetCamera.CameraEntity = spectatorCam;
m_EventBroker->Publish(eSetCamera);
Events::UnlockMouse unlock;
m_EventBroker->Publish(unlock);
}
bool PlayerDeathSystem::OnInputCommand(Events::InputCommand& e)
{
if (e.Value == 0 || e.Command != "SwapToTeamPick" && e.Command != "SwapToClassPick") {
return false;
}
// Ensure that we don't set spectator camera if the player deliberately changes to class/team pick.
m_LocalPlayerDeathEffect = EntityWrapper::Invalid;
return true;
}