Files
axyz/src/Game/Systems/CapturePointSystem.cpp
T
2016-02-23 17:29:33 +01:00

240 lines
11 KiB
C++

#include "Systems/CapturePointSystem.h"
#include <algorithm>
CapturePointSystem::CapturePointSystem(SystemParams params)
: System(params)
, PureSystem("CapturePoint")
{
//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &CapturePointSystem::OnTriggerTouch);
EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &CapturePointSystem::OnTriggerLeave);
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &CapturePointSystem::OnCaptured);
}
//here all capturepoints will update their component
//NOTE: needs to run each frame, since we're possibly modifying the captureTimer for the capturePoints by dt
void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, ComponentWrapper& cCapturePoint, double dt)
{
//if (!IsClient) {
// return;
//}
if (m_WinnerWasFound) {
return;
}
const int capturePointNumber = cCapturePoint["CapturePointNumber"];
const bool hasTeamComponent = capturePointEntity.HasComponent("Team");
if (m_NumberOfCapturePoints != 0) {
if (!m_CapturePointNumberToEntityMap[0].HasComponent("CapturePoint")) {
//if map has changed, the capturepoints has changed, now have to redo them
m_NumberOfCapturePoints = 0;
m_CapturePointNumberToEntityMap.clear();
}
}
//if point doesnt have a teamComponent yet, add one. since:
//what if capture point has no team -> we cant get/use the team enum from it...
if (!hasTeamComponent) {
m_World->AttachComponent(cCapturePoint.EntityID, "Team");
ComponentWrapper& teamComponent = capturePointEntity["Team"];
teamComponent["Team"] = (int)teamComponent["Team"].Enum("Spectator");
}
ComponentWrapper& teamComponent = capturePointEntity["Team"];
const int redTeam = (int)teamComponent["Team"].Enum("Red");
const int blueTeam = (int)teamComponent["Team"].Enum("Blue");
const int spectatorTeam = (int)teamComponent["Team"].Enum("Spectator");
const double captureTimeToTakeOver = (double)cCapturePoint["CapturePointMaxTimer"];
int homePointForTeam = (int)cCapturePoint["HomePointForTeam"];
if (m_NumberOfCapturePoints == 0 && capturePointNumber != 0 && (homePointForTeam == redTeam || homePointForTeam == blueTeam)) {
m_NumberOfCapturePoints = capturePointNumber + 1;//ex 2 -> 0,1,2 = 3
if (homePointForTeam == redTeam) {
m_RedTeamHomeCapturePoint = capturePointNumber;
m_BlueTeamHomeCapturePoint = 0;
} else {
m_BlueTeamHomeCapturePoint = capturePointNumber;
m_RedTeamHomeCapturePoint = 0;
}
}
//if we havent received all capturepoints yet, just return
if (m_NumberOfCapturePoints == 0 || m_NumberOfCapturePoints != m_CapturePointNumberToEntityMap.size()) {
m_CapturePointNumberToEntityMap.insert(std::make_pair(capturePointNumber, capturePointEntity));
return;
}
//we have all capturepoints now - process stuff
int ownedBy = teamComponent["Team"];
int redTeamPlayersStandingInside = 0;
int blueTeamPlayersStandingInside = 0;
if (capturePointEntity.HasComponent("Model")) {
//Now sets team color to the capturepoint, or white if it is uncaptured.
capturePointEntity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.0f, 1, 0.3) : ownedBy == redTeam ? glm::vec4(1, 0.0f, 0, 0.3) : glm::vec4(1, 1, 1, 0.3);
}
//calculate next possible capturePoint for both teams
std::map<std::string, int> nextPossibleCapturePoint;
nextPossibleCapturePoint["Red"] = -1;
nextPossibleCapturePoint["Blue"] = -1;
for (int i = 0; i < m_NumberOfCapturePoints; i++) {
if (!m_CapturePointNumberToEntityMap[i].HasComponent("Team")) {
continue;
}
ComponentWrapper& capturePointOwnedBy = m_CapturePointNumberToEntityMap[i]["Team"];
if ((int)capturePointOwnedBy["Team"] == redTeam && m_RedTeamHomeCapturePoint == 0) {
nextPossibleCapturePoint["Red"] = i + 1;
}
if ((int)capturePointOwnedBy["Team"] == blueTeam && m_BlueTeamHomeCapturePoint == 0) {
nextPossibleCapturePoint["Blue"] = i + 1;
}
}
for (int i = m_NumberOfCapturePoints - 1; i >= 0; i--) {
if (!m_CapturePointNumberToEntityMap[i].HasComponent("Team")) {
continue;
}
ComponentWrapper& capturePointOwnedBy = m_CapturePointNumberToEntityMap[i]["Team"];
if ((int)capturePointOwnedBy["Team"] == redTeam && m_RedTeamHomeCapturePoint != 0) {
nextPossibleCapturePoint["Red"] = i - 1;
}
if ((int)capturePointOwnedBy["Team"] == blueTeam && m_BlueTeamHomeCapturePoint != 0) {
nextPossibleCapturePoint["Blue"] = i - 1;
}
}
//reset timers and reset the bool that triggers this
if (m_ResetTimers) {
for (int i = 0; i < m_NumberOfCapturePoints; i++) {
ComponentWrapper& capturePoint = m_CapturePointNumberToEntityMap[i]["CapturePoint"];
if ((int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Red"] &&
(int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Blue"]) {
//RED = +, BLUE = -, NONE
auto teamOwners = (int)m_CapturePointNumberToEntityMap[i]["Team"]["Team"];
if (teamOwners == redTeam || teamOwners == blueTeam) {
capturePoint["CaptureTimer"] = teamOwners == blueTeam ? -captureTimeToTakeOver : captureTimeToTakeOver;
}
}
}
m_ResetTimers = false;
}
//check how many players are standing inside and are healthy
for (size_t i = m_ETriggerTouchVector.size(); i > 0; i--) {
auto triggerTouched = m_ETriggerTouchVector[i - 1];
if (std::get<1>(triggerTouched) == capturePointEntity) {
//some player has touched this - lets figure out: what team, health
EntityWrapper player = std::get<0>(triggerTouched);
//check if its really a player that has triggered the touch
if (!player.HasComponent("Player")) {
//if a non-player has entered the capturePoint, just erase that event and continue
m_ETriggerTouchVector.erase(m_ETriggerTouchVector.begin() + i - 1);
continue;
}
bool hasHealthComponent = player.HasComponent("Health");
if (hasHealthComponent) {
double currentHealth = player["Health"]["Health"];
//check if player is dead
if ((int)currentHealth == 0) {
continue;
}
}
//check team - spectatorNumber = "no team"
int teamNumber = player["Team"]["Team"];
if (teamNumber == redTeam) {
redTeamPlayersStandingInside++;
} else if (teamNumber == blueTeam) {
blueTeamPlayersStandingInside++;
}
continue;
}
}
//create data to be used in option B
//check so this is the next possible capture point for the take-over team and see if only one team is standing inside it
double timerDeltaChange = 0.0;
int currentTeam = 0;
bool canCapture = false;
if (redTeamPlayersStandingInside > 0 && blueTeamPlayersStandingInside == 0) {
timerDeltaChange = redTeamPlayersStandingInside*dt;
currentTeam = redTeam;
canCapture = nextPossibleCapturePoint["Red"] == capturePointNumber;
}
if (redTeamPlayersStandingInside == 0 && blueTeamPlayersStandingInside > 0) {
timerDeltaChange = -blueTeamPlayersStandingInside*dt;
currentTeam = blueTeam;
canCapture = nextPossibleCapturePoint["Blue"] == capturePointNumber;
}
if (redTeamPlayersStandingInside == 0 && blueTeamPlayersStandingInside == 0) {
//A.nobodys standing inside
//do nothing (?)
} else if (redTeamPlayersStandingInside > 0 && blueTeamPlayersStandingInside > 0) {
//C.both teams have players inside
//do nothing (?)
} else {
//B. at most one of the teams have players inside
//if capturePoint is not owned by the take-over team, just modify the CaptureTimer accordingly
if (ownedBy != currentTeam && canCapture) {
cCapturePoint["CaptureTimer"] = (double)cCapturePoint["CaptureTimer"] + timerDeltaChange;
}
//if capturePoint is owned by the team, and the other team has been trying to take it, then increase/decrease the timer towards 0.0
if ((ownedBy == currentTeam && currentTeam == redTeam && (double)cCapturePoint["CaptureTimer"] < captureTimeToTakeOver) ||
(ownedBy == currentTeam && currentTeam == blueTeam && (double)cCapturePoint["CaptureTimer"] > -captureTimeToTakeOver)) {
cCapturePoint["CaptureTimer"] = (double)cCapturePoint["CaptureTimer"] + timerDeltaChange;
}
//check if captureTimer > captureTimeToTakeOver and if so change owner and publish the eCaptured event
if (abs((double)cCapturePoint["CaptureTimer"]) > captureTimeToTakeOver && canCapture) {
teamComponent["Team"] = currentTeam;
cCapturePoint["CaptureTimer"] = glm::sign((double)cCapturePoint["CaptureTimer"])*captureTimeToTakeOver;
//publish Captured event
Events::Captured e;
e.CapturePointID = cCapturePoint.EntityID;
e.TeamNumberThatCapturedCapturePoint = currentTeam;
m_EventBroker->Publish(e);
//NextPossibleCapturePoint will be calculated in the next update...
}
}
//check for possible winCondition = check if the homebase is owned by the other team
bool checkForWinner = false;
if (capturePointNumber == m_RedTeamHomeCapturePoint && ownedBy != redTeam) {
checkForWinner = true;
}
if (capturePointNumber == m_BlueTeamHomeCapturePoint && ownedBy != blueTeam) {
checkForWinner = true;
}
if (checkForWinner && !m_WinnerWasFound) {
//publish Win event
Events::Win e;
e.TeamThatWon = ownedBy;
m_EventBroker->Publish(e);
m_WinnerWasFound = true;
}
}
bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e)
{
//personEntered = e.Entity, thingEntered = e.Trigger
m_ETriggerTouchVector.push_back(std::make_tuple(e.Entity, e.Trigger));
return true;
}
bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e)
{
for (size_t i = 0; i < m_ETriggerTouchVector.size(); i++) {
auto triggerTouched = m_ETriggerTouchVector[i];
if (std::get<0>(triggerTouched) == e.Entity && std::get<1>(triggerTouched) == e.Trigger) {
m_ETriggerTouchVector.erase(m_ETriggerTouchVector.begin() + i);
break;
}
}
return true;
}
bool CapturePointSystem::OnCaptured(const Events::Captured& e)
{
//reset the timers in the next update since a capture has changed the "nextCapturePoint" for 1-2 teams
m_ResetTimers = true;
return true;
}