tower destroy debris
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@@ -7,12 +7,15 @@ void Systems::TowerSystem::RegisterComponents( ComponentFactory* cf )
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cf->Register<Components::Tower>([]() { return new Components::Tower(); });
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cf->Register<Components::Turret>([]() { return new Components::Turret(); });
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cf->Register<Components::TurretShot>([]() {return new Components::TurretShot(); });
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cf->Register<Components::TowerDebris>([]() {return new Components::TowerDebris(); });
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}
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void Systems::TowerSystem::Initialize()
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{
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//EVENT_SUBSCRIBE_MEMBER(m_eDamage, &Systems::TowerSystem::Damage);
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EVENT_SUBSCRIBE_MEMBER(m_ECollision, &Systems::TowerSystem::OnCollision);
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EVENT_SUBSCRIBE_MEMBER(m_eDamage, &Systems::TowerSystem::Damage);
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Temp_m_TimeSinceLastShot = 0;
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}
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@@ -21,6 +24,58 @@ void Systems::TowerSystem::Update( double dt )
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}
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bool Systems::TowerSystem::Damage( const Events::Damage &event )
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{
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auto debrisComponent = m_World->GetComponent<Components::TowerDebris>(event.Entity);
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if(!debrisComponent)
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{
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return false;
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}
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LOG_INFO("TowerSystem::Damage");
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// Change to damage model
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auto wallhealthcomponent = m_World->GetComponent<Components::Health>(event.Entity);
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if(wallhealthcomponent->Amount > 0)
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{
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return false;
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}
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LOG_INFO("Entity %i is dead", event.Entity);
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auto entitytransform = m_World->GetComponent<Components::Transform>(event.Entity);
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if(!entitytransform)
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return false;
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//auto transformComponent = m_World->GetComponent<Components::Transform>(event.Entity);
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Components::Transform transformComponent = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(event.Entity);
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// Spawn debris
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for(auto d : debrisComponent->TowerDebrisIDs)
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{
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auto debris = m_World->CloneEntity(d);
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auto transform = m_World->GetComponent<Components::Transform>(debris);
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Components::Transform absolutetransformComponent = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(debris);
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transform->Orientation = transform->Orientation * transformComponent.Orientation;
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transform->Position = transform->Orientation * transform->Position + transformComponent.Position;
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//DO STUFF! :D
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float distance = glm::distance(transform->Position, transformComponent.Position);
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float radius = 15.f;
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float strength = (1.f - pow(distance / radius, 2)) * 2000.f;
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glm::vec3 direction = glm::normalize(transformComponent.Position - transform->Position);
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Events::ApplyPointImpulse e;
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e.Entity = debris;
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e.Impulse = direction * strength;
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e.Position = transformComponent.Position;
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EventBroker->Publish(e);
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}
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entitytransform->Position = glm::vec3(0.f, -50000000.f, 0.f);
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return true;
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}
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void Systems::TowerSystem::UpdateEntity( double dt, EntityID entity, EntityID parent )
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{
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auto towerComponent = m_World->GetComponent<Components::Tower>(entity);
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@@ -48,7 +103,7 @@ void Systems::TowerSystem::UpdateEntity( double dt, EntityID entity, EntityID pa
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for(auto player : *players)
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{
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auto playerComponent = std::dynamic_pointer_cast<Components::Player>(player);
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if(towerComponent->ID != playerComponent->ID) //!= betyder att den bara targetar sitt eget lag, == fienden.
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if(towerComponent->ID == playerComponent->ID) //!= betyder att den bara targetar sitt eget lag, == fienden.
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continue;
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auto playerTransform = m_World->GetComponent<Components::Transform>(player->Entity);
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