Skill-Kraken implemented. What do people think...?
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@@ -93,12 +93,14 @@ void dd::Systems::KrakenSystem::UpdateEntity(double dt, EntityID entity, EntityI
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return;
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}
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Events::KrakenAttack krakenAttack;
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switch (kraken->CurrentAction)
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{
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switch (kraken->CurrentAction) {
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case 1: // Idle
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m_KrakenTimer += dt;
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if (m_RandomKraken) {
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m_KrakenTimer += dt;
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}
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if (m_KrakenTimer > m_KrakenCurrentSecondsToAction) {
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m_KrakenTimer = 0;
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kraken->CurrentAction = 3;
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if (m_NumberOfActions == 0) {
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kraken->CurrentAction = 3;
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} else {
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@@ -112,11 +114,12 @@ void dd::Systems::KrakenSystem::UpdateEntity(double dt, EntityID entity, EntityI
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break;
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case 2: // Grabbing
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m_NumberOfActions++;
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kraken->CurrentAction = 5;
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krakenAttack.ChargeUpdate = 0;
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kraken->CurrentAction = 3;
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/*krakenAttack.ChargeUpdate = 0;
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krakenAttack.KrakenStrength = 0.1;
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krakenAttack.PlayerStrength = 0.05;
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EventBroker->Publish(krakenAttack);
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EventBroker->Publish(krakenAttack);*/
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break;
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case 3: // Brick Generating
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{
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@@ -125,35 +128,60 @@ void dd::Systems::KrakenSystem::UpdateEntity(double dt, EntityID entity, EntityI
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Events::BrickGenerating e;
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e.Origin1 = glm::vec3(-5, 7, -10);
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e.Origin2 = glm::vec3(5, 7, -10);
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if (kraken->Health > 20) {
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e.Speed = 10;
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if (m_RandomKraken) {
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if (kraken->Health > 20) {
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e.SetCluster = 0;
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} else if (kraken->Health > 10) {
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} else if (kraken->Health > 10) {
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e.SetCluster = 1;
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} else {
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} else {
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e.SetCluster = 2;
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}
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std::uniform_real_distribution<float> dist(1, 6.999f);
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float random = dist(m_RandomGenerator);
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e.Set = random;
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} else {
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e.Set = m_Set;
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e.SetCluster = m_SetCluster;
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m_Set++;
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if (m_Set > 6) {
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m_SetCluster++;
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m_Set = 1;
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}
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}
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std::uniform_real_distribution<float> dist(1, 6.999f);
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float random = dist(m_RandomGenerator);
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e.Set = random;
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EventBroker->Publish(e);
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break;
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}
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case 4: // Brick Generating second case
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{
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m_NumberOfActions++;
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kraken->CurrentAction = 1;
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Events::BrickGenerating e;
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e.Origin1 = glm::vec3(-5, 7, -10);
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e.Origin2 = glm::vec3(5, 7, -10);
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if (kraken->Health > 20) {
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e.SetCluster = 0;
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} else if (kraken->Health > 10) {
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e.SetCluster = 1;
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e.Speed = 10;
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if (m_RandomKraken) {
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if (kraken->Health > 20) {
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e.SetCluster = 0;
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} else if (kraken->Health > 10) {
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e.SetCluster = 1;
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} else {
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e.SetCluster = 2;
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}
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std::uniform_real_distribution<float> dist(1, 6.999f);
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float random = dist(m_RandomGenerator);
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e.Set = random;
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} else {
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e.SetCluster = 2;
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e.Set = m_Set;
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e.SetCluster = m_SetCluster;
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m_Set++;
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if (m_Set > 6) {
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m_SetCluster++;
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m_Set = 1;
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}
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}
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std::uniform_real_distribution<float> dist(1, 6.999f);
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float random = dist(m_RandomGenerator);
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e.Set = random;
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EventBroker->Publish(e);
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break;
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}
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@@ -277,6 +305,7 @@ bool dd::Systems::KrakenSystem::OnKrakenHit(const dd::Events::KrakenHit &event)
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auto kraken = m_World->GetComponent<Components::Kraken>(event.Kraken);
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auto transform = m_World->GetComponent<Components::Transform>(event.Hitter);
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kraken->Health--;
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kraken->CurrentAction = 3;
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//kraken->Health -= 15;
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//kraken->Health = -1; //To defeat the kraken instantly.
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@@ -345,6 +374,8 @@ bool dd::Systems::KrakenSystem::OnKrakenHit(const dd::Events::KrakenHit &event)
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bool dd::Systems::KrakenSystem::OnKrakenDefeated(const dd::Events::KrakenDefeated &event)
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{
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m_KrakenBattle = false;
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m_Set = 0;
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m_SetCluster = 0;
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auto kraken = m_World->GetComponent<Components::Kraken>(event.Kraken);
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auto physicsComponent = m_World->GetComponent<Components::Physics>(event.Kraken);
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