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https://github.com/zoriya/Bomberman.git
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75 lines
2.6 KiB
C++
75 lines
2.6 KiB
C++
//
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// Created by Zoe Roux on 5/31/21.
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//
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#include <Component/Animation/AnimationsComponent.hpp>
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#include "Component/Timer/TimerComponent.hpp"
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#include "System/Event/EventSystem.hpp"
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#include "Component/Renderer/Drawable3DComponent.hpp"
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#include "BombHolderSystem.hpp"
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#include "Component/Health/HealthComponent.hpp"
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using namespace std::chrono_literals;
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namespace RAY3D = RAY::Drawables::Drawables3D;
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namespace BBM
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{
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std::chrono::nanoseconds BombHolderSystem::explosionTimer = 3s;
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float BombHolderSystem::explosionRadius = 3;
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BombHolderSystem::BombHolderSystem(WAL::Wal &wal)
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: System(wal)
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{}
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void BombHolderSystem::_bombExplosion(WAL::Entity &bomb, WAL::Wal &wal)
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{
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bomb.scheduleDeletion();
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auto &bombPosition = bomb.getComponent<PositionComponent>();
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wal.getSystem<EventSystem>().dispatchEvent([&bombPosition, &wal](WAL::Entity &entity){
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auto *health = entity.tryGetComponent<HealthComponent>();
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auto *pos = entity.tryGetComponent<PositionComponent>();
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if (!health || !pos)
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return;
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if (pos->position.distance(bombPosition.position) > BombHolderSystem::explosionRadius)
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return;
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wal.scene->scheduleNewEntity("explosion")
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.addComponent<PositionComponent>(pos->position)
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.addComponent<TimerComponent>(1s, [](WAL::Entity &explosion, WAL::Wal &wal) {
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explosion.scheduleDeletion();
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})
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.addComponent<Drawable3DComponent, RAY3D::Model>("assets/bombs/explosion/explosion.glb",
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std::make_pair(MAP_DIFFUSE, "assets/bombs/explosion/explosion.png"));
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// TODO do a raycast here to only remove health to entities that are not behind others.
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health->takeDmg(1);
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});
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}
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void BombHolderSystem::_spawnBomb(Vector3f position)
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{
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this->_wal.scene->scheduleNewEntity("Bomb")
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.addComponent<PositionComponent>(position)
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.addComponent<TimerComponent>(BombHolderSystem::explosionTimer, &BombHolderSystem::_bombExplosion)
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.addComponent<Drawable3DComponent, RAY3D::Model>("assets/bombs/bomb.obj",
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std::make_pair(MAP_DIFFUSE, "assets/bombs/bomb_normal.png"));
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}
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void BombHolderSystem::onUpdate(WAL::ViewEntity<PositionComponent, BombHolderComponent, ControllableComponent> &entity, std::chrono::nanoseconds dtime)
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{
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auto &holder = entity.get<BombHolderComponent>();
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auto &position = entity.get<PositionComponent>();
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auto &controllable = entity.get<ControllableComponent>();
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if (controllable.bomb && holder.bombCount > 0) {
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holder.bombCount--;
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this->_spawnBomb(position.position);
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}
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if (holder.bombCount < holder.maxBombCount) {
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holder.nextBombRefill -= dtime;
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if (holder.nextBombRefill <= 0ns) {
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holder.nextBombRefill = holder.refillRate;
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holder.bombCount++;
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}
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}
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}
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} |