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81 lines
2.7 KiB
C++
81 lines
2.7 KiB
C++
//
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// Created by Zoe Roux on 6/11/21.
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//
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#include "Component/Animation/AnimationsComponent.hpp"
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#include "System/Event/EventSystem.hpp"
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#include "Component/Renderer/Drawable2DComponent.hpp"
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#include "System/Lobby/LobbySystem.hpp"
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#include "Component/Controllable/ControllableComponent.hpp"
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#include "System/MenuControllable/MenuControllableSystem.hpp"
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#include "Component/Tag/TagComponent.hpp"
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#include <algorithm>
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namespace BBM
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{
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LobbySystem::LobbySystem(WAL::Wal &wal)
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: System(wal)
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{}
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void LobbySystem::onUpdate(WAL::ViewEntity<LobbyComponent, Drawable2DComponent> &entity, std::chrono::nanoseconds dtime)
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{
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auto &lobby = entity.get<LobbyComponent>();
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auto lastTick = std::chrono::steady_clock::now();
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if (lastTick - lobby.lastInput < std::chrono::milliseconds(150))
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return;
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if (lobby.layout == ControllableComponent::NONE) {
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for (auto &[_, controller] : this->_wal.getScene()->view<ControllableComponent>()) {
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if (controller.jump) {
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if (std::any_of(this->getView().begin(), this->getView().end(), [&controller](WAL::ViewEntity<LobbyComponent, Drawable2DComponent> &view) {
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return view.get<LobbyComponent>().layout == controller.layout;
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}))
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return;
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lobby.lastInput = lastTick;
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lobby.layout = controller.layout;
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controller.jump = false;
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entity.get<Drawable2DComponent>().drawable = std::make_shared<RAY::Texture>("assets/player/icons/blue.png");
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return;
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}
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}
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}
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for (auto &[_, controller] : this->_wal.getScene()->view<ControllableComponent>()) {
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if (controller.layout == lobby.layout && controller.jump && !lobby.ready) {
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lobby.ready = true;
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lobby.lastInput = lastTick;
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controller.jump = false;
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this->_wal.getSystem<MenuControllableSystem>().now = lastTick;
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auto *texture = dynamic_cast<RAY::Texture *>(lobby.readyButton.getComponent<Drawable2DComponent>().drawable.get());
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if (texture)
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texture->use("assets/player/icons/ready.png");
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}
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}
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}
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void LobbySystem::onSelfUpdate()
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{
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auto &view = this->_wal.getScene()->view<TagComponent<"PlayButton">, Drawable2DComponent>();
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if (view.size() == 0)
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return;
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auto *texture = dynamic_cast<RAY::Texture *>(view.front().get<Drawable2DComponent>().drawable.get());
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if (!texture)
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return;
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if (playersAreReady(*this->_wal.getScene()))
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texture->setColor(WHITE);
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else
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texture->setColor(GRAY);
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}
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bool LobbySystem::playersAreReady(WAL::Scene &scene)
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{
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auto &lobby = scene.view<LobbyComponent>();
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return std::all_of(lobby.begin(), lobby.end(), [](WAL::ViewEntity<LobbyComponent> &entity) {
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auto &lobbyPlayer = entity.get<LobbyComponent>();
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return lobbyPlayer.ready || lobbyPlayer.layout == ControllableComponent::NONE;
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});
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}
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} |