Discovered I need to do something
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@@ -160,6 +160,7 @@ void RoomData::RunFrameCharacterCreatureCollisions() {
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if (characterBox.CheckOverlap(creatureBox)) {
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//create the barrier and battle
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//TODO: Barrier needs data about the creatures inside it.
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int barrierIndex = barrierMgr.Create(battleMgr.Create()); //link the barrier to a battle
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BarrierData* barrierData = barrierMgr.Find(barrierIndex);
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barrierData->SetRoomIndex(roomIndex);
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@@ -197,20 +198,32 @@ void RoomData::RunFrameCharacterCreatureCollisions() {
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void RoomData::RunFrameCharacterBarrierCollisions() {
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//TODO: check for character collisions with barriers, O(m*n)
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for (auto characterIt : characterList) {
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//character bounds
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BoundingBox characterBox = characterIt->GetBounds() + characterIt->GetOrigin();
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for (auto barrierIt : *barrierMgr.GetContainer()) {
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//barrier bounds
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BoundingBox barrierBox = barrierIt.second.GetBounds() + barrierIt.second.GetOrigin();
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if (characterBox.CheckOverlap(barrierBox)) {
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//TODO: (0) actually move the character to a battle
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Battle* battle = battleMgr.Find(barrierIt.second.GetBattleIndex());
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//Actually move the character to a battle
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BattleData* battle = battleMgr.Find(barrierIt.second.GetBattleIndex());
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// battle->PushCharacter(characterIt.second);
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// characterList.
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//DEBUG: output barrierIndex, battleIndex
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std::cout << barrierIt.first << "\t" << barrierIt.second.GetBattleIndex() << std::endl;
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//only confirm one barrier per character
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break;
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//Send the entry message to the client
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BarrierPacket newPacket;
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newPacket.type = SerialPacketType::BARRIER_ENTRY;
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newPacket.barrierIndex = barrierIt.first;
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// udpNetworkUtility.Send();
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//only confirm one barrier/character collison per frame
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return;
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}
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}
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}
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