Renamed CombatInstance to Battle, for clarity
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+12
-12
@@ -38,17 +38,17 @@
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* characterList .UpdateAll()
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* creatureMgr .Update(updateAll)
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* barrierMgr .Update(updateAll)
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* combatMgr .Update(updateAll)
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* battleMgr .Update(updateAll)
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*
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* creatureMgr .SendUpdates()
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* barrierMgr .SendUpdates()
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* //combatMgr .SendUpdates() //TODO: incomplete
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* //battleMgr .SendUpdates() //TODO: incomplete
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*
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* triggerMgr .Compare(characterList)
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*
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* if (a character collides with a creature)
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* barrierMgr .Create()
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* combatMgr .Create()
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* battleMgr .Create()
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*
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* barrierMgr .Send()
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*
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@@ -111,8 +111,8 @@ void RoomData::RunFrameUpdates(bool updateAll) {
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creatureMgr.Update(&creatureList, updateAll);
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barrierMgr.Update(&barrierList, updateAll);
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//update the combat instances
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combatInstanceMgr.Update();
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//update the battles
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battleMgr.Update();
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//send the creature updates
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for (auto& it : creatureList) {
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@@ -132,7 +132,7 @@ void RoomData::RunFrameUpdates(bool updateAll) {
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pumpPacketProximity(reinterpret_cast<SerialPacket*>(&packet), roomIndex, it.second->GetOrigin(), INFLUENCE_RADIUS);
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}
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//TODO: send the combat instance updates
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//TODO: send the battle updates
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}
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void RoomData::RunFrameTriggers() {
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@@ -159,8 +159,8 @@ void RoomData::RunFrameCharacterCreatureCollisions() {
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BoundingBox creatureBox = creatureIt.second.GetBounds() + creatureIt.second.GetOrigin();
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if (characterBox.CheckOverlap(creatureBox)) {
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//create the barrier and instance
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int barrierIndex = barrierMgr.Create(combatInstanceMgr.Create()); //link the barrier to an instance
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//create the barrier and battle
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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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barrierData->SetOrigin({
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@@ -203,11 +203,11 @@ void RoomData::RunFrameCharacterBarrierCollisions() {
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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 an instance
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CombatInstance* instance = combatInstanceMgr.Find(barrierIt.second.GetInstanceIndex());
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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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//DEBUG: output barrierIndex, instanceIndex
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std::cout << barrierIt.first << "\t" << barrierIt.second.GetInstanceIndex() << std::endl;
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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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