+#include "damagedealer.h"
+#include <msp/game/stage.h>
+#include "collider.h"
+#include "hittable.h"
+
+using namespace Msp;
+
+DamageDealer::DamageDealer(Game::Stage &s):
+ System(s),
+ observer(stage.get_event_bus())
+{
+ observer.observe<Events::Collision>([this](auto &e){ collision(e); });
+}
+
+void DamageDealer::tick(Time::TimeDelta)
+{
+ for(DamagingCollision &c: collisions)
+ {
+ Game::Handle<HitPoints> hits1 = c.entity1->get_hitpoints();
+ Game::Handle<DamageSource> damage1 = c.entity1->get_damage();
+ Game::Handle<HitPoints> hits2 = c.entity2->get_hitpoints();
+ Game::Handle<DamageSource> damage2 = c.entity2->get_damage();
+ if(damage1 && hits2)
+ hits2->take_damage(damage1->get_amount(), damage1->get_type());
+ if(damage2 && hits1)
+ hits1->take_damage(damage2->get_amount(), damage2->get_type());
+ }
+ collisions.clear();
+}
+
+void DamageDealer::collision(const Events::Collision &e)
+{
+ Game::Handle<Hittable> hittable1 = dynamic_handle_cast<Hittable>(e.collider1->get_entity());
+ Game::Handle<Hittable> hittable2 = dynamic_handle_cast<Hittable>(e.collider2->get_entity());
+ if(hittable1 && hittable2)
+ collisions.emplace_back(hittable1, hittable2);
+}