DarkflameServer/dGame/dComponents/DestroyableComponent.h

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#ifndef DESTROYABLECOMPONENT_H
#define DESTROYABLECOMPONENT_H
#include "RakNetTypes.h"
#include <vector>
#include "tinyxml2.h"
#include "Entity.h"
#include "Component.h"
#include "eReplicaComponentType.h"
namespace CppScripts {
class Script;
}; //! namespace CppScripts
enum class eStateChangeType : uint32_t;
/**
* Represents the stats of an entity, for example its health, imagination and armor. Also handles factions, which
* indicate which enemies this entity has.
*/
class DestroyableComponent : public Component {
public:
feat: Add isolated and simplified path to add components (#1204) * Components: Make ComponentType inline Prevents the next commits ODR violation * Components: Add new components * Entity: Add headers inline script component ComponentType * Components: Flip constructor argument order Entity comes first always * Entity: Add generic AddComponent Allows for much easier adding of components and is error proof by not allowing the user to add more than 1 of a specific component type to an Entity. * Entity: Migrate all component constructors Move all to the new variadic templates AddComponent function to reduce clutter and ways the component map is modified. The new function makes no assumptions. Component is assumed to not exist and is checked for with operator[]. This will construct a null component which will then be newed if the component didnt exist, or it will just get the current component if it does already exist. No new component will be allocated or constructed if the component already exists and the already existing pointer is returned instead. * Entity: Add placement new For the case where the component may already exist, use a placement new to construct the component again, it would be constructed again, but would not need to go through the allocator. * Entity: Add comments on likely new code * Tests: Fix tests * Update Entity.cpp * Update SGCannon.cpp * Entity: call destructor when re-constructing * Update Entity.cpp Update Entity.cpp --------- Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::DESTROYABLE;
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DestroyableComponent(Entity* parentEntity);
~DestroyableComponent() override;
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void Update(float deltaTime) override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
void LoadFromXml(tinyxml2::XMLDocument* doc) override;
void UpdateXml(tinyxml2::XMLDocument* doc) override;
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/**
* Initializes the component using a different LOT
* @param templateID the ID to use for initialization
*/
void Reinitialize(LOT templateID);
/**
* Sets the health of this entity. Makes sure this is serialized on the next tick and if this is a character its
* stats will also update.
* @param value the new health value
*/
void SetHealth(int32_t value);
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/**
* Heals the entity by some delta amount
* @param health the delta amount to heal
*/
void Heal(uint32_t health);
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/**
* Returns the current health of this entity
* @return the current health of this entity
*/
int32_t GetHealth() const { return m_iHealth; }
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/**
* Updates the max health this entity has (e.g. what it can heal to), and optionally displays a UI animation indicating that
* @param value the max health value to set
* @param playAnim whether or not to play a UI animation indicating the change in max health
*/
void SetMaxHealth(float value, bool playAnim = false);
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/**
* Returns the curent max health of this entity
* @return the current max health of this entity
*/
float GetMaxHealth() const { return m_fMaxHealth; }
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/**
* Sets the armor for this entity. This also makes sure this change is serialized and if this is a character it also
* updates their stats.
* @param value the armor value to set
*/
void SetArmor(int32_t value);
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/**
* Repairs armor of this entity, updating it by a delta amount
* @param armor the amount of armor to repair
*/
void Repair(uint32_t armor);
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/**
* Returns the current armor value for the entity
* @return the current armor value for the entity
*/
int32_t GetArmor() const { return m_iArmor; }
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/**
* Updates the max armor this entity has (e.g. what it can heal to), and optionally displays a UI animation indicating that
* @param value the max armor value to set
* @param playAnim whether or not to play a UI animation indicating the change in max armor
*/
void SetMaxArmor(float value, bool playAnim = false);
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/**
* Returns the current maximum armor this entity can have
* @return the current maximum armor this entity can have
*/
float GetMaxArmor() const { return m_fMaxArmor; }
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/**
* Sets the imagination value for this entity. Ensures that the change is serialized and if this is a character
* their stats will be updated. Can also trigger the assembly passive ability to restore on 0 imag.
* @param value
*/
void SetImagination(int32_t value);
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/**
* Updates the imagination of this entity by a delta amount
* @param deltaImagination the imagination to update
*/
void Imagine(int32_t deltaImagination);
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/**
* Returns the current imagination value of this entity
* @return the current imagination value of this entity
*/
int32_t GetImagination() const { return m_iImagination; }
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/**
* Updates the max imagination this entity has (e.g. what it can heal to), and optionally displays a UI animation indicating that
* @param value the max imagination value to set
* @param playAnim whether or not to play a UI animation indicating the change in max imagination
*/
void SetMaxImagination(float value, bool playAnim = false);
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/**
* Returns the current max imagination value
* @return the current max imagination value
*/
float GetMaxImagination() const { return m_fMaxImagination; }
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/**
* Sets the damage this entity can absorb before getting hurt, also serializes this change.
* @param value the damage to absorb
*/
void SetDamageToAbsorb(int32_t value);
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/**
* Returns the current damage to absorb
* @return the current damage to absorb
*/
int32_t GetDamageToAbsorb() const { return m_DamageToAbsorb; }
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/**
* Sets the reduced damage value for each attack for this entity, also serializes that change.
* @param value the damage to reduce for each attack
*/
void SetDamageReduction(int32_t value);
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/**
* Returns the current damage reduction value
* @return the current damage reduction value
*/
int32_t GetDamageReduction() const { return m_DamageReduction; }
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/**
* Sets whether or not this entity is immune to attacks
* @param value whether or not this entity is immune to attacks
*/
void SetIsImmune(bool value);
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/**
* Returns whether or not this entity is immune to attacks
* @return whether or not this entity is immune to attacks
*/
bool IsImmune() const;
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/**
* @return whether this entity is currently immune to attacks due to a damage cooldown period
*/
bool IsCooldownImmune() const;
/**
* Sets if this entity has GM immunity, making it not killable
* @param value the GM immunity of this entity
*/
void SetIsGMImmune(bool value);
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/**
* Returns whether or not this entity has GM immunity
* @return whether or not this entity has GM immunity
*/
bool GetIsGMImmune() const { return m_IsGMImmune; }
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/**
* Sets whether or not this entity is shielded for a certain amount of damage
* @param value whether or not this entity is shielded for a certain amount of damage
*/
void SetIsShielded(bool value);
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/**
* Returns if this entity is currently shielded from damage
* @return if this entity is currently shielded from damage
*/
bool GetIsShielded() const { return m_IsShielded; }
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/**
* Adds a faction to the faction list of this entity, potentially making more factions friendly. Fetches the info
* from the CDClient.
* @param factionID the faction ID to add
* @param ignoreChecks whether or not to allow factionID -1
*/
void AddFaction(int32_t factionID, bool ignoreChecks = false);
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/**
* Adds a faction ID to the enemy list
* @param factionID the faction ID to make an enemy
*/
void AddEnemyFaction(int32_t factionID);
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/**
* Sets whether or not this entity can be smashed, does not indicate the smashable glow, which is indicated by
* faction ids
* @param value whether or not this entity is smashable
*/
void SetIsSmashable(bool value);
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/**
* Returns whether or not this entity is smashable
* @return whether or not this entity is smashable
*/
bool GetIsSmashable() const { return m_IsSmashable; }
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/**
* Returns the current is-dead value, this is mostly unused
* @return the current is-dead value, this is mostly unused
*/
bool GetIsDead() const { return m_IsDead; }
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/**
* Returns the current is-smashed value, this is mostly unused
* @return the current is-smashed value, this is mostly unused
*/
bool GetIsSmashed() const { return m_IsSmashed; }
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/**
* Sets whether or not this entity has bricks flying out when smashed
* @param value whether or not this entity has bricks flying out when smashed
*/
void SetHasBricks(bool value);
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/**
* Returns whether or not this entity has bricks flying out when smashed
* @return whether or not this entity has bricks flying out when smashed
*/
bool GetHasBricks() const { return m_IsModuleAssembly; }
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/**
* Sets the multiplier for the explosion that's visible when the bricks fly out when this entity is smashed
* @param value the multiplier for the explosion that's visible when the bricks fly out when this entity is smashed
*/
void SetExplodeFactor(float value) { m_ExplodeFactor = value; };
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/**
* Returns the current multiplier for explosions
* @return the current multiplier for explosions
*/
float GetExplodeFactor() const { return m_ExplodeFactor; }
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/**
* Sets the amount of attacks this entity can block before being able to be damaged again, useful for example for
* shields.
* @param value the amount of attacks this entity can block before being able to be damaged again
*/
void SetAttacksToBlock(uint32_t value);
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/**
* Returns the current amount of attacks this entity can block
* @return the current amount of attacks this entity can block
*/
uint32_t GetAttacksToBlock() const { return m_AttacksToBlock; }
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/**
* Sets whether or not this enemy currently has threats, NOTE: only here for serialization, has no use internally
* @param value whether or not this enemy currently has threats
*/
void SetHasThreats(bool value);
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/**
* Returns whether or not this entity currently has threats, NOTE: unused internally
* @return whether or not this entity currently has threats
*/
bool GetHasThreats() const { return m_HasThreats; }
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/**
* Returns whether or not this entity is knockback immune, based on whether it's quickbuilding or has assembly gear
* @return whether or not this entity is knockback immune
*/
bool IsKnockbackImmune() const;
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/**
* Sets the faction ID of this entity, overriding all previously set entries
* @param factionID the faction ID to set
*/
void SetFaction(int32_t factionID, bool ignoreChecks = false);
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/**
* Returns whether or not the provided entity is an enemy of this entity
* @param other the entity to check
* @return whether the provided entity is an enemy of this entity or not
*/
bool IsEnemy(const Entity* other) const;
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/**
* Returns whether or not the provided entity is a friend of this entity
* @param other the entity to check
* @return whether or not the provided entity is a friend of this entity
*/
bool IsFriend(const Entity* other) const;
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/**
* Returns all the faction IDs that this entity considers a friend
* @return all the faction IDs that this entity considers a friend
*/
const std::vector<int32_t>& GetFactionIDs() const { return m_FactionIDs; }
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/**
* Returns all the faction IDs that this entity considers an enemy
* @return all the faction IDs that this entity considers an enemy
*/
const std::vector<int32_t>& GetEnemyFactionsIDs() const { return m_EnemyFactionIDs; }
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/**
* Returns whether the provided faction is a friendly faction
* @param factionID the faction ID to check
* @return whether the provided faction is a friendly faction
*/
bool HasFaction(int32_t factionID) const;
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/**
* Sets the minimum amount of coins this entity drops when smashed
* @param minCoins the minimum amount of coins this entity drops when smashed
*/
void SetMinCoins(uint32_t minCoins) { m_MinCoins = minCoins; }
/**
* Returns the minimum amount of coins this entity drops when smashed
* @return the minimum amount of coins this entity drops when smashed
*/
uint32_t GetMinCoins() const { return m_MinCoins; }
/**
* Sets the maximum amount of coins this entity drops when smashed
* @param maxCoins the maximum amount of coins this entity drops when smashed
*/
void SetMaxCoins(uint32_t maxCoins) { m_MaxCoins = maxCoins; }
/**
* Returns the maximum amount of coins this entity drops when smashed
* @return the maximum amount of coins this entity drops when smashed
*/
uint32_t GetMaxCoins() const { return m_MaxCoins; }
/**
* Sets the loot matrix ID that will be used to determine what items to drop when this entity is smashed
* @param lootMatrixID the loot matrix ID to set
*/
void SetLootMatrixID(uint32_t lootMatrixID) { m_LootMatrixID = lootMatrixID; }
/**
* Returns the current loot matrix ID that will be used to determine loot drops when this entity is smashed
* @return the current loot matrix ID
*/
uint32_t GetLootMatrixID() const { return m_LootMatrixID; }
/**
* Returns the ID of the entity that killed this entity, if any
* @return the ID of the entity that killed this entity, if any
*/
LWOOBJID GetKillerID() const;
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/**
* Returns the entity that killed this entity, if any
* @return the entity that killed this entity, if any
*/
Entity* GetKiller() const;
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/**
* Attempt to damage this entity, handles everything from health and armor to absorption, immunity and callbacks.
* @param damage the damage to attempt to apply
* @param source the attacker that caused this damage
* @param skillID the skill that damaged this entity
* @param echo whether or not to serialize the damage
*/
void Damage(uint32_t damage, LWOOBJID source, uint32_t skillID = 0, bool echo = true);
/**
* Smashes this entity, notifying all clients
* @param source the source that smashed this entity
* @param skillID the skill that killed this entity
* @param killType the way this entity was killed, determines if a client animation is played
* @param deathType the animation to play when killed
*/
void Smash(LWOOBJID source, eKillType killType = eKillType::VIOLENT, const std::u16string& deathType = u"", uint32_t skillID = 0);
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/**
* Push or Pop a layer of status immunity to this entity
*/
void SetStatusImmunity(
const eStateChangeType state,
const bool bImmuneToBasicAttack = false,
const bool bImmuneToDamageOverTime = false,
const bool bImmuneToKnockback = false,
const bool bImmuneToInterrupt = false,
const bool bImmuneToSpeed = false,
const bool bImmuneToImaginationGain = false,
const bool bImmuneToImaginationLoss = false,
const bool bImmuneToQuickbuildInterrupt = false,
const bool bImmuneToPullToPoint = false
);
// Getters for status immunities
const bool GetImmuneToBasicAttack() { return m_ImmuneToBasicAttackCount > 0; };
const bool GetImmuneToDamageOverTime() { return m_ImmuneToDamageOverTimeCount > 0; };
const bool GetImmuneToKnockback() { return m_ImmuneToKnockbackCount > 0; };
const bool GetImmuneToInterrupt() { return m_ImmuneToInterruptCount > 0; };
const bool GetImmuneToSpeed() { return m_ImmuneToSpeedCount > 0; };
const bool GetImmuneToImaginationGain() { return m_ImmuneToImaginationGainCount > 0; };
const bool GetImmuneToImaginationLoss() { return m_ImmuneToImaginationLossCount > 0; };
const bool GetImmuneToQuickbuildInterrupt() { return m_ImmuneToQuickbuildInterruptCount > 0; };
const bool GetImmuneToPullToPoint() { return m_ImmuneToPullToPointCount > 0; };
// Damage cooldown setters/getters
void SetDamageCooldownTimer(float value) { m_DamageCooldownTimer = value; }
float GetDamageCooldownTimer() { return m_DamageCooldownTimer; }
// Death behavior setters/getters
void SetDeathBehavior(int32_t value) { m_DeathBehavior = value; }
int32_t GetDeathBehavior() const { return m_DeathBehavior; }
/**
* Utility to reset all stats to the default stats based on items and completed missions
*/
void FixStats();
/**
* Adds a callback that is called when this entity is hit by some other entity
* @param callback the callback to add
*/
void AddOnHitCallback(const std::function<void(Entity*)>& callback);
/**
* Pushes a faction back to the list of factions.
* @param value Faction to add to list.
*
* This method should only be used for testing. Use AddFaction(int32_t, bool) for adding a faction properly.
*/
void AddFactionNoLookup(int32_t faction) { m_FactionIDs.push_back(faction); };
/**
* Notify subscribed scripts of Damage actions.
*
* @param attacker The attacking Entity
* @param damage The amount of damage that was done
*/
void NotifySubscribers(Entity* attacker, uint32_t damage);
void Subscribe(LWOOBJID scriptObjId, CppScripts::Script* scriptToAdd);
void Unsubscribe(LWOOBJID scriptObjId);
// handle hardcode mode drops
void DoHardcoreModeDrops(const LWOOBJID source);
private:
/**
* Whether or not the health should be serialized
*/
bool m_DirtyHealth;
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/**
* The health of the entity
*/
int32_t m_iHealth;
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/**
* The max health of the entity
*/
float m_fMaxHealth;
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/**
* The armor of the entity
*/
int32_t m_iArmor;
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/**
* The max armor of the entity
*/
float m_fMaxArmor;
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/**
* The imagination of the entity
*/
int32_t m_iImagination;
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/**
* The max imagination of the entity
*/
float m_fMaxImagination;
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/**
* The damage this entity can absord before being able to be damaged again
*/
int32_t m_DamageToAbsorb;
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/**
* Whether this entity currently has GM immunity, making it unsmashable
*/
bool m_IsGMImmune;
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/**
* Whether this entity is currently shielded from other attacks
*/
bool m_IsShielded;
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/**
* The number of attacks this entity can block before being able to be attacked again
*/
uint32_t m_AttacksToBlock;
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/**
* The amount of damage that should be reduced from every attack
*/
int32_t m_DamageReduction;
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/**
* The faction IDs this entity considers friendly
*/
std::vector<int32_t> m_FactionIDs;
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/**
* The faction IDs this entity considers hostile
*/
std::vector<int32_t> m_EnemyFactionIDs;
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/**
* Whether this entity is smasahble, mostly unused
*/
bool m_IsSmashable;
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/**
* Whether this entity is dead. Unused, here for serialization
*/
bool m_IsDead;
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/**
* Whether this entity is smashed. Unused, here for serialization
*/
bool m_IsSmashed;
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/**
* Whether this entity has bricks flying out when smashed (causes the client to look up the files)
*/
bool m_IsModuleAssembly;
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/**
* The rate at which bricks fly out when smashed
*/
float m_ExplodeFactor;
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/**
* Whether the list of potential enemies has changed
*/
bool m_DirtyThreatList;
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/**
* Whether the entity has threats. Unused: here for serialization
*/
bool m_HasThreats;
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/**
* The loot matrix that will be used to drop items when the entity is smashed
*/
uint32_t m_LootMatrixID;
/**
* The min amount of coins that will drop when this entity is smashed
*/
uint32_t m_MinCoins;
/**
* The max amount of coins that will drop when this entity is smashed
*/
uint32_t m_MaxCoins;
/**
* The ID of the entity that smashed this entity, if any
*/
LWOOBJID m_KillerID;
/**
* The list of callbacks that will be called when this entity gets hit
*/
std::vector<std::function<void(Entity*)>> m_OnHitCallbacks;
/**
* The list of scripts subscribed to this components actions
*/
std::map<LWOOBJID, CppScripts::Script*> m_SubscribedScripts;
/**
* status immunity counters
*/
uint32_t m_ImmuneToBasicAttackCount;
uint32_t m_ImmuneToDamageOverTimeCount;
uint32_t m_ImmuneToKnockbackCount;
uint32_t m_ImmuneToInterruptCount;
uint32_t m_ImmuneToSpeedCount;
uint32_t m_ImmuneToImaginationGainCount;
uint32_t m_ImmuneToImaginationLossCount;
uint32_t m_ImmuneToQuickbuildInterruptCount;
uint32_t m_ImmuneToPullToPointCount;
/**
* Death behavior type. If 0, the client plays a death animation as opposed to a smash animation.
*/
int32_t m_DeathBehavior;
/**
* Damage immunity cooldown timer. Set to a value that then counts down to create a damage cooldown for players
*/
float m_DamageCooldownTimer;
};
#endif // DESTROYABLECOMPONENT_H