DarkflameServer/dGame/dComponents/TriggerComponent.h

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#ifndef __TRIGGERCOMPONENT__H__
#define __TRIGGERCOMPONENT__H__
#include "Component.h"
#include "LUTriggers.h"
#include "eReplicaComponentType.h"
class TriggerComponent : 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>
2023-10-23 01:08:49 +00:00
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::TRIGGER;
explicit TriggerComponent(Entity* parent, const std::string triggerInfo);
void TriggerEvent(eTriggerEventType event, Entity* optionalTarget = nullptr);
LUTriggers::Trigger* GetTrigger() const { return m_Trigger; }
void SetTriggerEnabled(bool enabled){ m_Trigger->enabled = enabled; };
private:
void HandleTriggerCommand(LUTriggers::Command* command, Entity* optionalTarget);
std::vector<Entity*> GatherTargets(LUTriggers::Command* command, Entity* optionalTarget);
// Trigger Event Handlers
void HandleFireEvent(Entity* targetEntity, std::string args);
void HandleDestroyObject(Entity* targetEntity, std::string args);
void HandleToggleTrigger(Entity* targetEntity, std::string args);
void HandleResetRebuild(Entity* targetEntity, std::string args);
void HandleMoveObject(Entity* targetEntity, std::vector<std::string> argArray);
void HandleRotateObject(Entity* targetEntity, std::vector<std::string> argArray);
void HandlePushObject(Entity* targetEntity, std::vector<std::string> argArray);
void HandleRepelObject(Entity* targetEntity, std::string args);
void HandleSetTimer(Entity* targetEntity, std::vector<std::string> argArray);
void HandleCancelTimer(Entity* targetEntity, std::string args);
void HandlePlayCinematic(Entity* targetEntity, std::vector<std::string> argArray);
void HandleToggleBBB(Entity* targetEntity, std::string args);
void HandleUpdateMission(Entity* targetEntity, std::vector<std::string> argArray);
void HandlePlayEffect(Entity* targetEntity, std::vector<std::string> argArray);
void HandleCastSkill(Entity* targetEntity, std::string args);
void HandleSetPhysicsVolumeEffect(Entity* targetEntity, std::vector<std::string> argArray);
void HandleSetPhysicsVolumeStatus(Entity* targetEntity, std::string args);
void HandleActivateSpawnerNetwork(std::string args);
void HandleDeactivateSpawnerNetwork(std::string args);
void HandleResetSpawnerNetwork(std::string args);
void HandleDestroySpawnerNetworkObjects(std::string args);
void HandleActivatePhysics(Entity* targetEntity, std::string args);
LUTriggers::Trigger* m_Trigger;
};
#endif //!__TRIGGERCOMPONENT__H__