DarkflameServer/dGame/dComponents/ProximityMonitorComponent.cpp

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#include "ProximityMonitorComponent.h"
#include "GameMessages.h"
#include "dZoneManager.h"
#include "ControllablePhysicsComponent.h"
#include "EntityManager.h"
#include "SimplePhysicsComponent.h"
const std::map<LWOOBJID, dpEntity*> ProximityMonitorComponent::m_EmptyObjectMap = {};
ProximityMonitorComponent::ProximityMonitorComponent(Entity* parent, int radiusSmall, int radiusLarge) : Component(parent) {
if (radiusSmall != -1 && radiusLarge != -1) {
SetProximityRadius(radiusSmall, "rocketSmall");
SetProximityRadius(radiusLarge, "rocketLarge");
}
}
ProximityMonitorComponent::~ProximityMonitorComponent() {
for (const auto& en : m_ProximitiesData) {
if (!en.second) continue;
dpWorld::Instance().RemoveEntity(en.second);
}
m_ProximitiesData.clear();
}
void ProximityMonitorComponent::SetProximityRadius(float proxRadius, const std::string& name) {
dpEntity* en = new dpEntity(m_Parent->GetObjectID(), proxRadius);
en->SetPosition(m_Parent->GetPosition());
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dpWorld::Instance().AddEntity(en);
m_ProximitiesData.insert(std::make_pair(name, en));
}
void ProximityMonitorComponent::SetProximityRadius(dpEntity* entity, const std::string& name) {
dpWorld::Instance().AddEntity(entity);
entity->SetPosition(m_Parent->GetPosition());
m_ProximitiesData.insert(std::make_pair(name, entity));
}
const std::map<LWOOBJID, dpEntity*>& ProximityMonitorComponent::GetProximityObjects(const std::string& name) {
const auto& iter = m_ProximitiesData.find(name);
if (iter == m_ProximitiesData.end()) {
return m_EmptyObjectMap;
}
return iter->second->GetCurrentlyCollidingObjects();
}
bool ProximityMonitorComponent::IsInProximity(const std::string& name, LWOOBJID objectID) {
const auto& iter = m_ProximitiesData.find(name);
if (iter == m_ProximitiesData.end()) {
return false;
}
const auto& collitions = iter->second->GetCurrentlyCollidingObjects();
return collitions.find(objectID) != collitions.end();
}
void ProximityMonitorComponent::Update(float deltaTime) {
for (const auto& prox : m_ProximitiesData) {
if (!prox.second) continue;
//Process enter events
for (auto* en : prox.second->GetNewObjects()) {
m_Parent->OnCollisionProximity(en->GetObjectID(), prox.first, "ENTER");
}
//Process exit events
for (auto* en : prox.second->GetRemovedObjects()) {
m_Parent->OnCollisionProximity(en->GetObjectID(), prox.first, "LEAVE");
}
}
}