DarkflameServer/dGame/dComponents/MovingPlatformComponent.h

229 lines
5.4 KiB
C
Raw Normal View History

/*
* Darkflame Universe
* Copyright 2019
*/
#ifndef MOVINGPLATFORMCOMPONENT_H
#define MOVINGPLATFORMCOMPONENT_H
#include "RakNetTypes.h"
#include "NiPoint3.h"
#include <string>
#include "dCommonVars.h"
#include "EntityManager.h"
#include "Component.h"
#include "eMovementPlatformState.h"
#include "eReplicaComponentType.h"
class Path;
2022-07-28 13:39:57 +00:00
/**
* Different types of available platforms
*/
enum class eMoverSubComponentType : uint32_t {
2022-07-28 13:39:57 +00:00
mover = 4,
2022-07-28 13:39:57 +00:00
/**
* Used in NJ
*/
simpleMover = 5,
};
/**
* Sub component for moving platforms that determine the actual current movement state
*/
class MoverSubComponent {
public:
2022-07-28 13:39:57 +00:00
MoverSubComponent(const NiPoint3& startPos);
~MoverSubComponent();
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate);
2022-07-28 13:39:57 +00:00
/**
* The state the platform is currently in
*/
eMovementPlatformState mState = eMovementPlatformState::Stationary;
2022-07-28 13:39:57 +00:00
/**
* The waypoint this platform currently wants to traverse to
*/
int32_t mDesiredWaypointIndex = 0;
/**
* Whether the platform is currently reversing away from the desired waypoint
*/
bool mInReverse = false;
/**
* Whether the platform should stop moving when reaching the desired waypoint
*/
bool mShouldStopAtDesiredWaypoint = false;
/**
* The percentage of the way between the last point and the desired point
*/
float mPercentBetweenPoints = 0;
/**
* The current position of the platofrm
*/
NiPoint3 mPosition{};
/**
* The waypoint the platform is (was) at
*/
uint32_t mCurrentWaypointIndex;
/**
* The waypoint the platform is attempting to go to
*/
uint32_t mNextWaypointIndex;
/**
* The timer that handles the time before stopping idling and continue platform movement
*/
float mIdleTimeElapsed = 0;
/**
* The speed the platform is currently moving at
*/
float mSpeed = 0;
/**
* The time to wait before continuing movement
*/
float mWaitTime = 0;
};
/**
* Represents entities that may be moving platforms, indicating how they should move through the world.
* NOTE: the logic in this component hardly does anything, apparently the client can figure most of this stuff out
* if you just serialize it correctly, resulting in smoother results anyway. Don't be surprised if the exposed APIs
* don't at all do what you expect them to as we don't instruct the client of changes made here.
* ^^^ Trivia: This made the red blocks platform and property platforms a pain to implement.
*/
class MovingPlatformComponent : public Component {
public:
static const eReplicaComponentType ComponentType = eReplicaComponentType::MOVING_PLATFORM;
2022-07-28 13:39:57 +00:00
MovingPlatformComponent(Entity* parent, const std::string& pathName);
~MovingPlatformComponent() override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
2022-07-28 13:39:57 +00:00
/**
* Stops all pathing, called when an entity starts a quick build associated with this platform
*/
void OnRebuildInitilized();
/**
* Starts the pathing, called when an entity completed a quick build associated with this platform
*/
void OnCompleteRebuild();
/**
* Updates the movement state for the moving platform
* @param value the movement state to set
*/
void SetMovementState(eMovementPlatformState value);
2022-07-28 13:39:57 +00:00
/**
* Instructs the moving platform to go to some waypoint
* @param index the index of the waypoint
* @param stopAtWaypoint determines if the platform should stop at the waypoint
*/
void GotoWaypoint(uint32_t index, bool stopAtWaypoint = true);
/**
* Starts the pathing of this platform, setting appropriate waypoints and speeds
*/
void StartPathing();
/**
* Continues the path of the platform, after it's been stopped
*/
void ContinuePathing();
/**
* Stops the platform from moving, waiting for it to be activated again.
*/
void StopPathing();
/**
* Determines if the entity should be serialized on the next update
* @param value whether to serialize the entity or not
*/
void SetSerialized(bool value);
/**
* Returns if this platform will start automatically after spawn
* @return if this platform will start automatically after spawn
*/
bool GetNoAutoStart() const;
/**
* Sets the auto start value for this platform
* @param value the auto start value to set
*/
void SetNoAutoStart(bool value);
/**
* Warps the platform to a waypoint index, skipping its current path
* @param index the index to go to
*/
void WarpToWaypoint(size_t index);
/**
* Returns the waypoint this platform was previously at
* @return the waypoint this platform was previously at
*/
size_t GetLastWaypointIndex() const;
/**
* Returns the sub component that actually defines how the platform moves around (speeds, etc).
* @return the sub component that actually defines how the platform moves around
*/
MoverSubComponent* GetMoverSubComponent() const;
private:
2022-07-28 13:39:57 +00:00
/**
* The path this platform is currently on
*/
const Path* m_Path = nullptr;
/**
* The name of the path this platform is currently on
*/
std::u16string m_PathName;
/**
* Whether the platform has stopped pathing
*/
bool m_PathingStopped = false;
/**
* The type of the subcomponent
*/
eMoverSubComponentType m_MoverSubComponentType;
/**
* The mover sub component that belongs to this platform
*/
void* m_MoverSubComponent;
/**
* Whether the platform shouldn't auto start
*/
bool m_NoAutoStart;
/**
* Whether to serialize the entity on the next update
*/
bool m_Serialize = false;
};
#endif // MOVINGPLATFORMCOMPONENT_H