DarkflameServer/dGame/dComponents/PropertyEntranceComponent.h

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#pragma once
#include <map>
#include "Component.h"
#include "Entity.h"
#include "EntityManager.h"
#include "GameMessages.h"
#include "eReplicaComponentType.h"
/**
* Represents the launch pad that's used to select and browse properties
*/
class PropertyEntranceComponent final : public Component {
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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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explicit PropertyEntranceComponent(Entity* parent, uint32_t componentID);
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY_ENTRANCE;
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/**
* Handles an OnUse request for some other entity, rendering the property browse menu
* @param entity the entity that triggered the event
*/
void OnUse(Entity* entity) override;
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/**
* Handles the event triggered when the entity selects a property to visit and makes the entity to there
* @param entity the entity that triggered the event
* @param index the index of the property property
* @param returnToZone whether or not the entity wishes to go back to the launch zone
* @param sysAddr the address to send gamemessage responses to
*/
void OnEnterProperty(Entity* entity, uint32_t index, bool returnToZone, const SystemAddress& sysAddr);
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/**
* Handles a request for information on available properties when an entity lands on the property
* @param entity the entity that triggered the event
* @param includeNullAddress unused
* @param includeNullDescription unused
* @param playerOwn only query properties owned by the entity
* @param updateUi unused
* @param numResults unused
* @param lReputationTime unused
* @param sortMethod unused
* @param startIndex the minimum index to start the query off
* @param filterText property names to search for
* @param sysAddr the address to send gamemessage responses to
*/
void OnPropertyEntranceSync(Entity* entity, bool includeNullAddress, bool includeNullDescription, bool playerOwn, bool updateUi, int32_t numResults, int32_t lReputationTime, int32_t sortMethod, int32_t startIndex, std::string filterText, const SystemAddress& sysAddr);
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/**
* Returns the name of this property
* @return the name of this property
*/
[[nodiscard]] std::string GetPropertyName() const { return m_PropertyName; };
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/**
* Returns the map ID for this property
* @return the map ID for this property
*/
[[nodiscard]] LWOMAPID GetMapID() const noexcept { return m_MapID; };
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private:
/**
* Cache of property information that was queried for property launched, indexed by property ID
*/
std::map<LWOOBJID, std::vector<PropertySelectQueryProperty>> propertyQueries;
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/**
* The custom name for this property
*/
std::string m_PropertyName;
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/**
* The base map ID for this property (Avant Grove, etc).
*/
LWOMAPID m_MapID;
};