DarkflameServer/dGame/dEntity/Entity.h

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#ifndef __ENTITY__H__
#define __ENTITY__H__
#include <memory>
#include <functional>
#include <unordered_map>
#include <vector>
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#include "dCommonVars.h"
#include "NiPoint3.h"
#include "NiQuaternion.h"
#include "eKillType.h"
namespace Loot {
class Info;
};
namespace tinyxml2 {
class XMLDocument;
};
namespace CppScripts {
class Script;
};
class Player;
class EntityInfo;
class User;
class Spawner;
class ScriptComponent;
class dpEntity;
class EntityTimer;
class Component;
class Item;
class Character;
class EntityCallbackTimer;
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class LDFBaseData;
class BoxDimensions;
enum class eTriggerEventType;
enum class eGameMasterLevel : uint8_t;
enum class eReplicaComponentType : uint32_t;
enum class eReplicaPacketType : uint8_t;
enum class eCinematicEvent : uint32_t;
/**
* An entity in the world.
* Entities are composed of components which define their behavior.
*/
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using ComponentPtr = std::unique_ptr<Component>;
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using ComponentWhitelist = std::vector<eReplicaComponentType>;
using TemplateComponents = std::vector<std::pair<eReplicaComponentType, uint32_t>>;
class Entity {
public:
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explicit Entity(const LWOOBJID& objectID, EntityInfo info, Entity* parentEntity = nullptr);
virtual ~Entity();
void ApplyComponentWhitelist(TemplateComponents& components) const;
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static const std::vector<ComponentWhitelist>& GetComponentWhitelists() { return m_ComponentWhitelists; }
/**
* Functions used for creating and setting up an Entity.
*/
void Initialize();
/**
* There are some very very edge cases we need to take care of with what components
* are kept and removed. Here is where we take care of those cases.
*/
void ApplyComponentBlacklist(TemplateComponents& components) const;
// For adding and removing components based on LDF keys
void ApplyComponentConfig(TemplateComponents& components) const;
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// Paths have several components they could add. This function will add them.
void AddPathComponent(TemplateComponents& components) const;
/**
* Determines if we should ghost an Entity or not.
* Ghosting means we no longer serialize it to a specific player because it is out of range.
*/
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void IsGhosted();
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bool operator==(const Entity& other) const;
bool operator!=(const Entity& other) const;
// General Entity info
const LWOOBJID GetObjectID() const { return m_ObjectID; }
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const LOT GetLOT() const { return m_TemplateID; }
Entity* GetParentEntity() const { return m_ParentEntity; }
const bool GetIsGhostingCandidate() const { return m_IsGhostingCandidate; }
const float GetDefaultScale() const { return m_Scale; }
Entity* GetOwner() const;
void SetOwnerOverride(const LWOOBJID& value) { m_OwnerOverride = value; };
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Entity* GetScheduledKiller() { return m_ScheduleKiller; }
std::vector<LWOOBJID>& GetTargetsInPhantom();
const std::unordered_map<eReplicaComponentType, ComponentPtr>& GetComponents() { return m_Components; }
// Position related info
const NiPoint3& GetDefaultPosition() const { return m_DefaultPosition; };
const NiQuaternion& GetDefaultRotation() const { return m_DefaultRotation; };
const NiPoint3& GetPosition() const;
void SetPosition(const NiPoint3& position);
const NiQuaternion& GetRotation() const;
void SetRotation(const NiQuaternion& rotation);
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virtual NiPoint3 GetRespawnPosition() const { return NiPoint3::ZERO; }
virtual NiQuaternion GetRespawnRotation() const { return NiQuaternion::IDENTITY; }
// Spawner related info
Spawner* GetSpawner() const { return m_Spawner; }
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LWOOBJID GetSpawnerID() const { return m_SpawnerID; }
const std::vector<std::string>& GetGroups() { return m_Groups; };
void SetGroups(const std::vector<std::string>& value) { m_Groups = value; }
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void AddGroup(const std::string& group);
// LDF related into
const std::vector<LDFBaseData*>& GetSettings() const { return m_Settings; }
const std::vector<LDFBaseData*>& GetNetworkSettings() const { return m_NetworkSettings; }
// Networking related info
const int8_t GetObservers() const { return m_Observers; }
void SetObservers(const int8_t value);
const uint16_t GetNetworkId() const { return m_NetworkID; }
void SetNetworkId(const uint16_t id) { m_NetworkID = id; }
// Player extended info
virtual User* GetParentUser() const { return nullptr; };
virtual const SystemAddress GetSystemAddress() const { return UNASSIGNED_SYSTEM_ADDRESS; };
virtual void SetRespawnPosition(const NiPoint3& position) {};
virtual void SetRespawnRotation(const NiQuaternion& rotation) {};
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virtual void SetSystemAddress(const SystemAddress& value) {};
eGameMasterLevel GetGMLevel() const { return m_GMLevel; }
void SetGMLevel(const eGameMasterLevel value);
bool GetPlayerReadyForUpdates() const { return m_PlayerIsReadyForUpdates; }
void SetPlayerReadyForUpdates() { m_PlayerIsReadyForUpdates = true; }
Character* GetCharacter() const { return m_Character; }
void SetCharacter(Character* value) { m_Character = value; }
// End info
// If you are calling this, then calling GetComponent<T>, just call GetComponent<T> and check for nullptr.
bool HasComponent(const eReplicaComponentType componentId) const;
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// Event management
/**
* Call these when you want to observe events. Observed events should follow the following naming convention
* in scripts Notify<NotificationName>. For example, if you want to observe the "OnDeath" event, you would call
* entity->Subscribe(script, "OnDeath"). Then in your script, you would have a function called NotifyOnDeath.
*/
void Subscribe(CppScripts::Script* scriptToAdd, const std::string& notificationName);
/**
* Call this when you want to stop observing an event. The scriptToRemove will
* no longer be notified of notificationName events
*/
void Unsubscribe(CppScripts::Script* scriptToRemove, const std::string& notificationName);
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// Proximity radius management
void AddProximityRadius(const float proxRadius, const std::string& name);
void AddProximityRadius(const BoxDimensions& dimensions, const std::string& name);
// Technically this is the live accrate API, however what it does is not setting the proximity radius, but rather
// adding a new one to the list of proximity radii. For that reason we will have the old API just call AddProximityRadius.
inline void SetProximityRadius(const float proxRadius, const std::string& name) { this->AddProximityRadius(proxRadius, name); }
inline void SetProximityRadius(const BoxDimensions& dimensions, const std::string& name) { this->AddProximityRadius(dimensions, name); }
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void AddRebuildCompleteCallback(const std::function<void(Entity* user)>& callback) const;
void AddCollisionPhantomCallback(const std::function<void(Entity* target)>& callback) { m_PhantomCollisionCallbacks.push_back(callback); };
void AddDieCallback(const std::function<void()>& callback) { m_DieCallbacks.push_back(callback); };
void TriggerEvent(const eTriggerEventType event, Entity* optionalTarget = nullptr);
void NotifyObject(Entity* sender, const std::u16string& name, const int32_t param1 = 0, const int32_t param2 = 0);
// Parent Child management
void AddChild(Entity* child);
void RemoveChild(Entity* child);
void RemoveParent();
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// Timer management
void AddTimer(const std::string& name, const float time);
void AddCallbackTimer(const float time, const std::function<void()>& callback);
bool HasTimer(const std::string& name);
void CancelCallbackTimers();
void CancelAllTimers();
void CancelTimer(const std::string& name);
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// Serialization
void WriteBaseReplicaData(RakNet::BitStream* outBitStream, const eReplicaPacketType packetType);
void WriteComponents(RakNet::BitStream* outBitStream, const eReplicaPacketType packetType);
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// Scripting
// Get the script attached to this entity. Will never return nullptr.
CppScripts::Script* GetScript() const;
void OnCollisionProximity(const LWOOBJID otherEntity, const std::string& proxName, const std::string& status);
void OnCollisionPhantom(const LWOOBJID otherEntity);
void OnCollisionLeavePhantom(const LWOOBJID otherEntity);
void OnFireEventServerSide(Entity* sender, const std::string args, const int32_t param1 = -1, const int32_t param2 = -1, const int32_t param3 = -1);
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void OnActivityStateChangeRequest(const LWOOBJID senderID, const int32_t value1, const int32_t value2,
const std::u16string& stringValue);
void OnCinematicUpdate(Entity* self, Entity* sender, const eCinematicEvent event, const std::u16string& pathName,
const float pathTime, const float totalTime, const int32_t waypoint);
void OnEmoteReceived(const int32_t emote, Entity* target);
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void OnUse(Entity* originator);
void OnHitOrHealResult(Entity* attacker, const int32_t damage);
void OnHit(Entity* attacker);
void OnZonePropertyEditBegin();
void OnZonePropertyEditEnd();
void OnZonePropertyModelEquipped();
void OnZonePropertyModelPlaced(Entity* player);
void OnZonePropertyModelPickedUp(Entity* player);
void OnZonePropertyModelRemoved(Entity* player);
void OnZonePropertyModelRemovedWhileEquipped(Entity* player);
void OnZonePropertyModelRotated(Entity* player);
void OnMessageBoxResponse(Entity* sender, const int32_t button, const std::u16string& identifier, const std::u16string& userData);
void OnChoiceBoxResponse(Entity* sender, const int32_t button, const std::u16string& buttonIdentifier, const std::u16string& identifier);
void RequestActivityExit(Entity* sender, const LWOOBJID& player, const bool canceled);
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// End scripting
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// Cleanup functions
void Smash(const LWOOBJID source = LWOOBJID_EMPTY, const eKillType killType = eKillType::VIOLENT, const std::u16string& deathType = u"");
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// Odds are you do not need to call this. Call Smash instead.
void Kill(Entity* murderer = nullptr);
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void ScheduleKillAfterUpdate(Entity* murderer = nullptr);
void ScheduleDestructionAfterUpdate() { m_ShouldDestroyAfterUpdate = true; }
void Resurrect();
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// Loot management (should be moved to Player. Not every Entity needs this.)
void AddLootItem(const Loot::Info& info);
void PickupItem(const LWOOBJID& objectID);
bool CanPickupCoins(const uint64_t& count) const;
void PickupCoins(const uint64_t& count);
void RegisterCoinDrop(const uint64_t& count);
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// State checkers
void Sleep();
void Wake();
bool IsSleeping() const;
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bool IsDead() const;
bool IsPlayer() const;
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// Update
void UpdateXMLDoc(tinyxml2::XMLDocument* doc);
void Update(float deltaTime);
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//Retroactively corrects the model vault size due to incorrect initialization in a previous patch.
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void RetroactiveVaultSize();
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void ResetFlags();
// LDF Setting accessors
bool GetBoolean(const std::u16string& name) const { return GetVar<bool>(name); };
int32_t GetI32(const std::u16string& name) const { return GetVar<int32_t>(name); };
int64_t GetI64(const std::u16string& name) const { return GetVar<int64_t>(name); };
bool HasVar(const std::u16string& name) const;
LDFBaseData* GetVarData(const std::u16string& name) const;
/**
* Get the LDF value and convert it to a string.
*/
std::string GetVarAsString(const std::u16string& name) const;
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// LDF Setting assignment shorthands
void SetBoolean(const std::u16string& name, bool value) { SetVar<bool>(name, value); }
void SetI32(const std::u16string& name, int32_t value) { SetVar<int32_t>(name, value); };
void SetI64(const std::u16string& name, int64_t value) { SetVar<int64_t>(name, value); };
// Template declarations
template<typename T>
const T& GetVar(const std::u16string& name) const;
template<typename T>
T GetVarAs(const std::u16string& name) const;
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template<typename T>
void SetVar(const std::u16string& name, const T& value);
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template<typename T>
T GetNetworkVar(const std::u16string& name);
void SendNetworkVar(const std::string& data, const SystemAddress& sysAddr);
template<typename T>
void SetNetworkVar(const std::u16string& name, const T& value, const SystemAddress& sysAddr = UNASSIGNED_SYSTEM_ADDRESS);
template<typename T>
void SetNetworkVar(const std::u16string& name, const std::vector<T>& value, const SystemAddress& sysAddr = UNASSIGNED_SYSTEM_ADDRESS);
/**
* @brief Get a non-owning reference to a component
*
* @tparam Cmpt The component to get a non-owning reference of
* @return Cmpt* The non-owning pointer to the component
*/
template<typename Cmpt>
Cmpt* GetComponent() const;
/**
* @brief Adds a component to this Entity.
*
* @tparam Cmpt The component to create
* @tparam ConstructorValues The constructor values to forward to the component
* @param arguments The constructor values to forward to the component
* @return Cmpt* A non-owning pointer to the created component,
* or a non-owning pointer to the existing component if the component already existed.
*/
template<typename Cmpt, typename...ConstructorValues>
Cmpt* AddComponent(ConstructorValues... arguments);
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/**
* @brief Removes a component from this Entity.
*/
template<typename Cmpt>
void RemoveComponent();
protected:
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LWOOBJID m_ObjectID;
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LWOOBJID m_SpawnerID;
LWOOBJID m_OwnerOverride;
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uint32_t m_SpawnerNodeID;
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LOT m_TemplateID;
NiPoint3 m_DefaultPosition;
NiQuaternion m_DefaultRotation;
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float m_Scale;
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int8_t m_Observers;
eGameMasterLevel m_GMLevel;
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Entity* m_ParentEntity; //For spawners and the like
Entity* m_ScheduleKiller;
Spawner* m_Spawner;
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Character* m_Character;
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bool m_HasSpawnerNodeID;
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bool m_ShouldDestroyAfterUpdate;
bool m_PlayerIsReadyForUpdates;
bool m_IsGhostingCandidate;
bool m_IsParentChildDirty;
uint16_t m_NetworkID;
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std::unordered_map<eReplicaComponentType, ComponentPtr> m_Components;
std::vector<std::unique_ptr<EntityTimer>> m_Timers;
std::vector<std::unique_ptr<EntityTimer>> m_PendingTimers;
std::vector<std::unique_ptr<EntityCallbackTimer>> m_CallbackTimers;
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std::vector<LDFBaseData*> m_Settings;
std::vector<LDFBaseData*> m_NetworkSettings;
std::vector<Entity*> m_ChildEntities;
std::vector<std::string> m_Groups;
std::vector<std::function<void()>> m_DieCallbacks;
std::vector<std::function<void(Entity*)>> m_PhantomCollisionCallbacks;
std::vector<LWOOBJID> m_TargetsInPhantom;
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static const std::vector<ComponentWhitelist> m_ComponentWhitelists;
static const std::array<eReplicaComponentType> m_ComponentOrder;
};
#include "Entity.tcc"
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#endif //!__ENTITY__H__