DarkflameServer/dGame/dComponents/BuffComponent.h

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#ifndef BUFFCOMPONENT_H
#define BUFFCOMPONENT_H
#include "dCommonVars.h"
#include "RakNetTypes.h"
#include <vector>
#include <unordered_map>
#include <map>
#include "Component.h"
#include "eReplicaComponentType.h"
class Entity;
/**
* Extra information on effects to apply after applying a buff, for example whether to buff armor, imag or health and by how much
*/
struct BuffParameter
{
int32_t buffId;
std::string name;
float value;
std::vector<float> values;
int32_t effectId;
};
/**
* Meta information about a buff that can be applied, e.g. how long it's applied, who applied it, etc.
*/
struct Buff
{
int32_t id = 0;
float time = 0;
float tick = 0;
float tickTime = 0;
int32_t stacks = 0;
LWOOBJID source = 0;
int32_t behaviorID = 0;
};
/**
* Allows for the application of buffs to the parent entity, altering health, armor and imagination.
*/
class BuffComponent : public Component {
public:
static const eReplicaComponentType ComponentType = eReplicaComponentType::BUFF;
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explicit BuffComponent(Entity* parent);
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~BuffComponent();
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Entity* GetOwningEntity() const;
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void LoadFromXml(tinyxml2::XMLDocument* doc) override;
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void UpdateXml(tinyxml2::XMLDocument* doc) override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
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void Update(float deltaTime) override;
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/**
* Applies a buff to the parent entity
* @param id the id of the buff to apply
* @param duration the duration of the buff in seconds
* @param source an optional source entity that cast the buff
* @param addImmunity client flag
* @param cancelOnDamaged client flag to indicate that the buff should disappear when damaged
* @param cancelOnDeath client flag to indicate that the buff should disappear when dying
* @param cancelOnLogout client flag to indicate that the buff should disappear when logging out
* @param cancelOnRemoveBuff client flag to indicate that the buff should disappear when a concrete GM to do so comes around
* @param cancelOnUi client flag to indicate that the buff should disappear when interacting with UI
* @param cancelOnUnequip client flag to indicate that the buff should disappear when the triggering item is unequipped
* @param cancelOnZone client flag to indicate that the buff should disappear when changing zones
*/
void ApplyBuff(int32_t id, float duration, LWOOBJID source, bool addImmunity = false, bool cancelOnDamaged = false,
bool cancelOnDeath = true, bool cancelOnLogout = false, bool cancelOnRemoveBuff = true,
bool cancelOnUi = false, bool cancelOnUnequip = false, bool cancelOnZone = false);
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/**
* Removes a buff from the parent entity, reversing its effects
* @param id the id of the buff to remove
* @param removeImmunity whether or not to remove immunity on removing the buff
*/
void RemoveBuff(int32_t id, bool fromUnEquip = false, bool removeImmunity = false);
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/**
* Returns whether or not the entity has a buff identified by `id`
* @param id the id of the buff to find
* @return whether or not the entity has a buff with the specified id active
*/
bool HasBuff(int32_t id);
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/**
* Applies the effects of the buffs on the entity, e.g.: changing armor, health, imag, etc.
* @param id the id of the buff effects to apply
*/
void ApplyBuffEffect(int32_t id);
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/**
* Reverses the effects of the applied buff
* @param id the id of the buff for which to remove the effects
*/
void RemoveBuffEffect(int32_t id);
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/**
* Removes all buffs for the entity and reverses all of their effects
*/
void RemoveAllBuffs();
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/**
* Removes all buffs for the entity and reverses all of their effects
*/
void Reset();
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/**
* Applies all effects for all buffs, active or not, again
*/
void ReApplyBuffs();
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/**
* Gets all the parameters (= effects), for the buffs that belong to this component
* @param buffId
* @return
*/
const std::vector<BuffParameter>& GetBuffParameters(int32_t buffId);
private:
/**
* The currently active buffs
*/
std::map<int32_t, Buff> m_Buffs;
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/**
* Parameters (=effects) for each buff
*/
static std::unordered_map<int32_t, std::vector<BuffParameter>> m_Cache;
};
#endif // BUFFCOMPONENT_H