DarkflameServer/dGame/dComponents/TriggerComponent.h

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#ifndef __TRIGGERCOMPONENT__H__
#define __TRIGGERCOMPONENT__H__
#include "Component.h"
#include "eReplicaComponentType.h"
namespace LUTriggers {
struct Trigger;
struct Command;
};
class TriggerComponent : public Component {
public:
static const eReplicaComponentType ComponentType = eReplicaComponentType::TRIGGER;
explicit TriggerComponent(Entity* parent, const std::string triggerInfo);
void TriggerEvent(eTriggerEventType event, Entity* optionalTarget = nullptr);
LUTriggers::Trigger* GetTrigger() const { return m_Trigger; }
private:
void HandleTriggerCommand(LUTriggers::Command* command, Entity* optionalTarget);
std::vector<std::string> ParseArgs(std::string args);
std::vector<Entity*> GatherTargets(LUTriggers::Command* command, Entity* optionalTarget);
// Trigger Event Handlers
void HandleSetPhysicsVolume(Entity* targetEntity, std::vector<std::string> argArray, std::string target);
void HandleUpdateMission(Entity* targetEntity, std::vector<std::string> argArray);
void HandleFireEvent(Entity* targetEntity, std::string args);
void HandleCastSkill(Entity* targetEntity, uint32_t skillID);
LUTriggers::Trigger* m_Trigger;
};
#endif //!__TRIGGERCOMPONENT__H__