DarkflameServer/dGame/dComponents/RebuildComponent.h

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#ifndef REBUILDCOMPONENT_H
#define REBUILDCOMPONENT_H
#include <BitStream.h>
#include <vector>
#include <string>
#include "dCommonVars.h"
#include "NiPoint3.h"
#include "ScriptedActivityComponent.h"
#include "Preconditions.h"
#include "Component.h"
class Entity;
/**
* Component that handles entities that can be built into other entities using the quick build mechanic. Generally
* consists of an activator that shows a popup and then the actual entity that the bricks are built into. Note
* that quick builds are also scripted activities so this shared some logic with the ScriptedActivityComponent.
*/
class RebuildComponent : public Component {
public:
static const uint32_t ComponentType = COMPONENT_TYPE_REBUILD;
RebuildComponent(Entity* entity);
~RebuildComponent() override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
void Update(float deltaTime) override;
/**
* Handles a OnUse event from some entity, initiating the quick build
* @param originator the entity that triggered the event
*/
void OnUse(Entity* originator) override;
/**
* Spawns the activator that can be used to initiate the rebuild
*/
void SpawnActivator();
/**
* Despawns the activiator that can be used to initiate the rebuild
*/
void DespawnActivator();
/**
* Returns the entity that acts as the activator for this rebuild
* @return the entity that acts as the activator for this rebuild
*/
Entity* GetActivator();
/**
* Returns the spawn position of the activator for this rebuild, if any
* @return the spawn position of the activator for this rebuild, if any
*/
NiPoint3 GetActivatorPosition();
/**
* Sets the spawn position for the activator of this rebuild
* @param value the spawn position to set for the activator
*/
void SetActivatorPosition(NiPoint3 value);
/**
* Returns the time it takes for the rebuild to reset after being built
* @return the time it takes for the rebuild to reset after being built
*/
float GetResetTime();
/**
* Sets the time it takes for the rebuild to reset after being built
* @param value the reset time to set
*/
void SetResetTime(float value);
/**
* Returns the time it takes to complete the rebuild
* @return the time it takes to complete the rebuild
*/
float GetCompleteTime();
/**
* Sets the time it takes to complete the rebuild
* @param value the completion time to set
*/
void SetCompleteTime(float value);
/**
* Returns the imagination that's taken when completing the rebuild
* @return the imagination that's taken when completing the rebuild
*/
int GetTakeImagination();
/**
* Sets the imagination that's taken when completing the rebuild
* @param value the imagination deduction to set
*/
void SetTakeImagination(int value);
/**
* Returns if the rebuild can be interrupted, currently unused
* @return if the rebuild can be interrupted
*/
bool GetInterruptible();
/**
* Sets whether or not the rebuild can be interrupted, currently unused
* @param value true if the rebuild may be interrupted, false otherwise
*/
void SetInterruptible(bool value);
/**
* Returns whether or not this entity contains a built-in activator
* @return whether or not this entity contains a built-in activator
*/
bool GetSelfActivator();
/**
* Sets whether or not this entity contains a built-in activator. If set to false this will spawn activators on
* each new rebuild.
* @param value whether or not this entity contains a built-in activator
*/
void SetSelfActivator(bool value);
/**
* Currently unused
*/
std::vector<int> GetCustomModules();
/**
* Currently unused
*/
void SetCustomModules(std::vector<int> value);
/**
* Returns the activity ID for participating in this rebuild
* @return the activity ID for participating in this rebuild
*/
int GetActivityId();
/**
* Sets the activity ID for participating in this rebuild
* @param value the activity ID to set
*/
void SetActivityId(int value);
/**
* Currently unused
*/
int GetPostImaginationCost();
/**
* Currently unused
*/
void SetPostImaginationCost(int value);
/**
* Returns the time it takes for an incomplete rebuild to be smashed automatically
* @return the time it takes for an incomplete rebuild to be smashed automatically
*/
float GetTimeBeforeSmash();
/**
* Sets the time it takes for an incomplete rebuild to be smashed automatically
* @param value the time to set
*/
void SetTimeBeforeSmash(float value);
/**
* Returns the current rebuild state
* @return the current rebuild state
*/
eRebuildState GetState();
/**
* Returns the player that is currently building this rebuild
* @return the player that is currently building this rebuild
*/
Entity* GetBuilder() const;
/**
* Returns whether or not the player is repositioned when initiating the rebuild
* @return whether or not the player is repositioned when initiating the rebuild
*/
bool GetRepositionPlayer() const;
/**
* Sets whether or not the player is repositioned when initiating the rebuild
* @param value whether or not the player is repositioned when initiating the rebuild
*/
void SetRepositionPlayer(bool value);
/**
* Adds a callback that is called when the rebuild is completed
* @param callback the callback to add
*/
void AddRebuildCompleteCallback(const std::function<void(Entity* user)>& callback);
/**
* Adds a callback when the rebuild state is updated
* @param callback the callback to add
*/
void AddRebuildStateCallback(const std::function<void(eRebuildState state)>& callback);
/**
* Resets the rebuild
* @param failed whether or not the player failed to complete the rebuild, triggers an extra animation
*/
void ResetRebuild(bool failed);
/**
* Cancels the rebuild if it wasn't completed
* @param builder the player that's currently building
* @param failReason the reason the rebuild was cancelled
* @param skipChecks whether or not to skip the check for the rebuild not being completed
*/
void CancelRebuild(Entity* builder, eFailReason failReason, bool skipChecks = false);
private:
/**
* The state the rebuild is currently in
*/
eRebuildState m_State = eRebuildState::REBUILD_OPEN;
/**
* The time that has passed since initiating the rebuild
*/
float m_Timer = 0;
/**
* The time that has passed before completing the rebuild
*/
float m_TimerIncomplete = 0;
/**
* The position that the rebuild activator is spawned at
*/
NiPoint3 m_ActivatorPosition {};
/**
* The entity that represents the rebuild activator
*/
Entity* m_Activator = nullptr;
/**
* The ID of the entity that represents the rebuild activator
*/
LWOOBJID m_ActivatorId = LWOOBJID_EMPTY;
/**
* Triggers the blinking that indicates that the rebuild is resetting
*/
bool m_ShowResetEffect = false;
/**
* Currently unused
*/
float m_Taken = 0;
/**
* The callbacks that are called when the rebuild is completed
*/
std::vector<std::function<void(Entity* user)>> m_RebuildCompleteCallbacks {};
/**
* The callbacks that are called when the rebuild state is updated
*/
std::vector<std::function<void(eRebuildState state)>> m_RebuildStateCallbacks {};
/**
* The time it takes for the rebuild to reset after being completed
*/
float m_ResetTime = 0;
/**
* The time it takes to complete the rebuild
*/
float m_CompleteTime = 0;
/**
* The imagination that's deducted when compeleting the rebuild
*/
int m_TakeImagination = 0;
/**
* Currently unused
*/
bool m_Interruptible = false;
/**
* Whether or not this rebuild entity also has an activator attached. If not a new one will be spawned
*/
bool m_SelfActivator = false;
/**
* Currently unused
*/
std::vector<int> m_CustomModules {};
/**
* The activity ID that players partake in when doing this rebuild
*/
int m_ActivityId = 0;
/**
* Currently unused
*/
int m_PostImaginationCost = 0;
/**
* The time it takes for the rebuild to reset when it's not completed yet
*/
float m_TimeBeforeSmash = 0;
/**
* The time it takes to drain imagination
*/
float m_TimeBeforeDrain = 0;
/**
* The amount of imagination that was drained when building this rebuild
*/
int m_DrainedImagination = 0;
/**
* Whether to reposition the player or not when building
*/
bool m_RepositionPlayer = true;
/**
* Currently unused
*/
float m_SoftTimer = 0;
/**
* The ID of the entity that's currently building the rebuild
*/
LWOOBJID m_Builder = LWOOBJID_EMPTY;
/**
* Preconditions to be met before being able to start the rebuild
*/
PreconditionExpression* m_Precondition = nullptr;
/**
* Starts the rebuild for a certain entity
* @param user the entity to start the rebuild
*/
void StartRebuild(Entity* user);
/**
* Completes the rebuild for an entity, dropping loot and despawning the activator
* @param user the entity that completed the rebuild
*/
void CompleteRebuild(Entity* user);
};
#endif // REBUILDCOMPONENT_H