DarkflameServer/dGame/dComponents/ProximityMonitorComponent.h

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/*
* Darkflame Universe
* Copyright 2018
*/
#ifndef PROXIMITYMONITORCOMPONENT_H
#define PROXIMITYMONITORCOMPONENT_H
#include "BitStream.h"
#include "Entity.h"
#include "dpWorld.h"
#include "dpEntity.h"
#include "Component.h"
#include "eReplicaComponentType.h"
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/**
* Utility component for detecting how close entities are to named proximities for this entity. Allows you to store
* proximity checks for multiple ojects.
*/
class ProximityMonitorComponent : public Component {
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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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::PROXIMITY_MONITOR;
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ProximityMonitorComponent(Entity* parentEntity, int smallRadius = -1, int largeRadius = -1);
~ProximityMonitorComponent() override;
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void Update(float deltaTime) override;
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/**
* Creates an entry to check proximity for, given a name
* @param proxRadius the radius to use for the physics entity we use to detect proximity
* @param name the name of this check
*/
void SetProximityRadius(float proxRadius, const std::string& name);
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/**
* Creates an entry to check proximity for, given a name
* @param entity the physics entity to add to our proximity sensors
* @param name the name of this check
*/
void SetProximityRadius(dpEntity* entity, const std::string& name);
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/**
* Returns the last of entities that are used to check proximity, given a name
* @param name the proximity name to retrieve physics objects for
* @return a map of physics entities for this name, indexed by object ID
*/
const std::map<LWOOBJID, dpEntity*>& GetProximityObjects(const std::string& name);
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/**
* Checks if the passed object is in proximity of the named proximity sensor
* @param name the name of the sensor to check proximity for
* @param objectID the entity to check if they're in proximity
* @return true if the object is in proximity, false otherwise
*/
bool IsInProximity(const std::string& name, LWOOBJID objectID);
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/**
* Returns all the proximity sensors stored on this component, indexed by name
* @return all the proximity sensors stored on this component
*/
const std::map<std::string, dpEntity*>& GetProximitiesData() const { return m_ProximitiesData; }
private:
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/**
* All the proximity sensors for this component, indexed by name
*/
std::map<std::string, dpEntity*> m_ProximitiesData = {};
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/**
* Default value for the proximity data
*/
static const std::map<LWOOBJID, dpEntity*> m_EmptyObjectMap;
};
#endif // PROXIMITYMONITORCOMPONENT_H