DarkflameServer/dGame/dComponents/RenderComponent.h

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#ifndef RENDERCOMPONENT_H
#define RENDERCOMPONENT_H
#include "BitStream.h"
#include <vector>
#include <string>
#include <unordered_map>
#include "Amf3.h"
#include "Component.h"
#include "eReplicaComponentType.h"
class Entity;
/**
* An effect that plays for an entity. This might seem a bit abstract so digging through the CDClient is recommended
* here.
*/
struct Effect {
explicit Effect(const int32_t effectID, const std::string& name, const std::u16string& type, const float priority = 1.0f) noexcept
: effectID{ effectID }
, name{ name }
, type{ type }
, priority{ priority } {
}
/**
* The ID of the effect
*/
int32_t effectID = 0;
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/**
* The name of the effect
*/
std::string name = "";
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/**
* The type of the effect
*/
std::u16string type = u"";
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/**
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* The importantness of the effect
*/
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float priority = 1.0f;
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/**
* Some related entity that casted the effect
*/
uint64_t secondary = 0;
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/**
* The time that this effect plays for
*/
float time = 0;
};
/**
* Determines that a component should be visibly rendered into the world, most entities have this. This component
* also handles effects that play for entities.
*/
class RenderComponent final : public Component {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::RENDER;
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RenderComponent(Entity* const parentEntity, const int32_t componentId = -1);
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
void Update(float deltaTime) override;
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/**
* Adds an effect to this entity, if successful the effect is returned
* @param effectId the ID of the effect
* @param name the name of the effect
* @param type the type of the effect
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* @param priority the priority of the effect
* @return if successful, the effect that was created
*/
[[maybe_unused]] Effect& AddEffect(const int32_t effectId, const std::string& name, const std::u16string& type, const float priority);
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/**
* Removes an effect for this entity
* @param name the name of the effect to remove
*/
void RemoveEffect(const std::string& name);
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/**
* Plays an effect, removes any effects under this name and plays the one according to these params
* @param effectId the ID of the effect
* @param effectType the type of the effect
* @param name the name of the effect
* @param secondary some entity that cast the effect
* @param priority effect priority (determines if the client will play it over other effects)
* @param scale effect scale
* @param serialize whether to serialize the change or not
*/
void PlayEffect(int32_t effectId, const std::u16string& effectType, const std::string& name, LWOOBJID secondary = LWOOBJID_EMPTY, float priority = 1, float scale = 1, bool serialize = true);
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/**
* Removes and stops the effect for a certain name
* @param name name of the effect to stop
* @param killImmediate whether ot not to immediately stop playing the effect or phase it out
*/
void StopEffect(const std::string& name, bool killImmediate = true);
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/**
* Verifies that an animation can be played on this entity by checking
* if it has the animation assigned to its group. If it does, the animation is echo'd
* down to all clients to be played and the duration of the played animation is returned.
* If the animation did not exist or the function was called in an invalid state, 0 is returned.
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*
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* The logic here matches the exact client logic.
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*
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* @param self The entity that wants to play an animation
* @param animation The animation_type (animationID in the client) to be played.
* @param sendAnimation Whether or not to echo the animation down to all clients.
* @param priority The priority of the animation. Only used if sendAnimation is true.
* @param scale The scale of the animation. Only used if sendAnimation is true.
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*
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* @return The duration of the animation that was played.
*/
static float DoAnimation(Entity* self, const std::string& animation, bool sendAnimation, float priority = 0.0f, float scale = 1.0f);
static float PlayAnimation(Entity* self, const std::u16string& animation, float priority = 0.0f, float scale = 1.0f);
static float PlayAnimation(Entity* self, const std::string& animation, float priority = 0.0f, float scale = 1.0f);
[[nodiscard]] static float GetAnimationTime(Entity* self, const std::string& animation);
[[nodiscard]] static float GetAnimationTime(Entity* self, const std::u16string& animation);
[[nodiscard]] const std::string& GetLastAnimationName() const { return m_LastAnimationName; };
void SetLastAnimationName(const std::string& name) { m_LastAnimationName = name; };
private:
/**
* List of currently active effects
*/
std::vector<Effect> m_Effects;
std::vector<int32_t> m_animationGroupIds;
// The last animationName that was played
std::string m_LastAnimationName;
/**
* Cache of queries that look for the length of each effect, indexed by effect ID
*/
static std::unordered_map<int32_t, float> m_DurationCache;
/**
* Cache for animation groups, indexed by the component ID
*/
static std::unordered_map<int32_t, std::vector<int32_t>> m_AnimationGroupCache;
};
#endif // RENDERCOMPONENT_H