DarkflameServer/dGame/dComponents/PropertyEntranceComponent.h

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#pragma once
#include "Entity.h"
#include "EntityManager.h"
#include "GameMessages.h"
#include "Component.h"
#include <map>
/**
* Represents the launch pad that's used to select and browse properties
*/
class PropertyEntranceComponent : public Component
{
public:
static const uint32_t ComponentType = COMPONENT_TYPE_PROPERTY_ENTRANCE;
explicit PropertyEntranceComponent(uint32_t componentID, Entity* parent);
/**
* Handles an OnUse request for some other entity, rendering the property browse menu
* @param entity the entity that triggered the event
*/
void OnUse(Entity* entity) override;
/**
* Handles the event triggered when the entity selects a property to visit and makes the entity to there
* @param entity the entity that triggered the event
* @param index the clone ID of the property to visit
* @param returnToZone whether or not the entity wishes to go back to the launch zone
* @param sysAddr the address to send gamemessage responses to
*/
void OnEnterProperty(Entity* entity, uint32_t index, bool returnToZone, const SystemAddress &sysAddr);
/**
* Handles a request for information on available properties when an entity lands on the property
* @param entity the entity that triggered the event
* @param includeNullAddress unused
* @param includeNullDescription unused
* @param playerOwn only query properties owned by the entity
* @param updateUi unused
* @param numResults unused
* @param reputation unused
* @param sortMethod unused
* @param startIndex the minimum index to start the query off
* @param filterText property names to search for
* @param sysAddr the address to send gamemessage responses to
*/
void OnPropertyEntranceSync(Entity* entity,
bool includeNullAddress,
bool includeNullDescription,
bool playerOwn,
bool updateUi,
int32_t numResults,
int32_t reputation,
int32_t sortMethod,
int32_t startIndex,
std::string filterText,
const SystemAddress &sysAddr);
/**
* Returns the name of this property
* @return the name of this property
*/
[[nodiscard]] std::string GetPropertyName() const { return m_PropertyName; };
/**
* Returns the map ID for this property
* @return the map ID for this property
*/
[[nodiscard]] LWOMAPID GetMapID() const { return m_MapID; };
private:
/**
* Cache of property information that was queried for property launched, indexed by property ID
*/
std::map<LWOOBJID, std::vector<PropertySelectQueryProperty>> propertyQueries;
/**
* The custom name for this property
*/
std::string m_PropertyName;
/**
* The base map ID for this property (Avant Grove, etc).
*/
LWOMAPID m_MapID;
};