diff --git a/dGame/dComponents/BaseCombatAIComponent.cpp b/dGame/dComponents/BaseCombatAIComponent.cpp index 2bd2b6f1..0c2a796c 100644 --- a/dGame/dComponents/BaseCombatAIComponent.cpp +++ b/dGame/dComponents/BaseCombatAIComponent.cpp @@ -150,13 +150,13 @@ void BaseCombatAIComponent::Update(const float deltaTime) { m_dpEntityEnemy->SetPosition(m_Parent->GetPosition()); //Process enter events - for (auto en : m_dpEntity->GetNewObjects()) { - m_Parent->OnCollisionPhantom(en->GetObjectID()); + for (const auto id : m_dpEntity->GetNewObjects()) { + m_Parent->OnCollisionPhantom(id); } //Process exit events - for (auto en : m_dpEntity->GetRemovedObjects()) { - m_Parent->OnCollisionLeavePhantom(en->GetObjectID()); + for (const auto id : m_dpEntity->GetRemovedObjects()) { + m_Parent->OnCollisionLeavePhantom(id); } // Check if we should stop the tether effect diff --git a/dGame/dComponents/PhantomPhysicsComponent.cpp b/dGame/dComponents/PhantomPhysicsComponent.cpp index 276184b1..ba0c2495 100644 --- a/dGame/dComponents/PhantomPhysicsComponent.cpp +++ b/dGame/dComponents/PhantomPhysicsComponent.cpp @@ -187,7 +187,7 @@ PhantomPhysicsComponent::PhantomPhysicsComponent(Entity* parent) : PhysicsCompon //add fallback cube: m_dpEntity = new dpEntity(m_Parent->GetObjectID(), 2.0f, 2.0f, 2.0f); } - + m_dpEntity->SetScale(m_Scale); m_dpEntity->SetRotation(m_Rotation); m_dpEntity->SetPosition(m_Position); @@ -323,14 +323,13 @@ void PhantomPhysicsComponent::Update(float deltaTime) { if (!m_dpEntity) return; //Process enter events - for (auto en : m_dpEntity->GetNewObjects()) { - if (!en) continue; - ApplyCollisionEffect(en->GetObjectID(), m_EffectType, m_DirectionalMultiplier); - m_Parent->OnCollisionPhantom(en->GetObjectID()); + for (const auto id : m_dpEntity->GetNewObjects()) { + ApplyCollisionEffect(id, m_EffectType, m_DirectionalMultiplier); + m_Parent->OnCollisionPhantom(id); //If we are a respawn volume, inform the client: if (m_IsRespawnVolume) { - auto entity = Game::entityManager->GetEntity(en->GetObjectID()); + auto* const entity = Game::entityManager->GetEntity(id); if (entity) { GameMessages::SendPlayerReachedRespawnCheckpoint(entity, m_RespawnPos, m_RespawnRot); @@ -341,10 +340,9 @@ void PhantomPhysicsComponent::Update(float deltaTime) { } //Process exit events - for (auto en : m_dpEntity->GetRemovedObjects()) { - if (!en) continue; - ApplyCollisionEffect(en->GetObjectID(), m_EffectType, 1.0f); - m_Parent->OnCollisionLeavePhantom(en->GetObjectID()); + for (const auto id : m_dpEntity->GetRemovedObjects()) { + ApplyCollisionEffect(id, m_EffectType, 1.0f); + m_Parent->OnCollisionLeavePhantom(id); } } diff --git a/dGame/dComponents/ProximityMonitorComponent.cpp b/dGame/dComponents/ProximityMonitorComponent.cpp index 9ab3f1db..3338dd43 100644 --- a/dGame/dComponents/ProximityMonitorComponent.cpp +++ b/dGame/dComponents/ProximityMonitorComponent.cpp @@ -5,7 +5,7 @@ #include "EntityManager.h" #include "SimplePhysicsComponent.h" -const std::map ProximityMonitorComponent::m_EmptyObjectMap = {}; +const std::unordered_set ProximityMonitorComponent::m_EmptyObjectSet = {}; ProximityMonitorComponent::ProximityMonitorComponent(Entity* parent, int radiusSmall, int radiusLarge) : Component(parent) { if (radiusSmall != -1 && radiusLarge != -1) { @@ -38,26 +38,26 @@ void ProximityMonitorComponent::SetProximityRadius(dpEntity* entity, const std:: m_ProximitiesData.insert(std::make_pair(name, entity)); } -const std::map& ProximityMonitorComponent::GetProximityObjects(const std::string& name) { - const auto& iter = m_ProximitiesData.find(name); +const std::unordered_set& ProximityMonitorComponent::GetProximityObjects(const std::string& name) { + const auto iter = m_ProximitiesData.find(name); - if (iter == m_ProximitiesData.end()) { - return m_EmptyObjectMap; + if (iter == m_ProximitiesData.cend()) { + return m_EmptyObjectSet; } return iter->second->GetCurrentlyCollidingObjects(); } bool ProximityMonitorComponent::IsInProximity(const std::string& name, LWOOBJID objectID) { - const auto& iter = m_ProximitiesData.find(name); + const auto iter = m_ProximitiesData.find(name); - if (iter == m_ProximitiesData.end()) { + if (iter == m_ProximitiesData.cend()) { return false; } - const auto& collitions = iter->second->GetCurrentlyCollidingObjects(); + const auto& collisions = iter->second->GetCurrentlyCollidingObjects(); - return collitions.find(objectID) != collitions.end(); + return collisions.contains(objectID); } void ProximityMonitorComponent::Update(float deltaTime) { @@ -66,13 +66,13 @@ void ProximityMonitorComponent::Update(float deltaTime) { prox.second->SetPosition(m_Parent->GetPosition()); //Process enter events - for (auto* en : prox.second->GetNewObjects()) { - m_Parent->OnCollisionProximity(en->GetObjectID(), prox.first, "ENTER"); + for (const auto id : prox.second->GetNewObjects()) { + m_Parent->OnCollisionProximity(id, prox.first, "ENTER"); } //Process exit events - for (auto* en : prox.second->GetRemovedObjects()) { - m_Parent->OnCollisionProximity(en->GetObjectID(), prox.first, "LEAVE"); + for (const auto id : prox.second->GetRemovedObjects()) { + m_Parent->OnCollisionProximity(id, prox.first, "LEAVE"); } } } diff --git a/dGame/dComponents/ProximityMonitorComponent.h b/dGame/dComponents/ProximityMonitorComponent.h index 512b2848..e80f1b5b 100644 --- a/dGame/dComponents/ProximityMonitorComponent.h +++ b/dGame/dComponents/ProximityMonitorComponent.h @@ -6,6 +6,8 @@ #ifndef PROXIMITYMONITORCOMPONENT_H #define PROXIMITYMONITORCOMPONENT_H +#include + #include "BitStream.h" #include "Entity.h" #include "dpWorld.h" @@ -42,9 +44,9 @@ public: /** * 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 + * @return a set of physics entity object IDs for this name */ - const std::map& GetProximityObjects(const std::string& name); + const std::unordered_set& GetProximityObjects(const std::string& name); /** * Checks if the passed object is in proximity of the named proximity sensor @@ -70,7 +72,7 @@ private: /** * Default value for the proximity data */ - static const std::map m_EmptyObjectMap; + static const std::unordered_set m_EmptyObjectSet; }; #endif // PROXIMITYMONITORCOMPONENT_H diff --git a/dPhysics/dpEntity.cpp b/dPhysics/dpEntity.cpp index cbe3f5e8..6fc40452 100644 --- a/dPhysics/dpEntity.cpp +++ b/dPhysics/dpEntity.cpp @@ -3,8 +3,6 @@ #include "dpShapeBox.h" #include "dpGrid.h" -#include - dpEntity::dpEntity(const LWOOBJID& objectID, dpShapeType shapeType, bool isStatic) { m_ObjectID = objectID; m_IsStatic = isStatic; @@ -76,16 +74,17 @@ void dpEntity::CheckCollision(dpEntity* other) { return; } - bool wasFound = m_CurrentlyCollidingObjects.contains(other->GetObjectID()); - - bool isColliding = m_CollisionShape->IsColliding(other->GetShape()); + const auto objId = other->GetObjectID(); + const auto objItr = m_CurrentlyCollidingObjects.find(objId); + const bool wasFound = objItr != m_CurrentlyCollidingObjects.cend(); + const bool isColliding = m_CollisionShape->IsColliding(other->GetShape()); if (isColliding && !wasFound) { - m_CurrentlyCollidingObjects.emplace(other->GetObjectID(), other); - m_NewObjects.push_back(other); + m_CurrentlyCollidingObjects.emplace(objId); + m_NewObjects.push_back(objId); } else if (!isColliding && wasFound) { - m_CurrentlyCollidingObjects.erase(other->GetObjectID()); - m_RemovedObjects.push_back(other); + m_CurrentlyCollidingObjects.erase(objItr); + m_RemovedObjects.push_back(objId); } } diff --git a/dPhysics/dpEntity.h b/dPhysics/dpEntity.h index ea7a49b2..3dea1b61 100644 --- a/dPhysics/dpEntity.h +++ b/dPhysics/dpEntity.h @@ -2,7 +2,8 @@ #include "NiPoint3.h" #include "NiQuaternion.h" #include -#include +#include +#include #include "dCommonVars.h" #include "dpCommon.h" @@ -49,9 +50,9 @@ public: bool GetSleeping() const { return m_Sleeping; } void SetSleeping(bool value) { m_Sleeping = value; } - const std::vector& GetNewObjects() const { return m_NewObjects; } - const std::vector& GetRemovedObjects() const { return m_RemovedObjects; } - const std::map& GetCurrentlyCollidingObjects() const { return m_CurrentlyCollidingObjects; } + const std::span GetNewObjects() const { return m_NewObjects; } + const std::span GetRemovedObjects() const { return m_RemovedObjects; } + const std::unordered_set& GetCurrentlyCollidingObjects() const { return m_CurrentlyCollidingObjects; } void PreUpdate() { m_NewObjects.clear(); m_RemovedObjects.clear(); } @@ -80,7 +81,7 @@ private: bool m_IsGargantuan = false; - std::vector m_NewObjects; - std::vector m_RemovedObjects; - std::map m_CurrentlyCollidingObjects; + std::vector m_NewObjects; + std::vector m_RemovedObjects; + std::unordered_set m_CurrentlyCollidingObjects; }; diff --git a/dScripts/02_server/Map/AM/WanderingVendor.cpp b/dScripts/02_server/Map/AM/WanderingVendor.cpp index 742741d3..d6bb3247 100644 --- a/dScripts/02_server/Map/AM/WanderingVendor.cpp +++ b/dScripts/02_server/Map/AM/WanderingVendor.cpp @@ -21,7 +21,7 @@ void WanderingVendor::OnProximityUpdate(Entity* self, Entity* entering, std::str const auto proxObjs = proximityMonitorComponent->GetProximityObjects("playermonitor"); bool foundPlayer = false; - for (const auto id : proxObjs | std::views::keys) { + for (const auto id : proxObjs) { auto* entity = Game::entityManager->GetEntity(id); if (entity && entity->IsPlayer()) { foundPlayer = true; diff --git a/dScripts/ai/AG/AgBusDoor.cpp b/dScripts/ai/AG/AgBusDoor.cpp index fd6c272e..a4106aaf 100644 --- a/dScripts/ai/AG/AgBusDoor.cpp +++ b/dScripts/ai/AG/AgBusDoor.cpp @@ -23,13 +23,13 @@ void AgBusDoor::OnProximityUpdate(Entity* self, Entity* entering, std::string na m_Counter = 0; m_OuterCounter = 0; - for (const auto& pair : proximityMonitorComponent->GetProximityObjects("busDoor")) { - auto* entity = Game::entityManager->GetEntity(pair.first); + for (const auto id : proximityMonitorComponent->GetProximityObjects("busDoor")) { + const auto* const entity = Game::entityManager->GetEntity(id); if (entity != nullptr && entity->IsPlayer()) m_Counter++; } - for (const auto& pair : proximityMonitorComponent->GetProximityObjects("busDoorOuter")) { - auto* entity = Game::entityManager->GetEntity(pair.first); + for (const auto id : proximityMonitorComponent->GetProximityObjects("busDoorOuter")) { + const auto* const entity = Game::entityManager->GetEntity(id); if (entity != nullptr && entity->IsPlayer()) m_OuterCounter++; }