Organize Entity header

Probably the third or fourth pass of this darn header...  Just keep making it better every time
Rename some functions to make more sense to a reader
Use different method for Observing/subscribing to component events
Get rid of abomination of overloading GetParentUser
This commit is contained in:
David Markowitz
2023-06-16 01:56:02 -07:00
parent 92006123b8
commit 891648288a
23 changed files with 126 additions and 102 deletions

View File

@@ -19,6 +19,10 @@ namespace tinyxml2 {
class XMLDocument;
};
namespace CppScripts {
class Script;
};
class Player;
class EntityInfo;
class User;
@@ -37,10 +41,6 @@ enum class eReplicaComponentType : uint32_t;
enum class eReplicaPacketType : uint8_t;
enum class eCinematicEvent : uint32_t;
namespace CppScripts {
class Script;
};
/**
* An entity in the world.
* Entities are composed of components which define their behavior.
@@ -58,8 +58,15 @@ public:
void ApplyComponentWhitelist(TemplateComponents& components) const;
static const std::vector<ComponentWhitelist>& GetComponentWhitelists() { return m_ComponentWhitelists; }
// There are some very very edge cases we need to take care of with what components
// are kept and removed. Here is where we take care of those cases.
/**
* Functions used for creating and setting up an Entity.
*/
void Initialize();
/**
* There are some very very edge cases we need to take care of with what components
* are kept and removed. Here is where we take care of those cases.
*/
void ApplyComponentBlacklist(TemplateComponents& components) const;
// For adding and removing components based on LDF keys
@@ -68,84 +75,100 @@ public:
// Paths have several components they could add. This function will add them.
void AddPathComponent(TemplateComponents& components) const;
/**
* Determines if we should ghost an Entity or not.
* Ghosting means we no longer serialize it to a specific player because it is out of range.
*/
void IsGhosted();
virtual void Initialize();
bool operator==(const Entity& other) const;
bool operator!=(const Entity& other) const;
/**
* Getters
*/
Character* GetCharacter() const { return m_Character; }
void SetCharacter(Character* value) { m_Character = value; }
// General Entity info
const LWOOBJID GetObjectID() const { return m_ObjectID; }
const LOT GetLOT() const { return m_TemplateID; }
eGameMasterLevel GetGMLevel() const { return m_GMLevel; }
void SetGMLevel(const eGameMasterLevel value);
Entity* GetParentEntity() const { return m_ParentEntity; }
const std::vector<std::string>& GetGroups() { return m_Groups; };
void SetGroups(const std::vector<std::string>& value) { m_Groups = value; }
Spawner* GetSpawner() const { return m_Spawner; }
LWOOBJID GetSpawnerID() const { return m_SpawnerID; }
const std::vector<LDFBaseData*>& GetSettings() const { return m_Settings; }
const std::vector<LDFBaseData*>& GetNetworkSettings() const { return m_NetworkSettings; }
bool GetIsDead() const;
bool GetPlayerReadyForUpdates() const { return m_PlayerIsReadyForUpdates; }
void SetPlayerReadyForUpdates() { m_PlayerIsReadyForUpdates = true; }
const bool GetIsGhostingCandidate() const { return m_IsGhostingCandidate; }
const int8_t GetObservers() const { return m_Observers; }
void SetObservers(const int8_t value);
const uint16_t GetNetworkId() const { return m_NetworkID; }
void SetNetworkId(const uint16_t id) { m_NetworkID = id; }
const float GetDefaultScale() const { return m_Scale; }
Entity* GetOwner() const;
void SetOwnerOverride(const LWOOBJID& value) { m_OwnerOverride = value; };
// Position related info
const NiPoint3& GetDefaultPosition() const { return m_DefaultPosition; };
const NiQuaternion& GetDefaultRotation() const { return m_DefaultRotation; };
const float GetDefaultScale() const { return m_Scale; }
const NiPoint3& GetPosition() const;
void SetPosition(const NiPoint3& position);
const NiQuaternion& GetRotation() const;
void SetRotation(const NiQuaternion& rotation);
virtual User* GetParentUser() const;
// Spawner related info
Spawner* GetSpawner() const { return m_Spawner; }
LWOOBJID GetSpawnerID() const { return m_SpawnerID; }
const std::vector<std::string>& GetGroups() { return m_Groups; };
void SetGroups(const std::vector<std::string>& value) { m_Groups = value; }
// LDF related into
const std::vector<LDFBaseData*>& GetSettings() const { return m_Settings; }
const std::vector<LDFBaseData*>& GetNetworkSettings() const { return m_NetworkSettings; }
// Networking related info
const int8_t GetObservers() const { return m_Observers; }
void SetObservers(const int8_t value);
const uint16_t GetNetworkId() const { return m_NetworkID; }
void SetNetworkId(const uint16_t id) { m_NetworkID = id; }
// Player extended info
virtual User* GetParentUser() const { return nullptr; };
virtual const SystemAddress GetSystemAddress() const { return UNASSIGNED_SYSTEM_ADDRESS; };
virtual void SetRespawnPos(const NiPoint3& position) {};
virtual void SetRespawnPosition(const NiPoint3& position) {};
virtual void SetRespawnRot(const NiQuaternion& rotation) {};
virtual void SetRespawnRotation(const NiQuaternion& rotation) {};
virtual void SetSystemAddress(const SystemAddress& value) {};
/**
* Component management
*/
eGameMasterLevel GetGMLevel() const { return m_GMLevel; }
void SetGMLevel(const eGameMasterLevel value);
bool GetPlayerReadyForUpdates() const { return m_PlayerIsReadyForUpdates; }
void SetPlayerReadyForUpdates() { m_PlayerIsReadyForUpdates = true; }
Character* GetCharacter() const { return m_Character; }
void SetCharacter(Character* value) { m_Character = value; }
// End info
bool IsDead() const;
// If you are calling this, then calling GetComponent<T>, just call GetComponent<T> and check for nullptr.
bool HasComponent(const eReplicaComponentType componentId) const;
void Subscribe(const LWOOBJID& scriptObjId, CppScripts::Script* scriptToAdd, const std::string& notificationName);
void Unsubscribe(const LWOOBJID& scriptObjId, const std::string& notificationName);
/**
* Call these when you want to observe events. Observed events should follow the following naming convention
* in scripts Notify<NotificationName>. For example, if you want to observe the "OnDeath" event, you would call
* entity->Subscribe(script, "OnDeath"). Then in your script, you would have a function called NotifyOnDeath.
*/
void Subscribe(CppScripts::Script* scriptToAdd, const std::string& notificationName);
/**
* Call this when you want to stop observing an event. The scriptToRemove will
* no longer be notified of notificationName events
*/
void Unsubscribe(CppScripts::Script* scriptToRemove, const std::string& notificationName);
// ### STOPPED HERE ###
void SetProximityRadius(const float proxRadius, const std::string& name);
void SetProximityRadius(dpEntity* entity, const std::string& name);