Merge branch 'components-wheeeee' of https://github.com/DarkflameUniverse/DarkflameServer into components-wheeeee

This commit is contained in:
David Markowitz 2023-06-15 23:58:59 -07:00
commit 9a9b9aa813
8 changed files with 194 additions and 306 deletions

View File

@ -33,7 +33,7 @@ public:
virtual void WriteToPacket(RakNet::BitStream* packet) = 0;
virtual const std::u16string& GetKey() = 0;
virtual const std::u16string& GetKey() const = 0;
virtual eLDFType GetValueType() = 0;
@ -117,7 +117,7 @@ public:
/*!
\return The key
*/
const std::u16string& GetKey(void) override { return this->key; }
const std::u16string& GetKey(void) const override { return this->key; }
//! Gets the LDF Type
/*!

View File

@ -3,19 +3,12 @@
#include "CDClientManager.h"
#include "Game.h"
#include "dLogger.h"
#include <PacketUtils.h>
#include <functional>
#include "CDDestructibleComponentTable.h"
#include "CDClientDatabase.h"
#include <sstream>
#include "dServer.h"
#include "GameMessages.h"
#include "EntityManager.h"
#include "dZoneManager.h"
#include "Zone.h"
#include "Spawner.h"
#include "UserManager.h"
#include "dpWorld.h"
#include "Player.h"
#include "LUTriggers.h"
#include "User.h"
@ -60,7 +53,6 @@
#include "ProximityMonitorComponent.h"
#include "PropertyEntranceComponent.h"
#include "ModelBehaviorComponent.h"
#include "ZCompression.h"
#include "PetComponent.h"
#include "HavokVehiclePhysicsComponent.h"
#include "PossessableComponent.h"
@ -81,15 +73,9 @@
// Table includes
#include "CDComponentsRegistryTable.h"
#include "CDCurrencyTableTable.h"
#include "CDMovementAIComponentTable.h"
#include "CDProximityMonitorComponentTable.h"
#include "CDRebuildComponentTable.h"
#include "CDObjectSkillsTable.h"
#include "CDObjectsTable.h"
#include "CDScriptComponentTable.h"
#include "CDSkillBehaviorTable.h"
#include "CDZoneTableTable.h"
const std::vector<ComponentWhitelist> Entity::m_ComponentWhitelists = {
{ // Unknown use case
@ -541,6 +527,8 @@ void Entity::Initialize() {
if (!m_Character && EntityManager::Instance()->GetGhostingEnabled()) IsGhosted();
}
// Invert this check and build it into the component initialization. The ghosting property is an intrinsic property of which components the Entity has.
// Keep the first check since that is a special case for large scene elements like Brig Rock as a whole.
void Entity::IsGhosted() {
// Don't ghost what is likely large scene elements
if (HasComponent(eReplicaComponentType::SIMPLE_PHYSICS) && HasComponent(eReplicaComponentType::RENDER) && (m_Components.size() == 2 || (HasComponent(eReplicaComponentType::TRIGGER) && m_Components.size() == 3))) {
@ -571,37 +559,27 @@ void Entity::IsGhosted() {
}
}
// Move to header
bool Entity::operator==(const Entity& other) const {
return other.m_ObjectID == m_ObjectID;
}
// Move to header
bool Entity::operator!=(const Entity& other) const {
return !(other.m_ObjectID == m_ObjectID);
}
// Move to header
User* Entity::GetParentUser() const {
if (!IsPlayer()) {
return nullptr;
}
return static_cast<const Player*>(this)->GetParentUser();
return IsPlayer() ? static_cast<const Player*>(this)->GetParentUser() : nullptr;
}
// Move to header
bool Entity::HasComponent(const eReplicaComponentType componentId) const {
return m_Components.find(componentId) != m_Components.end();
}
std::vector<ScriptComponent*> Entity::GetScriptComponents() {
std::vector<ScriptComponent*> comps;
for (const auto& [componentType, component] : m_Components) {
if (componentType == eReplicaComponentType::SCRIPT) {
comps.push_back(dynamic_cast<ScriptComponent*>(component.get()));
}
}
return comps;
}
// Fine
void Entity::Subscribe(const LWOOBJID& scriptObjId, CppScripts::Script* scriptToAdd, const std::string& notificationName) {
if (notificationName == "HitOrHealResult" || notificationName == "Hit") {
auto* destroyableComponent = GetComponent<DestroyableComponent>();
@ -610,6 +588,7 @@ void Entity::Subscribe(const LWOOBJID& scriptObjId, CppScripts::Script* scriptTo
}
}
// Fine
void Entity::Unsubscribe(const LWOOBJID& scriptObjId, const std::string& notificationName) {
if (notificationName == "HitOrHealResult" || notificationName == "Hit") {
auto* destroyableComponent = GetComponent<DestroyableComponent>();
@ -618,11 +597,13 @@ void Entity::Unsubscribe(const LWOOBJID& scriptObjId, const std::string& notific
}
}
// Fine
void Entity::SetProximityRadius(const float proxRadius, const std::string& name) {
auto* proximityMonitorComponent = AddComponent<ProximityMonitorComponent>();
if (proximityMonitorComponent) proximityMonitorComponent->SetProximityRadius(proxRadius, name);
}
// Remove in favor of a square constructor
void Entity::SetProximityRadius(dpEntity* entity, const std::string& name) {
auto* proximityMonitorComponent = AddComponent<ProximityMonitorComponent>();
if (proximityMonitorComponent) proximityMonitorComponent->SetProximityRadius(entity, name);
@ -630,6 +611,7 @@ void Entity::SetProximityRadius(dpEntity* entity, const std::string& name) {
void Entity::SetGMLevel(eGameMasterLevel value) {
m_GMLevel = value;
// User m_Character?
if (GetParentUser()) {
Character* character = GetParentUser()->GetLastUsedChar();
@ -670,6 +652,7 @@ void Entity::WriteBaseReplicaData(RakNet::BitStream* outBitStream, const eReplic
const auto& syncLDF = GetVar<std::vector<std::u16string>>(u"syncLDF");
// Only sync for models.
// PetComponent check un-needed since we should be removing the component during construction.
if (m_Settings.size() > 0 && (GetComponent<ModelBehaviorComponent>() && !GetComponent<PetComponent>())) {
outBitStream->Write1(); //ldf data
@ -719,31 +702,27 @@ void Entity::WriteBaseReplicaData(RakNet::BitStream* outBitStream, const eReplic
outBitStream->Write0();
}
outBitStream->Write<bool>(m_ParentEntity != nullptr || m_SpawnerID != 0);
if (m_ParentEntity != nullptr || m_SpawnerID != 0) {
outBitStream->Write1();
if (m_ParentEntity != nullptr) outBitStream->Write(GeneralUtils::SetBit(m_ParentEntity->GetObjectID(), static_cast<uint32_t>(eObjectBits::CLIENT)));
else if (m_Spawner != nullptr && m_Spawner->m_Info.isNetwork) outBitStream->Write(m_SpawnerID);
else outBitStream->Write(GeneralUtils::SetBit(m_SpawnerID, static_cast<uint32_t>(eObjectBits::CLIENT)));
} else outBitStream->Write0();
}
outBitStream->Write(m_HasSpawnerNodeID);
if (m_HasSpawnerNodeID) outBitStream->Write(m_SpawnerNodeID);
//outBitStream->Write0(); //Spawner node id
if (m_Scale == 1.0f || m_Scale == 0.0f) outBitStream->Write0();
else {
outBitStream->Write1();
outBitStream->Write(m_Scale);
}
outBitStream->Write<bool>(m_Scale != 1.0f || m_Scale != 0.0f);
if (m_Scale != 1.0f || m_Scale != 0.0f) outBitStream->Write(m_Scale);
outBitStream->Write0(); //ObjectWorldState
outBitStream->Write(m_GMLevel != eGameMasterLevel::CIVILIAN);
if (m_GMLevel != eGameMasterLevel::CIVILIAN) {
outBitStream->Write1();
outBitStream->Write(m_GMLevel);
} else outBitStream->Write0(); //No GM Level
}
}
// Only serialize parent / child info should the info be dirty (changed) or if this is the construction of the entity.
@ -757,26 +736,27 @@ void Entity::WriteBaseReplicaData(RakNet::BitStream* outBitStream, const eReplic
}
outBitStream->Write(m_ChildEntities.size() > 0);
if (m_ChildEntities.size() > 0) {
outBitStream->Write((uint16_t)m_ChildEntities.size());
outBitStream->Write<uint16_t>(m_ChildEntities.size());
for (Entity* child : m_ChildEntities) {
outBitStream->Write((uint64_t)child->GetObjectID());
outBitStream->Write<LWOOBJID>(child->GetObjectID());
}
}
}
}
// uh
void Entity::WriteComponents(RakNet::BitStream* outBitStream, const eReplicaPacketType packetType) {
}
// We should be able to use this at some point
void Entity::ResetFlags() {
// Unused
}
// std::for_each
void Entity::UpdateXMLDoc(tinyxml2::XMLDocument* doc) {
//This function should only ever be called from within Character, meaning doc should always exist when this is called.
//Naturally, we don't include any non-player components in this update function.
DluAssert(doc != nullptr);
for (const auto& pair : m_Components) {
if (pair.second == nullptr) continue;
@ -793,23 +773,21 @@ CppScripts::Script* Entity::GetScript() const {
}
void Entity::Update(const float deltaTime) {
auto namedTimerItr = std::remove_if(m_Timers.begin(), m_Timers.end(), [this, &deltaTime](EntityTimer* timer) {
auto namedTimerItr = std::remove_if(m_Timers.begin(), m_Timers.end(), [this, &deltaTime](const std::unique_ptr<EntityTimer>& timer) {
timer->Update(deltaTime);
if (timer->GetTime() <= 0) {
GetScript()->OnTimerDone(this, timer->GetName());
TriggerEvent(eTriggerEventType::TIMER_DONE, this);
delete timer;
return true;
}
return false;
});
m_Timers.erase(namedTimerItr, m_Timers.end());
auto callbackTimerItr = std::remove_if(m_CallbackTimers.begin(), m_CallbackTimers.end(), [this, &deltaTime](EntityCallbackTimer* timer) {
auto callbackTimerItr = std::remove_if(m_CallbackTimers.begin(), m_CallbackTimers.end(), [this, &deltaTime](const std::unique_ptr<EntityCallbackTimer>& timer) {
timer->Update(deltaTime);
if (timer->GetTime() <= 0) {
timer->GetCallback()();
delete timer;
timer->ExecuteCallback();
return true;
}
return false;
@ -817,9 +795,10 @@ void Entity::Update(const float deltaTime) {
m_CallbackTimers.erase(callbackTimerItr, m_CallbackTimers.end());
// Add pending timers to the list of timers so they start next tick.
if (m_PendingTimers.size() > 0) {
for (auto namedTimer : m_PendingTimers) {
m_Timers.push_back(namedTimer);
if (!m_PendingTimers.empty()) {
this->m_Timers.reserve(m_Timers.size() + m_PendingTimers.size());
for (auto& timer : m_PendingTimers) {
this->m_Timers.push_back(std::move(timer));
}
m_PendingTimers.clear();
}
@ -828,33 +807,28 @@ void Entity::Update(const float deltaTime) {
Sleep();
return;
} else {
Wake();
}
Wake();
GetScript()->OnUpdate(this);
for (const auto& pair : m_Components) {
if (pair.second == nullptr) continue;
pair.second->Update(deltaTime);
for (const auto& [componentId, component] : m_Components) {
if (component) component->Update(deltaTime);
}
if (m_ShouldDestroyAfterUpdate) {
EntityManager::Instance()->DestroyEntity(this->GetObjectID());
}
if (m_ShouldDestroyAfterUpdate) EntityManager::Instance()->DestroyEntity(this);
}
void Entity::OnCollisionProximity(LWOOBJID otherEntity, const std::string& proxName, const std::string& status) {
Entity* other = EntityManager::Instance()->GetEntity(otherEntity);
auto* other = EntityManager::Instance()->GetEntity(otherEntity);
if (!other) return;
GetScript()->OnProximityUpdate(this, other, proxName, status);
auto* rocketComp = GetComponent<RocketLaunchpadControlComponent>();
if (!rocketComp) return;
auto* rocketLaunchpadControlComponent = GetComponent<RocketLaunchpadControlComponent>();
if (!rocketLaunchpadControlComponent) return;
rocketComp->OnProximityUpdate(other, proxName, status);
rocketLaunchpadControlComponent->OnProximityUpdate(other, proxName, status);
}
void Entity::OnCollisionPhantom(const LWOOBJID otherEntity) {
@ -863,14 +837,12 @@ void Entity::OnCollisionPhantom(const LWOOBJID otherEntity) {
GetScript()->OnCollisionPhantom(this, other);
for (const auto& callback : m_PhantomCollisionCallbacks) {
std::for_each(m_PhantomCollisionCallbacks.begin(), m_PhantomCollisionCallbacks.end(), [other](const auto& callback) {
callback(other);
}
});
auto* switchComp = GetComponent<SwitchComponent>();
if (switchComp) {
switchComp->EntityEnter(other);
}
auto* switchComponent = GetComponent<SwitchComponent>();
if (switchComponent) switchComponent->EntityEnter(other);
TriggerEvent(eTriggerEventType::ENTER, other);
@ -910,10 +882,8 @@ void Entity::OnCollisionLeavePhantom(const LWOOBJID otherEntity) {
TriggerEvent(eTriggerEventType::EXIT, other);
auto* switchComp = GetComponent<SwitchComponent>();
if (switchComp) {
switchComp->EntityLeave(other);
}
auto* switchComponent = GetComponent<SwitchComponent>();
if (switchComponent) switchComponent->EntityLeave(other);
const auto index = std::find(m_TargetsInPhantom.begin(), m_TargetsInPhantom.end(), otherEntity);
@ -950,12 +920,8 @@ void Entity::OnUse(Entity* originator) {
GetScript()->OnUse(this, originator);
// component base class when
for (const auto& pair : m_Components) {
if (pair.second == nullptr) continue;
pair.second->OnUse(originator);
for (const auto& [componentId, component] : m_Components) {
if (component) component->OnUse(originator);
}
}
@ -1016,7 +982,7 @@ void Entity::Smash(const LWOOBJID source, const eKillType killType, const std::u
if (!m_PlayerIsReadyForUpdates) return;
auto* destroyableComponent = GetComponent<DestroyableComponent>();
if (destroyableComponent == nullptr) {
if (!destroyableComponent) {
Kill(EntityManager::Instance()->GetEntity(source));
return;
}
@ -1034,9 +1000,7 @@ void Entity::Smash(const LWOOBJID source, const eKillType killType, const std::u
void Entity::Kill(Entity* murderer) {
if (!m_PlayerIsReadyForUpdates) return;
for (const auto& cb : m_DieCallbacks) {
cb();
}
for (const auto& cb : m_DieCallbacks) cb();
m_DieCallbacks.clear();
@ -1044,13 +1008,9 @@ void Entity::Kill(Entity* murderer) {
GetScript()->OnDie(this, murderer);
if (m_Spawner != nullptr) {
m_Spawner->NotifyOfEntityDeath(m_ObjectID);
}
if (m_Spawner) m_Spawner->NotifyOfEntityDeath(m_ObjectID);
if (!IsPlayer()) {
EntityManager::Instance()->DestroyEntity(this);
}
if (!IsPlayer()) EntityManager::Instance()->DestroyEntity(this);
const auto& grpNameQBShowBricks = GetVar<std::string>(u"grpNameQBShowBricks");
@ -1060,30 +1020,26 @@ void Entity::Kill(Entity* murderer) {
Spawner* spawner = nullptr;
if (!spawners.empty()) {
spawner = spawners[0];
spawner = spawners.front();
} else {
spawners = dZoneManager::Instance()->GetSpawnersInGroup(grpNameQBShowBricks);
if (!spawners.empty()) {
spawner = spawners[0];
}
if (!spawners.empty()) spawner = spawners.front();
}
if (spawner != nullptr) {
spawner->Spawn();
}
if (spawner) spawner->Spawn();
}
// Track a player being smashed
auto* characterComponent = GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
if (characterComponent) {
characterComponent->UpdatePlayerStatistic(TimesSmashed);
}
// Track a player smashing something else
if (murderer != nullptr) {
if (murderer) {
auto* murdererCharacterComponent = murderer->GetComponent<CharacterComponent>();
if (murdererCharacterComponent != nullptr) {
if (murdererCharacterComponent) {
murdererCharacterComponent->UpdatePlayerStatistic(SmashablesSmashed);
}
}
@ -1099,65 +1055,62 @@ void Entity::AddCollisionPhantomCallback(const std::function<void(Entity* target
void Entity::AddRebuildCompleteCallback(const std::function<void(Entity* user)>& callback) const {
auto* quickBuildComponent = GetComponent<QuickBuildComponent>();
if (quickBuildComponent != nullptr) {
quickBuildComponent->AddRebuildCompleteCallback(callback);
}
if (quickBuildComponent) quickBuildComponent->AddRebuildCompleteCallback(callback);
}
bool Entity::GetIsDead() const {
auto* dest = GetComponent<DestroyableComponent>();
if (dest && dest->GetArmor() == 0 && dest->GetHealth() == 0) return true;
return false;
return dest && dest->GetArmor() == 0 && dest->GetHealth() == 0;
}
// Replace static_cast with dynamic_cast
void Entity::AddLootItem(const Loot::Info& info) {
if (!IsPlayer()) return;
auto& droppedLoot = static_cast<Player*>(this)->GetDroppedLoot();
droppedLoot.insert(std::make_pair(info.id, info));
}
// Replace static_cast with dynamic_cast
void Entity::PickupItem(const LWOOBJID& objectID) {
if (!IsPlayer()) return;
auto* inv = GetComponent<InventoryComponent>();
if (!inv) return;
auto* inventoryComponent = GetComponent<InventoryComponent>();
if (!inventoryComponent) return;
CDObjectsTable* objectsTable = CDClientManager::Instance().GetTable<CDObjectsTable>();
auto* objectsTable = CDClientManager::Instance().GetTable<CDObjectsTable>();
auto* skillsTable = CDClientManager::Instance().GetTable<CDObjectSkillsTable>();
auto& droppedLoot = static_cast<Player*>(this)->GetDroppedLoot();
for (const auto& p : droppedLoot) {
if (p.first == objectID) {
auto* characterComponent = GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->TrackLOTCollection(p.second.lot);
}
const CDObjects& object = objectsTable->GetByID(p.second.lot);
if (object.id != 0 && object.type == "Powerup") {
CDObjectSkillsTable* skillsTable = CDClientManager::Instance().GetTable<CDObjectSkillsTable>();
std::vector<CDObjectSkills> skills = skillsTable->Query([=](CDObjectSkills entry) {return (entry.objectTemplate == p.second.lot); });
for (CDObjectSkills skill : skills) {
CDSkillBehaviorTable* skillBehTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
CDSkillBehavior behaviorData = skillBehTable->GetSkillByID(skill.skillID);
SkillComponent::HandleUnmanaged(behaviorData.behaviorID, GetObjectID());
auto* missionComponent = GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->Progress(eMissionTaskType::POWERUP, skill.skillID);
}
}
} else {
inv->AddItem(p.second.lot, p.second.count, eLootSourceType::PICKUP, eInventoryType::INVALID, {}, LWOOBJID_EMPTY, true, false, LWOOBJID_EMPTY, eInventoryType::INVALID, 1);
// See if there is some faster way to do this.
for (const auto& [lootObjId, loot] : droppedLoot) {
if (lootObjId != objectID) continue;
auto* characterComponent = GetComponent<CharacterComponent>();
if (characterComponent) characterComponent->TrackLOTCollection(loot.lot);
const CDObjects& object = objectsTable->GetByID(loot.lot);
if (object.id != 0 && object.type == "Powerup") {
const auto lootLot = loot.lot;
auto skills = skillsTable->Query([lootLot](CDObjectSkills entry) {return (entry.objectTemplate == lootLot); });
for (const auto& skill : skills) {
auto* skillBehaviorTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
auto behaviorData = skillBehaviorTable->GetSkillByID(skill.skillID);
// This should take a skillID, not a behaviorID.
SkillComponent::HandleUnmanaged(behaviorData.behaviorID, GetObjectID());
auto* missionComponent = GetComponent<MissionComponent>();
if (missionComponent) missionComponent->Progress(eMissionTaskType::POWERUP, skill.skillID);
}
} else {
inventoryComponent->AddItem(loot.lot, loot.count, eLootSourceType::PICKUP, eInventoryType::INVALID, {}, LWOOBJID_EMPTY, true, false, LWOOBJID_EMPTY, eInventoryType::INVALID, 1);
}
}
droppedLoot.erase(objectID);
}
// This functions name is misleading and should not modify the number of dropped coins.
// A separate function, PickupCoins should modify that.
// Replace static_cast with dynamic_cast
bool Entity::CanPickupCoins(const uint64_t& count) {
if (!IsPlayer()) return false;
auto* player = static_cast<Player*>(this);
@ -1170,92 +1123,66 @@ bool Entity::CanPickupCoins(const uint64_t& count) {
}
}
void Entity::RegisterCoinDrop(const uint64_t& count) {
// Replace static_cast with dynamic_cast
void Entity::RegisterCoinDrop(const uint64_t& coinsDropped) {
if (!IsPlayer()) return;
auto* player = static_cast<Player*>(this);
auto droppedCoins = player->GetDroppedCoins();
droppedCoins += count;
player->SetDroppedCoins(droppedCoins);
player->SetDroppedCoins(player->GetDroppedCoins() + coinsDropped);
}
void Entity::AddChild(Entity* child) {
m_IsParentChildDirty = true;
m_ChildEntities.push_back(child);
if (std::find(m_ChildEntities.begin(), m_ChildEntities.end(), child) == m_ChildEntities.end()) m_ChildEntities.push_back(child);
}
void Entity::RemoveChild(Entity* child) {
if (!child) return;
uint32_t entityPosition = 0;
while (entityPosition < m_ChildEntities.size()) {
if (!m_ChildEntities[entityPosition] || (m_ChildEntities[entityPosition])->GetObjectID() == child->GetObjectID()) {
m_IsParentChildDirty = true;
m_ChildEntities.erase(m_ChildEntities.begin() + entityPosition);
} else {
entityPosition++;
}
}
auto toRemove = std::remove(m_ChildEntities.begin(), m_ChildEntities.end(), child);
if (toRemove != m_ChildEntities.end()) m_IsParentChildDirty = true;
m_ChildEntities.erase(toRemove, m_ChildEntities.end());
}
void Entity::RemoveParent() {
if (m_ParentEntity) m_IsParentChildDirty = true;
else Game::logger->Log("Entity", "Attempted to remove parent from(objid:lot) (%llu:%i) when no parent existed", GetObjectID(), GetLOT());
this->m_ParentEntity = nullptr;
}
void Entity::AddTimer(const std::string& name, float time) {
EntityTimer* timer = new EntityTimer(name, time);
m_PendingTimers.push_back(timer);
m_PendingTimers.emplace_back(std::make_unique<EntityTimer>(name, time));
}
void Entity::AddCallbackTimer(const float time, const std::function<void()>& callback) {
EntityCallbackTimer* timer = new EntityCallbackTimer(time, callback);
m_CallbackTimers.push_back(timer);
m_CallbackTimers.emplace_back(std::make_unique<EntityCallbackTimer>(time, callback));
}
bool Entity::HasTimer(const std::string& name) {
for (auto* timer : m_Timers) {
if (timer->GetName() == name) {
return true;
}
}
return false;
auto possibleTimer = std::find_if(m_Timers.begin(), m_Timers.end(), [name](const std::unique_ptr<EntityTimer>& timer) {
return timer->GetName() == name;
});
return possibleTimer != m_Timers.end();
}
void Entity::CancelCallbackTimers() {
for (auto* callback : m_CallbackTimers) {
delete callback;
}
m_CallbackTimers.clear();
}
void Entity::ScheduleKillAfterUpdate(Entity* murderer) {
//if (m_Info.spawner) m_Info.spawner->ScheduleKill(this);
EntityManager::Instance()->ScheduleForKill(this);
if (murderer) m_ScheduleKiller = murderer;
}
void Entity::CancelTimer(const std::string& name) {
for (int i = 0; i < m_Timers.size(); i++) {
if (m_Timers[i]->GetName() == name) {
delete m_Timers[i];
m_Timers.erase(m_Timers.begin() + i);
return;
}
}
auto toErase = std::remove_if(m_Timers.begin(), m_Timers.end(), [&name](const std::unique_ptr<EntityTimer>& timer) {
return timer->GetName() == name;
});
m_Timers.erase(m_Timers.begin(), toErase);
}
// ### LEFT OFF HERE ###
void Entity::CancelAllTimers() {
for (auto* timer : m_Timers) {
delete timer;
}
m_Timers.clear();
for (auto* callBackTimer : m_CallbackTimers) {
delete callBackTimer;
}
m_CallbackTimers.clear();
}
@ -1302,18 +1229,12 @@ void Entity::SetObservers(int8_t value) {
void Entity::Sleep() {
auto* baseCombatAIComponent = GetComponent<BaseCombatAIComponent>();
if (baseCombatAIComponent != nullptr) {
baseCombatAIComponent->Sleep();
}
if (baseCombatAIComponent) baseCombatAIComponent->Sleep();
}
void Entity::Wake() {
auto* baseCombatAIComponent = GetComponent<BaseCombatAIComponent>();
if (baseCombatAIComponent != nullptr) {
baseCombatAIComponent->Wake();
}
if (baseCombatAIComponent) baseCombatAIComponent->Wake();
}
bool Entity::IsSleeping() const {
@ -1322,173 +1243,164 @@ bool Entity::IsSleeping() const {
const NiPoint3& Entity::GetPosition() const {
auto* controllable = GetComponent<ControllablePhysicsComponent>();
auto* controllablePhysicsComponent = GetComponent<ControllablePhysicsComponent>();
if (controllable != nullptr) {
return controllable->GetPosition();
if (controllablePhysicsComponent != nullptr) {
return controllablePhysicsComponent->GetPosition();
}
auto* phantom = GetComponent<PhantomPhysicsComponent>();
auto* phantomPhysicsComponent = GetComponent<PhantomPhysicsComponent>();
if (phantom != nullptr) {
return phantom->GetPosition();
if (phantomPhysicsComponent != nullptr) {
return phantomPhysicsComponent->GetPosition();
}
auto* simple = GetComponent<SimplePhysicsComponent>();
auto* simplePhysicsComponent = GetComponent<SimplePhysicsComponent>();
if (simple != nullptr) {
return simple->GetPosition();
if (simplePhysicsComponent != nullptr) {
return simplePhysicsComponent->GetPosition();
}
auto* vehicle = GetComponent<HavokVehiclePhysicsComponent>();
auto* vehiclePhysicsComponent = GetComponent<HavokVehiclePhysicsComponent>();
if (vehicle != nullptr) {
return vehicle->GetPosition();
if (vehiclePhysicsComponent != nullptr) {
return vehiclePhysicsComponent->GetPosition();
}
return NiPoint3::ZERO;
}
const NiQuaternion& Entity::GetRotation() const {
auto* controllable = GetComponent<ControllablePhysicsComponent>();
auto* controllablePhysicsComponent = GetComponent<ControllablePhysicsComponent>();
if (controllable != nullptr) {
return controllable->GetRotation();
if (controllablePhysicsComponent != nullptr) {
return controllablePhysicsComponent->GetRotation();
}
auto* phantom = GetComponent<PhantomPhysicsComponent>();
auto* phantomPhysicsComponent = GetComponent<PhantomPhysicsComponent>();
if (phantom != nullptr) {
return phantom->GetRotation();
if (phantomPhysicsComponent != nullptr) {
return phantomPhysicsComponent->GetRotation();
}
auto* simple = GetComponent<SimplePhysicsComponent>();
auto* simplePhysicsComponent = GetComponent<SimplePhysicsComponent>();
if (simple != nullptr) {
return simple->GetRotation();
if (simplePhysicsComponent != nullptr) {
return simplePhysicsComponent->GetRotation();
}
auto* vehicle = GetComponent<HavokVehiclePhysicsComponent>();
auto* vehiclePhysicsComponent = GetComponent<HavokVehiclePhysicsComponent>();
if (vehicle != nullptr) {
return vehicle->GetRotation();
if (vehiclePhysicsComponent != nullptr) {
return vehiclePhysicsComponent->GetRotation();
}
return NiQuaternion::IDENTITY;
}
void Entity::SetPosition(const NiPoint3& position) {
auto* controllable = GetComponent<ControllablePhysicsComponent>();
auto* controllablePhysicsComponent = GetComponent<ControllablePhysicsComponent>();
if (controllable != nullptr) {
controllable->SetPosition(position);
if (controllablePhysicsComponent != nullptr) {
controllablePhysicsComponent->SetPosition(position);
}
auto* phantom = GetComponent<PhantomPhysicsComponent>();
auto* phantomPhysicsComponent = GetComponent<PhantomPhysicsComponent>();
if (phantom != nullptr) {
phantom->SetPosition(position);
if (phantomPhysicsComponent != nullptr) {
phantomPhysicsComponent->SetPosition(position);
}
auto* simple = GetComponent<SimplePhysicsComponent>();
auto* simplePhysicsComponent = GetComponent<SimplePhysicsComponent>();
if (simple != nullptr) {
simple->SetPosition(position);
if (simplePhysicsComponent != nullptr) {
simplePhysicsComponent->SetPosition(position);
}
auto* vehicle = GetComponent<HavokVehiclePhysicsComponent>();
auto* vehiclePhysicsComponent = GetComponent<HavokVehiclePhysicsComponent>();
if (vehicle != nullptr) {
vehicle->SetPosition(position);
if (vehiclePhysicsComponent != nullptr) {
vehiclePhysicsComponent->SetPosition(position);
}
EntityManager::Instance()->SerializeEntity(this);
}
void Entity::SetRotation(const NiQuaternion& rotation) {
auto* controllable = GetComponent<ControllablePhysicsComponent>();
auto* controllablePhysicsComponent = GetComponent<ControllablePhysicsComponent>();
if (controllable != nullptr) {
controllable->SetRotation(rotation);
if (controllablePhysicsComponent != nullptr) {
controllablePhysicsComponent->SetRotation(rotation);
}
auto* phantom = GetComponent<PhantomPhysicsComponent>();
auto* phantomPhysicsComponent = GetComponent<PhantomPhysicsComponent>();
if (phantom != nullptr) {
phantom->SetRotation(rotation);
if (phantomPhysicsComponent != nullptr) {
phantomPhysicsComponent->SetRotation(rotation);
}
auto* simple = GetComponent<SimplePhysicsComponent>();
auto* simplePhysicsComponent = GetComponent<SimplePhysicsComponent>();
if (simple != nullptr) {
simple->SetRotation(rotation);
if (simplePhysicsComponent != nullptr) {
simplePhysicsComponent->SetRotation(rotation);
}
auto* vehicle = GetComponent<HavokVehiclePhysicsComponent>();
auto* vehiclePhysicsComponent = GetComponent<HavokVehiclePhysicsComponent>();
if (vehicle != nullptr) {
vehicle->SetRotation(rotation);
if (vehiclePhysicsComponent != nullptr) {
vehiclePhysicsComponent->SetRotation(rotation);
}
EntityManager::Instance()->SerializeEntity(this);
}
// Move to header
bool Entity::GetBoolean(const std::u16string& name) const {
return GetVar<bool>(name);
}
// Move to header
int32_t Entity::GetI32(const std::u16string& name) const {
return GetVar<int32_t>(name);
}
// Move to header
int64_t Entity::GetI64(const std::u16string& name) const {
return GetVar<int64_t>(name);
}
// Move to header
void Entity::SetBoolean(const std::u16string& name, const bool value) {
SetVar(name, value);
}
// Move to header
void Entity::SetI32(const std::u16string& name, const int32_t value) {
SetVar(name, value);
}
// Move to header
void Entity::SetI64(const std::u16string& name, const int64_t value) {
SetVar(name, value);
}
bool Entity::HasVar(const std::u16string& name) const {
for (auto* data : m_Settings) {
if (data->GetKey() == name) {
return true;
}
}
return false;
auto hasVar = std::find_if(m_Settings.begin(), m_Settings.end(), [&name](const LDFBaseData* data) {
return data->GetKey() == name;
});
return hasVar != m_Settings.end();
}
// Move to header
void Entity::SetNetworkId(const uint16_t id) {
m_NetworkID = id;
}
std::vector<LWOOBJID>& Entity::GetTargetsInPhantom() {
std::vector<LWOOBJID> valid;
// Clean up invalid targets, like disconnected players
for (auto i = 0u; i < m_TargetsInPhantom.size(); ++i) {
const auto id = m_TargetsInPhantom.at(i);
auto* entity = EntityManager::Instance()->GetEntity(id);
if (entity == nullptr) {
continue;
}
valid.push_back(id);
}
m_TargetsInPhantom = valid;
auto toRemove = std::remove_if(m_TargetsInPhantom.begin(), m_TargetsInPhantom.end(), [this](const LWOOBJID& id) {
return EntityManager::Instance()->GetEntity(id) == nullptr;
});
m_TargetsInPhantom.erase(toRemove, m_TargetsInPhantom.end());
return m_TargetsInPhantom;
}
@ -1498,34 +1410,18 @@ void Entity::SendNetworkVar(const std::string& data, const SystemAddress& sysAdd
LDFBaseData* Entity::GetVarData(const std::u16string& name) const {
for (auto* data : m_Settings) {
if (data == nullptr) {
continue;
}
if (data->GetKey() != name) {
continue;
}
return data;
if (data && data->GetKey() == name) return data;
}
return nullptr;
}
std::string Entity::GetVarAsString(const std::u16string& name) const {
auto* data = GetVarData(name);
if (data == nullptr) {
return "";
}
return data->GetValueAsString();
return data ? data->GetValueAsString() : "";
}
void Entity::Resurrect() {
if (IsPlayer()) {
GameMessages::SendResurrect(this);
}
if (IsPlayer()) GameMessages::SendResurrect(this);
}
void Entity::AddToGroups(const std::string& group) {

View File

@ -1,17 +1,13 @@
#ifndef __ENTITY__H__
#define __ENTITY__H__
#include <map>
#include <functional>
#include <typeinfo>
#include <type_traits>
#include <memory>
#include <unordered_map>
#include <vector>
#include "dCommonVars.h"
#include "NiPoint3.h"
#include "NiQuaternion.h"
#include "LDFFormat.h"
#include "eKillType.h"
namespace Loot {
@ -33,6 +29,7 @@ class Component;
class Item;
class Character;
class EntityCallbackTimer;
class LDFBaseData;
enum class eTriggerEventType;
enum class eGameMasterLevel : uint8_t;
enum class eReplicaComponentType : uint32_t;
@ -145,8 +142,6 @@ public:
*/
bool HasComponent(const eReplicaComponentType componentId) const;
std::vector<ScriptComponent*> GetScriptComponents();
void Subscribe(const LWOOBJID& scriptObjId, CppScripts::Script* scriptToAdd, const std::string& notificationName);
void Unsubscribe(const LWOOBJID& scriptObjId, const std::string& notificationName);
@ -340,9 +335,9 @@ protected:
std::vector<std::function<void(Entity*)>> m_PhantomCollisionCallbacks;
std::unordered_map<eReplicaComponentType, ComponentPtr> m_Components;
std::vector<EntityTimer*> m_Timers;
std::vector<EntityTimer*> m_PendingTimers;
std::vector<EntityCallbackTimer*> m_CallbackTimers;
std::vector<std::unique_ptr<EntityTimer>> m_Timers;
std::vector<std::unique_ptr<EntityTimer>> m_PendingTimers;
std::vector<std::unique_ptr<EntityCallbackTimer>> m_CallbackTimers;
bool m_ShouldDestroyAfterUpdate;

View File

@ -4,6 +4,8 @@
#error "Include Entity.h instead of Entity.tpp"
#endif
#include "LDFFormat.h"
// Access definitions
template <typename Cmpt>
Cmpt* Entity::GetComponent() const {

View File

@ -1,12 +1,12 @@
#include "EntityCallbackTimer.h"
EntityCallbackTimer::EntityCallbackTimer(float time, std::function<void()> callback) {
EntityCallbackTimer::EntityCallbackTimer(const float& time, const std::function<void()>& callback) {
m_Time = time;
m_Callback = callback;
}
EntityCallbackTimer::~EntityCallbackTimer() {
void EntityCallbackTimer::ExecuteCallback() {
m_Callback();
}
std::function<void()> EntityCallbackTimer::GetCallback() {

View File

@ -5,9 +5,9 @@
class EntityCallbackTimer {
public:
EntityCallbackTimer(float time, std::function<void()> callback);
~EntityCallbackTimer();
EntityCallbackTimer(const float& time, const std::function<void()>& callback);
void ExecuteCallback();
std::function<void()> GetCallback();
float GetTime();

View File

@ -1,14 +1,10 @@
#include "EntityTimer.h"
EntityTimer::EntityTimer(std::string name, float time) {
EntityTimer::EntityTimer(const std::string& name, const float& time) {
m_Name = name;
m_Time = time;
}
EntityTimer::~EntityTimer() {
}
std::string EntityTimer::GetName() {
return m_Name;
}

View File

@ -4,8 +4,7 @@
class EntityTimer {
public:
EntityTimer(std::string name, float time);
~EntityTimer();
EntityTimer(const std::string& name, const float& time);
std::string GetName();
float GetTime();