Player forced movement component (#672)

* Split out Level progression component
from Character Component
This is to get to the Player forced movement Comp in a sane way

* move XML to component insted of abusing charComp

* use overrides
should probably make everything that calls that call it correctly

* fix linking issue

* Add proper Player Force movement component
Not used, yet
This commit is contained in:
Aaron Kimbrell
2022-07-24 13:25:10 -05:00
committed by GitHub
parent f2d1c5d26d
commit b57cacc676
5 changed files with 147 additions and 54 deletions

View File

@@ -29,6 +29,7 @@
#include "BouncerComponent.h"
#include "InventoryComponent.h"
#include "LevelProgressionComponent.h"
#include "PlayerForcedMovementComponent.h"
#include "ScriptComponent.h"
#include "SkillComponent.h"
#include "SimplePhysicsComponent.h"
@@ -436,14 +437,8 @@ void Entity::Initialize()
m_Components.insert(std::make_pair(COMPONENT_TYPE_DESTROYABLE, comp));
}
/*if (compRegistryTable->GetByIDAndType(m_TemplateID, COMPONENT_TYPE_DESTROYABLE) > 0 || m_Character) {
DestroyableComponent* comp = new DestroyableComponent();
if (m_Character) comp->LoadFromXML(m_Character->GetXMLDoc());
m_Components.push_back(std::make_pair(COMPONENT_TYPE_DESTROYABLE, comp));
}*/
if (compRegistryTable->GetByIDAndType(m_TemplateID, COMPONENT_TYPE_CHARACTER) > 0 || m_Character) {
// Character Component always has a possessor and level components
// Character Component always has a possessor, level, and forced movement components
m_Components.insert(std::make_pair(COMPONENT_TYPE_POSSESSOR, new PossessorComponent(this)));
// load in the xml for the level
@@ -451,6 +446,8 @@ void Entity::Initialize()
levelComp->LoadFromXml(m_Character->GetXMLDoc());
m_Components.insert(std::make_pair(COMPONENT_TYPE_LEVEL_PROGRESSION, levelComp));
m_Components.insert(std::make_pair(COMPONENT_TYPE_PLAYER_FORCED_MOVEMENT, new PlayerForcedMovementComponent(this)));
CharacterComponent* comp = new CharacterComponent(this, m_Character);
m_Components.insert(std::make_pair(COMPONENT_TYPE_CHARACTER, comp));
}
@@ -1103,6 +1100,14 @@ void Entity::WriteComponents(RakNet::BitStream* outBitStream, eReplicaPacketType
outBitStream->Write0();
}
PlayerForcedMovementComponent* playerForcedMovementComponent;
if (TryGetComponent(COMPONENT_TYPE_PLAYER_FORCED_MOVEMENT, playerForcedMovementComponent)) {
playerForcedMovementComponent->Serialize(outBitStream, bIsInitialUpdate, flags);
} else {
// Should never happen, but just to be safe
outBitStream->Write0();
}
characterComponent->Serialize(outBitStream, bIsInitialUpdate, flags);
}