chore: Move Player ghosting functionality to GhostComponent (#1413)

* Moving and organizing Player code

- Move code to CharacterComponent
- Remove extraneous interfaces
- Simplify some code greatly
- Change some types to return and take in const ref (only structs larger than 8 bytes benefit from this change.)
- Update code to use CharacterComponent for sending to zone instead of Player*.

* Moving and organizing Player code

- Move code to CharacterComponent
- Remove extraneous interfaces
- Simplify some code greatly
- Change some types to return and take in const ref (only structs larger than 8 bytes benefit from this change.)
- Update code to use CharacterComponent for sending to zone instead of Player*.
- Remove static storage container (static containers can be destroyed before exit/terminate handler executes)

* remove player cast

* Remove extra includes

* Add a player manager

Used for the static Player functions.  Further removes stuff from the Player class/file.

* chore: Move ghosting functionality to component

Tested that ghosting still works and players are still firing off the OnPlayerLeave and relevant handlers.

* move to unordered_set
This commit is contained in:
David Markowitz
2024-01-14 11:10:13 -08:00
committed by GitHub
parent 0a30430c4f
commit c83ec8228c
10 changed files with 138 additions and 144 deletions

View File

@@ -1,4 +1,57 @@
#include "GhostComponent.h"
// TODO Move ghosting related code from Player to here
GhostComponent::GhostComponent(Entity* parent) : Component(parent) {}
GhostComponent::GhostComponent(Entity* parent) : Component(parent) {
m_GhostReferencePoint = NiPoint3::ZERO;
m_GhostOverridePoint = NiPoint3::ZERO;
m_GhostOverride = false;
}
GhostComponent::~GhostComponent() {
for (auto& observedEntity : m_ObservedEntities) {
if (observedEntity == 0) continue;
auto* entity = Game::entityManager->GetGhostCandidate(observedEntity);
if (!entity) continue;
entity->SetObservers(entity->GetObservers() - 1);
}
}
void GhostComponent::SetGhostReferencePoint(const NiPoint3& value) {
m_GhostReferencePoint = value;
}
void GhostComponent::SetGhostOverridePoint(const NiPoint3& value) {
m_GhostOverridePoint = value;
}
void GhostComponent::AddLimboConstruction(LWOOBJID objectId) {
m_LimboConstructions.insert(objectId);
}
void GhostComponent::RemoveLimboConstruction(LWOOBJID objectId) {
m_LimboConstructions.erase(objectId);
}
void GhostComponent::ConstructLimboEntities() {
for (const auto& objectId : m_LimboConstructions) {
auto* entity = Game::entityManager->GetEntity(objectId);
if (!entity) continue;
Game::entityManager->ConstructEntity(entity, m_Parent->GetSystemAddress());
}
m_LimboConstructions.clear();
}
void GhostComponent::ObserveEntity(int32_t id) {
m_ObservedEntities.insert(id);
}
bool GhostComponent::IsObserved(int32_t id) {
return m_ObservedEntities.contains(id);
}
void GhostComponent::GhostEntity(int32_t id) {
m_ObservedEntities.erase(id);
}

View File

@@ -3,11 +3,52 @@
#include "Component.h"
#include "eReplicaComponentType.h"
#include <unordered_set>
class NiPoint3;
class GhostComponent : public Component {
public:
static inline const eReplicaComponentType ComponentType = eReplicaComponentType::GHOST;
GhostComponent(Entity* parent);
~GhostComponent() override;
void SetGhostOverride(bool value) { m_GhostOverride = value; };
const NiPoint3& GetGhostReferencePoint() const { return m_GhostOverride ? m_GhostOverridePoint : m_GhostReferencePoint; };
const NiPoint3& GetOriginGhostReferencePoint() const { return m_GhostReferencePoint; };
const NiPoint3& GetGhostOverridePoint() const { return m_GhostOverridePoint; };
bool GetGhostOverride() const { return m_GhostOverride; };
void SetGhostReferencePoint(const NiPoint3& value);
void SetGhostOverridePoint(const NiPoint3& value);
void AddLimboConstruction(const LWOOBJID objectId);
void RemoveLimboConstruction(const LWOOBJID objectId);
void ConstructLimboEntities();
void ObserveEntity(const int32_t id);
bool IsObserved(const int32_t id);
void GhostEntity(const int32_t id);
private:
NiPoint3 m_GhostReferencePoint;
NiPoint3 m_GhostOverridePoint;
std::unordered_set<int32_t> m_ObservedEntities;
std::unordered_set<LWOOBJID> m_LimboConstructions;
bool m_GhostOverride;
};
#endif //!__GHOSTCOMPONENT__H__