#ifndef REBUILDCOMPONENT_H #define REBUILDCOMPONENT_H #include #include #include #include "dCommonVars.h" #include "NiPoint3.h" #include "ScriptedActivityComponent.h" #include "Preconditions.h" #include "Component.h" #include "eReplicaComponentType.h" #include "eRebuildState.h" class Entity; enum class eQuickBuildFailReason : uint32_t; /** * Component that handles entities that can be built into other entities using the quick build mechanic. Generally * consists of an activator that shows a popup and then the actual entity that the bricks are built into. Note * that quick builds are also scripted activities so this shared some logic with the ScriptedActivityComponent. */ class RebuildComponent : public Component { public: inline static const eReplicaComponentType ComponentType = eReplicaComponentType::QUICK_BUILD; RebuildComponent(Entity* entity); ~RebuildComponent() override; void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override; void Update(float deltaTime) override; /** * Handles a OnUse event from some entity, initiating the quick build * @param originator the entity that triggered the event */ void OnUse(Entity* originator) override; /** * Spawns the activator that can be used to initiate the rebuild */ void SpawnActivator(); /** * Despawns the activiator that can be used to initiate the rebuild */ void DespawnActivator(); /** * Returns the entity that acts as the activator for this rebuild * @return the entity that acts as the activator for this rebuild */ Entity* GetActivator(); /** * Returns the spawn position of the activator for this rebuild, if any * @return the spawn position of the activator for this rebuild, if any */ NiPoint3 GetActivatorPosition(); /** * Sets the spawn position for the activator of this rebuild * @param value the spawn position to set for the activator */ void SetActivatorPosition(NiPoint3 value); /** * Returns the time it takes for the rebuild to reset after being built * @return the time it takes for the rebuild to reset after being built */ float GetResetTime(); /** * Sets the time it takes for the rebuild to reset after being built * @param value the reset time to set */ void SetResetTime(float value); /** * Returns the time it takes to complete the rebuild * @return the time it takes to complete the rebuild */ float GetCompleteTime(); /** * Sets the time it takes to complete the rebuild * @param value the completion time to set */ void SetCompleteTime(float value); /** * Returns the imagination that's taken when completing the rebuild * @return the imagination that's taken when completing the rebuild */ int GetTakeImagination(); /** * Sets the imagination that's taken when completing the rebuild * @param value the imagination deduction to set */ void SetTakeImagination(int value); /** * Returns if the rebuild can be interrupted, currently unused * @return if the rebuild can be interrupted */ bool GetInterruptible(); /** * Sets whether or not the rebuild can be interrupted, currently unused * @param value true if the rebuild may be interrupted, false otherwise */ void SetInterruptible(bool value); /** * Returns whether or not this entity contains a built-in activator * @return whether or not this entity contains a built-in activator */ bool GetSelfActivator(); /** * Sets whether or not this entity contains a built-in activator. If set to false this will spawn activators on * each new rebuild. * @param value whether or not this entity contains a built-in activator */ void SetSelfActivator(bool value); /** * Currently unused */ std::vector GetCustomModules(); /** * Currently unused */ void SetCustomModules(std::vector value); /** * Returns the activity ID for participating in this rebuild * @return the activity ID for participating in this rebuild */ int GetActivityId(); /** * Sets the activity ID for participating in this rebuild * @param value the activity ID to set */ void SetActivityId(int value); /** * Currently unused */ int GetPostImaginationCost(); /** * Currently unused */ void SetPostImaginationCost(int value); /** * Returns the time it takes for an incomplete rebuild to be smashed automatically * @return the time it takes for an incomplete rebuild to be smashed automatically */ float GetTimeBeforeSmash(); /** * Sets the time it takes for an incomplete rebuild to be smashed automatically * @param value the time to set */ void SetTimeBeforeSmash(float value); /** * Returns the current rebuild state * @return the current rebuild state */ eRebuildState GetState(); /** * Returns the player that is currently building this rebuild * @return the player that is currently building this rebuild */ Entity* GetBuilder() const; /** * Returns whether or not the player is repositioned when initiating the rebuild * @return whether or not the player is repositioned when initiating the rebuild */ bool GetRepositionPlayer() const; /** * Sets whether or not the player is repositioned when initiating the rebuild * @param value whether or not the player is repositioned when initiating the rebuild */ void SetRepositionPlayer(bool value); /** * Adds a callback that is called when the rebuild is completed * @param callback the callback to add */ void AddRebuildCompleteCallback(const std::function& callback); /** * Adds a callback when the rebuild state is updated * @param callback the callback to add */ void AddRebuildStateCallback(const std::function& callback); /** * Resets the rebuild * @param failed whether or not the player failed to complete the rebuild, triggers an extra animation */ void ResetRebuild(bool failed); /** * Cancels the rebuild if it wasn't completed * @param builder the player that's currently building * @param failReason the reason the rebuild was cancelled * @param skipChecks whether or not to skip the check for the rebuild not being completed */ void CancelRebuild(Entity* builder, eQuickBuildFailReason failReason, bool skipChecks = false); private: /** * Whether or not the quickbuild state has been changed since we last serialized it. */ bool m_StateDirty = true; /** * The state the rebuild is currently in */ eRebuildState m_State = eRebuildState::OPEN; /** * The time that has passed since initiating the rebuild */ float m_Timer = 0; /** * The time that has passed before completing the rebuild */ float m_TimerIncomplete = 0; /** * The position that the rebuild activator is spawned at */ NiPoint3 m_ActivatorPosition = NiPoint3::ZERO; /** * The entity that represents the rebuild activator */ Entity* m_Activator = nullptr; /** * The ID of the entity that represents the rebuild activator */ LWOOBJID m_ActivatorId = LWOOBJID_EMPTY; /** * Triggers the blinking that indicates that the rebuild is resetting */ bool m_ShowResetEffect = false; /** * Currently unused */ float m_Taken = 0; /** * The callbacks that are called when the rebuild is completed */ std::vector> m_RebuildCompleteCallbacks{}; /** * The callbacks that are called when the rebuild state is updated */ std::vector> m_RebuildStateCallbacks{}; /** * The time it takes for the rebuild to reset after being completed */ float m_ResetTime = 0; /** * The time it takes to complete the rebuild */ float m_CompleteTime = 0; /** * The imagination that's deducted when completing the rebuild */ int m_TakeImagination = 0; /** * Currently unused */ bool m_Interruptible = false; /** * Whether or not this rebuild entity also has an activator attached. If not a new one will be spawned */ bool m_SelfActivator = false; /** * Currently unused */ std::vector m_CustomModules{}; /** * The activity ID that players partake in when doing this rebuild */ int m_ActivityId = 0; /** * Currently unused */ int m_PostImaginationCost = 0; /** * The time it takes for the rebuild to reset when it's not completed yet */ float m_TimeBeforeSmash = 0; /** * The time it takes to drain imagination */ float m_TimeBeforeDrain = 0; /** * The amount of imagination that was drained when building this rebuild */ int m_DrainedImagination = 0; /** * Whether to reposition the player or not when building */ bool m_RepositionPlayer = true; /** * Currently unused */ float m_SoftTimer = 0; /** * The ID of the entity that's currently building the rebuild */ LWOOBJID m_Builder = LWOOBJID_EMPTY; /** * Preconditions to be met before being able to start the rebuild */ PreconditionExpression* m_Precondition = nullptr; /** * Starts the rebuild for a certain entity * @param user the entity to start the rebuild */ void StartRebuild(Entity* user); /** * Completes the rebuild for an entity, dropping loot and despawning the activator * @param user the entity that completed the rebuild */ void CompleteRebuild(Entity* user); }; #endif // REBUILDCOMPONENT_H