/* * Darkflame Universe * Copyright 2018 */ #ifndef SKILLCOMPONENT_H #define SKILLCOMPONENT_H #include #include "BehaviorContext.h" #include "BitStream.h" #include "Component.h" #include "Entity.h" #include "dLogger.h" struct ProjectileSyncEntry { LWOOBJID id = LWOOBJID_EMPTY; bool calculation = false; mutable float time = 0; float maxTime = 0; NiPoint3 startPosition{}; NiPoint3 lastPosition{}; NiPoint3 velocity{}; bool trackTarget = false; float trackRadius = 0; BehaviorContext* context = nullptr; LOT lot = LOT_NULL; BehaviorBranchContext branchContext{0, 0}; explicit ProjectileSyncEntry(); }; struct SkillExecutionResult { bool success; float skillTime; }; /** * The SkillComponent of an entity. This manages both player and AI skills, such as attacks and consumables. * There are two sets of skill methods: one for player skills and one for server-side calculations. * * Skills are a built up by a tree of behaviors. See dGame/dBehaviors/ for a list of behaviors. * * This system is very conveluted and still has a lot of unknowns. */ class SkillComponent : public Component { public: static const uint32_t ComponentType = COMPONENT_TYPE_SKILL; explicit SkillComponent(Entity* parent); ~SkillComponent() override; static void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags); /** * Computes skill updates. Invokes CalculateUpdate. */ void Update(float deltaTime) override; /** * Computes server-side skill updates. */ void CalculateUpdate(float deltaTime); /** * Resets all skills, projectiles, and other calculations. */ void Reset(); /** * Interrupts active skills. */ void Interrupt(); /** * Starts a player skill. Should only be called when the server receives a start skill message from the client. * @param behaviorId the root behavior ID of the skill * @param skillUid the unique ID of the skill given by the client * @param bitStream the bitSteam given by the client to determine the behavior path * @param target the explicit target of the skill */ bool CastPlayerSkill(uint32_t behaviorId, uint32_t skillUid, RakNet::BitStream* bitStream, LWOOBJID target, uint32_t skillID = 0); /** * Continues a player skill. Should only be called when the server receives a sync message from the client. * @param skillUid the unique ID of the skill given by the client * @param syncId the unique sync ID of the skill given by the client * @param bitStream the bitSteam given by the client to determine the behavior path */ void SyncPlayerSkill(uint32_t skillUid, uint32_t syncId, RakNet::BitStream* bitStream); /** * Continues a player projectile calculation. Should only be called when the server receives a projectile sync message from the client. * @param projectileId the unique ID of the projectile given by the client * @param bitStream the bitSteam given by the client to determine the behavior path * @param target the explicit target of the target */ void SyncPlayerProjectile(LWOOBJID projectileId, RakNet::BitStream* bitStream, LWOOBJID target); /** * Registers a player projectile. Should only be called when the server is computing a player projectile. * @param projectileId the unique ID of the projectile given by the client * @param context the current behavior context of the active skill * @param branch the current behavior branch context of the active skill * @param lot the LOT of the projectile */ void RegisterPlayerProjectile(LWOOBJID projectileId, BehaviorContext* context, const BehaviorBranchContext& branch, LOT lot); /** * Initializes a server-side skill calculation. * @param skillId the skill ID * @param behaviorId the root behavior ID of the skill * @param target the explicit target of the skill * @param ignoreTarget continue the skill calculation even if the target is invalid or no target is found * @param clientInitalized indicates if the skill calculation was initiated by a client skill, ignores some checks * @param originatorOverride an override for the originator of the skill calculation * @return the result of the skill calculation */ SkillExecutionResult CalculateBehavior(uint32_t skillId, uint32_t behaviorId, LWOOBJID target, bool ignoreTarget = false, bool clientInitalized = false, LWOOBJID originatorOverride = LWOOBJID_EMPTY); /** * Register a server-side projectile. * @param projectileId the unique ID of the projectile * @param context the current behavior context of the active skill * @param branch the current behavior branch context of the active skill * @param lot the LOT of the projectile * @param maxTime the maximum travel time of the projectile * @param startPosition the start position of the projectile * @param velocity the velocity of the projectile * @param trackTarget whether the projectile should track the target * @param trackRadius the radius of the tracking circle */ void RegisterCalculatedProjectile( LWOOBJID projectileId, BehaviorContext* context, const BehaviorBranchContext& branch, LOT lot, const float maxTime, const NiPoint3& startPosition, const NiPoint3& velocity, bool trackTarget, float TrackRadius); /** * Computes a server-side skill calculation without an associated entity. * @param behaviorId the root behavior ID of the skill * @param target the explicit target of the skill * @param source the explicit source of the skill */ static void HandleUnmanaged(uint32_t behaviorId, LWOOBJID target, LWOOBJID source = LWOOBJID_EMPTY); /** * Computes a server-side skill uncast calculation without an associated entity. * @param behaviorId the root behavior ID of the skill * @param target the explicit target of the skill */ static void HandleUnCast(uint32_t behaviorId, LWOOBJID target); /** * @returns a unique ID for the next skill calculation */ uint32_t GetUniqueSkillId(); private: /** * All of the active skills mapped by their unique ID. */ std::map m_managedBehaviors; /** * All active projectiles. */ std::vector m_managedProjectiles; /** * Unique ID counter. */ uint32_t m_skillUid; /** * Sync a server-side projectile calculation. * @param entry the projectile information */ void SyncProjectileCalculation(const ProjectileSyncEntry& entry) const; }; #endif // SKILLCOMPONENT_H