/* * Darkflame Universe * Copyright 2019 */ #ifndef MOVINGPLATFORMCOMPONENT_H #define MOVINGPLATFORMCOMPONENT_H #include "NiPoint3.h" #include #include #include #include "dCommonVars.h" #include "Component.h" #include "eReplicaComponentType.h" class PathWaypoint; class Path; /** * The different types of platform movement state */ enum eMovementPlatformState : uint32_t { Waiting = 1 << 0U, Travelling = 1 << 1U, Stopped = 1 << 2U, ReachedDesiredWaypoint = 1 << 3U, ReachedFinalWaypoint = 1 << 4U, }; /** * Different types of available platforms */ enum class eMoverSubComponentType : uint32_t { None = 0, Mover = 4, SimpleMover = 5, Rotator = 6 }; class MovingPlatformComponent; class PlatformSubComponent { public: PlatformSubComponent(MovingPlatformComponent* parentComponent); virtual ~PlatformSubComponent() = default; virtual void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate); virtual eMoverSubComponentType GetPlatformType() { return eMoverSubComponentType::None; }; bool GetIsDirty() const { return m_IsDirty; } virtual void LoadDataFromTemplate() {}; virtual void LoadConfigData() {}; virtual void StartPathing(); virtual void ResumePathing(); virtual void StopPathing(); virtual void Update(float deltaTime); float CalculateSpeed() const; const PathWaypoint GetNextWaypoint() const; const PathWaypoint GetCurrentWaypoint() const; void SetupPath(const std::string& pathName, uint32_t startingWaypointIndex, bool startsInReverse); void AdvanceToNextWaypoint(); void AdvanceToNextReverseWaypoint(); NiPoint3 CalculateLinearVelocity(); void UpdateLinearVelocity(); protected: #ifdef _MOVING_PLATFORM_TEST public: void _SetPath(const Path* path) { m_Path = path; } #endif MovingPlatformComponent* m_ParentComponent = nullptr; /** * The state the platform is currently in */ uint32_t m_State = eMovementPlatformState::Stopped | eMovementPlatformState::ReachedDesiredWaypoint; int32_t m_DesiredWaypointIndex = 0; float m_PercentUntilNextWaypoint = 0; NiPoint3 m_Position; int32_t m_CurrentWaypointIndex; int32_t m_NextWaypointIndex; float m_IdleTimeElapsed = 0; float m_Speed = 0; float m_WaitTime = 0; float m_MoveTimeElapsed = 0; bool m_IsDirty = false; bool m_InReverse = false; bool m_ShouldStopAtDesiredWaypoint = false; NiPoint3 m_LinearVelocity; NiPoint3 m_AngularVelocity; bool m_TimeBasedMovement = false; const Path* m_Path = nullptr; }; class MoverPlatformSubComponent : public PlatformSubComponent { public: inline static const eMoverSubComponentType SubComponentType = eMoverSubComponentType::Mover; MoverPlatformSubComponent(MovingPlatformComponent* parentComponent); ~MoverPlatformSubComponent() override = default; eMoverSubComponentType GetPlatformType() override { return eMoverSubComponentType::Mover; } }; class RotatorPlatformSubComponent : public PlatformSubComponent { public: inline static const eMoverSubComponentType SubComponentType = eMoverSubComponentType::Rotator; RotatorPlatformSubComponent(MovingPlatformComponent* parentComponent); ~RotatorPlatformSubComponent() override = default; eMoverSubComponentType GetPlatformType() override { return eMoverSubComponentType::Rotator; } void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override { PlatformSubComponent::Serialize(outBitStream, bIsInitialUpdate); }; }; // Only moves. Has NO path. This moving platform gets its initial position and rotation from the server on serialization. class SimpleMoverPlatformSubComponent : public PlatformSubComponent { public: inline static const eMoverSubComponentType SubComponentType = eMoverSubComponentType::SimpleMover; SimpleMoverPlatformSubComponent(MovingPlatformComponent* parentComponent, const NiPoint3& platformMove, const bool startAtEnd); ~SimpleMoverPlatformSubComponent() override = default; eMoverSubComponentType GetPlatformType() override { return eMoverSubComponentType::SimpleMover; } void LoadConfigData() override; void LoadDataFromTemplate() override; void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override; bool m_HasStartingPoint = false; bool m_DirtyStartingPoint = false; NiPoint3 m_StartingPoint; NiQuaternion m_StartingRotation; NiPoint3 m_PlatformMove; float m_MoveTime; bool m_StartAtEnd; }; /** * Represents entities that may be moving platforms, indicating how they should move through the world. * NOTE: the logic in this component hardly does anything, apparently the client can figure most of this stuff out * if you just serialize it correctly, resulting in smoother results anyway. Don't be surprised if the exposed APIs * don't at all do what you expect them to as we don't instruct the client of changes made here. * ^^^ Trivia: This made the red blocks platform and property platforms a pain to implement. */ class MovingPlatformComponent : public Component { public: static const eReplicaComponentType ComponentType = eReplicaComponentType::MOVING_PLATFORM; MovingPlatformComponent(Entity* parent, const std::string& pathName); void LoadDataFromTemplate(); void LoadConfigData(); void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags); /** * Stops all pathing, called when an entity starts a quick build associated with this platform */ void OnRebuildInitilized(); /** * Starts the pathing, called when an entity completed a quick build associated with this platform */ void OnCompleteRebuild(); /** * Updates the movement state for the moving platform * @param value the movement state to set */ void SetMovementState(eMovementPlatformState value); /** * Instructs the moving platform to go to some waypoint * @param index the index of the waypoint * @param stopAtWaypoint determines if the platform should stop at the waypoint */ void GotoWaypoint(uint32_t index, bool stopAtWaypoint = true); /** * Starts the pathing of this platform, setting appropriate waypoints and speeds */ void StartPathing(); /** * Continues the path of the platform, after it's been stopped */ void ContinuePathing(); /** * Stops the platform from moving, waiting for it to be activated again. */ void StopPathing(); /** * Determines if the entity should be serialized on the next update * @param value whether to serialize the entity or not */ void SetSerialized(bool value) {}; /** * Returns if this platform will start automatically after spawn * @return if this platform will start automatically after spawn */ bool GetNoAutoStart() const; /** * Sets the auto start value for this platform * @param value the auto start value to set */ void SetNoAutoStart(bool value); /** * Warps the platform to a waypoint index, skipping its current path * @param index the index to go to */ void WarpToWaypoint(size_t index); /** * Returns the waypoint this platform was previously at * @return the waypoint this platform was previously at */ size_t GetLastWaypointIndex() const; template void AddMovingPlatform(ConstructorValues... arguments) { static_assert(std::is_base_of::value, "MovingPlatform must derive from PlatformSubComponent"); auto hasPlatform = std::find_if(m_Platforms.begin(), m_Platforms.end(), [](const std::unique_ptr& platform) { return platform->GetPlatformType() == MovingPlatform::SubComponentType; }) != m_Platforms.end(); if (!hasPlatform) { m_Platforms.push_back(std::make_unique(this, std::forward(arguments)...)); } } int32_t GetComponentId() const { return componentId; } #ifdef _MOVING_PLATFORM_TEST /** * Only used for testing. Do not call in production code. Let the constructor take care of this. * * @param platformSubComponent */ void _AddPlatformSubComponent(std::unique_ptr platformSubComponent) { m_Platforms.push_back(std::move(platformSubComponent)); } void _SetPath(const std::u16string& path) { m_PathName = path; m_DirtyPathInfo = true; } #endif private: /** * The name of the path this platform is currently on */ std::u16string m_PathName; /** * Whether the platform has stopped pathing */ bool m_PathingStopped = false; uint32_t m_StartingWaypointIndex = 0; bool m_StartsIsInReverse = false; int32_t componentId = -1;; /** * The mover sub component that belongs to this platform */ std::vector> m_Platforms; /** * Whether the platform shouldn't auto start */ bool m_NoAutoStart; /** * Whether to serialize the entity on the next update */ bool m_Serialize = false; bool m_DirtyPathInfo = false; }; #endif // MOVINGPLATFORMCOMPONENT_H