#ifndef BUFFCOMPONENT_H #define BUFFCOMPONENT_H #include "dCommonVars.h" #include "RakNetTypes.h" #include #include #include #include "Component.h" class Entity; /** * Extra information on effects to apply after applying a buff, for example whether to buff armor, imag or health and by how much */ struct BuffParameter { int32_t buffId; std::string name; float value; std::vector values; int32_t effectId; }; /** * Meta information about a buff that can be applied, e.g. how long it's applied, who applied it, etc. */ struct Buff { int32_t id = 0; float time = 0; float tick = 0; float tickTime = 0; int32_t stacks = 0; LWOOBJID source = 0; int32_t behaviorID = 0; bool addImmunity = false; bool cancelOnDamaged = false; bool cancelOnDeath = false; bool cancelOnLogout = false; bool cancelOnRemoveBuff = false; bool cancelOnDamageAbsDone = false; bool cancelOnUi = false; bool cancelOnUnequip = false; bool cancelOnZone = false; bool useRefCount = false; uint32_t refcount = 1; }; /** * Allows for the application of buffs to the parent entity, altering health, armor and imagination. */ class BuffComponent : public Component { public: static const uint32_t ComponentType = COMPONENT_TYPE_BUFF; explicit BuffComponent(Entity* parent); ~BuffComponent(); Entity* GetParent() const; void LoadFromXml(tinyxml2::XMLDocument* doc) override; void UpdateXml(tinyxml2::XMLDocument* doc) override; void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags); void Update(float deltaTime) override; /** * Applies a buff to the parent entity * @param id the id of the buff to apply * @param duration the duration of the buff in seconds * @param source an optional source entity that cast the buff * @param addImmunity client flag * @param applyOnTeammates should the buff apply on teammates * @param cancelOnDamaged client flag to indicate that the buff should disappear when damaged * @param cancelOnDeath client flag to indicate that the buff should disappear when dying * @param cancelOnLogout client flag to indicate that the buff should disappear when logging out * @param cancelOnRemoveBuff client flag to indicate that the buff should disappear when a concrete GM to do so comes around * @param cancelOnUi client flag to indicate that the buff should disappear when interacting with UI * @param cancelOnUnequip client flag to indicate that the buff should disappear when the triggering item is unequipped * @param cancelOnZone client flag to indicate that the buff should disappear when changing zones * @param cancelOnDamageAbsDone cancel if we have done damage absorbtion * @param useRefCount client flag to indicate that the stacks */ void ApplyBuff(int32_t id, float duration, LWOOBJID source, bool addImmunity = false, bool applyOnTeammates = false, bool cancelOnDamaged = false, bool cancelOnDeath = true, bool cancelOnLogout = false, bool cancelOnRemoveBuff = true, bool cancelOnUi = false, bool cancelOnUnequip = false, bool cancelOnZone = false, bool cancelOnDamageAbsDone = false, bool useRefCount = false); /** * Removes a buff from the parent entity, reversing its effects * @param id the id of the buff to remove * @param removeImmunity whether or not to remove immunity on removing the buff */ void RemoveBuff(int32_t id, bool fromUnEquip = false, bool removeImmunity = false); /** * Returns whether or not the entity has a buff identified by `id` * @param id the id of the buff to find * @return whether or not the entity has a buff with the specified id active */ bool HasBuff(int32_t id); /** * Applies the effects of the buffs on the entity, e.g.: changing armor, health, imag, etc. * @param id the id of the buff effects to apply */ void ApplyBuffEffect(int32_t id); /** * Reverses the effects of the applied buff * @param id the id of the buff for which to remove the effects */ void RemoveBuffEffect(int32_t id); /** * Removes all buffs for the entity and reverses all of their effects */ void RemoveAllBuffs(); /** * Removes all buffs for the entity and reverses all of their effects */ void Reset(); /** * Applies all effects for all buffs, active or not, again */ void ReApplyBuffs(); /** * Gets all the parameters (= effects), for the buffs that belong to this component * @param buffId * @return */ const std::vector& GetBuffParameters(int32_t buffId); private: /** * The currently active buffs */ std::map m_Buffs; /** * Parameters (=effects) for each buff */ static std::unordered_map> m_Cache; }; #endif // BUFFCOMPONENT_H