/* * Darkflame Universe * Copyright 2019 */ #ifndef MOVINGPLATFORMCOMPONENT_H #define MOVINGPLATFORMCOMPONENT_H #include "RakNetTypes.h" #include "NiPoint3.h" #include #include "dCommonVars.h" #include "EntityManager.h" #include "Component.h" #include "eMovementPlatformState.h" #include "eReplicaComponentType.h" class Path; /** * Different types of available platforms */ enum class eMoverSubComponentType : uint32_t { mover = 4, /** * Used in NJ */ simpleMover = 5, }; /** * Sub component for moving platforms that determine the actual current movement state */ class MoverSubComponent { public: MoverSubComponent(const NiPoint3& startPos); ~MoverSubComponent(); void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate); /** * The state the platform is currently in */ eMovementPlatformState mState = eMovementPlatformState::Stationary; /** * The waypoint this platform currently wants to traverse to */ int32_t mDesiredWaypointIndex = 0; /** * Whether the platform is currently reversing away from the desired waypoint */ bool mInReverse = false; /** * Whether the platform should stop moving when reaching the desired waypoint */ bool mShouldStopAtDesiredWaypoint = false; /** * The percentage of the way between the last point and the desired point */ float mPercentBetweenPoints = 0; /** * The current position of the platofrm */ NiPoint3 mPosition{}; /** * The waypoint the platform is (was) at */ uint32_t mCurrentWaypointIndex; /** * The waypoint the platform is attempting to go to */ uint32_t mNextWaypointIndex; /** * The timer that handles the time before stopping idling and continue platform movement */ float mIdleTimeElapsed = 0; /** * The speed the platform is currently moving at */ float mSpeed = 0; /** * The time to wait before continuing movement */ float mWaitTime = 0; }; /** * 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: inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MOVING_PLATFORM; MovingPlatformComponent(Entity* parent, const std::string& pathName); ~MovingPlatformComponent() override; void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override; /** * 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; /** * Returns the sub component that actually defines how the platform moves around (speeds, etc). * @return the sub component that actually defines how the platform moves around */ MoverSubComponent* GetMoverSubComponent() const; private: /** * The path this platform is currently on */ const Path* m_Path = nullptr; /** * The name of the path this platform is currently on */ std::u16string m_PathName; /** * Whether the platform has stopped pathing */ bool m_PathingStopped = false; /** * The type of the subcomponent */ eMoverSubComponentType m_MoverSubComponentType; /** * The mover sub component that belongs to this platform */ void* m_MoverSubComponent; /** * Whether the platform shouldn't auto start */ bool m_NoAutoStart; /** * Whether to serialize the entity on the next update */ bool m_Serialize = false; }; #endif // MOVINGPLATFORMCOMPONENT_H