#pragma once #include "Entity.h" #include "GameMessages.h" #include "Component.h" /** * Component that handles level progression and serilization. * */ class LevelProgressionComponent : public Component { public: static const uint32_t ComponentType = eReplicaComponentType::COMPONENT_TYPE_LEVEL_PROGRESSION; /** * Constructor for this component * @param parent parent that contains this component */ LevelProgressionComponent(Entity* parent); ~LevelProgressionComponent() override {}; void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags); /** * Save data from this componennt to character XML * @param doc the document to write data to */ void UpdateXml(tinyxml2::XMLDocument* doc) override; /** * Load base data for this component from character XML * @param doc the document to read data from */ void LoadFromXml(tinyxml2::XMLDocument* doc) override; /** * Gets the current level of the entity * @return the current level of the entity */ const uint32_t GetLevel() const { return m_Level; } /** * Sets the level of the entity * @param level the level to set */ void SetLevel(uint32_t level) { m_Level = level; m_DirtyLevelInfo = true; } /** * Gives the player rewards for the last level that they leveled up from */ void HandleLevelUp(); private: /** * whether the level is dirty */ bool m_DirtyLevelInfo = false; /** * Level of the entity */ uint32_t m_Level; };