DarkflameServer/dGame/dComponents/LevelProgressionComponent.h
2023-07-04 22:38:46 -07:00

110 lines
2.5 KiB
C++

#pragma once
#include "Entity.h"
#include "GameMessages.h"
#include "Component.h"
#include "eCharacterVersion.h"
#include "eReplicaComponentType.h"
/**
* Component that handles level progression and serilization.
*
*/
class LevelProgressionComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::LEVEL_PROGRESSION;
/**
* Constructor for this component
* @param parent parent that contains this component
*/
LevelProgressionComponent(Entity* parent);
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) {
if (m_Level == level) return;
m_Level = level;
m_DirtyLevelInfo = true;
}
/**
* Gets the current Speed Base of the entity
* @return the current Speed Base of the entity
*/
const uint32_t GetSpeedBase() const { return m_SpeedBase; }
/**
* Sets the Speed Base of the entity
* @param SpeedBase the Speed Base to set
*/
void SetSpeedBase(uint32_t SpeedBase) { m_SpeedBase = SpeedBase; }
/**
* Gives the player rewards for the last level that they leveled up from
*/
void HandleLevelUp();
/**
* Gets the current Character Version of the entity
* @return the current Character Version of the entity
*/
const eCharacterVersion GetCharacterVersion() const { return m_CharacterVersion; }
/**
* Sets the Character Version of the entity
* @param CharacterVersion the Character Version to set
*/
void SetCharacterVersion(eCharacterVersion CharacterVersion) { m_CharacterVersion = CharacterVersion; }
/**
* Set the Base Speed retroactively of the entity
*/
void SetRetroactiveBaseSpeed();
private:
/**
* whether the level is dirty
*/
bool m_DirtyLevelInfo = false;
/**
* Level of the entity
*/
uint32_t m_Level;
/**
* The base speed of the entity
*/
float m_SpeedBase;
/**
* The Character format version. Certain bug fixes increment this version number.
*/
eCharacterVersion m_CharacterVersion;
};