mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-22 05:27:19 +00:00
b261e63233
* chore: Change entity and component logic to use bitstream references * merge
216 lines
6.9 KiB
C++
216 lines
6.9 KiB
C++
/*
|
|
* Darkflame Universe
|
|
* Copyright 2024
|
|
*/
|
|
|
|
#ifndef SKILLCOMPONENT_H
|
|
#define SKILLCOMPONENT_H
|
|
|
|
#include <map>
|
|
|
|
#include "BehaviorContext.h"
|
|
#include "BitStream.h"
|
|
#include "Component.h"
|
|
#include "Entity.h"
|
|
#include "Logger.h"
|
|
#include "eReplicaComponentType.h"
|
|
|
|
struct ProjectileSyncEntry {
|
|
LWOOBJID id = LWOOBJID_EMPTY;
|
|
|
|
bool calculation = false;
|
|
|
|
mutable float time = 0;
|
|
|
|
float maxTime = 0;
|
|
|
|
NiPoint3 startPosition{};
|
|
|
|
NiPoint3 lastPosition{};
|
|
|
|
NiPoint3 velocity{};
|
|
|
|
bool trackTarget = false;
|
|
|
|
float trackRadius = 0;
|
|
|
|
BehaviorContext* context = nullptr;
|
|
|
|
LOT lot = LOT_NULL;
|
|
|
|
BehaviorBranchContext branchContext{ 0, 0 };
|
|
|
|
explicit ProjectileSyncEntry();
|
|
};
|
|
|
|
struct SkillExecutionResult {
|
|
bool success;
|
|
|
|
float skillTime;
|
|
};
|
|
|
|
/**
|
|
* The SkillComponent of an entity. This manages both player and AI skills, such as attacks and consumables.
|
|
* There are two sets of skill methods: one for player skills and one for server-side calculations.
|
|
*
|
|
* Skills are a built up by a tree of behaviors. See dGame/dBehaviors/ for a list of behaviors.
|
|
*
|
|
* This system is very convoluted and still has a lot of unknowns.
|
|
*/
|
|
class SkillComponent final : public Component {
|
|
public:
|
|
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SKILL;
|
|
|
|
explicit SkillComponent(Entity* parent);
|
|
~SkillComponent() override;
|
|
|
|
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
|
|
|
|
/**
|
|
* Computes skill updates. Invokes CalculateUpdate.
|
|
*/
|
|
void Update(float deltaTime) override;
|
|
|
|
/**
|
|
* Computes server-side skill updates.
|
|
*/
|
|
void CalculateUpdate(float deltaTime);
|
|
|
|
/**
|
|
* Resets all skills, projectiles, and other calculations.
|
|
*/
|
|
void Reset();
|
|
|
|
/**
|
|
* Interrupts active skills.
|
|
*/
|
|
void Interrupt();
|
|
|
|
/**
|
|
* Starts a player skill. Should only be called when the server receives a start skill message from the client.
|
|
* @param behaviorId the root behavior ID of the skill
|
|
* @param skillUid the unique ID of the skill given by the client
|
|
* @param bitStream the bitSteam given by the client to determine the behavior path
|
|
* @param target the explicit target of the skill
|
|
*/
|
|
bool CastPlayerSkill(uint32_t behaviorId, uint32_t skillUid, RakNet::BitStream& bitStream, LWOOBJID target, uint32_t skillID = 0);
|
|
|
|
/**
|
|
* Continues a player skill. Should only be called when the server receives a sync message from the client.
|
|
* @param skillUid the unique ID of the skill given by the client
|
|
* @param syncId the unique sync ID of the skill given by the client
|
|
* @param bitStream the bitSteam given by the client to determine the behavior path
|
|
*/
|
|
void SyncPlayerSkill(uint32_t skillUid, uint32_t syncId, RakNet::BitStream& bitStream);
|
|
|
|
/**
|
|
* Continues a player projectile calculation. Should only be called when the server receives a projectile sync message from the client.
|
|
* @param projectileId the unique ID of the projectile given by the client
|
|
* @param bitStream the bitSteam given by the client to determine the behavior path
|
|
* @param target the explicit target of the target
|
|
*/
|
|
void SyncPlayerProjectile(LWOOBJID projectileId, RakNet::BitStream& bitStream, LWOOBJID target);
|
|
|
|
/**
|
|
* Registers a player projectile. Should only be called when the server is computing a player projectile.
|
|
* @param projectileId the unique ID of the projectile given by the client
|
|
* @param context the current behavior context of the active skill
|
|
* @param branch the current behavior branch context of the active skill
|
|
* @param lot the LOT of the projectile
|
|
*/
|
|
void RegisterPlayerProjectile(LWOOBJID projectileId, BehaviorContext* context, const BehaviorBranchContext& branch, LOT lot);
|
|
|
|
/**
|
|
* Wrapper for CalculateBehavior that mimics the call structure in scripts and helps reduce magic numbers
|
|
* @param skillId the skill to cast
|
|
* @param target the target of the skill
|
|
* @param optionalOriginatorID change the originator of the skill
|
|
* @return if the case succeeded
|
|
*/
|
|
bool CastSkill(const uint32_t skillId, LWOOBJID target = LWOOBJID_EMPTY, const LWOOBJID optionalOriginatorID = LWOOBJID_EMPTY);
|
|
|
|
/**
|
|
* Initializes a server-side skill calculation.
|
|
* @param skillId the skill ID
|
|
* @param behaviorId the root behavior ID of the skill
|
|
* @param target the explicit target of the skill
|
|
* @param ignoreTarget continue the skill calculation even if the target is invalid or no target is found
|
|
* @param clientInitalized indicates if the skill calculation was initiated by a client skill, ignores some checks
|
|
* @param originatorOverride an override for the originator of the skill calculation
|
|
* @return the result of the skill calculation
|
|
*/
|
|
SkillExecutionResult CalculateBehavior(uint32_t skillId, uint32_t behaviorId, LWOOBJID target, bool ignoreTarget = false, bool clientInitalized = false, LWOOBJID originatorOverride = LWOOBJID_EMPTY);
|
|
|
|
/**
|
|
* Register a server-side projectile.
|
|
* @param projectileId the unique ID of the projectile
|
|
* @param context the current behavior context of the active skill
|
|
* @param branch the current behavior branch context of the active skill
|
|
* @param lot the LOT of the projectile
|
|
* @param maxTime the maximum travel time of the projectile
|
|
* @param startPosition the start position of the projectile
|
|
* @param velocity the velocity of the projectile
|
|
* @param trackTarget whether the projectile should track the target
|
|
* @param trackRadius the radius of the tracking circle
|
|
*/
|
|
void RegisterCalculatedProjectile(
|
|
LWOOBJID projectileId,
|
|
BehaviorContext* context,
|
|
const BehaviorBranchContext& branch,
|
|
LOT lot,
|
|
const float maxTime,
|
|
const NiPoint3& startPosition,
|
|
const NiPoint3& velocity,
|
|
bool trackTarget,
|
|
float TrackRadius);
|
|
|
|
/**
|
|
* Computes a server-side skill calculation without an associated entity.
|
|
* @param behaviorId the root behavior ID of the skill
|
|
* @param target the explicit target of the skill
|
|
* @param source the explicit source of the skill
|
|
*/
|
|
static void HandleUnmanaged(uint32_t behaviorId, LWOOBJID target, LWOOBJID source = LWOOBJID_EMPTY);
|
|
|
|
/**
|
|
* Computes a server-side skill uncast calculation without an associated entity.
|
|
* @param behaviorId the root behavior ID of the skill
|
|
* @param target the explicit target of the skill
|
|
*/
|
|
static void HandleUnCast(uint32_t behaviorId, LWOOBJID target);
|
|
|
|
/**
|
|
* @returns a unique ID for the next skill calculation
|
|
*/
|
|
uint32_t GetUniqueSkillId();
|
|
|
|
private:
|
|
/**
|
|
* All of the active skills mapped by their unique ID.
|
|
*/
|
|
std::map<uint32_t, BehaviorContext*> m_managedBehaviors;
|
|
|
|
/**
|
|
* All active projectiles.
|
|
*/
|
|
std::vector<ProjectileSyncEntry> m_managedProjectiles;
|
|
|
|
/**
|
|
* Unique ID counter.
|
|
*/
|
|
uint32_t m_skillUid;
|
|
|
|
/**
|
|
* Cache for looking up a behavior id via a skill ID
|
|
*/
|
|
static std::unordered_map<uint32_t, uint32_t> m_skillBehaviorCache;
|
|
|
|
/**
|
|
* Sync a server-side projectile calculation.
|
|
* @param entry the projectile information
|
|
*/
|
|
void SyncProjectileCalculation(const ProjectileSyncEntry& entry) const;
|
|
};
|
|
|
|
#endif // SKILLCOMPONENT_H
|