Files
DarkflameServer/dGame/dComponents/SpawnerComponent.h
Aaron Kimbrell 2d7b5cca13 refactor(spawner): the spawner object's SpawnerComponent owns its spawner
The zone manager keeps an index of spawners by object ID; the spawner now
belongs to the SpawnerComponent of its LOT 176 object and goes with it (the
component tells the zone manager to stop indexing it). Spawning, timers and
the update order are unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 10:31:18 -05:00

30 lines
817 B
C++

#ifndef SPAWNERCOMPONENT_H
#define SPAWNERCOMPONENT_H
#include <memory>
#include "Component.h"
#include "eReplicaComponentType.h"
class Spawner;
/**
* The spawner component (10) of a spawner object (LOT 176), made from the registry as the client makes it. It owns the
* spawner (its nodes, what it spawned and its timers); the zone manager indexes spawners by the object's ID.
*/
class SpawnerComponent final : public Component {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SPAWNER;
SpawnerComponent(Entity* parent, const int32_t componentID);
~SpawnerComponent() override;
void SetSpawner(std::unique_ptr<Spawner> spawner);
Spawner* GetSpawner() const { return m_Spawner.get(); }
private:
std::unique_ptr<Spawner> m_Spawner;
};
#endif // SPAWNERCOMPONENT_H