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https://github.com/DarkflameUniverse/DarkflameServer.git
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199c6f745d
Use LWOOBJID for ghosting entities use ranges::views::values for associative container iteration remove dead code comment magic numbers little bit of optimization (not enough to be game changing or take the time to measure, they are free speedups anyways, we take those) use cstdint types
110 lines
3.6 KiB
C++
110 lines
3.6 KiB
C++
#ifndef ENTITYMANAGER_H
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#define ENTITYMANAGER_H
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#include <map>
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#include <stack>
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#include <vector>
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#include <unordered_map>
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#include "dCommonVars.h"
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class Entity;
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class EntityInfo;
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class Player;
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class User;
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enum class eReplicaComponentType : uint32_t;
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struct SystemAddress;
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class EntityManager {
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public:
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void Initialize();
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void UpdateEntities(float deltaTime);
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Entity* CreateEntity(EntityInfo info, User* user = nullptr, Entity* parentEntity = nullptr, bool controller = false, LWOOBJID explicitId = LWOOBJID_EMPTY);
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void DestroyEntity(const LWOOBJID& objectID);
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void DestroyEntity(Entity* entity);
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Entity* GetEntity(const LWOOBJID& objectId) const;
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std::vector<Entity*> GetEntitiesInGroup(const std::string& group);
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std::vector<Entity*> GetEntitiesByComponent(eReplicaComponentType componentType) const;
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std::vector<Entity*> GetEntitiesByLOT(const LOT& lot) const;
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std::vector<Entity*> GetEntitiesByProximity(NiPoint3 reference, float radius) const;
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Entity* GetZoneControlEntity() const;
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// Get spawn point entity by spawn name
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Entity* GetSpawnPointEntity(const std::string& spawnName) const;
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// Get spawn points
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const std::unordered_map<std::string, LWOOBJID>& GetSpawnPointEntities() const;
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//To make it obvious this SHOULD NOT be used outside of debug:
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#ifdef _DEBUG
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const std::unordered_map<LWOOBJID, Entity*> GetAllEntities() const { return m_Entities; }
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#endif
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void ConstructEntity(Entity* entity, const SystemAddress& sysAddr = UNASSIGNED_SYSTEM_ADDRESS, bool skipChecks = false);
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void DestructEntity(Entity* entity, const SystemAddress& sysAddr = UNASSIGNED_SYSTEM_ADDRESS);
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void SerializeEntity(Entity* entity);
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void ConstructAllEntities(const SystemAddress& sysAddr);
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void DestructAllEntities(const SystemAddress& sysAddr);
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void SetGhostDistanceMax(float value);
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void SetGhostDistanceMin(float value);
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void QueueGhostUpdate(LWOOBJID playerID);
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void UpdateGhosting();
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void UpdateGhosting(Entity* player);
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void CheckGhosting(Entity* entity);
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Entity* GetGhostCandidate(int32_t id);
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bool GetGhostingEnabled() const;
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void ScheduleForKill(Entity* entity);
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void ScheduleForDeletion(LWOOBJID entity);
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void FireEventServerSide(Entity* origin, std::string args);
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static bool IsExcludedFromGhosting(LOT lot);
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const bool GetHardcoreMode() { return m_HardcoreMode; };
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const uint32_t GetHardcoreLoseUscoreOnDeathPercent() { return m_HardcoreLoseUscoreOnDeathPercent; };
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const bool GetHardcoreDropinventoryOnDeath() { return m_HardcoreDropinventoryOnDeath; };
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const uint32_t GetHardcoreUscoreEnemiesMultiplier() { return m_HardcoreUscoreEnemiesMultiplier; };
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private:
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void SerializeEntities();
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void KillEntities();
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void DeleteEntities();
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static std::vector<LWOMAPID> m_GhostingExcludedZones;
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static std::vector<LOT> m_GhostingExcludedLOTs;
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std::unordered_map<LWOOBJID, Entity*> m_Entities;
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std::vector<LWOOBJID> m_EntitiesToKill;
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std::vector<LWOOBJID> m_EntitiesToDelete;
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std::vector<LWOOBJID> m_EntitiesToSerialize;
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std::vector<Entity*> m_EntitiesToGhost;
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std::vector<LWOOBJID> m_PlayersToUpdateGhosting;
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Entity* m_ZoneControlEntity;
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uint16_t m_NetworkIdCounter;
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uint64_t m_SerializationCounter = 0;
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float m_GhostDistanceMinSqaured = 100 * 100;
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float m_GhostDistanceMaxSquared = 150 * 150;
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bool m_GhostingEnabled = true;
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std::stack<uint16_t> m_LostNetworkIds;
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// Map of spawnname to entity object ID
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std::unordered_map<std::string, LWOOBJID> m_SpawnPoints;
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// hardcore mode vars
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bool m_HardcoreMode;
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uint32_t m_HardcoreLoseUscoreOnDeathPercent;
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bool m_HardcoreDropinventoryOnDeath;
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uint32_t m_HardcoreUscoreEnemiesMultiplier;
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};
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#endif // ENTITYMANAGER_H
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