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ae349d6b15
* Components: Make ComponentType inline Prevents the next commits ODR violation * Components: Add new components * Entity: Add headers inline script component ComponentType * Components: Flip constructor argument order Entity comes first always * Entity: Add generic AddComponent Allows for much easier adding of components and is error proof by not allowing the user to add more than 1 of a specific component type to an Entity. * Entity: Migrate all component constructors Move all to the new variadic templates AddComponent function to reduce clutter and ways the component map is modified. The new function makes no assumptions. Component is assumed to not exist and is checked for with operator[]. This will construct a null component which will then be newed if the component didnt exist, or it will just get the current component if it does already exist. No new component will be allocated or constructed if the component already exists and the already existing pointer is returned instead. * Entity: Add placement new For the case where the component may already exist, use a placement new to construct the component again, it would be constructed again, but would not need to go through the allocator. * Entity: Add comments on likely new code * Tests: Fix tests * Update Entity.cpp * Update SGCannon.cpp * Entity: call destructor when re-constructing * Update Entity.cpp Update Entity.cpp --------- Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
106 lines
2.4 KiB
C++
106 lines
2.4 KiB
C++
#pragma once
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#include "Entity.h"
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#include "GameMessages.h"
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#include "Component.h"
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#include "eCharacterVersion.h"
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#include "eReplicaComponentType.h"
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/**
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* Component that handles level progression and serilization.
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*
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*/
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class LevelProgressionComponent : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::LEVEL_PROGRESSION;
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/**
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* Constructor for this component
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* @param parent parent that contains this component
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*/
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LevelProgressionComponent(Entity* parent);
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
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/**
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* Save data from this componennt to character XML
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* @param doc the document to write data to
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*/
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void UpdateXml(tinyxml2::XMLDocument* doc) override;
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/**
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* Load base data for this component from character XML
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* @param doc the document to read data from
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*/
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void LoadFromXml(tinyxml2::XMLDocument* doc) override;
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/**
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* Gets the current level of the entity
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* @return the current level of the entity
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*/
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const uint32_t GetLevel() const { return m_Level; }
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/**
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* Sets the level of the entity
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* @param level the level to set
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*/
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void SetLevel(uint32_t level) { m_Level = level; m_DirtyLevelInfo = true; }
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/**
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* Gets the current Speed Base of the entity
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* @return the current Speed Base of the entity
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*/
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const uint32_t GetSpeedBase() const { return m_SpeedBase; }
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/**
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* Sets the Speed Base of the entity
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* @param SpeedBase the Speed Base to set
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*/
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void SetSpeedBase(uint32_t SpeedBase) { m_SpeedBase = SpeedBase; }
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/**
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* Gives the player rewards for the last level that they leveled up from
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*/
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void HandleLevelUp();
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/**
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* Gets the current Character Version of the entity
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* @return the current Character Version of the entity
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*/
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const eCharacterVersion GetCharacterVersion() const { return m_CharacterVersion; }
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/**
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* Sets the Character Version of the entity
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* @param CharacterVersion the Character Version to set
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*/
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void SetCharacterVersion(eCharacterVersion CharacterVersion) { m_CharacterVersion = CharacterVersion; }
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/**
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* Set the Base Speed retroactively of the entity
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*/
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void SetRetroactiveBaseSpeed();
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private:
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/**
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* whether the level is dirty
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*/
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bool m_DirtyLevelInfo = false;
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/**
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* Level of the entity
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*/
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uint32_t m_Level;
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/**
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* The base speed of the entity
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*/
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float m_SpeedBase;
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/**
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* The Character format version
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*/
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eCharacterVersion m_CharacterVersion;
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};
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