DarkflameServer/dGame/dComponents/MovingPlatformComponent.h
2023-07-31 02:13:19 -07:00

214 lines
6.3 KiB
C++

/*
* Darkflame Universe
* Copyright 2019
*/
#ifndef MOVINGPLATFORMCOMPONENT_H
#define MOVINGPLATFORMCOMPONENT_H
#include "NiPoint3.h"
#include <memory>
#include <string>
#include <vector>
#include "dCommonVars.h"
#include "Component.h"
#include "eMovementPlatformState.h"
#include "eReplicaComponentType.h"
class Path;
/**
* Different types of available platforms
*/
enum class eMoverSubComponentType : uint32_t {
None = 0,
Mover = 4,
SimpleMover = 5,
Rotator = 6
};
class PlatformSubComponent {
public:
PlatformSubComponent();
virtual ~PlatformSubComponent() = default;
virtual void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate);
virtual eMoverSubComponentType GetPlatformType() { return eMoverSubComponentType::None; };
bool GetIsDirty() const { return m_IsDirty; }
protected:
#ifdef _MOVING_PLATFORM_TEST
public:
#endif
/**
* The state the platform is currently in
*/
eMovementPlatformState m_State = eMovementPlatformState::Stopped | eMovementPlatformState::ReachedDesiredWaypoint;
int32_t m_DesiredWaypointIndex = 0;
float m_PercentBetweenPoints = 0;
NiPoint3 m_Position;
uint32_t m_CurrentWaypointIndex;
uint32_t m_NextWaypointIndex;
float m_IdleTimeElapsed = 0;
float m_Speed = 0;
float m_WaitTime = 0;
float m_MoveTimeElapsed = 0;
bool m_IsDirty = false;
bool m_InReverse = false;
bool m_ShouldStopAtDesiredWaypoint = false;
};
class MoverPlatformSubComponent : public PlatformSubComponent {
public:
MoverPlatformSubComponent() : PlatformSubComponent() {};
~MoverPlatformSubComponent() override = default;
eMoverSubComponentType GetPlatformType() override { return eMoverSubComponentType::Mover; }
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override { PlatformSubComponent::Serialize(outBitStream, bIsInitialUpdate); };
};
class RotatorPlatformSubComponent : public PlatformSubComponent {
public:
RotatorPlatformSubComponent() : PlatformSubComponent() {};
~RotatorPlatformSubComponent() override = default;
eMoverSubComponentType GetPlatformType() override { return eMoverSubComponentType::Rotator; }
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override { PlatformSubComponent::Serialize(outBitStream, bIsInitialUpdate); };
};
// Only moves. Has NO path.
class SimpleMoverPlatformSubComponent : public PlatformSubComponent {
public:
SimpleMoverPlatformSubComponent() : PlatformSubComponent() {};
~SimpleMoverPlatformSubComponent() override = default;
eMoverSubComponentType GetPlatformType() override { return eMoverSubComponentType::SimpleMover; }
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override { PlatformSubComponent::Serialize(outBitStream, bIsInitialUpdate); };
};
/**
* Represents entities that may be moving platforms, indicating how they should move through the world.
* NOTE: the logic in this component hardly does anything, apparently the client can figure most of this stuff out
* if you just serialize it correctly, resulting in smoother results anyway. Don't be surprised if the exposed APIs
* don't at all do what you expect them to as we don't instruct the client of changes made here.
* ^^^ Trivia: This made the red blocks platform and property platforms a pain to implement.
*/
class MovingPlatformComponent : public Component {
public:
static const eReplicaComponentType ComponentType = eReplicaComponentType::MOVING_PLATFORM;
MovingPlatformComponent(Entity* parent, const std::string& pathName);
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
/**
* Stops all pathing, called when an entity starts a quick build associated with this platform
*/
void OnRebuildInitilized();
/**
* Starts the pathing, called when an entity completed a quick build associated with this platform
*/
void OnCompleteRebuild();
/**
* Updates the movement state for the moving platform
* @param value the movement state to set
*/
void SetMovementState(eMovementPlatformState value);
/**
* Instructs the moving platform to go to some waypoint
* @param index the index of the waypoint
* @param stopAtWaypoint determines if the platform should stop at the waypoint
*/
void GotoWaypoint(uint32_t index, bool stopAtWaypoint = true);
/**
* Starts the pathing of this platform, setting appropriate waypoints and speeds
*/
void StartPathing();
/**
* Continues the path of the platform, after it's been stopped
*/
void ContinuePathing();
/**
* Stops the platform from moving, waiting for it to be activated again.
*/
void StopPathing();
/**
* Determines if the entity should be serialized on the next update
* @param value whether to serialize the entity or not
*/
void SetSerialized(bool value);
/**
* Returns if this platform will start automatically after spawn
* @return if this platform will start automatically after spawn
*/
bool GetNoAutoStart() const;
/**
* Sets the auto start value for this platform
* @param value the auto start value to set
*/
void SetNoAutoStart(bool value);
/**
* Warps the platform to a waypoint index, skipping its current path
* @param index the index to go to
*/
void WarpToWaypoint(size_t index);
/**
* Returns the waypoint this platform was previously at
* @return the waypoint this platform was previously at
*/
size_t GetLastWaypointIndex() const;
#ifdef _MOVING_PLATFORM_TEST
/**
* Only used for testing. Do not call in production code. Let the constructor take care of this.
*
* @param platformSubComponent
*/
void _AddPlatformSubComponent(std::unique_ptr<PlatformSubComponent> platformSubComponent) {
m_Platforms.push_back(std::move(platformSubComponent));
}
void _SetPath(const std::u16string& path) {
m_PathName = path;
m_DirtyPathInfo = true;
}
#endif
private:
/**
* The name of the path this platform is currently on
*/
std::u16string m_PathName;
/**
* Whether the platform has stopped pathing
*/
bool m_PathingStopped = false;
/**
* The mover sub component that belongs to this platform
*/
std::vector<std::unique_ptr<PlatformSubComponent>> m_Platforms;
/**
* Whether the platform shouldn't auto start
*/
bool m_NoAutoStart;
/**
* Whether to serialize the entity on the next update
*/
bool m_Serialize = false;
bool m_DirtyPathInfo = false;
};
#endif // MOVINGPLATFORMCOMPONENT_H