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The client's LWOPlatform logic (ArrivedAtWaypoint 0x00c86c30, ProcessStateChange 0x00cce380, GetNextWaypoint, the waypoint speeds) runs on the server: stopped at a waypoint (25 at an end) for its wait, then travelling (2), serialized on arrival and departure as in the NT mover captures; constructions carry the path and the mover state; RequestPlatformResync gets the current state, percent and position. The LOT 9483 timers are gone. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
307 lines
9.5 KiB
C++
307 lines
9.5 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2019
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*/
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#ifndef MOVINGPLATFORMCOMPONENT_H
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#define MOVINGPLATFORMCOMPONENT_H
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#include "RakNetTypes.h"
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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#include <string>
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#include "dCommonVars.h"
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#include "EntityManager.h"
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#include "Component.h"
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#include "eMovementPlatformState.h"
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#include "eReplicaComponentType.h"
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class Path;
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namespace GameMessages { struct PlatformResync; }
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/**
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* Different types of available platforms
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*/
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enum class eMoverSubComponentType : uint32_t {
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mover = 4,
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/**
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* A two point mover set up from the MovingPlatforms table or the platformMove* settings (used in NJ)
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*/
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simpleMover = 5,
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/**
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* A mover that turns between rotations along its path (same data as a mover)
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*/
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rotater = 6,
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/**
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* The level config set the platform flags all false: the client makes no subcomponent
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*/
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none = 0,
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};
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/**
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* The client's platform state flags (LWOPlatform)
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*/
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namespace ePlatformStateFlag {
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constexpr uint32_t Stopped = 1;
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constexpr uint32_t Travelling = 2;
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constexpr uint32_t Waiting = 4;
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constexpr uint32_t ReachedDesiredWaypoint = 8;
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constexpr uint32_t ReachedFinalDestination = 16;
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};
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/**
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* How the client picks the subcomponent (LWOMovingPlatformComponent::LoadConfigData): the platformIsRotater,
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* platformIsMover and platformIsSimpleMover settings, and when none is set a mover for a platform with no registry
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* component (set up from its attached path) or a simple mover for one with a registry component.
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* The client makes one subcomponent per flag set (mover, simple mover, rotater, LWOMovingPlatformComponent::SetupPlatform);
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* DLU keeps one, the first in that order.
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*/
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eMoverSubComponentType ChooseMoverSubComponentType(int32_t componentID, const Entity& entity);
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/**
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* A mover between a start point and that point moved by platformMove (in the start rotation), taking
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* platformMoveTime seconds, as LWOPlatformSimpleMover::GenerateSimpleMoverPath builds its two waypoint path.
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*/
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class SimpleMoverSubComponent {
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public:
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate);
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NiPoint3 mStartPosition{};
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NiQuaternion mStartRotation{};
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NiPoint3 mMove{};
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float mMoveTime = 0.0f;
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bool mStartAtEnd = false;
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/**
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* ePlatformStateFlag bits. Live constructed simple movers stopped at their desired waypoint.
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*/
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uint32_t mState = ePlatformStateFlag::Stopped | ePlatformStateFlag::ReachedDesiredWaypoint;
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int32_t mCurrentWaypointIndex = 0;
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bool mInReverse = false;
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bool mDirtyStartingPoint = false;
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bool mDirtyState = false;
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/**
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* The world position of a waypoint (0 the start, 1 the end)
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*/
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NiPoint3 GetWaypointPosition(int32_t index) const;
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};
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/**
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* Sub component for moving platforms that determine the actual current movement state
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*/
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/**
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* A mover (or rotater) along its path, run by the server as live ran it: the client's LWOPlatform logic (ArrivedAtWaypoint
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* 0x00c86c30, ProcessStateChange 0x00cce380, GetNextWaypoint 0x00bd4490 / GetNextReversedWaypoint 0x00bd4420, the speeds
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* of GetWaypointSpeed 0x00be90d0), with live's states: it travels (2), and at a waypoint it is stopped (1) with
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* ReachedDesiredWaypoint (8), and ReachedFinalDestination (16) at either end, while it waits the waypoint's wait time;
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* each arrival and departure is serialized (NT movers in the live captures: 25 on arrival, 2 on departure).
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*/
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class MoverSubComponent {
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public:
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MoverSubComponent(const NiPoint3& startPos);
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~MoverSubComponent();
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate);
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// ePlatformStateFlag bits
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uint32_t mState = ePlatformStateFlag::Stopped | ePlatformStateFlag::ReachedDesiredWaypoint;
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int32_t mDesiredWaypointIndex = -1;
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bool mInReverse = false;
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bool mShouldStopAtDesiredWaypoint = false;
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// From the current waypoint (0) to the next (1)
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float mPercentBetweenPoints = 0;
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// Where it is now (current waypoint + percent towards the next)
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NiPoint3 mPosition{};
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uint32_t mCurrentWaypointIndex = 0;
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uint32_t mNextWaypointIndex = 0;
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// Time spent at the waypoint, and how long it waits there (the waypoint's wait, at least 0.1 s)
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float mIdleTimeElapsed = 0;
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float mTimeToWait = 0;
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// Whether it leaves when the wait is over (false: stopped until told otherwise)
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bool mDepartAfterWait = false;
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// Time travelled since the current waypoint (time based paths only)
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float mMoveTimeElapsed = 0;
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// The current and next waypoints' speeds; time based paths: the seconds from one to the next in mCurrentSpeed
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float mCurrentSpeed = 0;
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float mNextSpeed = 0;
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// From the current waypoint to the next
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float mSegmentLength = 0;
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bool mTimeBased = false;
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};
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/**
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* Represents entities that may be moving platforms, indicating how they should move through the world.
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* NOTE: the logic in this component hardly does anything, apparently the client can figure most of this stuff out
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* if you just serialize it correctly, resulting in smoother results anyway. Don't be surprised if the exposed APIs
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* don't at all do what you expect them to as we don't instruct the client of changes made here.
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* ^^^ Trivia: This made the red blocks platform and property platforms a pain to implement.
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*/
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class MovingPlatformComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::MOVING_PLATFORM;
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MovingPlatformComponent(Entity* parent, const int32_t componentID, const std::string& pathName);
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~MovingPlatformComponent() override;
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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/**
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* Stops all pathing, called when an entity starts a quick build associated with this platform
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*/
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void OnQuickBuildInitilized();
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/**
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* Starts the pathing, called when an entity completed a quick build associated with this platform
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*/
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void OnCompleteQuickBuild();
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/**
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* Updates the movement state for the moving platform
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* @param value the movement state to set
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*/
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void SetMovementState(eMovementPlatformState value);
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/**
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* Instructs the moving platform to go to some waypoint
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* @param index the index of the waypoint
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* @param stopAtWaypoint determines if the platform should stop at the waypoint
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*/
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void GotoWaypoint(uint32_t index, bool stopAtWaypoint = true);
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/**
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* Starts the pathing of this platform, setting appropriate waypoints and speeds
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*/
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void StartPathing();
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/**
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* Stops the platform from moving, waiting for it to be activated again.
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*/
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void StopPathing();
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/**
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* Determines if the entity should be serialized on the next update
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* @param value whether to serialize the entity or not
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*/
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void SetSerialized(bool value);
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/**
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* Returns if this platform will start automatically after spawn
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* @return if this platform will start automatically after spawn
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*/
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bool GetNoAutoStart() const;
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/**
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* Sets the auto start value for this platform
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* @param value the auto start value to set
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*/
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void SetNoAutoStart(bool value);
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/**
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* Warps the platform to a waypoint index, skipping its current path
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* @param index the index to go to
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*/
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void WarpToWaypoint(size_t index);
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/**
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* Returns the waypoint this platform was previously at
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* @return the waypoint this platform was previously at
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*/
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size_t GetLastWaypointIndex() const;
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/**
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* Returns the sub component that actually defines how the platform moves around (speeds, etc).
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* @return the sub component that actually defines how the platform moves around
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*/
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MoverSubComponent* GetMoverSubComponent() const;
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/**
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* Returns the simple mover sub component, if this platform is a simple mover
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*/
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SimpleMoverSubComponent* GetSimpleMoverSubComponent() const;
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eMoverSubComponentType GetMoverSubComponentType() const { return m_MoverSubComponentType; }
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/**
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* Called when a simple mover gets to the waypoint it was sent to: the client's LWOPlatform::ArrivedAtWaypoint
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* and HandleWaypointArrived (Arrived, then ArrivedAtDesiredWaypoint and PlatformAtLastWaypoint)
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*/
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void OnSimpleMoverArrived(int32_t index);
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private:
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/**
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* The path this platform is currently on
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*/
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const Path* m_Path = nullptr;
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/**
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* The name of the path this platform is currently on
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*/
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std::u16string m_PathName;
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/**
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* Whether the platform has stopped pathing
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*/
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bool m_PathingStopped = false;
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// The waypoint the path starts at (attached_path_start), written with the path
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uint32_t m_StartWaypoint = 0;
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/**
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* The type of the subcomponent
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*/
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eMoverSubComponentType m_MoverSubComponentType;
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/**
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* The mover sub component that belongs to this platform
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*/
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void* m_MoverSubComponent;
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/**
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* Counts sends so an arrival timer from an older send does nothing
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*/
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uint32_t m_MoveGeneration = 0;
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void SimpleMoverGotoWaypoint(int32_t index);
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void FireArrivalHooks(uint32_t index, bool atDesiredWaypoint, bool atLastWaypoint);
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// The mover: index becomes the current waypoint (the next from the path's behavior and direction), at it
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void MoverProcessStateChange(uint32_t index);
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// At its current waypoint, stopped; it leaves after the waypoint's wait when depart
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void MoverStopAtWaypoint(bool depart);
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// Leaves (or carries on) towards the next waypoint
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void MoverDepart();
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void MoverArrive();
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public:
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void Update(float deltaTime) override;
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// The mover's state as a PlatformResync gives it (RequestPlatformResync)
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void FillResync(GameMessages::PlatformResync& resync) const;
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// A mover (or rotater) on a path, run by the server
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bool IsMover() const;
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private:
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/**
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* Whether the platform shouldn't auto start
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*/
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bool m_NoAutoStart;
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/**
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* Whether to serialize the entity on the next update
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*/
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bool m_Serialize = false;
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};
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#endif // MOVINGPLATFORMCOMPONENT_H
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