mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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28ce8ac54d
resolves a memory leak in BrickDatabase, adds stability to character save doc. Tested that saving manually via force-save, logout and /crash all saved my position and my removed banana as expected. The doc was always deleted on character destruction and on any updates, so this is just a semantic change (and now we no longer have new'd tinyxml2::documents on the heap)
153 lines
4.6 KiB
C++
153 lines
4.6 KiB
C++
#ifndef BUFFCOMPONENT_H
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#define BUFFCOMPONENT_H
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#include "dCommonVars.h"
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#include "RakNetTypes.h"
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#include <vector>
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#include <unordered_map>
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#include <map>
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#include "Component.h"
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#include "eReplicaComponentType.h"
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class Entity;
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/**
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* Extra information on effects to apply after applying a buff, for example whether to buff armor, imag or health and by how much
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*/
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struct BuffParameter {
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int32_t buffId;
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std::string name;
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float value;
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std::vector<float> values;
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int32_t effectId;
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};
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/**
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* Meta information about a buff that can be applied, e.g. how long it's applied, who applied it, etc.
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*/
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struct Buff {
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int32_t id = 0;
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float time = 0;
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float tick = 0;
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float tickTime = 0;
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int32_t stacks = 0;
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LWOOBJID source = 0;
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int32_t behaviorID = 0;
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bool cancelOnDamaged = false;
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bool cancelOnDeath = false;
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bool cancelOnLogout = false;
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bool cancelOnRemoveBuff = false;
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bool cancelOnUi = false;
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bool cancelOnUnequip = false;
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bool cancelOnZone = false;
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bool applyOnTeammates = false;
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uint32_t refCount = 0;
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};
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/**
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* Allows for the application of buffs to the parent entity, altering health, armor and imagination.
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*/
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class BuffComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::BUFF;
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explicit BuffComponent(Entity* parent);
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~BuffComponent();
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Entity* GetParent() const;
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void LoadFromXml(const tinyxml2::XMLDocument& doc) override;
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void UpdateXml(tinyxml2::XMLDocument& doc) override;
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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void Update(float deltaTime) override;
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/**
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* Applies a buff to the parent entity
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* @param id the id of the buff to apply
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* @param duration the duration of the buff in seconds
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* @param source an optional source entity that cast the buff
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* @param addImmunity client flag
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* @param cancelOnDamaged client flag to indicate that the buff should disappear when damaged
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* @param cancelOnDeath client flag to indicate that the buff should disappear when dying
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* @param cancelOnLogout client flag to indicate that the buff should disappear when logging out
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* @param cancelOnRemoveBuff client flag to indicate that the buff should disappear when a concrete GM to do so comes around
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* @param cancelOnUi client flag to indicate that the buff should disappear when interacting with UI
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* @param cancelOnUnequip client flag to indicate that the buff should disappear when the triggering item is unequipped
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* @param cancelOnZone client flag to indicate that the buff should disappear when changing zones
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*/
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void ApplyBuff(int32_t id, float duration, LWOOBJID source, bool addImmunity = false, bool cancelOnDamaged = false,
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bool cancelOnDeath = true, bool cancelOnLogout = false, bool cancelOnRemoveBuff = true,
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bool cancelOnUi = false, bool cancelOnUnequip = false, bool cancelOnZone = false, bool applyOnTeammates = false);
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void ApplyBuffFx(uint32_t buffId, const BuffParameter& buffName);
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void RemoveBuffFx(uint32_t buffId, const BuffParameter& buffName);
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/**
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* Removes a buff from the parent entity, reversing its effects
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* @param id the id of the buff to remove
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* @param removeImmunity whether or not to remove immunity on removing the buff
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*/
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void RemoveBuff(int32_t id, bool fromUnEquip = false, bool removeImmunity = false, bool ignoreRefCount = false);
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/**
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* Returns whether or not the entity has a buff identified by `id`
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* @param id the id of the buff to find
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* @return whether or not the entity has a buff with the specified id active
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*/
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bool HasBuff(int32_t id);
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/**
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* Applies the effects of the buffs on the entity, e.g.: changing armor, health, imag, etc.
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* @param id the id of the buff effects to apply
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*/
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void ApplyBuffEffect(int32_t id);
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/**
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* Reverses the effects of the applied buff
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* @param id the id of the buff for which to remove the effects
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*/
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void RemoveBuffEffect(int32_t id);
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/**
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* Removes all buffs for the entity and reverses all of their effects
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*/
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void RemoveAllBuffs();
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/**
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* Removes all buffs for the entity and reverses all of their effects
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*/
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void Reset();
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/**
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* Applies all effects for all buffs, active or not, again
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*/
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void ReApplyBuffs();
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/**
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* Gets all the parameters (= effects), for the buffs that belong to this component
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* @param buffId
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* @return
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*/
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const std::vector<BuffParameter>& GetBuffParameters(int32_t buffId);
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private:
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/**
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* The currently active buffs
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*/
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std::map<int32_t, Buff> m_Buffs;
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// Buffs to remove at the end of the update frame.
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std::set<int32_t> m_BuffsToRemove;
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/**
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* Parameters (=effects) for each buff
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*/
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static std::unordered_map<int32_t, std::vector<BuffParameter>> m_Cache;
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};
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#endif // BUFFCOMPONENT_H
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