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dfb2fd93b4
* EntityManager: ranges and cleanup 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 * use size_t * use lwoobjid for ghost candidate
58 lines
1.5 KiB
C++
58 lines
1.5 KiB
C++
#include "GhostComponent.h"
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GhostComponent::GhostComponent(Entity* parent) : Component(parent) {
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m_GhostReferencePoint = NiPoint3Constant::ZERO;
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m_GhostOverridePoint = NiPoint3Constant::ZERO;
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m_GhostOverride = false;
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}
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GhostComponent::~GhostComponent() {
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for (auto& observedEntity : m_ObservedEntities) {
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if (observedEntity == LWOOBJID_EMPTY) continue;
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auto* entity = Game::entityManager->GetGhostCandidate(observedEntity);
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if (!entity) continue;
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entity->SetObservers(entity->GetObservers() - 1);
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}
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}
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void GhostComponent::SetGhostReferencePoint(const NiPoint3& value) {
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m_GhostReferencePoint = value;
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}
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void GhostComponent::SetGhostOverridePoint(const NiPoint3& value) {
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m_GhostOverridePoint = value;
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}
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void GhostComponent::AddLimboConstruction(LWOOBJID objectId) {
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m_LimboConstructions.insert(objectId);
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}
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void GhostComponent::RemoveLimboConstruction(LWOOBJID objectId) {
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m_LimboConstructions.erase(objectId);
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}
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void GhostComponent::ConstructLimboEntities() {
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for (const auto& objectId : m_LimboConstructions) {
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auto* entity = Game::entityManager->GetEntity(objectId);
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if (!entity) continue;
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Game::entityManager->ConstructEntity(entity, m_Parent->GetSystemAddress());
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}
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m_LimboConstructions.clear();
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}
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void GhostComponent::ObserveEntity(LWOOBJID id) {
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m_ObservedEntities.insert(id);
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}
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bool GhostComponent::IsObserved(LWOOBJID id) {
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return m_ObservedEntities.contains(id);
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}
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void GhostComponent::GhostEntity(LWOOBJID id) {
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m_ObservedEntities.erase(id);
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}
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