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Components no longer have a virtual OnUse; each component that reacts to a use registers a RequestUse handler, like the client's components. The entity runs the INTERACT trigger and the script, then delivers a RequestUseEvent (carrying the user) to the handlers. The mission choice of a multi-interact use goes only to the mission offer, as before. Switches keep a direct EnterIfResponding for touches and pets. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
79 lines
2.7 KiB
C++
79 lines
2.7 KiB
C++
#pragma once
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#include <map>
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#include "Component.h"
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#include "Entity.h"
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "PropertyMessages.h"
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#include "eReplicaComponentType.h"
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/**
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* Represents the launch pad that's used to select and browse properties
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*/
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class PropertyEntranceComponent final : public Component {
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public:
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explicit PropertyEntranceComponent(Entity* parent, const int32_t componentID);
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY_ENTRANCE;
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/**
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* Handles a RequestUse for some other entity, rendering the property browse menu
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* @param entity the entity that triggered the event
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*/
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bool OnRequestUse(GameMessages::RequestUseEvent& event);
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/**
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* Handles the event triggered when the entity selects a property to visit and makes the entity to there
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* @param entity the entity that triggered the event
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* @param index the index of the property property
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* @param returnToZone whether or not the entity wishes to go back to the launch zone
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* @param sysAddr the address to send gamemessage responses to
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*/
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void OnEnterProperty(Entity* entity, uint32_t index, bool returnToZone, const SystemAddress& sysAddr);
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/**
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* Handles a request for information on available properties when an entity lands on the property
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* @param entity the entity that triggered the event
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* @param includeNullAddress unused
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* @param includeNullDescription unused
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* @param playerOwn only query properties owned by the entity
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* @param updateUi unused
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* @param numResults unused
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* @param lReputationTime unused
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* @param sortMethod unused
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* @param startIndex the minimum index to start the query off
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* @param filterText property names to search for
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* @param sysAddr the address to send gamemessage responses to
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*/
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void OnPropertyEntranceSync(Entity* entity, bool includeNullAddress, bool includeNullDescription, bool playerOwn, bool updateUi, int32_t numResults, int32_t lReputationTime, int32_t sortMethod, int32_t startIndex, std::string filterText, const SystemAddress& sysAddr);
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/**
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* Returns the name of this property
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* @return the name of this property
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*/
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[[nodiscard]] std::string GetPropertyName() const { return m_PropertyName; };
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/**
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* Returns the map ID for this property
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* @return the map ID for this property
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*/
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[[nodiscard]] LWOMAPID GetMapID() const noexcept { return m_MapID; };
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private:
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/**
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* Cache of property information that was queried for property launched, indexed by property ID
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*/
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std::map<LWOOBJID, std::vector<GameMessages::PropertySelectQuery::PropertyInfo>> propertyQueries;
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/**
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* The custom name for this property
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*/
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std::string m_PropertyName;
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/**
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* The base map ID for this property (Avant Grove, etc).
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*/
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LWOMAPID m_MapID;
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};
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