DarkflameServer/dGame/dComponents/ModuleAssemblyComponent.h
David Markowitz 2528e02b98 add final
2023-07-09 19:48:23 -07:00

82 lines
2.1 KiB
C++

#ifndef __MODULEASSEMBLYCOMPONENT__H__
#define __MODULEASSEMBLYCOMPONENT__H__
#pragma once
#include "Component.h"
#include "eReplicaComponentType.h"
namespace RakNet {
class BitStream;
};
/**
* Component that belongs to an object that may be modularly built, like cars and rockets. Note that this is not the
* same as having said items in your inventory (the subkey for this component) this component is the one that
* renders the entity into the world.
*/
class ModuleAssemblyComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MODULE_ASSEMBLY;
ModuleAssemblyComponent(Entity* parent);
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
/**
* Sets the subkey of this entity
* @param value the subkey to set
*/
void SetSubKey(const LWOOBJID& value) { m_SubKey = value; };
/**
* Returns the subkey for this entity
* @return the subkey for this entity
*/
LWOOBJID GetSubKey() const { return m_SubKey; };
/**
* Sets the optional parts value
* @param value the value to set
*/
void SetUseOptionalParts(bool value) { m_UseOptionalParts = value; };
/**
* Returns the optional parts value
* @return the value to set
*/
bool GetUseOptionalParts() const { return m_UseOptionalParts; };
/**
* Sets the assembly part lots (the subsections of this modular build)
* @param value the assembly part lots to set
*/
void SetAssemblyPartsLOTs(const std::u16string& value);
/**
* Returns the assembly part lots (the subsections of this modular build)
* @return
*/
const std::u16string& GetAssemblyPartsLOTs() const { return m_AssemblyPartsLOTs; };
private:
/**
* The sub key is the entity that this entity is an instance of. E.g. the item in the inventory. If a car for
* example is to be rendered, this sub key refers to the car item that was used to build this entity.
*/
LWOOBJID m_SubKey;
/**
* Whether to use optional parts, currently unused
*/
bool m_UseOptionalParts;
/**
* The sub items that this entity is made of
*/
std::u16string m_AssemblyPartsLOTs;
};
#endif //!__MODULEASSEMBLYCOMPONENT__H__