mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
366 lines
10 KiB
C++
366 lines
10 KiB
C++
#ifndef QUICKBUILDCOMPONENT_H
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#define QUICKBUILDCOMPONENT_H
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#include "BitStream.h"
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#include <vector>
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#include <string>
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#include "dCommonVars.h"
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#include "NiPoint3.h"
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#include "ScriptedActivityComponent.h"
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#include "Preconditions.h"
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#include "Component.h"
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#include "eReplicaComponentType.h"
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#include "eQuickBuildState.h"
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class Entity;
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enum class eQuickBuildFailReason : uint32_t;
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/**
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* Component that handles entities that can be built into other entities using the quick build mechanic. Generally
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* consists of an activator that shows a popup and then the actual entity that the bricks are built into. Note
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* that quick builds are also scripted activities so this shared some logic with the ScriptedActivityComponent.
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*/
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class QuickBuildComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::QUICK_BUILD;
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QuickBuildComponent(Entity* const entity);
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~QuickBuildComponent() 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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* Handles a OnUse event from some entity, initiating the quick build
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* @param originator the entity that triggered the event
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*/
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void OnUse(Entity* originator) override;
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/**
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* Spawns the activator that can be used to initiate the quickbuild
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*/
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void SpawnActivator();
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/**
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* Despawns the activiator that can be used to initiate the quickbuild
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*/
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void DespawnActivator();
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/**
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* Returns the entity that acts as the activator for this quickbuild
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* @return the entity that acts as the activator for this quickbuild
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*/
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[[nodiscard]] Entity* GetActivator() const;
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/**
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* Returns the spawn position of the activator for this quickbuild, if any
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* @return the spawn position of the activator for this quickbuild, if any
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*/
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[[nodiscard]] NiPoint3 GetActivatorPosition() const noexcept;
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/**
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* Sets the spawn position for the activator of this quickbuild
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* @param value the spawn position to set for the activator
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*/
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void SetActivatorPosition(const NiPoint3& value) noexcept;
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/**
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* Returns the time it takes for the quickbuild to reset after being built
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* @return the time it takes for the quickbuild to reset after being built
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*/
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[[nodiscard]] float GetResetTime() const noexcept;
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/**
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* Sets the time it takes for the quickbuild to reset after being built
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* @param value the reset time to set
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*/
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void SetResetTime(const float value) noexcept;
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/**
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* Returns the time it takes to complete the quickbuild
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* @return the time it takes to complete the quickbuild
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*/
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[[nodiscard]] float GetCompleteTime() const noexcept;
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/**
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* Sets the time it takes to complete the quickbuild
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* @param value the completion time to set
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*/
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void SetCompleteTime(const float value) noexcept;
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/**
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* Returns the imagination that's taken when completing the quickbuild
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* @return the imagination that's taken when completing the quickbuild
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*/
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[[nodiscard]] int32_t GetTakeImagination() const noexcept;
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/**
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* Sets the imagination that's taken when completing the quickbuild
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* @param value the imagination deduction to set
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*/
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void SetTakeImagination(const int32_t value) noexcept;
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/**
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* Returns if the quickbuild can be interrupted, currently unused
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* @return if the quickbuild can be interrupted
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*/
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[[nodiscard]] bool GetInterruptible() const noexcept;
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/**
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* Sets whether or not the quickbuild can be interrupted, currently unused
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* @param value true if the quickbuild may be interrupted, false otherwise
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*/
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void SetInterruptible(const bool value) noexcept;
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/**
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* Returns whether or not this entity contains a built-in activator
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* @return whether or not this entity contains a built-in activator
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*/
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[[nodiscard]] bool GetSelfActivator() const noexcept;
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/**
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* Sets whether or not this entity contains a built-in activator. If set to false this will spawn activators on
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* each new quickbuild.
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* @param value whether or not this entity contains a built-in activator
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*/
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void SetSelfActivator(const bool value) noexcept;
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/**
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* Currently unused
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*/
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[[nodiscard]] std::vector<int32_t> GetCustomModules() const noexcept;
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/**
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* Currently unused
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*/
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void SetCustomModules(const std::vector<int32_t>& value) noexcept;
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/**
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* Returns the activity ID for participating in this quickbuild
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* @return the activity ID for participating in this quickbuild
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*/
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[[nodiscard]] int32_t GetActivityId() const noexcept;
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/**
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* Sets the activity ID for participating in this quickbuild
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* @param value the activity ID to set
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*/
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void SetActivityId(const int32_t value) noexcept;
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/**
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* Currently unused
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*/
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[[nodiscard]] int32_t GetPostImaginationCost() const noexcept;
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/**
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* Currently unused
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*/
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void SetPostImaginationCost(const int32_t value) noexcept;
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/**
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* Returns the time it takes for an incomplete quickbuild to be smashed automatically
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* @return the time it takes for an incomplete quickbuild to be smashed automatically
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*/
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[[nodiscard]] float GetTimeBeforeSmash() const noexcept;
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/**
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* Sets the time it takes for an incomplete quickbuild to be smashed automatically
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* @param value the time to set
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*/
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void SetTimeBeforeSmash(const float value) noexcept;
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/**
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* Returns the current quickbuild state
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* @return the current quickbuild state
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*/
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[[nodiscard]] eQuickBuildState GetState() const noexcept;
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/**
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* Returns the player that is currently building this quickbuild
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* @return the player that is currently building this quickbuild
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*/
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[[nodiscard]] Entity* GetBuilder() const;
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/**
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* Returns whether or not the player is repositioned when initiating the quickbuild
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* @return whether or not the player is repositioned when initiating the quickbuild
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*/
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[[nodiscard]] bool GetRepositionPlayer() const noexcept;
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/**
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* Sets whether or not the player is repositioned when initiating the quickbuild
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* @param value whether or not the player is repositioned when initiating the quickbuild
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*/
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void SetRepositionPlayer(const bool value) noexcept;
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/**
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* Adds a callback that is called when the quickbuild is completed
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* @param callback the callback to add
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*/
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void AddQuickBuildCompleteCallback(const std::function<void(Entity* user)>& callback);
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/**
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* Adds a callback when the quickbuild state is updated
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* @param callback the callback to add
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*/
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void AddQuickBuildStateCallback(const std::function<void(eQuickBuildState state)>& callback);
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/**
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* Resets the quickbuild
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* @param failed whether or not the player failed to complete the quickbuild, triggers an extra animation
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*/
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void ResetQuickBuild(const bool failed);
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/**
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* Cancels the quickbuild if it wasn't completed
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* @param builder the player that's currently building
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* @param failReason the reason the quickbuild was cancelled
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* @param skipChecks whether or not to skip the check for the quickbuild not being completed
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*/
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void CancelQuickBuild(Entity* const builder, const eQuickBuildFailReason failReason, const bool skipChecks = false);
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private:
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/**
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* Whether or not the quickbuild state has been changed since we last serialized it.
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*/
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bool m_StateDirty = true;
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/**
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* The state the quickbuild is currently in
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*/
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eQuickBuildState m_State = eQuickBuildState::OPEN;
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/**
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* The time that has passed since initiating the quickbuild
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*/
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float m_Timer = 0;
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/**
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* The time that has passed before completing the quickbuild
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*/
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float m_TimerIncomplete = 0;
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/**
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* The position that the quickbuild activator is spawned at
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*/
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NiPoint3 m_ActivatorPosition = NiPoint3Constant::ZERO;
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/**
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* The entity that represents the quickbuild activator
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*/
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Entity* m_Activator = nullptr;
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/**
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* The ID of the entity that represents the quickbuild activator
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*/
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LWOOBJID m_ActivatorId = LWOOBJID_EMPTY;
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/**
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* Triggers the blinking that indicates that the quickbuild is resetting
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*/
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bool m_ShowResetEffect = false;
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/**
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* Currently unused
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*/
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float m_Taken = 0;
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/**
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* The callbacks that are called when the quickbuild is completed
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*/
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std::vector<std::function<void(Entity* user)>> m_QuickBuildCompleteCallbacks{};
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/**
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* The callbacks that are called when the quickbuild state is updated
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*/
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std::vector<std::function<void(eQuickBuildState state)>> m_QuickBuildStateCallbacks{};
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/**
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* The time it takes for the quickbuild to reset after being completed
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*/
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float m_ResetTime = 0;
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/**
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* The time it takes to complete the quickbuild
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*/
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float m_CompleteTime = 0;
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/**
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* The imagination that's deducted when completing the quickbuild
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*/
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int32_t m_TakeImagination = 0;
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/**
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* Currently unused
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*/
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bool m_Interruptible = false;
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/**
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* Whether or not this quickbuild entity also has an activator attached. If not a new one will be spawned
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*/
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bool m_SelfActivator = false;
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/**
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* Currently unused
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*/
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std::vector<int32_t> m_CustomModules{};
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/**
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* The activity ID that players partake in when doing this quickbuild
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*/
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int32_t m_ActivityId = 0;
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/**
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* Currently unused
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*/
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int32_t m_PostImaginationCost = 0;
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/**
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* The time it takes for the quickbuild to reset when it's not completed yet
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*/
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float m_TimeBeforeSmash = 0;
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/**
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* The time it takes to drain imagination
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*/
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float m_TimeBeforeDrain = 0;
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/**
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* The amount of imagination that was drained when building this quickbuild
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*/
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int32_t m_DrainedImagination = 0;
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/**
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* Whether to reposition the player or not when building
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*/
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bool m_RepositionPlayer = true;
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/**
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* Currently unused
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*/
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int32_t m_SoftTimer = 0;
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/**
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* The ID of the entity that's currently building the quickbuild
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*/
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LWOOBJID m_Builder = LWOOBJID_EMPTY;
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/**
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* Preconditions to be met before being able to start the quickbuild
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*/
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PreconditionExpression* m_Precondition = nullptr;
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/**
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* Starts the quickbuild for a certain entity
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* @param user the entity to start the quickbuild
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*/
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void StartQuickBuild(Entity* const user);
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/**
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* Completes the quickbuild for an entity, dropping loot and despawning the activator
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* @param user the entity that completed the quickbuild
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*/
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void CompleteQuickBuild(Entity* const user);
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};
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#endif // QUICKBUILDCOMPONENT_H
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