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5225c86d65
* Misc component cleanup * Update InventoryComponent.h * Update MissionComponent.h * Update PropertyManagementComponent.h * Update PropertyVendorComponent.h * Update SkillComponent.h maximum pedantry B) * SoundTriggerComponent.h braces gone * Rename SoundTriggerComponent.h braces gone to SoundTriggerComponent.h I was tired
77 lines
2.4 KiB
C++
77 lines
2.4 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2018
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*/
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#ifndef PROXIMITYMONITORCOMPONENT_H
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#define PROXIMITYMONITORCOMPONENT_H
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#include "BitStream.h"
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#include "Entity.h"
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#include "dpWorld.h"
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#include "dpEntity.h"
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#include "Component.h"
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#include "eReplicaComponentType.h"
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/**
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* Utility component for detecting how close entities are to named proximities for this entity. Allows you to store
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* proximity checks for multiple ojects.
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*/
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class ProximityMonitorComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PROXIMITY_MONITOR;
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ProximityMonitorComponent(Entity* parentEntity, int smallRadius = -1, int largeRadius = -1);
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~ProximityMonitorComponent() override;
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void Update(float deltaTime) override;
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/**
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* Creates an entry to check proximity for, given a name
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* @param proxRadius the radius to use for the physics entity we use to detect proximity
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* @param name the name of this check
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*/
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void SetProximityRadius(float proxRadius, const std::string& name);
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/**
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* Creates an entry to check proximity for, given a name
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* @param entity the physics entity to add to our proximity sensors
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* @param name the name of this check
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*/
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void SetProximityRadius(dpEntity* entity, const std::string& name);
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/**
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* Returns the last of entities that are used to check proximity, given a name
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* @param name the proximity name to retrieve physics objects for
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* @return a map of physics entities for this name, indexed by object ID
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*/
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const std::map<LWOOBJID, dpEntity*>& GetProximityObjects(const std::string& name);
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/**
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* Checks if the passed object is in proximity of the named proximity sensor
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* @param name the name of the sensor to check proximity for
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* @param objectID the entity to check if they're in proximity
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* @return true if the object is in proximity, false otherwise
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*/
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bool IsInProximity(const std::string& name, LWOOBJID objectID);
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/**
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* Returns all the proximity sensors stored on this component, indexed by name
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* @return all the proximity sensors stored on this component
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*/
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const std::map<std::string, dpEntity*>& GetProximitiesData() const { return m_ProximitiesData; }
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private:
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/**
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* All the proximity sensors for this component, indexed by name
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*/
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std::map<std::string, dpEntity*> m_ProximitiesData = {};
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/**
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* Default value for the proximity data
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*/
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static const std::map<LWOOBJID, dpEntity*> m_EmptyObjectMap;
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};
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#endif // PROXIMITYMONITORCOMPONENT_H
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