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ae349d6b15
* Components: Make ComponentType inline Prevents the next commits ODR violation * Components: Add new components * Entity: Add headers inline script component ComponentType * Components: Flip constructor argument order Entity comes first always * Entity: Add generic AddComponent Allows for much easier adding of components and is error proof by not allowing the user to add more than 1 of a specific component type to an Entity. * Entity: Migrate all component constructors Move all to the new variadic templates AddComponent function to reduce clutter and ways the component map is modified. The new function makes no assumptions. Component is assumed to not exist and is checked for with operator[]. This will construct a null component which will then be newed if the component didnt exist, or it will just get the current component if it does already exist. No new component will be allocated or constructed if the component already exists and the already existing pointer is returned instead. * Entity: Add placement new For the case where the component may already exist, use a placement new to construct the component again, it would be constructed again, but would not need to go through the allocator. * Entity: Add comments on likely new code * Tests: Fix tests * Update Entity.cpp * Update SGCannon.cpp * Entity: call destructor when re-constructing * Update Entity.cpp Update Entity.cpp --------- Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
107 lines
2.1 KiB
C++
107 lines
2.1 KiB
C++
#ifndef SWITCHCOMPONENT_H
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#define SWITCHCOMPONENT_H
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#include "RakNetTypes.h"
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#include "Entity.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "RebuildComponent.h"
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#include "BouncerComponent.h"
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#include <algorithm>
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#include "Component.h"
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#include "eReplicaComponentType.h"
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/**
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* A component for switches in game, including pet triggered switches.
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*/
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class SwitchComponent : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::SWITCH;
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SwitchComponent(Entity* parent);
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~SwitchComponent() override;
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void Update(float deltaTime) override;
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Entity* GetParentEntity() const;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
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/**
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* Sets whether the switch is on or off.
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* @param active whether the switch is on or off.
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*/
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void SetActive(bool active);
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/**
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* Returns whether the switch is on or off.
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*/
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bool GetActive() const;
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/**
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* Sets the attached pet bouncer
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* @param value the attached pet bouncer
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*/
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void SetPetBouncer(BouncerComponent* value);
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/**
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* Returns the attached pet bouncer
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*/
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BouncerComponent* GetPetBouncer() const;
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/**
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* Invoked when a entity enters the trigger area.
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*/
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void EntityEnter(Entity* entity);
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/**
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* Invoked when a entity leaves the trigger area.
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*/
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void EntityLeave(Entity* entity);
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/**
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* Returns the closest switch from a given position
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* @param position the position to check
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* @return the closest switch from a given position
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*/
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static SwitchComponent* GetClosestSwitch(NiPoint3 position);
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private:
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/**
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* A list of all pet switches.
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*/
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static std::vector<SwitchComponent*> petSwitches;
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/**
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* Attached rebuild component.
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*/
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RebuildComponent* m_Rebuild;
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/**
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* If the switch is on or off.
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*/
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bool m_Active;
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/**
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* The amount of entities in the trigger area.
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*/
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int m_EntitiesOnSwitch = 0;
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/**
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* The switch reset time
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*/
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int m_ResetTime = INT_MAX;
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/**
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* Timer for resetting the switch
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*/
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float m_Timer = 0.0f;
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/**
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* Attached pet bouncer
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*/
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BouncerComponent* m_PetBouncer = nullptr;
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};
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#endif // SWITCHCOMPONENT_H
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