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https://github.com/DarkflameUniverse/DarkflameServer.git
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0545adfac3
Have fun!
235 lines
6.0 KiB
C++
235 lines
6.0 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2019
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*/
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#ifndef MOVINGPLATFORMCOMPONENT_H
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#define MOVINGPLATFORMCOMPONENT_H
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#include "RakNetTypes.h"
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#include "NiPoint3.h"
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#include <string>
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#include "dCommonVars.h"
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#include "EntityManager.h"
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#include "Component.h"
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/**
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* Different types of available platforms
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*/
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enum class eMoverSubComponentType : uint32_t {
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mover = 4,
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/**
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* Used in NJ
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*/
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simpleMover = 5,
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};
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/**
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* The different types of platform movement state, supposedly a bitmap
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*/
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enum class MovementPlatformState : uint32_t
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{
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Moving = 0b00010,
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Stationary = 0b11001,
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Stopped = 0b01100
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};
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/**
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* Sub component for moving platforms that determine the actual current movement state
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*/
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class MoverSubComponent {
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public:
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MoverSubComponent(const NiPoint3& startPos);
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~MoverSubComponent();
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) const;
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/**
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* The state the platform is currently in
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*/
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MovementPlatformState mState = MovementPlatformState::Stationary;
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/**
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* The waypoint this platform currently wants to traverse to
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*/
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int32_t mDesiredWaypointIndex = 0;
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/**
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* Whether the platform is currently reversing away from the desired waypoint
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*/
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bool mInReverse = false;
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/**
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* Whether the platform should stop moving when reaching the desired waypoint
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*/
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bool mShouldStopAtDesiredWaypoint = false;
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/**
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* The percentage of the way between the last point and the desired point
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*/
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float mPercentBetweenPoints = 0;
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/**
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* The current position of the platofrm
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*/
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NiPoint3 mPosition {};
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/**
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* The waypoint the platform is (was) at
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*/
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uint32_t mCurrentWaypointIndex;
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/**
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* The waypoint the platform is attempting to go to
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*/
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uint32_t mNextWaypointIndex;
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/**
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* The timer that handles the time before stopping idling and continue platform movement
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*/
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float mIdleTimeElapsed = 0;
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/**
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* The speed the platform is currently moving at
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*/
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float mSpeed = 0;
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/**
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* The time to wait before continuing movement
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*/
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float mWaitTime = 0;
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};
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/**
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* Represents entities that may be moving platforms, indicating how they should move through the world.
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* NOTE: the logic in this component hardly does anything, apparently the client can figure most of this stuff out
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* if you just serialize it correctly, resulting in smoother results anyway. Don't be surprised if the exposed APIs
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* don't at all do what you expect them to as we don't instruct the client of changes made here.
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* ^^^ Trivia: This made the red blocks platform and property platforms a pain to implement.
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*/
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class MovingPlatformComponent : public Component {
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public:
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static const uint32_t ComponentType = COMPONENT_TYPE_MOVING_PLATFORM;
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MovingPlatformComponent(Entity* parent, const std::string& pathName);
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~MovingPlatformComponent() override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
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/**
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* Stops all pathing, called when an entity starts a quick build associated with this platform
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*/
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void OnRebuildInitilized();
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/**
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* Starts the pathing, called when an entity completed a quick build associated with this platform
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*/
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void OnCompleteRebuild();
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/**
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* Updates the movement state for the moving platform
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* @param value the movement state to set
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*/
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void SetMovementState(MovementPlatformState value);
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/**
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* Instructs the moving platform to go to some waypoint
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* @param index the index of the waypoint
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* @param stopAtWaypoint determines if the platform should stop at the waypoint
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*/
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void GotoWaypoint(uint32_t index, bool stopAtWaypoint = true);
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/**
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* Starts the pathing of this platform, setting appropriate waypoints and speeds
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*/
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void StartPathing();
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/**
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* Continues the path of the platform, after it's been stopped
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*/
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void ContinuePathing();
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/**
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* Stops the platform from moving, waiting for it to be activated again.
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*/
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void StopPathing();
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/**
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* Determines if the entity should be serialized on the next update
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* @param value whether to serialize the entity or not
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*/
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void SetSerialized(bool value);
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/**
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* Returns if this platform will start automatically after spawn
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* @return if this platform will start automatically after spawn
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*/
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bool GetNoAutoStart() const;
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/**
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* Sets the auto start value for this platform
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* @param value the auto start value to set
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*/
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void SetNoAutoStart(bool value);
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/**
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* Warps the platform to a waypoint index, skipping its current path
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* @param index the index to go to
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*/
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void WarpToWaypoint(size_t index);
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/**
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* Returns the waypoint this platform was previously at
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* @return the waypoint this platform was previously at
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*/
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size_t GetLastWaypointIndex() const;
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/**
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* Returns the sub component that actually defines how the platform moves around (speeds, etc).
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* @return the sub component that actually defines how the platform moves around
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*/
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MoverSubComponent* GetMoverSubComponent() const;
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private:
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/**
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* The path this platform is currently on
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*/
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const Path* m_Path = nullptr;
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/**
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* The name of the path this platform is currently on
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*/
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std::u16string m_PathName;
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/**
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* Whether the platform has stopped pathing
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*/
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bool m_PathingStopped = false;
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/**
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* The type of the subcomponent
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*/
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eMoverSubComponentType m_MoverSubComponentType;
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/**
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* The mover sub component that belongs to this platform
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*/
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void* m_MoverSubComponent;
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/**
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* Whether the platform shouldn't auto start
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*/
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bool m_NoAutoStart;
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/**
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* Whether to serialize the entity on the next update
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*/
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bool m_Serialize = false;
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};
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#endif // MOVINGPLATFORMCOMPONENT_H
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