mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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214 lines
6.3 KiB
C++
214 lines
6.3 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 "NiPoint3.h"
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#include <memory>
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#include <string>
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#include <vector>
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#include "dCommonVars.h"
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#include "Component.h"
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#include "eMovementPlatformState.h"
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#include "eReplicaComponentType.h"
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class Path;
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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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None = 0,
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Mover = 4,
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SimpleMover = 5,
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Rotator = 6
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};
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class PlatformSubComponent {
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public:
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PlatformSubComponent();
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virtual ~PlatformSubComponent() = default;
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virtual void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate);
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virtual eMoverSubComponentType GetPlatformType() { return eMoverSubComponentType::None; };
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bool GetIsDirty() const { return m_IsDirty; }
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protected:
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#ifdef _MOVING_PLATFORM_TEST
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public:
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#endif
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/**
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* The state the platform is currently in
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*/
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eMovementPlatformState m_State = eMovementPlatformState::Stopped | eMovementPlatformState::ReachedDesiredWaypoint;
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int32_t m_DesiredWaypointIndex = 0;
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float m_PercentBetweenPoints = 0;
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NiPoint3 m_Position;
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uint32_t m_CurrentWaypointIndex;
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uint32_t m_NextWaypointIndex;
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float m_IdleTimeElapsed = 0;
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float m_Speed = 0;
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float m_WaitTime = 0;
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float m_MoveTimeElapsed = 0;
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bool m_IsDirty = false;
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bool m_InReverse = false;
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bool m_ShouldStopAtDesiredWaypoint = false;
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};
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class MoverPlatformSubComponent : public PlatformSubComponent {
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public:
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MoverPlatformSubComponent() : PlatformSubComponent() {};
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~MoverPlatformSubComponent() override = default;
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eMoverSubComponentType GetPlatformType() override { return eMoverSubComponentType::Mover; }
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override { PlatformSubComponent::Serialize(outBitStream, bIsInitialUpdate); };
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};
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class RotatorPlatformSubComponent : public PlatformSubComponent {
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public:
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RotatorPlatformSubComponent() : PlatformSubComponent() {};
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~RotatorPlatformSubComponent() override = default;
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eMoverSubComponentType GetPlatformType() override { return eMoverSubComponentType::Rotator; }
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override { PlatformSubComponent::Serialize(outBitStream, bIsInitialUpdate); };
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};
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// Only moves. Has NO path.
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class SimpleMoverPlatformSubComponent : public PlatformSubComponent {
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public:
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SimpleMoverPlatformSubComponent() : PlatformSubComponent() {};
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~SimpleMoverPlatformSubComponent() override = default;
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eMoverSubComponentType GetPlatformType() override { return eMoverSubComponentType::SimpleMover; }
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override { PlatformSubComponent::Serialize(outBitStream, bIsInitialUpdate); };
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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 eReplicaComponentType ComponentType = eReplicaComponentType::MOVING_PLATFORM;
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MovingPlatformComponent(Entity* parent, const std::string& pathName);
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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(eMovementPlatformState 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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#ifdef _MOVING_PLATFORM_TEST
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/**
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* Only used for testing. Do not call in production code. Let the constructor take care of this.
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*
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* @param platformSubComponent
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*/
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void _AddPlatformSubComponent(std::unique_ptr<PlatformSubComponent> platformSubComponent) {
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m_Platforms.push_back(std::move(platformSubComponent));
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}
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void _SetPath(const std::u16string& path) {
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m_PathName = path;
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m_DirtyPathInfo = true;
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}
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#endif
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private:
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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 mover sub component that belongs to this platform
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*/
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std::vector<std::unique_ptr<PlatformSubComponent>> m_Platforms;
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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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bool m_DirtyPathInfo = false;
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};
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#endif // MOVINGPLATFORMCOMPONENT_H
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