DarkflameServer/dGame/dComponents/BuffComponent.h
David Markowitz 28ce8ac54d
remove usage of xmldoc as a ptr (#1538)
resolves a memory leak in BrickDatabase, adds stability to character save doc.

Tested that saving manually via force-save, logout and /crash all saved my position and my removed banana as expected.
The doc was always deleted on character destruction and on any updates, so this is just a semantic change (and now we no longer have new'd tinyxml2::documents on the heap)
2024-04-08 15:13:49 -05:00

153 lines
4.6 KiB
C++

#ifndef BUFFCOMPONENT_H
#define BUFFCOMPONENT_H
#include "dCommonVars.h"
#include "RakNetTypes.h"
#include <vector>
#include <unordered_map>
#include <map>
#include "Component.h"
#include "eReplicaComponentType.h"
class Entity;
/**
* Extra information on effects to apply after applying a buff, for example whether to buff armor, imag or health and by how much
*/
struct BuffParameter {
int32_t buffId;
std::string name;
float value;
std::vector<float> values;
int32_t effectId;
};
/**
* Meta information about a buff that can be applied, e.g. how long it's applied, who applied it, etc.
*/
struct Buff {
int32_t id = 0;
float time = 0;
float tick = 0;
float tickTime = 0;
int32_t stacks = 0;
LWOOBJID source = 0;
int32_t behaviorID = 0;
bool cancelOnDamaged = false;
bool cancelOnDeath = false;
bool cancelOnLogout = false;
bool cancelOnRemoveBuff = false;
bool cancelOnUi = false;
bool cancelOnUnequip = false;
bool cancelOnZone = false;
bool applyOnTeammates = false;
uint32_t refCount = 0;
};
/**
* Allows for the application of buffs to the parent entity, altering health, armor and imagination.
*/
class BuffComponent final : public Component {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::BUFF;
explicit BuffComponent(Entity* parent);
~BuffComponent();
Entity* GetParent() const;
void LoadFromXml(const tinyxml2::XMLDocument& doc) override;
void UpdateXml(tinyxml2::XMLDocument& doc) override;
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
void Update(float deltaTime) override;
/**
* Applies a buff to the parent entity
* @param id the id of the buff to apply
* @param duration the duration of the buff in seconds
* @param source an optional source entity that cast the buff
* @param addImmunity client flag
* @param cancelOnDamaged client flag to indicate that the buff should disappear when damaged
* @param cancelOnDeath client flag to indicate that the buff should disappear when dying
* @param cancelOnLogout client flag to indicate that the buff should disappear when logging out
* @param cancelOnRemoveBuff client flag to indicate that the buff should disappear when a concrete GM to do so comes around
* @param cancelOnUi client flag to indicate that the buff should disappear when interacting with UI
* @param cancelOnUnequip client flag to indicate that the buff should disappear when the triggering item is unequipped
* @param cancelOnZone client flag to indicate that the buff should disappear when changing zones
*/
void ApplyBuff(int32_t id, float duration, LWOOBJID source, bool addImmunity = false, bool cancelOnDamaged = false,
bool cancelOnDeath = true, bool cancelOnLogout = false, bool cancelOnRemoveBuff = true,
bool cancelOnUi = false, bool cancelOnUnequip = false, bool cancelOnZone = false, bool applyOnTeammates = false);
void ApplyBuffFx(uint32_t buffId, const BuffParameter& buffName);
void RemoveBuffFx(uint32_t buffId, const BuffParameter& buffName);
/**
* Removes a buff from the parent entity, reversing its effects
* @param id the id of the buff to remove
* @param removeImmunity whether or not to remove immunity on removing the buff
*/
void RemoveBuff(int32_t id, bool fromUnEquip = false, bool removeImmunity = false, bool ignoreRefCount = false);
/**
* Returns whether or not the entity has a buff identified by `id`
* @param id the id of the buff to find
* @return whether or not the entity has a buff with the specified id active
*/
bool HasBuff(int32_t id);
/**
* Applies the effects of the buffs on the entity, e.g.: changing armor, health, imag, etc.
* @param id the id of the buff effects to apply
*/
void ApplyBuffEffect(int32_t id);
/**
* Reverses the effects of the applied buff
* @param id the id of the buff for which to remove the effects
*/
void RemoveBuffEffect(int32_t id);
/**
* Removes all buffs for the entity and reverses all of their effects
*/
void RemoveAllBuffs();
/**
* Removes all buffs for the entity and reverses all of their effects
*/
void Reset();
/**
* Applies all effects for all buffs, active or not, again
*/
void ReApplyBuffs();
/**
* Gets all the parameters (= effects), for the buffs that belong to this component
* @param buffId
* @return
*/
const std::vector<BuffParameter>& GetBuffParameters(int32_t buffId);
private:
/**
* The currently active buffs
*/
std::map<int32_t, Buff> m_Buffs;
// Buffs to remove at the end of the update frame.
std::set<int32_t> m_BuffsToRemove;
/**
* Parameters (=effects) for each buff
*/
static std::unordered_map<int32_t, std::vector<BuffParameter>> m_Cache;
};
#endif // BUFFCOMPONENT_H