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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>
451 lines
12 KiB
C++
451 lines
12 KiB
C++
#ifndef CONTROLLABLEPHYSICSCOMPONENT_H
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#define CONTROLLABLEPHYSICSCOMPONENT_H
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#include "dCommonVars.h"
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#include "RakNetTypes.h"
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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#include "tinyxml2.h"
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#include "PhysicsComponent.h"
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#include "dpCollisionChecks.h"
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#include "PhantomPhysicsComponent.h"
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#include "eBubbleType.h"
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#include "eReplicaComponentType.h"
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class Entity;
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class dpEntity;
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enum class eStateChangeType : uint32_t;
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/**
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* Handles the movement of controllable Entities, e.g. enemies and players
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*/
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class ControllablePhysicsComponent : public PhysicsComponent {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::CONTROLLABLE_PHYSICS;
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ControllablePhysicsComponent(Entity* entity);
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~ControllablePhysicsComponent() override;
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void Update(float deltaTime) override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
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void LoadFromXml(tinyxml2::XMLDocument* doc) override;
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void UpdateXml(tinyxml2::XMLDocument* doc) override;
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/**
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* Sets the position of this entity, also ensures this update is serialized next tick.
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* If the entity is static, this is a no-op.
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* @param pos The position to set
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*/
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void SetPosition(const NiPoint3& pos) override;
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/**
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* Sets the rotation of this entity, ensures this change is serialized next tick. If the entity is static, this is
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* a no-op.
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* @param rot the rotation to set
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*/
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void SetRotation(const NiQuaternion& rot) override;
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/**
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* Sets the current velocity of this entity, ensures that this change is serialized next tick. If the entity is
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* marked as static this is a no-op.
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* @param vel the velocity to set
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*/
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void SetVelocity(const NiPoint3& vel);
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/**
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* Returns the current velocity of this entity
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* @return the current velocity of this entity
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*/
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const NiPoint3& GetVelocity() const { return m_Velocity; }
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/**
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* Sets the angular velocity (e.g. rotational velocity) of this entity and ensures this is serialized next tick.
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* If the entity is marked as static this is a no-op.
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* @param vel the angular velocity to set.
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*/
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void SetAngularVelocity(const NiPoint3& vel);
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/**
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* Returns the current angular velocity of this entity
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* @return the current angular velocity of this entity
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*/
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const NiPoint3& GetAngularVelocity() const { return m_AngularVelocity; }
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/**
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* Sets the IsOnGround value, determining whether or not the entity is stuck to the ground. Note that this is mostly
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* a client side flag as no server-side entities jump around and therefore this does not have to be updated server
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* side.
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* @param val whether the entity is on the ground.
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*/
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void SetIsOnGround(bool val);
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/**
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* Returns whether or not the entity is currently on the ground
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* @return whether the entity is currently on the ground
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*/
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const bool GetIsOnGround() const { return m_IsOnGround; }
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/**
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* Sets the on-rail parameter, determining if a player is currently on a rail (e.g. the lamps in Ninjago).
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* Also ensures that this change is serialized.
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* @param val whether the player is currently on a rail
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*/
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void SetIsOnRail(bool val);
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/**
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* Returns whether or not this entity is currently on a rail.
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* @return whether or not this entity is currently on a rail
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*/
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const bool GetIsOnRail() const { return m_IsOnRail; }
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/**
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* Mark the position as dirty, forcing a serialization update next tick
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* @param val whether or not the position is dirty
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*/
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void SetDirtyPosition(bool val);
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/**
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* Mark the velocity as dirty, forcing a serializtion update next tick
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* @param val whether or not the velocity is dirty
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*/
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void SetDirtyVelocity(bool val);
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/**
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* Mark the angular velocity as dirty, forcing a serialization update next tick
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* @param val whether or not the angular velocity is dirty
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*/
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void SetDirtyAngularVelocity(bool val);
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/**
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* Sets whether or not the entity is currently wearing a jetpack
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* @param val whether or not the entity is currently wearing a jetpack
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*/
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void SetInJetpackMode(bool val) { m_InJetpackMode = val; }
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/**
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* Returns whether or not the entity is currently wearing a jetpack
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* @return whether or not the entity is currently wearing a jetpack
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*/
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const bool GetInJetpackMode() const { return m_InJetpackMode; }
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/**
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* Sets whether or not the entity is currently flying a jetpack
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* @param val whether or not the entity is currently flying a jetpack
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*/
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void SetJetpackFlying(bool val) { m_JetpackFlying = val; }
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/**
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* Returns whether or not an entity is currently flying a jetpack
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* @return whether or not an entity is currently flying a jetpack
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*/
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const bool GetJetpackFlying() const { return m_JetpackFlying; }
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/**
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* UNUSED: necessary for serialization
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*/
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void SetJetpackBypassChecks(bool val) { m_JetpackBypassChecks = val; }
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/**
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* UNUSUED: necessary for serialization
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*/
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const bool GetJetpackBypassChecks() const { return m_JetpackBypassChecks; }
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/**
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* Set the jetpack effect ID
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* @param effectID the effect to play while using the jetpack
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*/
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void SetJetpackEffectID(int effectID) { m_JetpackEffectID = effectID; }
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/**
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* Returns the current jetpack effect ID
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* @return the current jetpack effect ID
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*/
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const int GetJetpackEffectID() const { return m_JetpackEffectID; }
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/**
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* Sets a speed multiplier, altering the entities speed
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* @param value the multiplier to set
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*/
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void SetSpeedMultiplier(float value) { m_SpeedMultiplier = value; m_DirtyCheats = true; }
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/**
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* Returns the current speed multiplier
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* @return the current speed multiplier
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*/
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const float GetSpeedMultiplier() const { return m_SpeedMultiplier; }
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/**
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* Sets the current gravity scale, allowing the entity to move using altered gravity
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* @param value the gravity value to set
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*/
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void SetGravityScale(float value) { m_GravityScale = value; m_DirtyCheats = true; }
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/**
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* Returns the current gravity scale
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* @return the current gravity scale
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*/
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const float GetGravityScale() const { return m_GravityScale; }
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/**
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* Sets the ignore multipliers value, allowing you to skip the serialization of speed and gravity multipliers
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* @param value whether or not to ignore multipliers
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*/
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void SetIgnoreMultipliers(bool value) { m_IgnoreMultipliers = value; }
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/**
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* Returns the current ignore multipliers value
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* @return the current ignore multipliers value
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*/
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const bool GetIgnoreMultipliers() const { return m_IgnoreMultipliers; }
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/**
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* Can make an entity static, making it unable to move around
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* @param value whether or not the entity is static
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*/
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void SetStatic(const bool value) { m_Static = value; }
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/**
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* Returns whether or not this entity is currently static
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* @return whether or not this entity is currently static
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*/
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bool GetStatic() const { return m_Static; }
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/**
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* Sets if the entity is Teleporting,
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* @param value whether or not the entity is Is Teleporting
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*/
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void SetIsTeleporting(const bool value) { m_IsTeleporting = value; }
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/**
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* Returns whether or not this entity is currently is teleporting
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* @return whether or not this entity is currently is teleporting
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*/
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bool GetIsTeleporting() const { return m_IsTeleporting; }
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/**
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* Returns the Physics entity for the component
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* @return Physics entity for the component
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*/
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dpEntity* GetdpEntity() const { return m_dpEntity; }
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/**
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* I store this in a vector because if I have 2 separate pickup radii being applied to the player, I dont know which one is correctly active.
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* This method adds the pickup radius to the vector of active radii and if its larger than the current one, is applied as the new pickup radius.
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*/
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void AddPickupRadiusScale(float value);
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/**
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* Removes the provided pickup radius scale from our list of buffs
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* The recalculates what our pickup radius is.
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*/
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void RemovePickupRadiusScale(float value);
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/**
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* The pickup radii of this component.
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* @return All active radii scales for this component.
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*/
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std::vector<float> GetActivePickupRadiusScales() { return m_ActivePickupRadiusScales; };
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/**
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* Add a Speed boost to the entity
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* This will recalculate the speed boost based on what is being added
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*/
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void AddSpeedboost(float value);
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/**
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* Remove speed boost from entity
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* This will recalculate the speed boost based on what is the last one in te vector
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*/
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void RemoveSpeedboost(float value);
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/**
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* The speed boosts of this component.
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* @return All active Speed boosts for this component.
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*/
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std::vector<float> GetActiveSpeedboosts() { return m_ActiveSpeedBoosts; };
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/**
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* Activates the Bubble Buff
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*/
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void ActivateBubbleBuff(eBubbleType bubbleType = eBubbleType::DEFAULT, bool specialAnims = true);
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/**
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* Deactivates the Bubble Buff
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*/
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void DeactivateBubbleBuff();
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/**
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* Gets if the Entity is in a bubble
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*/
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bool GetIsInBubble(){ return m_IsInBubble; };
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/**
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* Push or Pop a layer of stun immunity to this entity
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*/
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void SetStunImmunity(
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const eStateChangeType state,
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const LWOOBJID originator = LWOOBJID_EMPTY,
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const bool bImmuneToStunAttack = false,
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const bool bImmuneToStunEquip = false,
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const bool bImmuneToStunInteract = false,
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const bool bImmuneToStunJump = false,
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const bool bImmuneToStunMove = false,
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const bool bImmuneToStunTurn = false,
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const bool bImmuneToStunUseItem = false
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);
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// getters for stun immunities
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const bool GetImmuneToStunAttack() { return m_ImmuneToStunAttackCount > 0;};
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const bool GetImmuneToStunEquip() { return m_ImmuneToStunEquipCount > 0;};
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const bool GetImmuneToStunInteract() { return m_ImmuneToStunInteractCount > 0;};
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const bool GetImmuneToStunJump() { return m_ImmuneToStunJumpCount > 0;};
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const bool GetImmuneToStunMove() { return m_ImmuneToStunMoveCount > 0;};
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const bool GetImmuneToStunTurn() { return m_ImmuneToStunTurnCount > 0;};
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const bool GetImmuneToStunUseItem() { return m_ImmuneToStunUseItemCount > 0;};
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private:
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/**
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* The entity that owns this component
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*/
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dpEntity* m_dpEntity;
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/**
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* Whether or not the velocity is dirty, forcing a serialization of the velocity
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*/
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bool m_DirtyVelocity;
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/**
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* The current velocity of the entity
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*/
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NiPoint3 m_Velocity;
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/**
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* Whether or not the angular velocity is dirty, forcing a serialization
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*/
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bool m_DirtyAngularVelocity;
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/**
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* The current angular velocity of the entity
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*/
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NiPoint3 m_AngularVelocity;
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/**
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* Whether or not the entity is on the ground, generally unused
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*/
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bool m_IsOnGround;
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/**
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* Whether or not the entity is on a rail, e.g. in Ninjago
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*/
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bool m_IsOnRail;
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/**
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* Whether or not this entity has a jetpack equipped
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*/
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bool m_InJetpackMode;
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/**
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* Whether or not this entity is currently flying a jetpack
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*/
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bool m_JetpackFlying;
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/**
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* Bypass jetpack checks, currently unused
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*/
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bool m_JetpackBypassChecks;
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/**
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* The effect that plays while using the jetpack
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*/
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int32_t m_JetpackEffectID;
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/**
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* The current speed multiplier, allowing an entity to run faster
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*/
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float m_SpeedMultiplier;
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/**
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* The current gravity scale, allowing an entity to move at an altered gravity
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*/
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float m_GravityScale;
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/**
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* Forces a serialization of the speed multiplier and the gravity scale
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*/
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bool m_DirtyCheats;
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/**
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* Makes it so that the speed multiplier and gravity scale are no longer serialized if false
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*/
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bool m_IgnoreMultipliers;
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/**
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* Whether this entity is static, making it unable to move
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*/
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bool m_Static;
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/**
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* Whether the pickup scale is dirty.
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*/
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bool m_DirtyEquippedItemInfo;
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/**
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* The list of pickup radius scales for this entity
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*/
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std::vector<float> m_ActivePickupRadiusScales;
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/**
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* The active pickup radius for this entity
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*/
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float m_PickupRadius;
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/**
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* If the entity is teleporting
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*/
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bool m_IsTeleporting;
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/**
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* The list of speed boosts for this entity
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*/
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std::vector<float> m_ActiveSpeedBoosts;
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/**
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* The active speed boost for this entity
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*/
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float m_SpeedBoost;
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/*
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* If Bubble info is dirty
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*/
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bool m_DirtyBubble;
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/*
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* If the entity is in a bubble
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*/
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bool m_IsInBubble;
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/*
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* The type of bubble the entity has
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*/
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eBubbleType m_BubbleType;
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/*
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* If the entity should be using the special animations
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*/
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bool m_SpecialAnims;
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/**
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* stun immunity counters
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*/
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int32_t m_ImmuneToStunAttackCount;
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int32_t m_ImmuneToStunEquipCount;
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int32_t m_ImmuneToStunInteractCount;
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int32_t m_ImmuneToStunJumpCount;
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int32_t m_ImmuneToStunMoveCount;
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int32_t m_ImmuneToStunTurnCount;
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int32_t m_ImmuneToStunUseItemCount;
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};
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#endif // CONTROLLABLEPHYSICSCOMPONENT_H
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