DarkflameServer/dGame/dComponents/MultiZoneEntranceComponent.h
David Markowitz ae349d6b15
feat: Add isolated and simplified path to add components (#1204)
* 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>
2023-10-22 20:08:49 -05:00

40 lines
1.2 KiB
C++

#pragma once
#include "Entity.h"
#include "Component.h"
#include "eReplicaComponentType.h"
/**
* Component that handles the LUP/WBL rocket launchpad that can be interacted with to travel to WBL worlds.
*
*/
class MultiZoneEntranceComponent : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MULTI_ZONE_ENTRANCE;
/**
* Constructor for this component, builds the m_LUPWorlds vector
* @param parent parent that contains this component
*/
MultiZoneEntranceComponent(Entity* parent);
~MultiZoneEntranceComponent() override;
/**
* Handles an OnUse event from some entity, preparing it for launch to some other world
* @param originator the entity that triggered the event
*/
void OnUse(Entity* originator) override;
/**
* Handles an OnUse event from some entity, preparing it for launch to some other world
* @param originator the entity that triggered the event
* @param index index of the world that was selected
*/
void OnSelectWorld(Entity* originator, uint32_t index);
private:
/**
* vector of the LUP World Zone IDs, built from CDServer's LUPZoneIDs table
*/
std::vector<LWOMAPID> m_LUPWorlds{};
};