DarkflameServer/dGame/dComponents/MovingPlatformComponent.h
2024-02-18 00:55:20 -06:00

326 lines
11 KiB
C++

/*
* Darkflame Universe
* Copyright 2019
*/
#ifndef MOVINGPLATFORMCOMPONENT_H
#define MOVINGPLATFORMCOMPONENT_H
#include "NiPoint3.h"
#include <memory>
#include <string>
#include <vector>
#include "dCommonVars.h"
#include "Component.h"
#include "eReplicaComponentType.h"
class PathWaypoint;
class Path;
/**
* The different types of platform movement state
*/
enum eMovementPlatformState : uint32_t
{
Waiting = 1 << 0U,
Travelling = 1 << 1U,
Stopped = 1 << 2U,
ReachedDesiredWaypoint = 1 << 3U,
ReachedFinalWaypoint = 1 << 4U,
};
/**
* Different types of available platforms
*/
enum class eMoverSubComponentType : uint32_t {
None = 0,
Mover = 4,
SimpleMover = 5,
Rotator = 6
};
class MovingPlatformComponent;
// In the context of a platform that is TimeBasedMovement,
// the speed member from the Path is used as the time to go between waypoints.
class PlatformSubComponent {
public:
PlatformSubComponent(MovingPlatformComponent* parentComponent);
virtual ~PlatformSubComponent() = default;
virtual void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate);
virtual eMoverSubComponentType GetPlatformType() { return eMoverSubComponentType::None; };
bool GetIsDirty() const { return m_IsDirty; }
virtual void LoadDataFromTemplate() {};
virtual void LoadConfigData() {};
virtual void StartPathing();
virtual void ResumePathing();
virtual void StopPathing();
virtual void Update(float deltaTime);
float CalculateSpeed() const;
const PathWaypoint& GetNextWaypoint() const;
const PathWaypoint& GetCurrentWaypoint() const;
const int32_t FindNextWaypointIndex();
const int32_t FindNextReversedWaypointIndex();
void SetupPath(const std::string& pathName, uint32_t startingWaypointIndex, bool startsInReverse);
void AdvanceToNextWaypoint();
void AdvanceToNextReverseWaypoint();
NiPoint3 CalculateLinearVelocity();
void UpdateLinearVelocity();
void UpdateAngularVelocity();
float CalculatePercentToNextWaypoint();
// Write all the getters for the below members
bool GetTimeBasedMovement() const { return m_TimeBasedMovement; }
const Path* GetPath() const { return m_Path; }
float GetSpeed() const { return m_Speed; }
float GetWaitTime() const { return m_WaitTime; }
float GetMoveTimeElapsed() const { return m_MoveTimeElapsed; }
float GetPercentUntilNextWaypoint() const { return m_PercentUntilNextWaypoint; }
int32_t GetCurrentWaypointIndex() const { return m_CurrentWaypointIndex; }
int32_t GetNextWaypointIndex() const { return m_NextWaypointIndex; }
bool GetInReverse() const { return m_InReverse; }
bool GetShouldStopAtDesiredWaypoint() const { return m_ShouldStopAtDesiredWaypoint; }
int32_t GetDesiredWaypointIndex() const { return m_DesiredWaypointIndex; }
uint32_t GetState() const { return m_State; }
const NiPoint3& GetPosition() const { return m_Position; }
const NiQuaternion& GetRotation() const { return m_Rotation; }
const NiPoint3& GetLinearVelocity() const { return m_LinearVelocity; }
const NiPoint3& GetAngularVelocity() const { return m_AngularVelocity; }
const MovingPlatformComponent* GetParentComponent() const { return m_ParentComponent; }
const float GetIdleTimeElapsed() const { return m_IdleTimeElapsed; }
protected:
MovingPlatformComponent* m_ParentComponent;
/**
* The state the platform is currently in
*/
uint32_t m_State;
int32_t m_DesiredWaypointIndex;
float m_PercentUntilNextWaypoint;
NiPoint3 m_Position;
int32_t m_CurrentWaypointIndex;
int32_t m_NextWaypointIndex;
float m_IdleTimeElapsed;
float m_Speed;
float m_WaitTime;
float m_MoveTimeElapsed;
bool m_IsDirty;
bool m_InReverse;
bool m_ShouldStopAtDesiredWaypoint;
NiPoint3 m_LinearVelocity;
NiPoint3 m_AngularVelocity;
bool m_TimeBasedMovement;
const Path* m_Path;
NiQuaternion m_Rotation;
};
class MoverPlatformSubComponent : public PlatformSubComponent {
public:
inline static const eMoverSubComponentType SubComponentType = eMoverSubComponentType::Mover;
MoverPlatformSubComponent(MovingPlatformComponent* parentComponent);
~MoverPlatformSubComponent() override = default;
eMoverSubComponentType GetPlatformType() override { return eMoverSubComponentType::Mover; }
void LoadConfigData() override;
private:
bool m_AllowPositionSnapping = true;
float m_MaxLerpDistnace = 16.0f;
};
class RotatorPlatformSubComponent : public PlatformSubComponent {
public:
inline static const eMoverSubComponentType SubComponentType = eMoverSubComponentType::Rotator;
RotatorPlatformSubComponent(MovingPlatformComponent* parentComponent);
~RotatorPlatformSubComponent() override = default;
eMoverSubComponentType GetPlatformType() override { return eMoverSubComponentType::Rotator; }
void LoadConfigData() override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override { PlatformSubComponent::Serialize(outBitStream, bIsInitialUpdate); };
private:
NiPoint3 m_Rotation = NiPoint3Constant::ZERO;
float m_Rate = 0.0f;
NiPoint3 m_AngularVelocity = NiPoint3Constant::ZERO;
bool m_AllowRotationSnapping = true;
float m_MaxLerpAngle = 0.1396263;
bool m_DirtyAngularVelocity = false;
float m_UnknownFloat = 0.0f;
};
// Only moves. Has NO path. This moving platform gets its initial position and rotation from the server on serialization.
class SimpleMoverPlatformSubComponent : public PlatformSubComponent {
public:
inline static const eMoverSubComponentType SubComponentType = eMoverSubComponentType::SimpleMover;
SimpleMoverPlatformSubComponent(MovingPlatformComponent* parentComponent, const NiPoint3& platformMove, const bool startAtEnd);
~SimpleMoverPlatformSubComponent() override = default;
eMoverSubComponentType GetPlatformType() override { return eMoverSubComponentType::SimpleMover; }
void LoadConfigData() override;
void LoadDataFromTemplate() override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
bool m_HasStartingPoint = false;
bool m_DirtyStartingPoint = false;
NiPoint3 m_StartingPoint;
NiQuaternion m_StartingRotation;
NiPoint3 m_PlatformMove;
float m_MoveTime;
bool m_StartAtEnd;
};
/**
* Represents entities that may be moving platforms, indicating how they should move through the world.
* NOTE: the logic in this component hardly does anything, apparently the client can figure most of this stuff out
* if you just serialize it correctly, resulting in smoother results anyway. Don't be surprised if the exposed APIs
* don't at all do what you expect them to as we don't instruct the client of changes made here.
* ^^^ Trivia: This made the red blocks platform and property platforms a pain to implement.
*/
class MovingPlatformComponent final : public Component {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::MOVING_PLATFORM;
MovingPlatformComponent(Entity* parent, const std::string& pathName);
void LoadDataFromTemplate();
void LoadConfigData();
void Update(float deltaTime) override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
/**
* Stops all pathing, called when an entity starts a quick build associated with this platform
*/
void OnQuickBuildInitilized();
/**
* Starts the pathing, called when an entity completed a quick build associated with this platform
*/
void OnCompleteQuickBuild();
/**
* Updates the movement state for the moving platform
* @param value the movement state to set
*/
void SetMovementState(eMovementPlatformState value);
/**
* Instructs the moving platform to go to some waypoint
* @param index the index of the waypoint
* @param stopAtWaypoint determines if the platform should stop at the waypoint
*/
void GotoWaypoint(uint32_t index, bool stopAtWaypoint = true);
/**
* Starts the pathing of this platform, setting appropriate waypoints and speeds
*/
void StartPathing();
/**
* Continues the path of the platform, after it's been stopped
*/
void ContinuePathing();
/**
* Stops the platform from moving, waiting for it to be activated again.
*/
void StopPathing();
/**
* Determines if the entity should be serialized on the next update
* @param value whether to serialize the entity or not
*/
void SetSerialized(bool value) {};
/**
* Returns if this platform will start automatically after spawn
* @return if this platform will start automatically after spawn
*/
bool GetNoAutoStart() const;
/**
* Sets the auto start value for this platform
* @param value the auto start value to set
*/
void SetNoAutoStart(bool value);
/**
* Warps the platform to a waypoint index, skipping its current path
* @param index the index to go to
*/
void WarpToWaypoint(size_t index);
/**
* Returns the waypoint this platform was previously at
* @return the waypoint this platform was previously at
*/
size_t GetLastWaypointIndex() const;
template<typename MovingPlatform, typename ...ConstructorValues>
void AddMovingPlatform(ConstructorValues... arguments) {
static_assert(std::is_base_of<PlatformSubComponent, MovingPlatform>::value, "MovingPlatform must derive from PlatformSubComponent");
auto hasPlatform = std::find_if(m_Platforms.begin(), m_Platforms.end(), [](const std::unique_ptr<PlatformSubComponent>& platform) {
return platform->GetPlatformType() == MovingPlatform::SubComponentType;
}) != m_Platforms.end();
if (!hasPlatform) {
m_Platforms.push_back(std::make_unique<MovingPlatform>(this, std::forward<ConstructorValues>(arguments)...));
}
}
bool HasPlatform() { return !m_Platforms.empty(); }
const PlatformSubComponent& GetPlatform() const {
return *m_Platforms.at(0);
}
int32_t GetComponentId() const { return componentId; }
// Make
const std::u16string& GetPathName() const { return m_PathName; }
void SetPathName(const std::u16string& pathName) { m_PathName = pathName; }
bool GetPathingStopped() const { return m_PathingStopped; }
void SetPathingStopped(bool value) { m_PathingStopped = value; }
uint32_t GetStartingWaypointIndex() const { return m_StartingWaypointIndex; }
void SetStartingWaypointIndex(uint32_t value) { m_StartingWaypointIndex = value; }
bool GetStartsIsInReverse() const { return m_StartsIsInReverse; }
void SetStartsIsInReverse(bool value) { m_StartsIsInReverse = value; }
bool GetStartOnload() const { return m_StartOnload; }
void SetStartOnload(bool value) { m_StartOnload = value; }
bool GetDirtyPathInfo() const { return m_DirtyPathInfo; }
private:
/**
* The name of the path this platform is currently on
*/
std::u16string m_PathName;
/**
* Whether the platform has stopped pathing
*/
bool m_PathingStopped = false;
uint32_t m_StartingWaypointIndex = 0;
bool m_StartsIsInReverse = false;
int32_t componentId = -1;
/**
* The mover sub component that belongs to this platform
*/
std::vector<std::unique_ptr<PlatformSubComponent>> m_Platforms;
/**
* Whether the platform shouldn't auto start
*/
bool m_NoAutoStart;
bool m_DirtyPathInfo = false;
bool m_StartOnload = false;
};
#endif // MOVINGPLATFORMCOMPONENT_H