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https://github.com/DarkflameUniverse/DarkflameServer.git
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387 lines
14 KiB
C++
387 lines
14 KiB
C++
#ifndef __ENTITY__H__
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#define __ENTITY__H__
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#include <memory>
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#include <functional>
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#include <unordered_map>
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#include <vector>
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#include "dCommonVars.h"
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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#include "eKillType.h"
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namespace Loot {
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class Info;
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};
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namespace tinyxml2 {
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class XMLDocument;
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};
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namespace CppScripts {
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class Script;
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};
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class Player;
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class EntityInfo;
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class User;
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class Spawner;
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class ScriptComponent;
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class dpEntity;
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class EntityTimer;
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class Component;
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class Item;
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class Character;
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class EntityCallbackTimer;
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class LDFBaseData;
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class BoxDimensions;
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enum class eTriggerEventType;
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enum class eGameMasterLevel : uint8_t;
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enum class eReplicaComponentType : uint32_t;
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enum class eReplicaPacketType : uint8_t;
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enum class eCinematicEvent : uint32_t;
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/**
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* An entity in the world.
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* Entities are composed of components which define their behavior.
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*/
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using ComponentPtr = std::unique_ptr<Component>;
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using ComponentWhitelist = std::vector<eReplicaComponentType>;
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using TemplateComponents = std::vector<std::pair<eReplicaComponentType, uint32_t>>;
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class Entity {
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public:
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explicit Entity(const LWOOBJID& objectID, EntityInfo info, Entity* parentEntity = nullptr);
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virtual ~Entity();
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void ApplyComponentWhitelist(TemplateComponents& components) const;
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static const std::vector<ComponentWhitelist>& GetComponentWhitelists() { return m_ComponentWhitelists; }
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/**
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* Functions used for creating and setting up an Entity.
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*/
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void Initialize();
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/**
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* There are some very very edge cases we need to take care of with what components
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* are kept and removed. Here is where we take care of those cases.
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*/
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void ApplyComponentBlacklist(TemplateComponents& components) const;
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// For adding and removing components based on LDF keys
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void ApplyComponentConfig(TemplateComponents& components) const;
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// Paths have several components they could add. This function will add them.
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void AddPathComponent(TemplateComponents& components) const;
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/**
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* Determines if we should ghost an Entity or not.
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* Ghosting means we no longer serialize it to a specific player because it is out of range.
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*/
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void IsGhosted();
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bool operator==(const Entity& other) const;
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bool operator!=(const Entity& other) const;
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// General Entity info
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const LWOOBJID GetObjectID() const { return m_ObjectID; }
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const LOT GetLOT() const { return m_TemplateID; }
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Entity* GetParentEntity() const { return m_ParentEntity; }
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const bool GetIsGhostingCandidate() const { return m_IsGhostingCandidate; }
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const float GetDefaultScale() const { return m_Scale; }
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Entity* GetOwner() const;
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void SetOwnerOverride(const LWOOBJID& value) { m_OwnerOverride = value; };
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Entity* GetScheduledKiller() { return m_ScheduleKiller; }
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std::vector<LWOOBJID>& GetTargetsInPhantom();
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const std::unordered_map<eReplicaComponentType, ComponentPtr>& GetComponents() { return m_Components; }
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// Position related info
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const NiPoint3& GetDefaultPosition() const { return m_DefaultPosition; };
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const NiQuaternion& GetDefaultRotation() const { return m_DefaultRotation; };
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const NiPoint3& GetPosition() const;
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void SetPosition(const NiPoint3& position);
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const NiQuaternion& GetRotation() const;
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void SetRotation(const NiQuaternion& rotation);
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virtual NiPoint3 GetRespawnPosition() const { return NiPoint3::ZERO; }
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virtual NiQuaternion GetRespawnRotation() const { return NiQuaternion::IDENTITY; }
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// Spawner related info
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Spawner* GetSpawner() const { return m_Spawner; }
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LWOOBJID GetSpawnerID() const { return m_SpawnerID; }
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const std::vector<std::string>& GetGroups() { return m_Groups; };
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void SetGroups(const std::vector<std::string>& value) { m_Groups = value; }
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void AddGroup(const std::string& group);
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// LDF related into
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const std::vector<LDFBaseData*>& GetSettings() const { return m_Settings; }
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const std::vector<LDFBaseData*>& GetNetworkSettings() const { return m_NetworkSettings; }
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// Networking related info
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const int8_t GetObservers() const { return m_Observers; }
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void SetObservers(const int8_t value);
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const uint16_t GetNetworkId() const { return m_NetworkID; }
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void SetNetworkId(const uint16_t id) { m_NetworkID = id; }
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// Player extended info
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virtual User* GetParentUser() const { return nullptr; };
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virtual const SystemAddress GetSystemAddress() const { return UNASSIGNED_SYSTEM_ADDRESS; };
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virtual void SetRespawnPosition(const NiPoint3& position) {};
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virtual void SetRespawnRotation(const NiQuaternion& rotation) {};
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virtual void SetSystemAddress(const SystemAddress& value) {};
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eGameMasterLevel GetGMLevel() const { return m_GMLevel; }
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void SetGMLevel(const eGameMasterLevel value);
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bool GetPlayerReadyForUpdates() const { return m_PlayerIsReadyForUpdates; }
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void SetPlayerReadyForUpdates() { m_PlayerIsReadyForUpdates = true; }
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Character* GetCharacter() const { return m_Character; }
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void SetCharacter(Character* value) { m_Character = value; }
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// End info
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// If you are calling this, then calling GetComponent<T>, just call GetComponent<T> and check for nullptr.
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bool HasComponent(const eReplicaComponentType componentId) const;
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// Event management
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/**
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* Call these when you want to observe events. Observed events should follow the following naming convention
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* in scripts Notify<NotificationName>. For example, if you want to observe the "OnDeath" event, you would call
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* entity->Subscribe(script, "OnDeath"). Then in your script, you would have a function called NotifyOnDeath.
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*/
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void Subscribe(CppScripts::Script* scriptToAdd, const std::string& notificationName);
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/**
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* Call this when you want to stop observing an event. The scriptToRemove will
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* no longer be notified of notificationName events
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*/
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void Unsubscribe(CppScripts::Script* scriptToRemove, const std::string& notificationName);
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// Proximity radius management
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void AddProximityRadius(const float proxRadius, const std::string& name);
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void AddProximityRadius(const BoxDimensions& dimensions, const std::string& name);
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// Technically this is the live accrate API, however what it does is not setting the proximity radius, but rather
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// adding a new one to the list of proximity radii. For that reason we will have the old API just call AddProximityRadius.
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inline void SetProximityRadius(const float proxRadius, const std::string& name) { this->AddProximityRadius(proxRadius, name); }
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inline void SetProximityRadius(const BoxDimensions& dimensions, const std::string& name) { this->AddProximityRadius(dimensions, name); }
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void AddRebuildCompleteCallback(const std::function<void(Entity* user)>& callback) const;
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void AddCollisionPhantomCallback(const std::function<void(Entity* target)>& callback) { m_PhantomCollisionCallbacks.push_back(callback); };
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void AddDieCallback(const std::function<void()>& callback) { m_DieCallbacks.push_back(callback); };
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void TriggerEvent(const eTriggerEventType event, Entity* optionalTarget = nullptr);
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void NotifyObject(Entity* sender, const std::u16string& name, const int32_t param1 = 0, const int32_t param2 = 0);
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// Parent Child management
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void AddChild(Entity* child);
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void RemoveChild(Entity* child);
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void RemoveParent();
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// Timer management
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void AddTimer(const std::string& name, const float time);
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void AddCallbackTimer(const float time, const std::function<void()>& callback);
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bool HasTimer(const std::string& name);
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void CancelCallbackTimers();
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void CancelAllTimers();
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void CancelTimer(const std::string& name);
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// Serialization
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void WriteBaseReplicaData(RakNet::BitStream* outBitStream, const eReplicaPacketType packetType);
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void WriteComponents(RakNet::BitStream* outBitStream, const eReplicaPacketType packetType);
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// Scripting
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// Get the script attached to this entity. Will never return nullptr.
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CppScripts::Script* GetScript() const;
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void OnCollisionProximity(const LWOOBJID otherEntity, const std::string& proxName, const std::string& status);
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void OnCollisionPhantom(const LWOOBJID otherEntity);
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void OnCollisionLeavePhantom(const LWOOBJID otherEntity);
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void OnFireEventServerSide(Entity* sender, const std::string args, const int32_t param1 = -1, const int32_t param2 = -1, const int32_t param3 = -1);
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void OnActivityStateChangeRequest(const LWOOBJID senderID, const int32_t value1, const int32_t value2,
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const std::u16string& stringValue);
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void OnCinematicUpdate(Entity* self, Entity* sender, const eCinematicEvent event, const std::u16string& pathName,
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const float pathTime, const float totalTime, const int32_t waypoint);
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void OnEmoteReceived(const int32_t emote, Entity* target);
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void OnUse(Entity* originator);
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void OnHitOrHealResult(Entity* attacker, const int32_t damage);
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void OnHit(Entity* attacker);
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void OnZonePropertyEditBegin();
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void OnZonePropertyEditEnd();
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void OnZonePropertyModelEquipped();
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void OnZonePropertyModelPlaced(Entity* player);
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void OnZonePropertyModelPickedUp(Entity* player);
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void OnZonePropertyModelRemoved(Entity* player);
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void OnZonePropertyModelRemovedWhileEquipped(Entity* player);
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void OnZonePropertyModelRotated(Entity* player);
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void OnMessageBoxResponse(Entity* sender, const int32_t button, const std::u16string& identifier, const std::u16string& userData);
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void OnChoiceBoxResponse(Entity* sender, const int32_t button, const std::u16string& buttonIdentifier, const std::u16string& identifier);
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void RequestActivityExit(Entity* sender, const LWOOBJID& player, const bool canceled);
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// End scripting
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// Cleanup functions
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void Smash(const LWOOBJID source = LWOOBJID_EMPTY, const eKillType killType = eKillType::VIOLENT, const std::u16string& deathType = u"");
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// Odds are you do not need to call this. Call Smash instead.
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void Kill(Entity* murderer = nullptr);
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void ScheduleKillAfterUpdate(Entity* murderer = nullptr);
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void ScheduleDestructionAfterUpdate() { m_ShouldDestroyAfterUpdate = true; }
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void Resurrect();
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// Loot management (should be moved to Player. Not every Entity needs this.)
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void AddLootItem(const Loot::Info& info);
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void PickupItem(const LWOOBJID& objectID);
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bool CanPickupCoins(const uint64_t& count) const;
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void PickupCoins(const uint64_t& count);
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void RegisterCoinDrop(const uint64_t& count);
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// State checkers
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void Sleep();
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void Wake();
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bool IsSleeping() const;
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bool IsDead() const;
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bool IsPlayer() const;
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// Update
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void UpdateXMLDoc(tinyxml2::XMLDocument* doc);
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void Update(float deltaTime);
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//Retroactively corrects the model vault size due to incorrect initialization in a previous patch.
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void RetroactiveVaultSize();
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void ResetFlags();
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// LDF Setting accessors
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bool GetBoolean(const std::u16string& name) const { return GetVar<bool>(name); };
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int32_t GetI32(const std::u16string& name) const { return GetVar<int32_t>(name); };
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int64_t GetI64(const std::u16string& name) const { return GetVar<int64_t>(name); };
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bool HasVar(const std::u16string& name) const;
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LDFBaseData* GetVarData(const std::u16string& name) const;
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/**
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* Get the LDF value and convert it to a string.
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*/
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std::string GetVarAsString(const std::u16string& name) const;
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// LDF Setting assignment shorthands
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void SetBoolean(const std::u16string& name, bool value) { SetVar<bool>(name, value); }
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void SetI32(const std::u16string& name, int32_t value) { SetVar<int32_t>(name, value); };
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void SetI64(const std::u16string& name, int64_t value) { SetVar<int64_t>(name, value); };
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// Template declarations
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template<typename T>
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const T& GetVar(const std::u16string& name) const;
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template<typename T>
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T GetVarAs(const std::u16string& name) const;
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template<typename T>
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void SetVar(const std::u16string& name, const T& value);
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template<typename T>
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T GetNetworkVar(const std::u16string& name);
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void SendNetworkVar(const std::string& data, const SystemAddress& sysAddr);
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template<typename T>
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void SetNetworkVar(const std::u16string& name, const T& value, const SystemAddress& sysAddr = UNASSIGNED_SYSTEM_ADDRESS);
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template<typename T>
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void SetNetworkVar(const std::u16string& name, const std::vector<T>& value, const SystemAddress& sysAddr = UNASSIGNED_SYSTEM_ADDRESS);
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/**
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* @brief Get a non-owning reference to a component
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*
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* @tparam Cmpt The component to get a non-owning reference of
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* @return Cmpt* The non-owning pointer to the component
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*/
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template<typename Cmpt>
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Cmpt* GetComponent() const;
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/**
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* @brief Adds a component to this Entity.
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*
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* @tparam Cmpt The component to create
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* @tparam ConstructorValues The constructor values to forward to the component
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* @param arguments The constructor values to forward to the component
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* @return Cmpt* A non-owning pointer to the created component,
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* or a non-owning pointer to the existing component if the component already existed.
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*/
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template<typename Cmpt, typename...ConstructorValues>
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Cmpt* AddComponent(ConstructorValues... arguments);
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/**
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* @brief Removes a component from this Entity.
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*/
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template<typename Cmpt>
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void RemoveComponent();
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protected:
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LWOOBJID m_ObjectID;
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LWOOBJID m_SpawnerID;
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LWOOBJID m_OwnerOverride;
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uint32_t m_SpawnerNodeID;
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LOT m_TemplateID;
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NiPoint3 m_DefaultPosition;
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NiQuaternion m_DefaultRotation;
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float m_Scale;
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int8_t m_Observers;
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eGameMasterLevel m_GMLevel;
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Entity* m_ParentEntity; //For spawners and the like
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Entity* m_ScheduleKiller;
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Spawner* m_Spawner;
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Character* m_Character;
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bool m_HasSpawnerNodeID;
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bool m_ShouldDestroyAfterUpdate;
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bool m_PlayerIsReadyForUpdates;
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bool m_IsGhostingCandidate;
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bool m_IsParentChildDirty;
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uint16_t m_NetworkID;
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std::unordered_map<eReplicaComponentType, ComponentPtr> m_Components;
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std::vector<std::unique_ptr<EntityTimer>> m_Timers;
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std::vector<std::unique_ptr<EntityTimer>> m_PendingTimers;
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std::vector<std::unique_ptr<EntityCallbackTimer>> m_CallbackTimers;
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std::vector<LDFBaseData*> m_Settings;
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std::vector<LDFBaseData*> m_NetworkSettings;
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std::vector<Entity*> m_ChildEntities;
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std::vector<std::string> m_Groups;
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std::vector<std::function<void()>> m_DieCallbacks;
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std::vector<std::function<void(Entity*)>> m_PhantomCollisionCallbacks;
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std::vector<LWOOBJID> m_TargetsInPhantom;
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static const std::vector<ComponentWhitelist> m_ComponentWhitelists;
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};
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#include "Entity.tcc"
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#endif //!__ENTITY__H__
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