DarkflameServer/dGame/dComponents/QuickBuildComponent.h
jadebenn b261e63233
chore: Change entity and component logic to use bitstream references (#1468)
* chore: Change entity and component logic to use bitstream references

* merge
2024-02-27 01:25:44 -06:00

366 lines
10 KiB
C++

#ifndef QUICKBUILDCOMPONENT_H
#define QUICKBUILDCOMPONENT_H
#include "BitStream.h"
#include <vector>
#include <string>
#include "dCommonVars.h"
#include "NiPoint3.h"
#include "ScriptedActivityComponent.h"
#include "Preconditions.h"
#include "Component.h"
#include "eReplicaComponentType.h"
#include "eQuickBuildState.h"
class Entity;
enum class eQuickBuildFailReason : uint32_t;
/**
* Component that handles entities that can be built into other entities using the quick build mechanic. Generally
* consists of an activator that shows a popup and then the actual entity that the bricks are built into. Note
* that quick builds are also scripted activities so this shared some logic with the ScriptedActivityComponent.
*/
class QuickBuildComponent final : public Component {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::QUICK_BUILD;
QuickBuildComponent(Entity* const entity);
~QuickBuildComponent() override;
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
void Update(float deltaTime) override;
/**
* Handles a OnUse event from some entity, initiating the quick build
* @param originator the entity that triggered the event
*/
void OnUse(Entity* originator) override;
/**
* Spawns the activator that can be used to initiate the quickbuild
*/
void SpawnActivator();
/**
* Despawns the activiator that can be used to initiate the quickbuild
*/
void DespawnActivator();
/**
* Returns the entity that acts as the activator for this quickbuild
* @return the entity that acts as the activator for this quickbuild
*/
[[nodiscard]] Entity* GetActivator() const;
/**
* Returns the spawn position of the activator for this quickbuild, if any
* @return the spawn position of the activator for this quickbuild, if any
*/
[[nodiscard]] NiPoint3 GetActivatorPosition() const noexcept;
/**
* Sets the spawn position for the activator of this quickbuild
* @param value the spawn position to set for the activator
*/
void SetActivatorPosition(const NiPoint3& value) noexcept;
/**
* Returns the time it takes for the quickbuild to reset after being built
* @return the time it takes for the quickbuild to reset after being built
*/
[[nodiscard]] float GetResetTime() const noexcept;
/**
* Sets the time it takes for the quickbuild to reset after being built
* @param value the reset time to set
*/
void SetResetTime(const float value) noexcept;
/**
* Returns the time it takes to complete the quickbuild
* @return the time it takes to complete the quickbuild
*/
[[nodiscard]] float GetCompleteTime() const noexcept;
/**
* Sets the time it takes to complete the quickbuild
* @param value the completion time to set
*/
void SetCompleteTime(const float value) noexcept;
/**
* Returns the imagination that's taken when completing the quickbuild
* @return the imagination that's taken when completing the quickbuild
*/
[[nodiscard]] int32_t GetTakeImagination() const noexcept;
/**
* Sets the imagination that's taken when completing the quickbuild
* @param value the imagination deduction to set
*/
void SetTakeImagination(const int32_t value) noexcept;
/**
* Returns if the quickbuild can be interrupted, currently unused
* @return if the quickbuild can be interrupted
*/
[[nodiscard]] bool GetInterruptible() const noexcept;
/**
* Sets whether or not the quickbuild can be interrupted, currently unused
* @param value true if the quickbuild may be interrupted, false otherwise
*/
void SetInterruptible(const bool value) noexcept;
/**
* Returns whether or not this entity contains a built-in activator
* @return whether or not this entity contains a built-in activator
*/
[[nodiscard]] bool GetSelfActivator() const noexcept;
/**
* Sets whether or not this entity contains a built-in activator. If set to false this will spawn activators on
* each new quickbuild.
* @param value whether or not this entity contains a built-in activator
*/
void SetSelfActivator(const bool value) noexcept;
/**
* Currently unused
*/
[[nodiscard]] std::vector<int32_t> GetCustomModules() const noexcept;
/**
* Currently unused
*/
void SetCustomModules(const std::vector<int32_t>& value) noexcept;
/**
* Returns the activity ID for participating in this quickbuild
* @return the activity ID for participating in this quickbuild
*/
[[nodiscard]] int32_t GetActivityId() const noexcept;
/**
* Sets the activity ID for participating in this quickbuild
* @param value the activity ID to set
*/
void SetActivityId(const int32_t value) noexcept;
/**
* Currently unused
*/
[[nodiscard]] int32_t GetPostImaginationCost() const noexcept;
/**
* Currently unused
*/
void SetPostImaginationCost(const int32_t value) noexcept;
/**
* Returns the time it takes for an incomplete quickbuild to be smashed automatically
* @return the time it takes for an incomplete quickbuild to be smashed automatically
*/
[[nodiscard]] float GetTimeBeforeSmash() const noexcept;
/**
* Sets the time it takes for an incomplete quickbuild to be smashed automatically
* @param value the time to set
*/
void SetTimeBeforeSmash(const float value) noexcept;
/**
* Returns the current quickbuild state
* @return the current quickbuild state
*/
[[nodiscard]] eQuickBuildState GetState() const noexcept;
/**
* Returns the player that is currently building this quickbuild
* @return the player that is currently building this quickbuild
*/
[[nodiscard]] Entity* GetBuilder() const;
/**
* Returns whether or not the player is repositioned when initiating the quickbuild
* @return whether or not the player is repositioned when initiating the quickbuild
*/
[[nodiscard]] bool GetRepositionPlayer() const noexcept;
/**
* Sets whether or not the player is repositioned when initiating the quickbuild
* @param value whether or not the player is repositioned when initiating the quickbuild
*/
void SetRepositionPlayer(const bool value) noexcept;
/**
* Adds a callback that is called when the quickbuild is completed
* @param callback the callback to add
*/
void AddQuickBuildCompleteCallback(const std::function<void(Entity* user)>& callback);
/**
* Adds a callback when the quickbuild state is updated
* @param callback the callback to add
*/
void AddQuickBuildStateCallback(const std::function<void(eQuickBuildState state)>& callback);
/**
* Resets the quickbuild
* @param failed whether or not the player failed to complete the quickbuild, triggers an extra animation
*/
void ResetQuickBuild(const bool failed);
/**
* Cancels the quickbuild if it wasn't completed
* @param builder the player that's currently building
* @param failReason the reason the quickbuild was cancelled
* @param skipChecks whether or not to skip the check for the quickbuild not being completed
*/
void CancelQuickBuild(Entity* const builder, const eQuickBuildFailReason failReason, const bool skipChecks = false);
private:
/**
* Whether or not the quickbuild state has been changed since we last serialized it.
*/
bool m_StateDirty = true;
/**
* The state the quickbuild is currently in
*/
eQuickBuildState m_State = eQuickBuildState::OPEN;
/**
* The time that has passed since initiating the quickbuild
*/
float m_Timer = 0;
/**
* The time that has passed before completing the quickbuild
*/
float m_TimerIncomplete = 0;
/**
* The position that the quickbuild activator is spawned at
*/
NiPoint3 m_ActivatorPosition = NiPoint3Constant::ZERO;
/**
* The entity that represents the quickbuild activator
*/
Entity* m_Activator = nullptr;
/**
* The ID of the entity that represents the quickbuild activator
*/
LWOOBJID m_ActivatorId = LWOOBJID_EMPTY;
/**
* Triggers the blinking that indicates that the quickbuild is resetting
*/
bool m_ShowResetEffect = false;
/**
* Currently unused
*/
float m_Taken = 0;
/**
* The callbacks that are called when the quickbuild is completed
*/
std::vector<std::function<void(Entity* user)>> m_QuickBuildCompleteCallbacks{};
/**
* The callbacks that are called when the quickbuild state is updated
*/
std::vector<std::function<void(eQuickBuildState state)>> m_QuickBuildStateCallbacks{};
/**
* The time it takes for the quickbuild to reset after being completed
*/
float m_ResetTime = 0;
/**
* The time it takes to complete the quickbuild
*/
float m_CompleteTime = 0;
/**
* The imagination that's deducted when completing the quickbuild
*/
int32_t m_TakeImagination = 0;
/**
* Currently unused
*/
bool m_Interruptible = false;
/**
* Whether or not this quickbuild entity also has an activator attached. If not a new one will be spawned
*/
bool m_SelfActivator = false;
/**
* Currently unused
*/
std::vector<int32_t> m_CustomModules{};
/**
* The activity ID that players partake in when doing this quickbuild
*/
int32_t m_ActivityId = 0;
/**
* Currently unused
*/
int32_t m_PostImaginationCost = 0;
/**
* The time it takes for the quickbuild to reset when it's not completed yet
*/
float m_TimeBeforeSmash = 0;
/**
* The time it takes to drain imagination
*/
float m_TimeBeforeDrain = 0;
/**
* The amount of imagination that was drained when building this quickbuild
*/
int32_t m_DrainedImagination = 0;
/**
* Whether to reposition the player or not when building
*/
bool m_RepositionPlayer = true;
/**
* Currently unused
*/
int32_t m_SoftTimer = 0;
/**
* The ID of the entity that's currently building the quickbuild
*/
LWOOBJID m_Builder = LWOOBJID_EMPTY;
/**
* Preconditions to be met before being able to start the quickbuild
*/
PreconditionExpression* m_Precondition = nullptr;
/**
* Starts the quickbuild for a certain entity
* @param user the entity to start the quickbuild
*/
void StartQuickBuild(Entity* const user);
/**
* Completes the quickbuild for an entity, dropping loot and despawning the activator
* @param user the entity that completed the quickbuild
*/
void CompleteQuickBuild(Entity* const user);
};
#endif // QUICKBUILDCOMPONENT_H