DarkflameServer/dGame/EntityManager.h
David Markowitz f0b6ad89d9
chore: Player class removal (#1445)
* SystemAddress and destructor

* move respawn logic to character comp

Tested that respawn pos and rot can be set as per previously by crossing a respawn point and smashing to see if I would respawn at the new place.

* Move loot cheat checking

* Remove GetParentUser overload

Tested completing missions
control behaviors
collecting life crate
completing a bunch of missions using macros
loading into worlds
brick-by-brick
placing models
digging the x spot in gnarled forest
can still ban and mute players
cheat detection is still doing its thing
flags are still set (checked with flag 45)
claim codes still work (created new char, checked the lego club mail was there)

* Move player constructor logic

Its now at the bottom of Entity constructor.  Time to remove Player

* Remove Player class

Removes the Player class.  Tested that I can still login and see another player in Venture Explorer and logging out a few times still works as well as smashing enemies

* store ptr

* Update SlashCommandHandler.cpp
2024-02-04 06:29:05 -08:00

112 lines
3.6 KiB
C++

#ifndef ENTITYMANAGER_H
#define ENTITYMANAGER_H
#include <map>
#include <stack>
#include <vector>
#include <unordered_map>
#include "dCommonVars.h"
class Entity;
class EntityInfo;
class Player;
class User;
enum class eReplicaComponentType : uint32_t;
struct SystemAddress;
class EntityManager {
public:
void Initialize();
void UpdateEntities(float deltaTime);
Entity* CreateEntity(EntityInfo info, User* user = nullptr, Entity* parentEntity = nullptr, bool controller = false, LWOOBJID explicitId = LWOOBJID_EMPTY);
void DestroyEntity(const LWOOBJID& objectID);
void DestroyEntity(Entity* entity);
Entity* GetEntity(const LWOOBJID& objectId) const;
std::vector<Entity*> GetEntitiesInGroup(const std::string& group);
std::vector<Entity*> GetEntitiesByComponent(eReplicaComponentType componentType) const;
std::vector<Entity*> GetEntitiesByLOT(const LOT& lot) const;
std::vector<Entity*> GetEntitiesByProximity(NiPoint3 reference, float radius) const;
Entity* GetZoneControlEntity() const;
// Get spawn point entity by spawn name
Entity* GetSpawnPointEntity(const std::string& spawnName) const;
// Get spawn points
const std::unordered_map<std::string, LWOOBJID>& GetSpawnPointEntities() const;
//To make it obvious this SHOULD NOT be used outside of debug:
#ifdef _DEBUG
const std::unordered_map<LWOOBJID, Entity*> GetAllEntities() const { return m_Entities; }
#endif
void ConstructEntity(Entity* entity, const SystemAddress& sysAddr = UNASSIGNED_SYSTEM_ADDRESS, bool skipChecks = false);
void DestructEntity(Entity* entity, const SystemAddress& sysAddr = UNASSIGNED_SYSTEM_ADDRESS);
void SerializeEntity(Entity* entity);
void ConstructAllEntities(const SystemAddress& sysAddr);
void DestructAllEntities(const SystemAddress& sysAddr);
void SetGhostDistanceMax(float value);
float GetGhostDistanceMax() const;
void SetGhostDistanceMin(float value);
float GetGhostDistanceMin() const;
void QueueGhostUpdate(LWOOBJID playerID);
void UpdateGhosting();
void UpdateGhosting(Entity* player);
void CheckGhosting(Entity* entity);
Entity* GetGhostCandidate(int32_t id);
bool GetGhostingEnabled() const;
void ScheduleForKill(Entity* entity);
void ScheduleForDeletion(LWOOBJID entity);
void FireEventServerSide(Entity* origin, std::string args);
static bool IsExcludedFromGhosting(LOT lot);
const bool GetHardcoreMode() { return m_HardcoreMode; };
const uint32_t GetHardcoreLoseUscoreOnDeathPercent() { return m_HardcoreLoseUscoreOnDeathPercent; };
const bool GetHardcoreDropinventoryOnDeath() { return m_HardcoreDropinventoryOnDeath; };
const uint32_t GetHardcoreUscoreEnemiesMultiplier() { return m_HardcoreUscoreEnemiesMultiplier; };
private:
void SerializeEntities();
void KillEntities();
void DeleteEntities();
static std::vector<LWOMAPID> m_GhostingExcludedZones;
static std::vector<LOT> m_GhostingExcludedLOTs;
std::unordered_map<LWOOBJID, Entity*> m_Entities;
std::vector<LWOOBJID> m_EntitiesToKill;
std::vector<LWOOBJID> m_EntitiesToDelete;
std::vector<LWOOBJID> m_EntitiesToSerialize;
std::vector<Entity*> m_EntitiesToGhost;
std::vector<LWOOBJID> m_PlayersToUpdateGhosting;
Entity* m_ZoneControlEntity;
uint16_t m_NetworkIdCounter;
uint64_t m_SerializationCounter = 0;
float m_GhostDistanceMinSqaured = 100 * 100;
float m_GhostDistanceMaxSquared = 150 * 150;
bool m_GhostingEnabled = true;
std::stack<uint16_t> m_LostNetworkIds;
// Map of spawnname to entity object ID
std::unordered_map<std::string, LWOOBJID> m_SpawnPoints;
// hardcore mode vars
bool m_HardcoreMode;
uint32_t m_HardcoreLoseUscoreOnDeathPercent;
bool m_HardcoreDropinventoryOnDeath;
uint32_t m_HardcoreUscoreEnemiesMultiplier;
};
#endif // ENTITYMANAGER_H