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ae349d6b15
* 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>
127 lines
3.1 KiB
C++
127 lines
3.1 KiB
C++
#pragma once
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#include "BitStream.h"
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#include "Entity.h"
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#include "Component.h"
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#include "Item.h"
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#include "PossessorComponent.h"
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#include "eAninmationFlags.h"
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#include "eReplicaComponentType.h"
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/**
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* Represents an entity that can be controlled by some other entity, generally used by cars to indicate that some
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* player is controlling it.
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*/
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class PossessableComponent : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::POSSESSABLE;
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PossessableComponent(Entity* parentEntity, uint32_t componentId);
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
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/**
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* @brief mounts the Entity
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*/
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void Mount();
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/**
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* @brief dismounts the Entity
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*/
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void Dismount();
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/**
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* Sets the possessor of this Entity
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* @param value the ID of the possessor to set
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*/
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void SetPossessor(LWOOBJID value) { m_Possessor = value; m_DirtyPossessable = true; };
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/**
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* Returns the possessor of this Entity
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* @return the possessor of this Entity
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*/
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LWOOBJID GetPossessor() const { return m_Possessor; };
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/**
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* Sets the animation Flag of the possessable
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* @param value the animation flag to set to
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*/
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void SetAnimationFlag(eAnimationFlags value) { m_AnimationFlag = value; m_DirtyPossessable = true; };
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/**
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* Returns the possession type of this Entity
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* @return the possession type of this Entity
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*/
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ePossessionType GetPossessionType() const { return m_PossessionType; };
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/**
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* Returns if the Entity should deposses on hit
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* @return if the Entity should deposses on hit
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*/
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bool GetDepossessOnHit() const { return m_DepossessOnHit; };
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/**
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* Forcibly depossess the Entity
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*/
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void ForceDepossess() { m_ImmediatelyDepossess = true; m_DirtyPossessable = true; };
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/**
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* Set if the parent entity was spawned from an item
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* @param value if the parent entity was spawned from an item
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*/
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void SetIsItemSpawned(bool value) { m_ItemSpawned = value; };
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/**
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* Returns if the parent entity was spawned from an item
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* @return if the parent entity was spawned from an item
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*/
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LWOOBJID GetIsItemSpawned() const { return m_ItemSpawned; };
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/**
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* Handles an OnUsed event by some other entity, if said entity has a Possessor it becomes the possessor
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* of this entity
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* @param originator the entity that caused the event to trigger
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*/
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void OnUse(Entity* originator) override;
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private:
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/**
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* @brief Whether the possessor is dirty
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*/
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bool m_DirtyPossessable = true;
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/**
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* @brief The possessor of this entity, e.g. the entity that controls this entity
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*/
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LWOOBJID m_Possessor = LWOOBJID_EMPTY;
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/**
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* @brief The type of possesstion to use on this entity
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*/
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ePossessionType m_PossessionType = ePossessionType::NO_POSSESSION;
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/**
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* @brief Should the possessable be dismount on hit
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*/
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bool m_DepossessOnHit = false;
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/**
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* @brief What animaiton flag to use
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*
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*/
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eAnimationFlags m_AnimationFlag = eAnimationFlags::IDLE_NONE;
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/**
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* @brief Should this be immediately depossessed
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*
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*/
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bool m_ImmediatelyDepossess = false;
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/**
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* @brief Whether the parent entity was spawned from an item
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*
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*/
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bool m_ItemSpawned = false;
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};
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