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0545adfac3
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359 lines
9.5 KiB
C++
359 lines
9.5 KiB
C++
#ifndef REBUILDCOMPONENT_H
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#define REBUILDCOMPONENT_H
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#include <BitStream.h>
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#include <vector>
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#include <string>
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#include "dCommonVars.h"
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#include "NiPoint3.h"
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#include "ScriptedActivityComponent.h"
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#include "Preconditions.h"
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#include "Component.h"
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class Entity;
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/**
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* Component that handles entities that can be built into other entities using the quick build mechanic. Generally
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* consists of an activator that shows a popup and then the actual entity that the bricks are built into. Note
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* that quick builds are also scripted activities so this shared some logic with the ScriptedActivityComponent.
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*/
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class RebuildComponent : public Component {
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public:
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static const uint32_t ComponentType = COMPONENT_TYPE_REBUILD;
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RebuildComponent(Entity* entity);
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~RebuildComponent() override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
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void Update(float deltaTime) override;
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/**
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* Handles a OnUse event from some entity, initiating the quick build
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* @param originator the entity that triggered the event
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*/
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void OnUse(Entity* originator) override;
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/**
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* Spawns the activator that can be used to initiate the rebuild
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*/
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void SpawnActivator();
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/**
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* Despawns the activiator that can be used to initiate the rebuild
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*/
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void DespawnActivator();
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/**
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* Returns the entity that acts as the activator for this rebuild
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* @return the entity that acts as the activator for this rebuild
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*/
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Entity* GetActivator();
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/**
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* Returns the spawn position of the activator for this rebuild, if any
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* @return the spawn position of the activator for this rebuild, if any
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*/
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NiPoint3 GetActivatorPosition();
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/**
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* Sets the spawn position for the activator of this rebuild
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* @param value the spawn position to set for the activator
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*/
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void SetActivatorPosition(NiPoint3 value);
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/**
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* Returns the time it takes for the rebuild to reset after being built
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* @return the time it takes for the rebuild to reset after being built
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*/
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float GetResetTime();
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/**
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* Sets the time it takes for the rebuild to reset after being built
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* @param value the reset time to set
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*/
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void SetResetTime(float value);
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/**
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* Returns the time it takes to complete the rebuild
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* @return the time it takes to complete the rebuild
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*/
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float GetCompleteTime();
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/**
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* Sets the time it takes to complete the rebuild
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* @param value the completion time to set
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*/
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void SetCompleteTime(float value);
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/**
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* Returns the imagination that's taken when completing the rebuild
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* @return the imagination that's taken when completing the rebuild
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*/
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int GetTakeImagination();
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/**
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* Sets the imagination that's taken when completing the rebuild
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* @param value the imagination deduction to set
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*/
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void SetTakeImagination(int value);
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/**
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* Returns if the rebuild can be interrupted, currently unused
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* @return if the rebuild can be interrupted
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*/
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bool GetInterruptible();
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/**
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* Sets whether or not the rebuild can be interrupted, currently unused
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* @param value true if the rebuild may be interrupted, false otherwise
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*/
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void SetInterruptible(bool value);
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/**
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* Returns whether or not this entity contains a built-in activator
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* @return whether or not this entity contains a built-in activator
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*/
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bool GetSelfActivator();
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/**
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* Sets whether or not this entity contains a built-in activator. If set to false this will spawn activators on
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* each new rebuild.
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* @param value whether or not this entity contains a built-in activator
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*/
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void SetSelfActivator(bool value);
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/**
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* Currently unused
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*/
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std::vector<int> GetCustomModules();
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/**
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* Currently unused
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*/
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void SetCustomModules(std::vector<int> value);
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/**
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* Returns the activity ID for participating in this rebuild
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* @return the activity ID for participating in this rebuild
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*/
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int GetActivityId();
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/**
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* Sets the activity ID for participating in this rebuild
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* @param value the activity ID to set
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*/
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void SetActivityId(int value);
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/**
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* Currently unused
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*/
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int GetPostImaginationCost();
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/**
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* Currently unused
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*/
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void SetPostImaginationCost(int value);
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/**
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* Returns the time it takes for an incomplete rebuild to be smashed automatically
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* @return the time it takes for an incomplete rebuild to be smashed automatically
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*/
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float GetTimeBeforeSmash();
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/**
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* Sets the time it takes for an incomplete rebuild to be smashed automatically
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* @param value the time to set
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*/
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void SetTimeBeforeSmash(float value);
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/**
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* Returns the current rebuild state
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* @return the current rebuild state
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*/
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eRebuildState GetState();
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/**
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* Returns the player that is currently building this rebuild
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* @return the player that is currently building this rebuild
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*/
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Entity* GetBuilder() const;
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/**
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* Returns whether or not the player is repositioned when initiating the rebuild
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* @return whether or not the player is repositioned when initiating the rebuild
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*/
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bool GetRepositionPlayer() const;
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/**
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* Sets whether or not the player is repositioned when initiating the rebuild
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* @param value whether or not the player is repositioned when initiating the rebuild
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*/
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void SetRepositionPlayer(bool value);
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/**
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* Adds a callback that is called when the rebuild is completed
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* @param callback the callback to add
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*/
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void AddRebuildCompleteCallback(const std::function<void(Entity* user)>& callback);
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/**
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* Adds a callback when the rebuild state is updated
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* @param callback the callback to add
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*/
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void AddRebuildStateCallback(const std::function<void(eRebuildState state)>& callback);
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/**
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* Resets the rebuild
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* @param failed whether or not the player failed to complete the rebuild, triggers an extra animation
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*/
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void ResetRebuild(bool failed);
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/**
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* Cancels the rebuild if it wasn't completed
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* @param builder the player that's currently building
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* @param failReason the reason the rebuild was cancelled
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* @param skipChecks whether or not to skip the check for the rebuild not being completed
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*/
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void CancelRebuild(Entity* builder, eFailReason failReason, bool skipChecks = false);
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private:
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/**
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* The state the rebuild is currently in
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*/
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eRebuildState m_State = eRebuildState::REBUILD_OPEN;
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/**
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* The time that has passed since initiating the rebuild
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*/
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float m_Timer = 0;
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/**
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* The time that has passed before completing the rebuild
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*/
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float m_TimerIncomplete = 0;
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/**
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* The position that the rebuild activator is spawned at
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*/
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NiPoint3 m_ActivatorPosition {};
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/**
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* The entity that represents the rebuild activator
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*/
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Entity* m_Activator = nullptr;
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/**
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* The ID of the entity that represents the rebuild activator
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*/
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LWOOBJID m_ActivatorId = LWOOBJID_EMPTY;
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/**
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* Triggers the blinking that indicates that the rebuild is resetting
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*/
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bool m_ShowResetEffect = false;
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/**
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* Currently unused
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*/
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float m_Taken = 0;
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/**
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* The callbacks that are called when the rebuild is completed
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*/
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std::vector<std::function<void(Entity* user)>> m_RebuildCompleteCallbacks {};
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/**
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* The callbacks that are called when the rebuild state is updated
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*/
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std::vector<std::function<void(eRebuildState state)>> m_RebuildStateCallbacks {};
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/**
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* The time it takes for the rebuild to reset after being completed
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*/
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float m_ResetTime = 0;
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/**
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* The time it takes to complete the rebuild
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*/
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float m_CompleteTime = 0;
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/**
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* The imagination that's deducted when compeleting the rebuild
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*/
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int m_TakeImagination = 0;
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/**
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* Currently unused
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*/
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bool m_Interruptible = false;
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/**
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* Whether or not this rebuild entity also has an activator attached. If not a new one will be spawned
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*/
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bool m_SelfActivator = false;
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/**
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* Currently unused
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*/
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std::vector<int> m_CustomModules {};
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/**
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* The activity ID that players partake in when doing this rebuild
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*/
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int m_ActivityId = 0;
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/**
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* Currently unused
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*/
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int m_PostImaginationCost = 0;
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/**
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* The time it takes for the rebuild to reset when it's not completed yet
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*/
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float m_TimeBeforeSmash = 0;
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/**
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* The time it takes to drain imagination
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*/
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float m_TimeBeforeDrain = 0;
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/**
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* The amount of imagination that was drained when building this rebuild
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*/
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int m_DrainedImagination = 0;
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/**
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* Whether to reposition the player or not when building
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*/
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bool m_RepositionPlayer = true;
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/**
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* Currently unused
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*/
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float m_SoftTimer = 0;
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/**
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* The ID of the entity that's currently building the rebuild
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*/
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LWOOBJID m_Builder = LWOOBJID_EMPTY;
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/**
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* Preconditions to be met before being able to start the rebuild
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*/
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PreconditionExpression* m_Precondition = nullptr;
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/**
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* Starts the rebuild for a certain entity
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* @param user the entity to start the rebuild
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*/
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void StartRebuild(Entity* user);
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/**
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* Completes the rebuild for an entity, dropping loot and despawning the activator
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* @param user the entity that completed the rebuild
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*/
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void CompleteRebuild(Entity* user);
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};
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#endif // REBUILDCOMPONENT_H
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