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https://github.com/DarkflameUniverse/DarkflameServer.git
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9954e20eac
* Added the ability to specify a change to play * Added the ability to specify if a scene can play multiple times to the same player
120 lines
2.9 KiB
C++
120 lines
2.9 KiB
C++
#pragma once
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#include "Prefab.h"
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#include "Recorder.h"
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#include "Preconditions.h"
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namespace Cinema
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{
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/**
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* @brief A scene is a collection of prefabs, npcs and behaviors that can be loaded into the world.
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*/
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class Scene
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{
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public:
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Scene() = default;
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/**
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* @brief Adds an object to the scene.
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*
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* @param lot The LOT of the object to add.
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* @param position The position of the object to add.
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* @param rotation The rotation of the object to add.
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*/
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void AddObject(LOT lot, NiPoint3 position, NiQuaternion rotation);
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/**
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* @brief Adds a prefab to the scene.
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*
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* @param prefab The prefab to add.
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* @param position The position to add the prefab at.
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*/
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void AddPrefab(const Prefab& prefab, NiPoint3 position);
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/**
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* @brief Adds an NPC to the scene.
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*
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* @param npc The NPC to add.
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* @param act The act to set for the NPC.
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*/
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void AddNPC(LOT npc, const std::string& name, Recording::Recorder* act);
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/**
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* @brief Set up the scene to be acted when a player enters the theater and meets the preconditions.
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*/
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void Rehearse();
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/**
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* @brief Conclude the scene for a given player.
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*
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* @param player The player to conclude the scene for (not nullptr).
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*/
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void Conclude(Entity* player);
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/**
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* @brief Checks if a given player is within the bounds of the scene.
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*
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* @param player The player to check.
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*/
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bool IsPlayerInBounds(Entity* player) const;
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/**
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* @brief Checks if a given player is within the showing distance of the scene.
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*
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* @param player The player to check.
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*/
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bool IsPlayerInShowingDistance(Entity* player) const;
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/**
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* @brief Act the scene.
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*
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* @param player The player to act the scene for (or nullptr to act for all players).
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* @return The variables that were set by the scene.
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*/
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Play* Act(Entity* player);
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/**
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* @brief Loads a scene from the given file.
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*
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* @param file The file to load the scene from.
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* @return The scene that was loaded.
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*/
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static Scene& LoadFromFile(std::string file);
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/**
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* @brief Automatically loads the scenes for a given zone.
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*
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* @param zone The zone to load the scenes for.
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*/
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static void AutoLoadScenesForZone(LWOMAPID zone);
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private:
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void CheckForShowings();
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void CheckTicket(Entity* player);
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std::vector<std::pair<LOT, std::pair<NiPoint3, NiQuaternion>>> m_Objects;
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std::vector<std::pair<Prefab, NiPoint3>> m_Prefabs;
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std::vector<std::pair<LOT, std::pair<Recording::Recorder*, std::string>>> m_NPCs;
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NiPoint3 m_Center;
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float m_Bounds = 0.0f;
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float m_ShowingDistance = 0.0f;
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float m_ChanceToPlay = 1.0f;
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bool m_Repeatable = true;
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std::vector<std::pair<PreconditionExpression, bool>> m_Preconditions;
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int32_t m_AcceptMission = 0;
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int32_t m_CompleteMission = 0;
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std::unordered_set<LWOOBJID> m_Audience;
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std::unordered_set<LWOOBJID> m_HasBeenOutside;
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std::unordered_set<LWOOBJID> m_VisitedPlayers;
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static std::unordered_map<std::string, Scene> m_Scenes;
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};
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} // namespace Cinema
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