Files
DarkflameServer/dGame/dComponents/ProximityMonitorComponent.h
Aaron Kimbrell 54adbcdce8 refactor(component): proximity monitor and movement AI load their own rows
The ProximityMonitorComponent row's radii and the MovementAIComponent row
(with the level's wanderRadius over it) move out of Entity::Initialize into
each component's LoadDataFromTemplate / LoadConfigData. Same components and
bytes for every LOT.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 15:47:10 -05:00

89 lines
2.9 KiB
C++

/*
* Darkflame Universe
* Copyright 2018
*/
#ifndef PROXIMITYMONITORCOMPONENT_H
#define PROXIMITYMONITORCOMPONENT_H
#include <unordered_set>
#include "BitStream.h"
#include "Entity.h"
#include "dpWorld.h"
#include "dpEntity.h"
#include "Component.h"
#include "eReplicaComponentType.h"
/**
* Utility component for detecting how close entities are to named proximities for this entity. Allows you to store
* proximity checks for multiple ojects.
*/
class ProximityMonitorComponent final : public Component {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PROXIMITY_MONITOR;
ProximityMonitorComponent(Entity* parentEntity, const int32_t componentID, int smallRadius = -1, int largeRadius = -1);
~ProximityMonitorComponent() override;
void LoadDataFromTemplate() override;
void Run(float deltaTime) override;
/**
* Creates an entry to check proximity for, given a name
* @param proxRadius the radius to use for the physics entity we use to detect proximity
* @param name the name of this check
*/
/**
* Adds a sphere that reports what enters and leaves it
* @param collisionGroup the collision group it filters on like the client's (see dpCollisionFilter), 0 for everything
*/
void SetProximityRadius(float proxRadius, const std::string& name, uint32_t collisionGroup = 0);
/**
* Creates an entry to check proximity for, given a name
* @param entity the physics entity to add to our proximity sensors
* @param name the name of this check
*/
void SetProximityRadius(dpEntity* entity, const std::string& name);
// Removes the proximity of that name (Lua UnsetProximityRadius)
void UnsetProximityRadius(const std::string& name);
/**
* Returns the last of entities that are used to check proximity, given a name
* @param name the proximity name to retrieve physics objects for
* @return a set of physics entity object IDs for this name
*/
const std::unordered_set<LWOOBJID>& GetProximityObjects(const std::string& name) const;
/**
* Checks if the passed object is in proximity of the named proximity sensor
* @param name the name of the sensor to check proximity for
* @param objectID the entity to check if they're in proximity
* @return true if the object is in proximity, false otherwise
*/
bool IsInProximity(const std::string& name, LWOOBJID objectID);
/**
* Returns all the proximity sensors stored on this component, indexed by name
* @return all the proximity sensors stored on this component
*/
const std::map<std::string, dpEntity*>& GetProximitiesData() const { return m_ProximitiesData; }
private:
bool OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo);
/**
* All the proximity sensors for this component, indexed by name
*/
std::map<std::string, dpEntity*> m_ProximitiesData = {};
/**
* Default value for the proximity data
*/
static const std::unordered_set<LWOOBJID> m_EmptyObjectSet;
};
#endif // PROXIMITYMONITORCOMPONENT_H