mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-26 23:47:21 +00:00
739eae5244
* Hacky FallSpeedBehavior * Fixup * Make it more robust like speedboost add check for default Fix error in GetActiveSpeedboosts * simplify and address feedback
479 lines
13 KiB
C++
479 lines
13 KiB
C++
#ifndef CONTROLLABLEPHYSICSCOMPONENT_H
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#define CONTROLLABLEPHYSICSCOMPONENT_H
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#include "dCommonVars.h"
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#include "RakNetTypes.h"
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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#include "tinyxml2.h"
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#include "Component.h"
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#include "dpCollisionChecks.h"
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#include "PhantomPhysicsComponent.h"
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#include "eBubbleType.h"
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#include "eReplicaComponentType.h"
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class Entity;
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class dpEntity;
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enum class eStateChangeType : uint32_t;
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/**
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* Handles the movement of controllable Entities, e.g. enemies and players
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*/
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class ControllablePhysicsComponent : public Component {
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public:
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static const eReplicaComponentType ComponentType = eReplicaComponentType::CONTROLLABLE_PHYSICS;
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ControllablePhysicsComponent(Entity* entity);
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~ControllablePhysicsComponent() override;
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void Update(float deltaTime) override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
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void LoadFromXml(tinyxml2::XMLDocument* doc) override;
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void ResetFlags();
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void UpdateXml(tinyxml2::XMLDocument* doc) override;
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/**
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* Sets the position of this entity, also ensures this update is serialized next tick.
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* If the entity is static, this is a no-op.
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* @param pos The position to set
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*/
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void SetPosition(const NiPoint3& pos);
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/**
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* Returns the current position of the entity
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* @return The current position of the entity
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*/
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const NiPoint3& GetPosition() const { return m_Position; }
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/**
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* Sets the rotation of this entity, ensures this change is serialized next tick. If the entity is static, this is
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* a no-op.
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* @param rot the rotation to set
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*/
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void SetRotation(const NiQuaternion& rot);
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/**
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* Returns the current rotation of this entity
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* @return the current rotation of this entity
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*/
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const NiQuaternion& GetRotation() const { return m_Rotation; }
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/**
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* Sets the current velocity of this entity, ensures that this change is serialized next tick. If the entity is
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* marked as static this is a no-op.
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* @param vel the velocity to set
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*/
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void SetVelocity(const NiPoint3& vel);
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/**
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* Returns the current velocity of this entity
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* @return the current velocity of this entity
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*/
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const NiPoint3& GetVelocity() const { return m_Velocity; }
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/**
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* Sets the angular velocity (e.g. rotational velocity) of this entity and ensures this is serialized next tick.
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* If the entity is marked as static this is a no-op.
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* @param vel the angular velocity to set.
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*/
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void SetAngularVelocity(const NiPoint3& vel);
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/**
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* Returns the current angular velocity of this entity
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* @return the current angular velocity of this entity
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*/
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const NiPoint3& GetAngularVelocity() const { return m_AngularVelocity; }
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/**
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* Sets the IsOnGround value, determining whether or not the entity is stuck to the ground. Note that this is mostly
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* a client side flag as no server-side entities jump around and therefore this does not have to be updated server
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* side.
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* @param val whether the entity is on the ground.
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*/
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void SetIsOnGround(bool val);
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/**
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* Returns whether or not the entity is currently on the ground
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* @return whether the entity is currently on the ground
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*/
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const bool GetIsOnGround() const { return m_IsOnGround; }
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/**
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* Sets the on-rail parameter, determining if a player is currently on a rail (e.g. the lamps in Ninjago).
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* Also ensures that this change is serialized.
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* @param val whether the player is currently on a rail
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*/
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void SetIsOnRail(bool val);
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/**
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* Returns whether or not this entity is currently on a rail.
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* @return whether or not this entity is currently on a rail
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*/
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const bool GetIsOnRail() const { return m_IsOnRail; }
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/**
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* Mark the position as dirty, forcing a serialization update next tick
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* @param val whether or not the position is dirty
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*/
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void SetDirtyPosition(bool val);
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/**
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* Mark the velocity as dirty, forcing a serializtion update next tick
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* @param val whether or not the velocity is dirty
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*/
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void SetDirtyVelocity(bool val);
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/**
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* Mark the angular velocity as dirty, forcing a serialization update next tick
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* @param val whether or not the angular velocity is dirty
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*/
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void SetDirtyAngularVelocity(bool val);
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/**
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* Sets whether or not the entity is currently wearing a jetpack
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* @param val whether or not the entity is currently wearing a jetpack
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*/
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void SetInJetpackMode(bool val) { m_InJetpackMode = val; }
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/**
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* Returns whether or not the entity is currently wearing a jetpack
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* @return whether or not the entity is currently wearing a jetpack
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*/
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const bool GetInJetpackMode() const { return m_InJetpackMode; }
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/**
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* Sets whether or not the entity is currently flying a jetpack
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* @param val whether or not the entity is currently flying a jetpack
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*/
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void SetJetpackFlying(bool val) { m_JetpackFlying = val; }
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/**
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* Returns whether or not an entity is currently flying a jetpack
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* @return whether or not an entity is currently flying a jetpack
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*/
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const bool GetJetpackFlying() const { return m_JetpackFlying; }
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/**
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* UNUSED: necessary for serialization
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*/
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void SetJetpackBypassChecks(bool val) { m_JetpackBypassChecks = val; }
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/**
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* UNUSUED: necessary for serialization
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*/
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const bool GetJetpackBypassChecks() const { return m_JetpackBypassChecks; }
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/**
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* Set the jetpack effect ID
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* @param effectID the effect to play while using the jetpack
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*/
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void SetJetpackEffectID(int effectID) { m_JetpackEffectID = effectID; }
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/**
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* Returns the current jetpack effect ID
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* @return the current jetpack effect ID
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*/
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const int GetJetpackEffectID() const { return m_JetpackEffectID; }
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/**
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* Sets a speed multiplier, altering the entities speed
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* @param value the multiplier to set
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*/
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void SetSpeedMultiplier(float value) { m_SpeedMultiplier = value; m_DirtyCheats = true; }
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/**
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* Returns the current speed multiplier
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* @return the current speed multiplier
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*/
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const float GetSpeedMultiplier() const { return m_SpeedMultiplier; }
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/**
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* Sets the current gravity scale, allowing the entity to move using altered gravity
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* @param value the gravity value to set
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*/
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void SetGravityScale(float value) { m_GravityScale = value; m_DirtyCheats = true; }
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/**
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* Returns the current gravity scale
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* @return the current gravity scale
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*/
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const float GetGravityScale() const { return m_GravityScale; }
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/**
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* Sets the ignore multipliers value, allowing you to skip the serialization of speed and gravity multipliers
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* @param value whether or not to ignore multipliers
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*/
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void SetIgnoreMultipliers(bool value) { m_IgnoreMultipliers = value; }
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/**
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* Returns the current ignore multipliers value
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* @return the current ignore multipliers value
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*/
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const bool GetIgnoreMultipliers() const { return m_IgnoreMultipliers; }
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/**
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* Can make an entity static, making it unable to move around
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* @param value whether or not the entity is static
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*/
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void SetStatic(const bool value) { m_Static = value; }
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/**
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* Returns whether or not this entity is currently static
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* @return whether or not this entity is currently static
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*/
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bool GetStatic() const { return m_Static; }
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/**
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* Sets if the entity is Teleporting,
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* @param value whether or not the entity is Is Teleporting
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*/
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void SetIsTeleporting(const bool value) { m_IsTeleporting = value; }
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/**
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* Returns whether or not this entity is currently is teleporting
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* @return whether or not this entity is currently is teleporting
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*/
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bool GetIsTeleporting() const { return m_IsTeleporting; }
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/**
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* Returns the Physics entity for the component
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* @return Physics entity for the component
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*/
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dpEntity* GetdpEntity() const { return m_dpEntity; }
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/**
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* I store this in a vector because if I have 2 separate pickup radii being applied to the player, I dont know which one is correctly active.
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* This method adds the pickup radius to the vector of active radii and if its larger than the current one, is applied as the new pickup radius.
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*/
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void AddPickupRadiusScale(float value);
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/**
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* Removes the provided pickup radius scale from our list of buffs
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* The recalculates what our pickup radius is.
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*/
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void RemovePickupRadiusScale(float value);
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/**
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* The pickup radii of this component.
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* @return All active radii scales for this component.
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*/
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std::vector<float> GetActivePickupRadiusScales() { return m_ActivePickupRadiusScales; };
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/**
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* Add a Speed boost to the entity
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* This will recalculate the speed boost based on what is being added
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*/
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void AddSpeedboost(float value);
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/**
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* Remove speed boost from entity
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* This will recalculate the speed boost based on what is the last one in te vector
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*/
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void RemoveSpeedboost(float value);
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/**
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* The speed boosts of this component.
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* @return All active Speed boosts for this component.
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*/
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std::vector<float> GetActiveSpeedboosts() { return m_ActiveSpeedBoosts; };
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/**
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* Activates the Bubble Buff
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*/
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void ActivateBubbleBuff(eBubbleType bubbleType = eBubbleType::DEFAULT, bool specialAnims = true);
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/**
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* Deactivates the Bubble Buff
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*/
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void DeactivateBubbleBuff();
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/**
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* Gets if the Entity is in a bubble
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*/
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bool GetIsInBubble(){ return m_IsInBubble; };
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/**
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* Push or Pop a layer of stun immunity to this entity
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*/
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void SetStunImmunity(
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const eStateChangeType state,
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const LWOOBJID originator = LWOOBJID_EMPTY,
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const bool bImmuneToStunAttack = false,
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const bool bImmuneToStunEquip = false,
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const bool bImmuneToStunInteract = false,
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const bool bImmuneToStunJump = false,
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const bool bImmuneToStunMove = false,
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const bool bImmuneToStunTurn = false,
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const bool bImmuneToStunUseItem = false
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);
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// getters for stun immunities
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const bool GetImmuneToStunAttack() { return m_ImmuneToStunAttackCount > 0;};
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const bool GetImmuneToStunEquip() { return m_ImmuneToStunEquipCount > 0;};
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const bool GetImmuneToStunInteract() { return m_ImmuneToStunInteractCount > 0;};
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const bool GetImmuneToStunJump() { return m_ImmuneToStunJumpCount > 0;};
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const bool GetImmuneToStunMove() { return m_ImmuneToStunMoveCount > 0;};
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const bool GetImmuneToStunTurn() { return m_ImmuneToStunTurnCount > 0;};
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const bool GetImmuneToStunUseItem() { return m_ImmuneToStunUseItemCount > 0;};
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private:
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/**
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* The entity that owns this component
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*/
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dpEntity* m_dpEntity;
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/**
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* Whether or not the position is dirty, forcing a serialization update of the position
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*/
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bool m_DirtyPosition;
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/**
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* The current position of the entity
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*/
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NiPoint3 m_Position;
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/**
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* The current rotation of the entity
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*/
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NiQuaternion m_Rotation;
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/**
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* Whether or not the velocity is dirty, forcing a serialization of the velocity
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*/
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bool m_DirtyVelocity;
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/**
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* The current velocity of the entity
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*/
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NiPoint3 m_Velocity;
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/**
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* Whether or not the angular velocity is dirty, forcing a serialization
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*/
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bool m_DirtyAngularVelocity;
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/**
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* The current angular velocity of the entity
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*/
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NiPoint3 m_AngularVelocity;
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/**
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* Whether or not the entity is on the ground, generally unused
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*/
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bool m_IsOnGround;
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/**
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* Whether or not the entity is on a rail, e.g. in Ninjago
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*/
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bool m_IsOnRail;
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/**
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* Whether or not this entity has a jetpack equipped
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*/
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bool m_InJetpackMode;
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/**
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* Whether or not this entity is currently flying a jetpack
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*/
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bool m_JetpackFlying;
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/**
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* Bypass jetpack checks, currently unused
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*/
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bool m_JetpackBypassChecks;
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/**
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* The effect that plays while using the jetpack
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*/
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int32_t m_JetpackEffectID;
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/**
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* The current speed multiplier, allowing an entity to run faster
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*/
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float m_SpeedMultiplier;
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/**
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* The current gravity scale, allowing an entity to move at an altered gravity
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*/
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float m_GravityScale;
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/**
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* Forces a serialization of the speed multiplier and the gravity scale
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*/
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bool m_DirtyCheats;
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/**
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* Makes it so that the speed multiplier and gravity scale are no longer serialized if false
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*/
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bool m_IgnoreMultipliers;
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/**
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* Whether this entity is static, making it unable to move
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*/
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bool m_Static;
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/**
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* Whether the pickup scale is dirty.
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*/
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bool m_DirtyEquippedItemInfo;
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/**
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* The list of pickup radius scales for this entity
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*/
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std::vector<float> m_ActivePickupRadiusScales;
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/**
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* The active pickup radius for this entity
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*/
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float m_PickupRadius;
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/**
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* If the entity is teleporting
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*/
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bool m_IsTeleporting;
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/**
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* The list of speed boosts for this entity
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*/
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std::vector<float> m_ActiveSpeedBoosts;
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/**
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* The active speed boost for this entity
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*/
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float m_SpeedBoost;
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/*
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* If Bubble info is dirty
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*/
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bool m_DirtyBubble;
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/*
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* If the entity is in a bubble
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*/
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bool m_IsInBubble;
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/*
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* The type of bubble the entity has
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*/
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eBubbleType m_BubbleType;
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/*
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* If the entity should be using the special animations
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*/
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bool m_SpecialAnims;
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/**
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* stun immunity counters
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*/
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int32_t m_ImmuneToStunAttackCount;
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int32_t m_ImmuneToStunEquipCount;
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int32_t m_ImmuneToStunInteractCount;
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int32_t m_ImmuneToStunJumpCount;
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int32_t m_ImmuneToStunMoveCount;
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int32_t m_ImmuneToStunTurnCount;
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int32_t m_ImmuneToStunUseItemCount;
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};
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#endif // CONTROLLABLEPHYSICSCOMPONENT_H
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