DarkflameServer/dGame/dComponents/SwitchComponent.h
jadebenn b261e63233
chore: Change entity and component logic to use bitstream references (#1468)
* chore: Change entity and component logic to use bitstream references

* merge
2024-02-27 01:25:44 -06:00

107 lines
2.1 KiB
C++

#ifndef SWITCHCOMPONENT_H
#define SWITCHCOMPONENT_H
#include "RakNetTypes.h"
#include "Entity.h"
#include "GameMessages.h"
#include "EntityManager.h"
#include "QuickBuildComponent.h"
#include "BouncerComponent.h"
#include <algorithm>
#include "Component.h"
#include "eReplicaComponentType.h"
/**
* A component for switches in game, including pet triggered switches.
*/
class SwitchComponent final : public Component {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SWITCH;
SwitchComponent(Entity* parent);
~SwitchComponent() override;
void Update(float deltaTime) override;
Entity* GetParentEntity() const;
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
/**
* Sets whether the switch is on or off.
* @param active whether the switch is on or off.
*/
void SetActive(bool active);
/**
* Returns whether the switch is on or off.
*/
bool GetActive() const;
/**
* Sets the attached pet bouncer
* @param value the attached pet bouncer
*/
void SetPetBouncer(BouncerComponent* value);
/**
* Returns the attached pet bouncer
*/
BouncerComponent* GetPetBouncer() const;
/**
* Invoked when a entity enters the trigger area.
*/
void EntityEnter(Entity* entity);
/**
* Invoked when a entity leaves the trigger area.
*/
void EntityLeave(Entity* entity);
/**
* Returns the closest switch from a given position
* @param position the position to check
* @return the closest switch from a given position
*/
static SwitchComponent* GetClosestSwitch(NiPoint3 position);
private:
/**
* A list of all pet switches.
*/
static std::vector<SwitchComponent*> petSwitches;
/**
* Attached rebuild component.
*/
QuickBuildComponent* m_QuickBuild;
/**
* If the switch is on or off.
*/
bool m_Active;
/**
* The amount of entities in the trigger area.
*/
int m_EntitiesOnSwitch = 0;
/**
* The switch reset time
*/
int m_ResetTime = INT_MAX;
/**
* Timer for resetting the switch
*/
float m_Timer = 0.0f;
/**
* Attached pet bouncer
*/
BouncerComponent* m_PetBouncer = nullptr;
};
#endif // SWITCHCOMPONENT_H