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https://github.com/DarkflameUniverse/DarkflameServer
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chore: Misc. component cleanup (#1433)
* Misc component cleanup * Update InventoryComponent.h * Update MissionComponent.h * Update PropertyManagementComponent.h * Update PropertyVendorComponent.h * Update SkillComponent.h maximum pedantry B) * SoundTriggerComponent.h braces gone * Rename SoundTriggerComponent.h braces gone to SoundTriggerComponent.h I was tired
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@ -45,9 +45,9 @@ struct AiSkillEntry
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/**
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* Handles the AI of entities, making them wander, tether and attack their enemies
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*/
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class BaseCombatAIComponent : public Component {
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class BaseCombatAIComponent final : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::BASE_COMBAT_AI;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::BASE_COMBAT_AI;
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BaseCombatAIComponent(Entity* parentEntity, uint32_t id);
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~BaseCombatAIComponent() override;
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@ -10,9 +10,9 @@
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/**
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* Attached to bouncer entities, allowing other entities to bounce off of it
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*/
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class BouncerComponent : public Component {
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class BouncerComponent final : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::BOUNCER;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::BOUNCER;
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BouncerComponent(Entity* parentEntity);
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~BouncerComponent() override;
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@ -47,9 +47,9 @@ struct Buff {
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/**
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* Allows for the application of buffs to the parent entity, altering health, armor and imagination.
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*/
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class BuffComponent : public Component {
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class BuffComponent final : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::BUFF;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::BUFF;
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explicit BuffComponent(Entity* parent);
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@ -14,9 +14,9 @@
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/**
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* Component for the build border, allowing the user to start building when interacting with it
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*/
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class BuildBorderComponent : public Component {
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class BuildBorderComponent final : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::BUILD_BORDER;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::BUILD_BORDER;
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BuildBorderComponent(Entity* parent);
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~BuildBorderComponent() override;
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@ -61,9 +61,9 @@ enum StatisticID {
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/**
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* Represents a character, including their rockets and stats
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*/
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class CharacterComponent : public Component {
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class CharacterComponent final : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::CHARACTER;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::CHARACTER;
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CharacterComponent(Entity* parent, Character* character);
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~CharacterComponent() override;
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@ -4,9 +4,9 @@
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#include "Component.h"
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#include "eReplicaComponentType.h"
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class CollectibleComponent : public Component {
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class CollectibleComponent final : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::COLLECTIBLE;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::COLLECTIBLE;
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CollectibleComponent(Entity* parentEntity, int32_t collectibleId) : Component(parentEntity), m_CollectibleId(collectibleId) {}
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int16_t GetCollectibleId() const { return m_CollectibleId; }
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@ -7,8 +7,7 @@ class Entity;
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/**
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* Component base class, provides methods for game loop updates, usage events and loading and saving to XML.
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*/
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class Component
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{
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class Component {
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public:
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Component(Entity* parent);
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virtual ~Component();
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@ -21,7 +21,7 @@ enum class eStateChangeType : uint32_t;
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*/
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class ControllablePhysicsComponent : public PhysicsComponent {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::CONTROLLABLE_PHYSICS;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::CONTROLLABLE_PHYSICS;
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ControllablePhysicsComponent(Entity* entity);
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~ControllablePhysicsComponent() override;
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@ -17,9 +17,9 @@ enum class eStateChangeType : uint32_t;
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* Represents the stats of an entity, for example its health, imagination and armor. Also handles factions, which
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* indicate which enemies this entity has.
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*/
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class DestroyableComponent : public Component {
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class DestroyableComponent final : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::DESTROYABLE;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::DESTROYABLE;
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DestroyableComponent(Entity* parentEntity);
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~DestroyableComponent() override;
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@ -8,7 +8,7 @@ class Entity;
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class DonationVendorComponent final : public VendorComponent {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::DONATION_VENDOR;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::DONATION_VENDOR;
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DonationVendorComponent(Entity* parent);
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
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uint32_t GetActivityID() {return m_ActivityId;};
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@ -7,7 +7,7 @@
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class NiPoint3;
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class GhostComponent : public Component {
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class GhostComponent final : public Component {
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public:
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static inline const eReplicaComponentType ComponentType = eReplicaComponentType::GHOST;
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GhostComponent(Entity* parent);
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@ -11,7 +11,7 @@
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*/
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class HavokVehiclePhysicsComponent : public PhysicsComponent {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::HAVOK_VEHICLE_PHYSICS;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::HAVOK_VEHICLE_PHYSICS;
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HavokVehiclePhysicsComponent(Entity* parentEntity);
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@ -35,10 +35,9 @@ enum class eItemType : int32_t;
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* of different types, each type representing a different group of items, see `eInventoryType` for a list of
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* inventories.
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*/
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class InventoryComponent : public Component
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{
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class InventoryComponent final : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::INVENTORY;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::INVENTORY;
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explicit InventoryComponent(Entity* parent, tinyxml2::XMLDocument* document = nullptr);
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void Update(float deltaTime) override;
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@ -4,9 +4,9 @@
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#include "Component.h"
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#include "eReplicaComponentType.h"
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class ItemComponent : public Component {
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class ItemComponent final : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::ITEM;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::ITEM;
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ItemComponent(Entity* entity) : Component(entity) {}
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@ -11,10 +11,10 @@
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* Component that handles the LOT that is shown in the LUP exhibit in the LUP world. Works by setting a timer and
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* switching the LOTs around that we'd like to display.
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*/
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class LUPExhibitComponent : public Component
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class LUPExhibitComponent final : public Component
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{
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::LUP_EXHIBIT;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::LUP_EXHIBIT;
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LUPExhibitComponent(Entity* parent) : Component(parent) {};
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void Update(float deltaTime) override;
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@ -11,9 +11,9 @@
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*
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*/
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class LevelProgressionComponent : public Component {
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class LevelProgressionComponent final : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::LEVEL_PROGRESSION;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::LEVEL_PROGRESSION;
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/**
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* Constructor for this component
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@ -6,7 +6,7 @@
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class MiniGameControlComponent final : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MINI_GAME_CONTROL;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::MINI_GAME_CONTROL;
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MiniGameControlComponent(Entity* parent) : Component(parent) {}
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void Serialize(RakNet::BitStream* outBitStream, bool isConstruction);
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@ -24,10 +24,9 @@ class AchievementCacheKey;
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* The mission inventory of an entity. Tracks mission state for each mission that can be accepted and allows for
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* progression of each of the mission task types (see eMissionTaskType).
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*/
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class MissionComponent : public Component
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{
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class MissionComponent final : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MISSION;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::MISSION;
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explicit MissionComponent(Entity* parent);
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~MissionComponent() override;
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@ -59,9 +59,9 @@ private:
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/**
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* Allows entities to offer missions to other entities, depending on their mission inventory progression.
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*/
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class MissionOfferComponent : public Component {
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class MissionOfferComponent final : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MISSION_OFFER;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::MISSION_OFFER;
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MissionOfferComponent(Entity* parent, LOT parentLot);
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@ -22,9 +22,9 @@ class MoveToInventoryMessage;
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/**
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* Component that represents entities that are a model, e.g. collectible models and BBB models.
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*/
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class ModelComponent : public Component {
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class ModelComponent final : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MODEL;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::MODEL;
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ModelComponent(Entity* parent);
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* same as having said items in your inventory (the subkey for this component) this component is the one that
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* renders the entity into the world.
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*/
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class ModuleAssemblyComponent : public Component {
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class ModuleAssemblyComponent final : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MODULE_ASSEMBLY;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::MODULE_ASSEMBLY;
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ModuleAssemblyComponent(Entity* parent);
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~ModuleAssemblyComponent() override;
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@ -55,9 +55,9 @@ struct MovementAIInfo {
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* Component that handles the movement settings of an entity. Not to be confused with the BaseCombatAI component that
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* actually handles attackig and following enemy entities.
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*/
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class MovementAIComponent : public Component {
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class MovementAIComponent final : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MOVEMENT_AI;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::MOVEMENT_AI;
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MovementAIComponent(Entity* parentEntity, MovementAIInfo info);
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* don't at all do what you expect them to as we don't instruct the client of changes made here.
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* ^^^ Trivia: This made the red blocks platform and property platforms a pain to implement.
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*/
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class MovingPlatformComponent : public Component {
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class MovingPlatformComponent final : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MOVING_PLATFORM;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::MOVING_PLATFORM;
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MovingPlatformComponent(Entity* parent, const std::string& pathName);
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~MovingPlatformComponent() override;
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* Component that handles the LUP/WBL rocket launchpad that can be interacted with to travel to WBL worlds.
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*
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*/
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class MultiZoneEntranceComponent : public Component {
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class MultiZoneEntranceComponent final : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MULTI_ZONE_ENTRANCE;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::MULTI_ZONE_ENTRANCE;
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/**
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* Constructor for this component, builds the m_LUPWorlds vector
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* Represents an entity that is a pet. This pet can be tamed and consequently follows the tamer around, allowing it
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* to dig for treasure and activate pet bouncers.
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*/
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class PetComponent : public Component
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class PetComponent final : public Component
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{
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::PET;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PET;
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explicit PetComponent(Entity* parentEntity, uint32_t componentId);
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~PetComponent() override;
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@ -25,9 +25,9 @@ enum class ePhysicsEffectType : uint32_t ;
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* trigger gameplay events, for example the bus in Avant Gardens that moves around when the player touches its physics
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* body. Optionally this object can also have effects, like the fans in AG.
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*/
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class PhantomPhysicsComponent : public PhysicsComponent {
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class PhantomPhysicsComponent final : public PhysicsComponent {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::PHANTOM_PHYSICS;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PHANTOM_PHYSICS;
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PhantomPhysicsComponent(Entity* parent);
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~PhantomPhysicsComponent() override;
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* Component that handles player forced movement
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*
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*/
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class PlayerForcedMovementComponent : public Component {
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class PlayerForcedMovementComponent final : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::PLAYER_FORCED_MOVEMENT;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PLAYER_FORCED_MOVEMENT;
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/**
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* Constructor for this component
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* Represents an entity that can be controlled by some other entity, generally used by cars to indicate that some
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* player is controlling it.
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*/
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class PossessableComponent : public Component {
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class PossessableComponent final : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::POSSESSABLE;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::POSSESSABLE;
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PossessableComponent(Entity* parentEntity, uint32_t componentId);
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@ -16,9 +16,9 @@ enum class ePossessionType : uint8_t {
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/**
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* Represents an entity that can posess other entities. Generally used by players to drive a car.
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*/
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class PossessorComponent : public Component {
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class PossessorComponent final : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::POSSESSOR;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::POSSESSOR;
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PossessorComponent(Entity* parent);
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~PossessorComponent() override;
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@ -20,9 +20,9 @@ struct PropertyState {
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/**
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* This component is unused and has no functionality
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*/
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class PropertyComponent : public Component {
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class PropertyComponent final : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY;
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explicit PropertyComponent(Entity* parentEntity);
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~PropertyComponent() override;
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[[nodiscard]] PropertyState* GetPropertyState() const { return m_PropertyState; };
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/**
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* Represents the launch pad that's used to select and browse properties
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*/
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class PropertyEntranceComponent : public Component {
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class PropertyEntranceComponent final : public Component {
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public:
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explicit PropertyEntranceComponent(Entity* parent, uint32_t componentID);
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY_ENTRANCE;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY_ENTRANCE;
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/**
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* Handles an OnUse request for some other entity, rendering the property browse menu
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/**
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* Information regarding which players may visit this property
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*/
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enum class PropertyPrivacyOption
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{
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enum class PropertyPrivacyOption {
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/**
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* Default, only you can visit your property
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*/
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@ -29,10 +28,9 @@ enum class PropertyPrivacyOption
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/**
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* Main component that handles interactions with a property, generally the plaques you see on properties.
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*/
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class PropertyManagementComponent : public Component
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{
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class PropertyManagementComponent final : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY_MANAGEMENT;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY_MANAGEMENT;
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PropertyManagementComponent(Entity* parent);
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static PropertyManagementComponent* Instance();
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/**
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* The property guard that stands on a property before it's claimed, allows entities to attempt claiming this property.
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*/
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class PropertyVendorComponent : public Component
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{
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class PropertyVendorComponent final : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY_VENDOR;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY_VENDOR;
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explicit PropertyVendorComponent(Entity* parent);
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/**
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* Utility component for detecting how close entities are to named proximities for this entity. Allows you to store
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* proximity checks for multiple ojects.
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*/
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class ProximityMonitorComponent : public Component {
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class ProximityMonitorComponent final : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::PROXIMITY_MONITOR;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PROXIMITY_MONITOR;
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ProximityMonitorComponent(Entity* parentEntity, int smallRadius = -1, int largeRadius = -1);
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~ProximityMonitorComponent() override;
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@ -20,9 +20,9 @@ enum class eQuickBuildFailReason : uint32_t;
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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 QuickBuildComponent : public Component {
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class QuickBuildComponent final : public Component {
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public:
|
||||
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::QUICK_BUILD;
|
||||
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::QUICK_BUILD;
|
||||
|
||||
QuickBuildComponent(Entity* entity);
|
||||
~QuickBuildComponent() override;
|
||||
|
@ -103,9 +103,9 @@ struct RacingPlayerInfo {
|
||||
/**
|
||||
* Component that's attached to a manager entity in each race zone that loads player vehicles, keep scores, etc.
|
||||
*/
|
||||
class RacingControlComponent : public Component {
|
||||
class RacingControlComponent final : public Component {
|
||||
public:
|
||||
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::RACING_CONTROL;
|
||||
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::RACING_CONTROL;
|
||||
|
||||
RacingControlComponent(Entity* parentEntity);
|
||||
~RacingControlComponent();
|
||||
|
@ -8,7 +8,7 @@ class Entity;
|
||||
|
||||
class RacingSoundTriggerComponent : public SoundTriggerComponent {
|
||||
public:
|
||||
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::RACING_SOUND_TRIGGER;
|
||||
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::RACING_SOUND_TRIGGER;
|
||||
RacingSoundTriggerComponent(Entity* parent) : SoundTriggerComponent(parent){};
|
||||
};
|
||||
|
||||
|
@ -6,7 +6,7 @@
|
||||
|
||||
class RacingStatsComponent final : public Component {
|
||||
public:
|
||||
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::RACING_STATS;
|
||||
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::RACING_STATS;
|
||||
|
||||
RacingStatsComponent(Entity* parent) : Component(parent) {}
|
||||
};
|
||||
|
@ -15,7 +15,7 @@ public:
|
||||
explicit RailActivatorComponent(Entity* parent, int32_t componentID);
|
||||
~RailActivatorComponent() override;
|
||||
|
||||
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::RAIL_ACTIVATOR;
|
||||
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::RAIL_ACTIVATOR;
|
||||
|
||||
/**
|
||||
* Handles the OnUse event from some entity, initiates the rail movement
|
||||
|
@ -54,9 +54,9 @@ struct Effect {
|
||||
* Determines that a component should be visibly rendered into the world, most entities have this. This component
|
||||
* also handles effects that play for entities.
|
||||
*/
|
||||
class RenderComponent : public Component {
|
||||
class RenderComponent final : public Component {
|
||||
public:
|
||||
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::RENDER;
|
||||
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::RENDER;
|
||||
|
||||
RenderComponent(Entity* entity, int32_t componentId = -1);
|
||||
~RenderComponent() override;
|
||||
|
@ -19,7 +19,7 @@
|
||||
*/
|
||||
class RigidbodyPhantomPhysicsComponent : public PhysicsComponent {
|
||||
public:
|
||||
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS;
|
||||
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS;
|
||||
|
||||
RigidbodyPhantomPhysicsComponent(Entity* parent);
|
||||
|
||||
|
@ -16,9 +16,9 @@ class PreconditionExpression;
|
||||
/**
|
||||
* Component that handles rocket launchpads that can be interacted with to travel to other worlds.
|
||||
*/
|
||||
class RocketLaunchpadControlComponent : public Component {
|
||||
class RocketLaunchpadControlComponent final : public Component {
|
||||
public:
|
||||
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::ROCKET_LAUNCH;
|
||||
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::ROCKET_LAUNCH;
|
||||
|
||||
RocketLaunchpadControlComponent(Entity* parent, int rocketId);
|
||||
~RocketLaunchpadControlComponent() override;
|
||||
|
@ -6,9 +6,9 @@
|
||||
|
||||
class Entity;
|
||||
|
||||
class ScriptedActivityComponent : public ActivityComponent {
|
||||
class ScriptedActivityComponent final : public ActivityComponent {
|
||||
public:
|
||||
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::SCRIPTED_ACTIVITY;
|
||||
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SCRIPTED_ACTIVITY;
|
||||
ScriptedActivityComponent(Entity* parent, int activityID) : ActivityComponent(parent, activityID){};
|
||||
};
|
||||
|
||||
|
@ -71,9 +71,9 @@ struct StaticShootingGalleryParams {
|
||||
* A very ancient component that was used to guide shooting galleries, it's still kind of used but a lot of logic is
|
||||
* also in the related scripts.
|
||||
*/
|
||||
class ShootingGalleryComponent : public Component {
|
||||
class ShootingGalleryComponent final : public Component {
|
||||
public:
|
||||
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::SHOOTING_GALLERY;
|
||||
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SHOOTING_GALLERY;
|
||||
|
||||
explicit ShootingGalleryComponent(Entity* parent);
|
||||
~ShootingGalleryComponent();
|
||||
|
@ -28,7 +28,7 @@ enum class eClimbableType : int32_t {
|
||||
*/
|
||||
class SimplePhysicsComponent : public PhysicsComponent {
|
||||
public:
|
||||
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::SIMPLE_PHYSICS;
|
||||
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SIMPLE_PHYSICS;
|
||||
|
||||
SimplePhysicsComponent(Entity* parent, uint32_t componentID);
|
||||
~SimplePhysicsComponent() override;
|
||||
|
@ -1,6 +1,6 @@
|
||||
/*
|
||||
* Darkflame Universe
|
||||
* Copyright 2018
|
||||
* Copyright 2024
|
||||
*/
|
||||
|
||||
#ifndef SKILLCOMPONENT_H
|
||||
@ -55,11 +55,11 @@ struct SkillExecutionResult {
|
||||
*
|
||||
* Skills are a built up by a tree of behaviors. See dGame/dBehaviors/ for a list of behaviors.
|
||||
*
|
||||
* This system is very conveluted and still has a lot of unknowns.
|
||||
* This system is very convoluted and still has a lot of unknowns.
|
||||
*/
|
||||
class SkillComponent : public Component {
|
||||
class SkillComponent final : public Component {
|
||||
public:
|
||||
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::SKILL;
|
||||
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SKILL;
|
||||
|
||||
explicit SkillComponent(Entity* parent);
|
||||
~SkillComponent() override;
|
||||
|
@ -1,4 +1,5 @@
|
||||
#pragma once
|
||||
|
||||
#include "dCommonVars.h"
|
||||
#include "Entity.h"
|
||||
#include "GUID.h"
|
||||
@ -43,7 +44,7 @@ struct GUIDResults{
|
||||
void Serialize(RakNet::BitStream* outBitStream);
|
||||
};
|
||||
|
||||
struct MixerProgram{
|
||||
struct MixerProgram {
|
||||
std::string name;
|
||||
uint32_t result;
|
||||
|
||||
@ -58,7 +59,7 @@ struct MixerProgram{
|
||||
|
||||
class SoundTriggerComponent : public Component {
|
||||
public:
|
||||
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::SOUND_TRIGGER;
|
||||
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SOUND_TRIGGER;
|
||||
explicit SoundTriggerComponent(Entity* parent);
|
||||
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
|
||||
void ActivateMusicCue(const std::string& name, float bordemTime = -1.0);
|
||||
@ -66,11 +67,11 @@ public:
|
||||
|
||||
private:
|
||||
|
||||
std::vector<MusicCue> m_MusicCues = {};
|
||||
std::vector<MusicParameter> m_MusicParameters = {};
|
||||
std::vector<GUIDResults> m_2DAmbientSounds = {};
|
||||
std::vector<GUIDResults> m_3DAmbientSounds = {};
|
||||
std::vector<MixerProgram> m_MixerPrograms = {};
|
||||
std::vector<MusicCue> m_MusicCues;
|
||||
std::vector<MusicParameter> m_MusicParameters;
|
||||
std::vector<GUIDResults> m_2DAmbientSounds;
|
||||
std::vector<GUIDResults> m_3DAmbientSounds;
|
||||
std::vector<MixerProgram> m_MixerPrograms;
|
||||
|
||||
bool m_Dirty = false;
|
||||
};
|
||||
|
@ -14,9 +14,9 @@
|
||||
/**
|
||||
* A component for switches in game, including pet triggered switches.
|
||||
*/
|
||||
class SwitchComponent : public Component {
|
||||
class SwitchComponent final : public Component {
|
||||
public:
|
||||
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::SWITCH;
|
||||
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SWITCH;
|
||||
|
||||
SwitchComponent(Entity* parent);
|
||||
~SwitchComponent() override;
|
||||
|
@ -5,9 +5,9 @@
|
||||
#include "LUTriggers.h"
|
||||
#include "eReplicaComponentType.h"
|
||||
|
||||
class TriggerComponent : public Component {
|
||||
class TriggerComponent final : public Component {
|
||||
public:
|
||||
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::TRIGGER;
|
||||
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::TRIGGER;
|
||||
|
||||
explicit TriggerComponent(Entity* parent, const std::string triggerInfo);
|
||||
|
||||
|
@ -20,7 +20,7 @@ struct SoldItem {
|
||||
|
||||
class VendorComponent : public Component {
|
||||
public:
|
||||
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::VENDOR;
|
||||
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::VENDOR;
|
||||
VendorComponent(Entity* parent);
|
||||
|
||||
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
|
||||
|
@ -17,9 +17,9 @@ class Entity;
|
||||
* Handles the loading and execution of server side scripts on entities, scripts were originally written in Lua,
|
||||
* here they're written in C++
|
||||
*/
|
||||
class ScriptComponent : public Component {
|
||||
class ScriptComponent final : public Component {
|
||||
public:
|
||||
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::SCRIPT;
|
||||
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SCRIPT;
|
||||
|
||||
ScriptComponent(Entity* parent, std::string scriptName, bool serialized, bool client = false);
|
||||
~ScriptComponent() override;
|
||||
|
Loading…
Reference in New Issue
Block a user