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https://github.com/DarkflameUniverse/DarkflameServer
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36f7b8a928
Removes the singleton inheritance from dpWorld. Tested that crux prime, nimbus station, avant gardens and nexus tower still use navmeshes and physics and that physics volumes are still collided with.
79 lines
2.3 KiB
C++
79 lines
2.3 KiB
C++
#include "ProximityMonitorComponent.h"
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#include "GameMessages.h"
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#include "dZoneManager.h"
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#include "ControllablePhysicsComponent.h"
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#include "EntityManager.h"
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#include "SimplePhysicsComponent.h"
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const std::map<LWOOBJID, dpEntity*> ProximityMonitorComponent::m_EmptyObjectMap = {};
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ProximityMonitorComponent::ProximityMonitorComponent(Entity* parent, int radiusSmall, int radiusLarge) : Component(parent) {
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if (radiusSmall != -1 && radiusLarge != -1) {
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SetProximityRadius(radiusSmall, "rocketSmall");
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SetProximityRadius(radiusLarge, "rocketLarge");
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}
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}
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ProximityMonitorComponent::~ProximityMonitorComponent() {
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for (const auto& en : m_ProximitiesData) {
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if (!en.second) continue;
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dpWorld::RemoveEntity(en.second);
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}
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m_ProximitiesData.clear();
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}
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void ProximityMonitorComponent::SetProximityRadius(float proxRadius, const std::string& name) {
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dpEntity* en = new dpEntity(m_Parent->GetObjectID(), proxRadius);
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en->SetPosition(m_Parent->GetPosition());
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dpWorld::AddEntity(en);
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m_ProximitiesData.insert(std::make_pair(name, en));
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}
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void ProximityMonitorComponent::SetProximityRadius(dpEntity* entity, const std::string& name) {
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dpWorld::AddEntity(entity);
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entity->SetPosition(m_Parent->GetPosition());
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m_ProximitiesData.insert(std::make_pair(name, entity));
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}
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const std::map<LWOOBJID, dpEntity*>& ProximityMonitorComponent::GetProximityObjects(const std::string& name) {
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const auto& iter = m_ProximitiesData.find(name);
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if (iter == m_ProximitiesData.end()) {
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return m_EmptyObjectMap;
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}
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return iter->second->GetCurrentlyCollidingObjects();
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}
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bool ProximityMonitorComponent::IsInProximity(const std::string& name, LWOOBJID objectID) {
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const auto& iter = m_ProximitiesData.find(name);
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if (iter == m_ProximitiesData.end()) {
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return false;
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}
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const auto& collitions = iter->second->GetCurrentlyCollidingObjects();
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return collitions.find(objectID) != collitions.end();
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}
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void ProximityMonitorComponent::Update(float deltaTime) {
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for (const auto& prox : m_ProximitiesData) {
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if (!prox.second) continue;
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//Process enter events
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for (auto* en : prox.second->GetNewObjects()) {
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m_Parent->OnCollisionProximity(en->GetObjectID(), prox.first, "ENTER");
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}
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//Process exit events
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for (auto* en : prox.second->GetRemovedObjects()) {
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m_Parent->OnCollisionProximity(en->GetObjectID(), prox.first, "LEAVE");
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}
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}
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}
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